mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
127 lines
4.0 KiB
HTML
127 lines
4.0 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta http-equiv="X-UA-Compatible" content="IE=edge" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<script src="//cdn.jsdelivr.net/npm/phaser@4.0.0-rc.1/dist/phaser.js"></script>
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<script src="../dist/iife/spine-phaser-v4.js"></script>
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<link rel="stylesheet" href="../../index.css" />
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<title>Spine Phaser Example</title>
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</head>
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<body class="p-4 flex flex-col items-center">
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<h1>Camera pipeline test</h1>
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<script>
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class MainScene extends Phaser.Scene {
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constructor() {
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super({ key: "MainScene" });
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}
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preload() {
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this.load.image("img", "assets/raptor-pma.png");
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this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
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this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
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}
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create() {
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if (!this.renderer.renderNodes.hasNode("FilterPlasmaPostFX")) {
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this.renderer.renderNodes.addNodeConstructor("FilterPlasmaPostFX", PlasmaPostFX);
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}
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const image = this.add.sprite(0, 0, "img").enableFilters();;
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const spineboy = this.add.spine(
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400,
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300,
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"spineboy-data",
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"spineboy-atlas"
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).enableFilters();
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spineboy.scale = 0.5;
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spineboy.animationState.setAnimation(0, "walk", true);
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this.plasmaPostFXController = new PlasmaPostFXController(spineboy.filterCamera);
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console.log(spineboy.filterCamera);
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spineboy.filters.internal.add(this.plasmaPostFXController);
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// this.plasmaPostFXController2 = new PlasmaPostFXController(image.filterCamera);
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image.filters.internal.add(this.plasmaPostFXController);
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}
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update(time) {
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this.plasmaPostFXController.uTime = time / 1000;
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// this.plasmaPostFXController2.uTime = time / 1000;
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}
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}
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const game = new Phaser.Game({
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width: 800,
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height: 600,
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type: Phaser.WEBGL,
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backgroundColor: "#cdcdcd",
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scene: [ MainScene ],
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plugins: {
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scene: [
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{
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key: "spine.SpinePlugin",
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plugin: spine.SpinePlugin,
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mapping: "spine",
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},
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],
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},
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})
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const fragShader = `
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precision mediump float;
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uniform sampler2D uMainSampler;
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uniform float uTime;
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uniform vec2 uResolution;
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varying vec2 outTexCoord;
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void main()
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{
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vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / uResolution.xy;
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float x = p.x;
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float y = p.y;
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float mov0 = x+y+cos(sin(uTime)*2.0)*100.+sin(x/100.)*1000.;
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float mov1 = y / 0.9 + uTime;
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float mov2 = x / 0.2;
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float c1 = abs(sin(mov1+uTime)/2.+mov2/2.-mov1-mov2+uTime);
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float c2 = abs(sin(c1+sin(mov0/1000.+uTime)+sin(y/40.+uTime)+sin((x+y)/100.)*3.));
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float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.)));
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vec4 pixel = texture2D(uMainSampler, outTexCoord);
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gl_FragColor = pixel * vec4(c1, c2, c3, 1);
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}
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`;
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class PlasmaPostFXController extends Phaser.Filters.Controller {
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constructor (camera) {
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super(camera, 'FilterPlasmaPostFX');
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this.uTime = 0;
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this.uResolution = [0, 0];
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}
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}
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class PlasmaPostFX extends Phaser.Renderer.WebGL.RenderNodes.BaseFilterShader {
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constructor (manager) {
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super('FilterPlasmaPostFX', manager, null, fragShader);
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}
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setupUniforms (controller, drawingContext) {
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const programManager = this.programManager;
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programManager.setUniform('uResolution', [ drawingContext.width, drawingContext.height ]);
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programManager.setUniform('uTime', controller.uTime);
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}
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}
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</script>
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</body>
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</html>
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