spine-runtimes/spine-ts/spine-phaser-v4/example/camera-pipeline-test.html

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