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

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HTML

<!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@3.55.2/dist/phaser.js"></script>
<title>Spine Phaser Example</title>
</head>
<body>
<h1>Camera pipeline test</h1>
<script>
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
backgroundColor: '#cdcdcd',
scene: {
preload: preload,
create: create,
pack: {
files: [
{ type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
]
}
}
};
const fragShader = `
#define SHADER_NAME PLASMA_FS
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 PlasmaPostFX extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
constructor(game) {
super({
game,
name: 'PlasmaPostFX',
fragShader,
uniforms: [
'uMainSampler',
'uTime',
'uResolution'
]
});
}
onPreRender() {
this.set1f('uTime', this.game.loop.time / 1000);
}
onDraw(renderTarget) {
this.set2f('uResolution', renderTarget.width, renderTarget.height);
this.bindAndDraw(renderTarget);
}
}
const game = new Phaser.Game(config);
function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
this.load.image("img", "assets/raptor-pma.png")
}
function create() {
this.renderer.pipelines.addPostPipeline('PlasmaPostFX', PlasmaPostFX);
// FIXME: Need a dummy sprite so the MultiPipeline sets up state
// so rendering the Spine sprite actually works. Unsure what state
// is needed.
this.add.sprite(0, 0, 'img');
const spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
this.cameras.main.setPostPipeline("PlasmaPostFX");
}
</script>
</body>
</html>