pokerogue/src/pipelines/sprite.ts

199 lines
5.7 KiB
TypeScript
Raw Normal View History

2023-06-05 02:47:43 +01:00
import Pokemon from "../pokemon";
2023-10-07 21:08:33 +01:00
import Trainer from "../trainer";
2023-06-02 23:33:51 +01:00
2023-06-05 02:47:43 +01:00
const spriteFragShader = `
2023-06-02 23:33:51 +01:00
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform sampler2D uMainSampler[%count%];
varying vec2 outTexCoord;
varying float outTexId;
2023-06-05 02:47:43 +01:00
varying vec2 outPosition;
2023-06-02 23:33:51 +01:00
varying float outTintEffect;
varying vec4 outTint;
2023-06-06 04:01:00 +01:00
uniform int hasShadow;
uniform int yCenter;
2023-06-05 02:47:43 +01:00
uniform float vCutoff;
uniform vec2 relPosition;
uniform vec2 size;
uniform float yOffset;
2023-06-02 23:33:51 +01:00
uniform vec4 tone;
const vec3 lumaF = vec3(.299, .587, .114);
2023-06-05 02:47:43 +01:00
void main()
2023-06-02 23:33:51 +01:00
{
vec4 texture;
%forloop%
vec4 texel = vec4(outTint.bgr * outTint.a, outTint.a);
// Multiply texture tint
vec4 color = texture * texel;
if (outTintEffect == 1.0)
{
// Solid color + texture alpha
color.rgb = mix(texture.rgb, outTint.bgr * outTint.a, texture.a);
}
else if (outTintEffect == 2.0)
{
// Solid color, no texture
color = texel;
}
/* Apply gray */
float luma = dot(color.rgb, lumaF);
color.rgb = mix(color.rgb, vec3(luma), tone.w);
/* Apply tone */
color.rgb += tone.rgb * (color.a / 255.0);
2023-06-06 04:01:00 +01:00
if (hasShadow == 1) {
2023-06-05 02:47:43 +01:00
float width = size.x - (yOffset / 2.0);
float spriteX = ((floor(outPosition.x / 6.0) - relPosition.x) / width) + 0.5;
float spriteY = ((floor(outPosition.y / 6.0) - relPosition.y) / size.y);
2023-06-06 04:01:00 +01:00
if (yCenter == 1) {
2023-06-05 02:47:43 +01:00
spriteY += 0.5;
} else {
spriteY += 1.0;
}
bool yOverflow = outTexCoord.y >= vCutoff;
if ((spriteY >= 0.9 && (color.a == 0.0 || yOverflow))) {
float shadowSpriteY = (spriteY - 0.9) * (1.0 / 0.15);
if (distance(vec2(spriteX, shadowSpriteY), vec2(0.5, 0.5)) < 0.5) {
color = vec4(vec3(0.0, 0.0, 0.0), 0.5);
} else if (yOverflow) {
discard;
}
} else if (yOverflow) {
discard;
}
}
2023-06-02 23:33:51 +01:00
gl_FragColor = color;
}
`;
2023-06-05 02:47:43 +01:00
const spriteVertShader = `
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform mat4 uProjectionMatrix;
attribute vec2 inPosition;
attribute vec2 inTexCoord;
attribute float inTexId;
attribute float inTintEffect;
attribute vec4 inTint;
varying vec2 outTexCoord;
varying float outTexId;
varying vec2 outPosition;
varying float outTintEffect;
varying vec4 outTint;
void main()
2023-06-02 23:33:51 +01:00
{
2023-06-05 02:47:43 +01:00
gl_Position = uProjectionMatrix * vec4(inPosition, 1.0, 1.0);
outTexCoord = inTexCoord;
outTexId = inTexId;
outPosition = inPosition;
outTint = inTint;
outTintEffect = inTintEffect;
}
`;
export default class SpritePipeline extends Phaser.Renderer.WebGL.Pipelines.MultiPipeline {
2023-06-02 23:33:51 +01:00
private _tone: number[];
constructor(game: Phaser.Game) {
super({
game: game,
name: 'sprite',
2023-06-05 02:47:43 +01:00
fragShader: spriteFragShader,
vertShader: spriteVertShader
2023-06-02 23:33:51 +01:00
});
this._tone = [ 0, 0, 0, 0 ];
}
onPreRender(): void {
2023-06-06 04:01:00 +01:00
this.set1i('hasShadow', 0);
this.set1i('yCenter', 0);
2023-06-05 02:47:43 +01:00
this.set2f('relPosition', 0, 0);
this.set2f('size', 0, 0);
this.set1f('yOffset', 0);
2023-06-02 23:33:51 +01:00
this.set4f('tone', this._tone[0], this._tone[1], this._tone[2], this._tone[3]);
}
onBind(gameObject: Phaser.GameObjects.GameObject): void {
super.onBind();
2023-06-05 02:47:43 +01:00
const sprite = (gameObject as Phaser.GameObjects.Sprite);
2023-06-02 23:33:51 +01:00
2023-06-05 02:47:43 +01:00
const data = sprite.pipelineData;
const tone = data['tone'] as number[];
const hasShadow = data['hasShadow'] as boolean;
2023-10-07 21:08:33 +01:00
const position = sprite.parentContainer instanceof Pokemon || sprite.parentContainer instanceof Trainer
2023-06-05 02:47:43 +01:00
? [ sprite.parentContainer.x, sprite.parentContainer.y ]
: [ sprite.x, sprite.y ];
position[0] += -(sprite.width - sprite.frame.width) / 2 + sprite.frame.x;
2023-06-06 04:01:00 +01:00
this.set1i('hasShadow', hasShadow ? 1 : 0);
this.set1i('yCenter', sprite.originY === 0.5 ? 1 : 0);
2023-06-05 02:47:43 +01:00
this.set2f('relPosition', position[0], position[1]);
this.set2f('size', sprite.frame.width, sprite.height);
this.set1f('yOffset', sprite.height - sprite.frame.height);
2023-06-02 23:33:51 +01:00
this.set4f('tone', tone[0], tone[1], tone[2], tone[3]);
}
onBatch(gameObject: Phaser.GameObjects.GameObject): void {
2023-06-05 02:47:43 +01:00
if (gameObject)
2023-06-02 23:33:51 +01:00
this.flush();
2023-06-05 02:47:43 +01:00
}
batchQuad(gameObject: Phaser.GameObjects.GameObject, x0: number, y0: number, x1: number, y1: number, x2: number, y2: number, x3: number, y3: number,
u0: number, v0: number, u1: number, v1: number, tintTL: number, tintTR: number, tintBL: number, tintBR: number, tintEffect: number | boolean,
texture?: WebGLTexture, unit?: number): boolean {
const sprite = gameObject as Phaser.GameObjects.Sprite;
this.set1f('vCutoff', v1);
const hasShadow = sprite.pipelineData['hasShadow'] as boolean;
if (hasShadow) {
2023-10-07 21:08:33 +01:00
const baseY = (sprite.parentContainer instanceof Pokemon || sprite.parentContainer instanceof Trainer
2023-06-05 02:47:43 +01:00
? sprite.parentContainer.y
: sprite.y + sprite.height / 2) * 6;
2023-06-05 16:39:49 +01:00
const bottomPadding = Math.ceil(sprite.height * 0.05) * 6;
2023-06-05 02:47:43 +01:00
const yDelta = (baseY - y1) / 6;
y2 = y1 = baseY + bottomPadding;
const pixelHeight = (v1 - v0) / sprite.frame.height;
v1 += (yDelta + bottomPadding / 6) * pixelHeight;
2023-06-02 23:33:51 +01:00
}
2023-06-05 02:47:43 +01:00
return super.batchQuad(gameObject, x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, unit);
2023-06-02 23:33:51 +01:00
}
get tone(): number[] {
return this._tone;
}
set tone(value: number[]) {
this._tone = value;
}
}