mirror of
https://github.com/pagefaultgames/pokerogue.git
synced 2024-12-12 00:26:15 +00:00
149 lines
4.1 KiB
TypeScript
149 lines
4.1 KiB
TypeScript
|
import BattleScene from "../battle-scene";
|
||
|
import * as Utils from "../utils";
|
||
|
|
||
|
const spriteFragShader = `
|
||
|
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||
|
precision highp float;
|
||
|
#else
|
||
|
precision mediump float;
|
||
|
#endif
|
||
|
|
||
|
uniform sampler2D uMainSampler[%count%];
|
||
|
|
||
|
varying vec2 outTexCoord;
|
||
|
varying float outTexId;
|
||
|
varying float outTintEffect;
|
||
|
varying vec4 outTint;
|
||
|
|
||
|
uniform float time;
|
||
|
uniform int isOutside;
|
||
|
uniform vec3 dayTint;
|
||
|
uniform vec3 duskTint;
|
||
|
uniform vec3 nightTint;
|
||
|
|
||
|
float blendOverlay(float base, float blend) {
|
||
|
return base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));
|
||
|
}
|
||
|
|
||
|
vec3 blendOverlay(vec3 base, vec3 blend) {
|
||
|
return vec3(blendOverlay(base.r,blend.r),blendOverlay(base.g,blend.g),blendOverlay(base.b,blend.b));
|
||
|
}
|
||
|
|
||
|
vec3 blendHardLight(vec3 base, vec3 blend) {
|
||
|
return blendOverlay(blend, base);
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
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 day/night tint */
|
||
|
if (color.a > 0.0) {
|
||
|
vec3 dayNightTint;
|
||
|
|
||
|
if (time < 0.25) {
|
||
|
dayNightTint = dayTint;
|
||
|
} else if (isOutside == 0 && time < 0.5) {
|
||
|
dayNightTint = mix(dayTint, nightTint, (time - 0.25) / 0.25);
|
||
|
} else if (time < 0.375) {
|
||
|
dayNightTint = mix(dayTint, duskTint, (time - 0.25) / 0.125);
|
||
|
} else if (time < 0.5) {
|
||
|
dayNightTint = mix(duskTint, nightTint, (time - 0.375) / 0.125);
|
||
|
} else if (time < 0.75) {
|
||
|
dayNightTint = nightTint;
|
||
|
} else if (isOutside == 0) {
|
||
|
dayNightTint = mix(nightTint, dayTint, (time - 0.75) / 0.25);
|
||
|
} else if (time < 0.875) {
|
||
|
dayNightTint = mix(nightTint, duskTint, (time - 0.75) / 0.125);
|
||
|
} else {
|
||
|
dayNightTint = mix(duskTint, dayTint, (time - 0.875) / 0.125);
|
||
|
}
|
||
|
|
||
|
color = vec4(blendHardLight(color.rgb, dayNightTint), color.a);
|
||
|
}
|
||
|
|
||
|
gl_FragColor = color;
|
||
|
}
|
||
|
`;
|
||
|
|
||
|
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 float outTintEffect;
|
||
|
varying vec4 outTint;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = uProjectionMatrix * vec4(inPosition, 1.0, 1.0);
|
||
|
|
||
|
outTexCoord = inTexCoord;
|
||
|
outTexId = inTexId;
|
||
|
outTint = inTint;
|
||
|
outTintEffect = inTintEffect;
|
||
|
}
|
||
|
`;
|
||
|
|
||
|
export default class FieldSpritePipeline extends Phaser.Renderer.WebGL.Pipelines.MultiPipeline {
|
||
|
constructor(game: Phaser.Game, config?: Phaser.Types.Renderer.WebGL.WebGLPipelineConfig) {
|
||
|
super(config || {
|
||
|
game: game,
|
||
|
name: 'field-sprite',
|
||
|
fragShader: spriteFragShader,
|
||
|
vertShader: spriteVertShader
|
||
|
});
|
||
|
}
|
||
|
|
||
|
onPreRender(): void {
|
||
|
this.set1f('time', 0);
|
||
|
}
|
||
|
|
||
|
onBind(gameObject: Phaser.GameObjects.GameObject): void {
|
||
|
super.onBind();
|
||
|
|
||
|
const sprite = (gameObject as Phaser.GameObjects.Sprite);
|
||
|
const scene = sprite.scene as BattleScene;
|
||
|
|
||
|
let time = scene.currentBattle?.waveIndex
|
||
|
? ((scene.currentBattle.waveIndex + scene.getWaveCycleOffset()) % 40) / 40 // ((new Date().getSeconds() * 1000 + new Date().getMilliseconds()) % 10000) / 10000
|
||
|
: Utils.getCurrentTime();
|
||
|
this.set1f('time', time);
|
||
|
this.set1i('isOutside', scene.arena.isOutside() ? 1 : 0);
|
||
|
this.set3fv('dayTint', scene.arena.getDayTint().map(c => c / 255));
|
||
|
this.set3fv('duskTint', scene.arena.getDuskTint().map(c => c / 255));
|
||
|
this.set3fv('nightTint', scene.arena.getNightTint().map(c => c / 255));
|
||
|
}
|
||
|
|
||
|
onBatch(gameObject: Phaser.GameObjects.GameObject): void {
|
||
|
if (gameObject)
|
||
|
this.flush();
|
||
|
}
|
||
|
}
|