pokerogue/src/pipelines/sprite.ts

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import BattleScene from "../battle-scene";
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import { variantColorCache, variantData } from '#app/data/variant';
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import Pokemon from "../field/pokemon";
import Trainer from "../field/trainer";
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import FieldSpritePipeline from "./field-sprite";
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import * as Utils from "../utils";
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const spriteFragShader = `
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#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform sampler2D uMainSampler[%count%];
varying vec2 outTexCoord;
varying float outTexId;
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varying vec2 outPosition;
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varying float outTintEffect;
varying vec4 outTint;
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uniform float time;
uniform int ignoreTimeTint;
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uniform int isOutside;
uniform vec3 dayTint;
uniform vec3 duskTint;
uniform vec3 nightTint;
uniform float teraTime;
uniform vec3 teraColor;
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uniform int hasShadow;
uniform int yCenter;
uniform float fieldScale;
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uniform float vCutoff;
uniform vec2 relPosition;
uniform vec2 texFrameUv;
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uniform vec2 size;
uniform vec2 texSize;
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uniform float yOffset;
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uniform vec4 tone;
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uniform vec4 baseVariantColors[32];
uniform vec4 variantColors[32];
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uniform ivec4 spriteColors[32];
uniform ivec4 fusionSpriteColors[32];
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const vec3 lumaF = vec3(.299, .587, .114);
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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);
}
float hue2rgb(float f1, float f2, float hue) {
if (hue < 0.0)
hue += 1.0;
else if (hue > 1.0)
hue -= 1.0;
float res;
if ((6.0 * hue) < 1.0)
res = f1 + (f2 - f1) * 6.0 * hue;
else if ((2.0 * hue) < 1.0)
res = f2;
else if ((3.0 * hue) < 2.0)
res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
else
res = f1;
return res;
}
vec3 rgb2hsl(vec3 color) {
vec3 hsl;
float fmin = min(min(color.r, color.g), color.b);
float fmax = max(max(color.r, color.g), color.b);
float delta = fmax - fmin;
hsl.z = (fmax + fmin) / 2.0;
if (delta == 0.0) {
hsl.x = 0.0;
hsl.y = 0.0;
} else {
if (hsl.z < 0.5)
hsl.y = delta / (fmax + fmin);
else
hsl.y = delta / (2.0 - fmax - fmin);
float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;
if (color.r == fmax )
hsl.x = deltaB - deltaG;
else if (color.g == fmax)
hsl.x = (1.0 / 3.0) + deltaR - deltaB;
else if (color.b == fmax)
hsl.x = (2.0 / 3.0) + deltaG - deltaR;
if (hsl.x < 0.0)
hsl.x += 1.0;
else if (hsl.x > 1.0)
hsl.x -= 1.0;
}
return hsl;
}
vec3 hsl2rgb(vec3 hsl) {
vec3 rgb;
if (hsl.y == 0.0)
rgb = vec3(hsl.z);
else {
float f2;
if (hsl.z < 0.5)
f2 = hsl.z * (1.0 + hsl.y);
else
f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
float f1 = 2.0 * hsl.z - f2;
rgb.r = hue2rgb(f1, f2, hsl.x + (1.0/3.0));
rgb.g = hue2rgb(f1, f2, hsl.x);
rgb.b= hue2rgb(f1, f2, hsl.x - (1.0/3.0));
}
return rgb;
}
vec3 blendHue(vec3 base, vec3 blend) {
vec3 baseHSL = rgb2hsl(base);
return hsl2rgb(vec3(rgb2hsl(blend).r, baseHSL.g, baseHSL.b));
}
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vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
vec4 texture = texture2D(uMainSampler[0], outTexCoord);
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for (int i = 0; i < 32; i++) {
if (baseVariantColors[i][3] == 0.0)
break;
if (texture.a > 0.0 && texture.r == baseVariantColors[i].r && texture.g == baseVariantColors[i].g && texture.b == baseVariantColors[i].b) {
texture.rgb = variantColors[i].rgb;
break;
}
}
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for (int i = 0; i < 32; i++) {
if (spriteColors[i][3] == 0)
break;
if (texture.a > 0.0 && int(texture.r * 255.0) == spriteColors[i].r && int(texture.g * 255.0) == spriteColors[i].g && int(texture.b * 255.0) == spriteColors[i].b) {
vec3 fusionColor = vec3(float(fusionSpriteColors[i].r) / 255.0, float(fusionSpriteColors[i].g) / 255.0, float(fusionSpriteColors[i].b) / 255.0);
vec3 bg = vec3(float(spriteColors[i].r) / 255.0, float(spriteColors[i].g) / 255.0, float(spriteColors[i].b) / 255.0);
float gray = (bg.r + bg.g + bg.b) / 3.0;
bg = vec3(gray, gray, gray);
vec3 fg = fusionColor;
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texture.rgb = mix(1.0 - 2.0 * (1.0 - bg) * (1.0 - fg), 2.0 * bg * fg, step(bg, vec3(0.5)));
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break;
}
}
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vec4 texel = vec4(outTint.bgr * outTint.a, outTint.a);
// Multiply texture tint
vec4 color = texture * texel;
if (color.a > 0.0 && teraColor.r > 0.0 && teraColor.g > 0.0 && teraColor.b > 0.0) {
vec2 relUv = vec2((outTexCoord.x - texFrameUv.x) / (size.x / texSize.x), (outTexCoord.y - texFrameUv.y) / (size.y / texSize.y));
vec2 teraTexCoord = vec2(relUv.x * (size.x / 200.0), relUv.y * (size.y / 120.0));
vec4 teraCol = texture2D(uMainSampler[1], teraTexCoord);
float floorValue = 86.0 / 255.0;
vec3 teraPatternHsv = rgb2hsv(teraCol.rgb);
teraCol.rgb = hsv2rgb(vec3((teraPatternHsv.b - floorValue) * 4.0 + teraTexCoord.x * fieldScale / 2.0 + teraTexCoord.y * fieldScale / 2.0 + teraTime * 255.0, teraPatternHsv.b, teraPatternHsv.b));
color.rgb = mix(color.rgb, blendHue(color.rgb, teraColor), 0.625);
teraCol.rgb = mix(teraCol.rgb, teraColor, 0.5);
color.rgb = blendOverlay(color.rgb, teraCol.rgb);
if (teraColor.r < 1.0 || teraColor.g < 1.0 || teraColor.b < 1.0) {
vec3 teraColHsv = rgb2hsv(teraColor);
color.rgb = mix(color.rgb, teraColor, (1.0 - teraColHsv.g) / 2.0);
}
}
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if (outTintEffect == 1.0) {
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// Solid color + texture alpha
color.rgb = mix(texture.rgb, outTint.bgr * outTint.a, texture.a);
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} else if (outTintEffect == 2.0) {
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// 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);
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/* Apply day/night tint */
if (color.a > 0.0 && ignoreTimeTint == 0) {
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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.rgb = blendHardLight(color.rgb, dayNightTint);
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}
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if (hasShadow == 1) {
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float width = size.x - (yOffset / 2.0);
float spriteX = ((floor(outPosition.x / fieldScale) - relPosition.x) / width) + 0.5;
float spriteY = ((floor(outPosition.y / fieldScale) - relPosition.y) / size.y);
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if (yCenter == 1) {
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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;
}
}
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gl_FragColor = color;
}
`;
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const spriteVertShader = `
precision mediump float;
uniform mat4 uProjectionMatrix;
uniform int uRoundPixels;
uniform vec2 uResolution;
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attribute vec2 inPosition;
attribute vec2 inTexCoord;
attribute float inTexId;
attribute float inTintEffect;
attribute vec4 inTint;
varying vec2 outTexCoord;
varying vec2 outtexFrameUv;
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varying float outTexId;
varying vec2 outPosition;
varying float outTintEffect;
varying vec4 outTint;
void main()
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{
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gl_Position = uProjectionMatrix * vec4(inPosition, 1.0, 1.0);
if (uRoundPixels == 1)
{
gl_Position.xy = floor(((gl_Position.xy + 1.0) * 0.5 * uResolution) + 0.5) / uResolution * 2.0 - 1.0;
}
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outTexCoord = inTexCoord;
outTexId = inTexId;
outPosition = inPosition;
outTint = inTint;
outTintEffect = inTintEffect;
}
`;
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export default class SpritePipeline extends FieldSpritePipeline {
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private _tone: number[];
constructor(game: Phaser.Game) {
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super(game, {
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game: game,
name: 'sprite',
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fragShader: spriteFragShader,
vertShader: spriteVertShader
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});
this._tone = [ 0, 0, 0, 0 ];
}
onPreRender(): void {
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super.onPreRender();
this.set1f('teraTime', 0);
this.set3fv('teraColor', [ 0, 0, 0 ]);
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this.set1i('hasShadow', 0);
this.set1i('yCenter', 0);
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this.set2f('relPosition', 0, 0);
this.set2f('texFrameUv', 0, 0);
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this.set2f('size', 0, 0);
this.set2f('texSize', 0, 0);
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this.set1f('yOffset', 0);
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this.set4fv('tone', this._tone);
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}
onBind(gameObject: Phaser.GameObjects.GameObject): void {
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super.onBind(gameObject);
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const sprite = (gameObject as Phaser.GameObjects.Sprite);
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const data = sprite.pipelineData;
const tone = data['tone'] as number[];
const teraColor = data['teraColor'] as integer[] ?? [ 0, 0, 0 ];
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const hasShadow = data['hasShadow'] as boolean;
const ignoreFieldPos = data['ignoreFieldPos'] as boolean;
const ignoreOverride = data['ignoreOverride'] as boolean;
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const isEntityObj = sprite.parentContainer instanceof Pokemon || sprite.parentContainer instanceof Trainer;
const field = isEntityObj ? sprite.parentContainer.parentContainer : sprite.parentContainer;
const position = isEntityObj
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? [ sprite.parentContainer.x, sprite.parentContainer.y ]
: [ sprite.x, sprite.y ];
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if (field) {
position[0] += field.x / field.scale;
position[1] += field.y / field.scale;
}
position[0] += -(sprite.width - (sprite.frame.width)) / 2 + sprite.frame.x + (!ignoreFieldPos ? (sprite.x - field.x) : 0);
if (sprite.originY === 0.5)
position[1] += (sprite.height / 2) * ((isEntityObj ? sprite.parentContainer : sprite).scale - 1) + (!ignoreFieldPos ? (sprite.y - field.y) : 0);
this.set1f('teraTime', (this.game.getTime() % 500000) / 500000);
this.set3fv('teraColor', teraColor.map(c => c / 255));
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this.set1i('hasShadow', hasShadow ? 1 : 0);
this.set1i('yCenter', sprite.originY === 0.5 ? 1 : 0);
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this.set1f('fieldScale', field?.scale || 1);
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this.set2f('relPosition', position[0], position[1]);
this.set2f('texFrameUv', sprite.frame.u0, sprite.frame.v0);
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this.set2f('size', sprite.frame.width, sprite.height);
this.set2f('texSize', sprite.texture.source[0].width, sprite.texture.source[0].height);
this.set1f('yOffset', sprite.height - sprite.frame.height * (isEntityObj ? sprite.parentContainer.scale : sprite.scale));
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this.set4fv('tone', tone);
this.bindTexture(this.game.textures.get('tera').source[0].glTexture, 1);
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if ((gameObject.scene as BattleScene).fusionPaletteSwaps) {
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const spriteColors = ((ignoreOverride && data['spriteColorsBase']) || data['spriteColors'] || []) as number[][];
const fusionSpriteColors = ((ignoreOverride && data['fusionSpriteColorsBase']) || data['fusionSpriteColors'] || []) as number[][];
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const emptyColors = [ 0, 0, 0, 0 ];
const flatSpriteColors: integer[] = [];
const flatFusionSpriteColors: integer[] = [];
for (let c = 0; c < 32; c++) {
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flatSpriteColors.splice(flatSpriteColors.length, 0, ...(c < spriteColors.length ? spriteColors[c] : emptyColors));
flatFusionSpriteColors.splice(flatFusionSpriteColors.length, 0, ...(c < fusionSpriteColors.length ? fusionSpriteColors[c] : emptyColors));
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}
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this.set4iv(`spriteColors`, flatSpriteColors.flat());
this.set4iv(`fusionSpriteColors`, flatFusionSpriteColors.flat());
}
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}
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onBatch(gameObject: Phaser.GameObjects.GameObject): void {
if (gameObject) {
const sprite = (gameObject as Phaser.GameObjects.Sprite);
const data = sprite.pipelineData;
const variant: integer = data.hasOwnProperty('variant')
? data['variant']
: sprite.parentContainer instanceof Pokemon ? sprite.parentContainer.variant
: 0;
let variantColors;
const emptyColors = [ 0, 0, 0, 0 ];
const flatBaseColors: number[] = [];
const flatVariantColors: number[] = [];
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if ((sprite.parentContainer instanceof Pokemon ? sprite.parentContainer.isShiny() : !!data['shiny'])
&& (variantColors = variantColorCache[sprite.parentContainer instanceof Pokemon ? sprite.parentContainer.getSprite().texture.key : data['spriteKey']]) && variantColors.hasOwnProperty(variant)) {
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const baseColors = Object.keys(variantColors[variant]);
for (let c = 0; c < 32; c++) {
if (c < baseColors.length) {
const baseColor = Array.from(Object.values(Utils.rgbHexToRgba(baseColors[c])));
const variantColor = Array.from(Object.values(Utils.rgbHexToRgba(variantColors[variant][baseColors[c]])));
flatBaseColors.splice(flatBaseColors.length, 0, ...baseColor.map(c => c / 255.0));
flatVariantColors.splice(flatVariantColors.length, 0, ...variantColor.map(c => c / 255.0));
} else {
flatBaseColors.splice(flatBaseColors.length, 0, ...emptyColors);
flatVariantColors.splice(flatVariantColors.length, 0, ...emptyColors);
}
}
} else {
for (let c = 0; c < 32; c++) {
flatBaseColors.splice(flatBaseColors.length, 0, ...emptyColors);
flatVariantColors.splice(flatVariantColors.length, 0, ...emptyColors);
}
}
this.set4fv('baseVariantColors', flatBaseColors.flat());
this.set4fv('variantColors', flatVariantColors.flat());
}
super.onBatch(gameObject);
}
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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?: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper, unit?: number): boolean {
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const sprite = gameObject as Phaser.GameObjects.Sprite;
this.set1f('vCutoff', v1);
const hasShadow = sprite.pipelineData['hasShadow'] as boolean;
if (hasShadow) {
const isEntityObj = sprite.parentContainer instanceof Pokemon || sprite.parentContainer instanceof Trainer;
const field = isEntityObj ? sprite.parentContainer.parentContainer : sprite.parentContainer;
const fieldScaleRatio = field.scale / 6;
const baseY = (isEntityObj
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? sprite.parentContainer.y
: sprite.y + sprite.height) * 6 / fieldScaleRatio;
const bottomPadding = Math.ceil(sprite.height * 0.05) * 6 / fieldScaleRatio;
const yDelta = (baseY - y1) / field.scale;
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y2 = y1 = baseY + bottomPadding;
const pixelHeight = (v1 - v0) / (sprite.frame.height * (isEntityObj ? sprite.parentContainer.scale : sprite.scale));
v1 += (yDelta + bottomPadding / field.scale) * pixelHeight;
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}
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return super.batchQuad(gameObject, x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, unit);
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}
get tone(): number[] {
return this._tone;
}
set tone(value: number[]) {
this._tone = value;
}
}