import BattleScene from "../battle-scene"; import { TerrainType, getTerrainColor } from "../data/terrain"; 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 ignoreTimeTint; uniform int isOutside; uniform vec3 dayTint; uniform vec3 duskTint; uniform vec3 nightTint; uniform vec3 terrainColor; uniform float terrainColorRatio; 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)); } 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 && ignoreTimeTint == 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); } if (terrainColorRatio > 0.0 && (1.0 - terrainColorRatio) < outTexCoord.y) { if (color.a > 0.0 && (terrainColor.r > 0.0 || terrainColor.g > 0.0 || terrainColor.b > 0.0)) { color.rgb = mix(color.rgb, blendHue(color.rgb, terrainColor), 1.0); } } gl_FragColor = color; } `; const spriteVertShader = ` precision mediump float; uniform mat4 uProjectionMatrix; uniform int uRoundPixels; uniform vec2 uResolution; 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() { 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; } outTexCoord = inTexCoord; outTexId = inTexId; outPosition = inPosition; 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); this.set1i("ignoreTimeTint", 0); this.set1f("terrainColorRatio", 0); this.set3fv("terrainColor", [ 0, 0, 0 ]); } onBind(gameObject: Phaser.GameObjects.GameObject): void { super.onBind(); const sprite = gameObject as Phaser.GameObjects.Sprite | Phaser.GameObjects.NineSlice; const scene = sprite.scene as BattleScene; const data = sprite.pipelineData; const ignoreTimeTint = data["ignoreTimeTint"] as boolean; const terrainColorRatio = data["terrainColorRatio"] as number || 0; const time = scene.currentBattle?.waveIndex ? ((scene.currentBattle.waveIndex + scene.waveCycleOffset) % 40) / 40 // ((new Date().getSeconds() * 1000 + new Date().getMilliseconds()) % 10000) / 10000 : Utils.getCurrentTime(); this.set1f("time", time); this.set1i("ignoreTimeTint", ignoreTimeTint ? 1 : 0); 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)); this.set3fv("terrainColor", getTerrainColor(scene.arena.terrain?.terrainType || TerrainType.NONE).map(c => c / 255)); this.set1f("terrainColorRatio", terrainColorRatio); } onBatch(gameObject: Phaser.GameObjects.GameObject): void { if (gameObject) { this.flush(); } } }