Source: filters/simple-lightmap/src/SimpleLightmapFilter.js

filters/simple-lightmap/src/SimpleLightmapFilter.js

import {vertex} from '@tools/fragments';
import fragment from './simpleLightmap.frag';
import {Filter} from '@pixi/core';
import {hex2rgb, rgb2hex} from '@pixi/utils';
/**
* SimpleLightmap, originally by Oza94
* http://www.html5gamedevs.com/topic/20027-pixijs-simple-lightmapping/
* http://codepen.io/Oza94/pen/EPoRxj
*
* You have to specify filterArea, or suffer consequences.
* You may have to use it with `filter.dontFit = true`,
*  until we rewrite this using same approach as for DisplacementFilter.
*
* ![original](../tools/screenshots/dist/original.png)![filter](../tools/screenshots/dist/simple-lightmap.png)
* @class
* @extends PIXI.Filter
* @memberof PIXI.filters
 * @see {@link https://www.npmjs.com/package/@pixi/filter-simple-lightmap|@pixi/filter-simple-lightmap}
 * @see {@link https://www.npmjs.com/package/pixi-filters|pixi-filters}
* @param {PIXI.Texture} texture a texture where your lightmap is rendered
* @param {Array<number>|number} [color=0x000000] An RGBA array of the ambient color
* @param {number} [alpha=1] Default alpha set independent of color (if it's a number, not array).
*
* @example
*  displayObject.filters = [new SimpleLightmapFilter(texture, 0x666666)];
*/
class SimpleLightmapFilter extends Filter {

    constructor(texture, color = 0x000000, alpha = 1) {
        super(vertex, fragment);
        this.uniforms.dimensions = new Float32Array(2);
        this.uniforms.ambientColor = new Float32Array([0, 0, 0, alpha]);
        this.texture = texture;
        this.color = color;
    }

    /**
     * Applies the filter.
     * @private
     * @param {PIXI.FilterManager} filterManager - The manager.
     * @param {PIXI.RenderTarget} input - The input target.
     * @param {PIXI.RenderTarget} output - The output target.
     */
    apply(filterManager, input, output, clear) {
        this.uniforms.dimensions[0] = input.filterFrame.width;
        this.uniforms.dimensions[1] = input.filterFrame.height;

        // draw the filter...
        filterManager.applyFilter(this, input, output, clear);
    }


    /**
     * a texture where your lightmap is rendered
     * @member {PIXI.Texture}
     */
    get texture() {
        return this.uniforms.uLightmap;
    }
    set texture(value) {
        this.uniforms.uLightmap = value;
    }

    /**
     * An RGBA array of the ambient color or a hex color without alpha
     * @member {Array<number>|number}
     */
    set color(value) {
        const arr = this.uniforms.ambientColor;
        if (typeof value === 'number') {
            hex2rgb(value, arr);
            this._color = value;
        }
        else {
            arr[0] = value[0];
            arr[1] = value[1];
            arr[2] = value[2];
            arr[3] = value[3];
            this._color = rgb2hex(arr);
        }
    }
    get color() {
        return this._color;
    }

    /**
     * When setting `color` as hex, this can be used to set alpha independently.
     * @member {number}
     */
    get alpha() {
        return this.uniforms.ambientColor[3];
    }
    set alpha(value) {
        this.uniforms.ambientColor[3] = value;
    }
}

export { SimpleLightmapFilter };