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Accessing Multiple Textures in PIXI Filter


Rammschnev
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I am trying to create a fragment shader via a PIXI.AbstractFilter to create a wave rippling effect to be applied to a background texture. I have already worked out the algorithm for the wave effect in JavaScript. What I am having difficulty doing is getting the data I need into the shader through PIXI.

For my effect to work, I need to have a large Float32Array to keep track of wave heights and a texture containing the original, unaltered contents of the background image to read from in order to apply the effect of pixel displacement (light refraction). I've been doing a lot of searching and have come up with some partial solutions. I attempt to load my large Float32Array into the shader as a texture with type GL.FLOAT (with the OES_texture_float extension) and an internal format of GL.LUMINANCE and read from it. From what I can tell, my shader isn't receiving my data the way I need it to. Just as a test, I set gl_FragColor to read from my data texture, and instead of the solid black that should have appeared, it rendered a color from either the source texture or the texture of the sprite that the filter is applied to.If I weren't using PIXI, what I would try next is to use gl.getUniformLocation, but it takes the current program as its first parameter, and I don't know of a way to access that.

The basic flow of my shader needs to go:

Read From Array -> Calculate displacement based on value -> Render the current fragment as the color at x+displacement, y+displacement -> Get updated version of array

This is my code in the constructor for my shader:

ws.Shader = function(tex) {
        // GLSL Fragment Shader for Wave Rendering
        ws.gl = game.renderer.gl;
        ws.flExt = ws.gl.getExtension("OES_texture_float");
        
        var unis = {
            
            dataTex: {
                type: "sampler2D",
                value: ws.gl.TEXTURE1
            },
            
            canvasTex: {
                type: "sampler2D",
                value: ws.gl.TEXTURE2
            },
        
            mapSize: {
                type: "2f",
                value: [ws.width+2,ws.height+2]
            },
            
            dispFactor: {
                type: "1f",
                value: 20.0
            },
            
            lumFactor: {
                type: "1f",
                value: 0.35
            }
            
        };
        
        var fragSrc = [
        "precision mediump float;",
        "varying vec2 vTextureCoord;",
        "varying vec4 vColor;",
        "uniform sampler2D uSampler;",
            
        "uniform sampler2D dataTex;",
        "uniform sampler2D canvasTex;",
            
        "uniform vec2 mapSize;",
        "uniform float dispFactor;",
        "uniform float lumFactor;",
            
        "void main(void) {",
            "vec2 imgSize = vec2(mapSize.x-2.0,mapSize.y-2.0);",
            "vec2 mapCoord = vec2((vTextureCoord.x*imgSize.x)+1.5,(vTextureCoord.y*imgSize.y)+1.5);",
            "float wave = texture2D(dataTex, mapCoord).r;",
            "float displace = wave*dispFactor;",
            
            "if (displace < 0.0) {",
                "displace = displace+1.0;",
            "}",
            
            "vec2 srcCoord = vec2((vTextureCoord.x*imgSize.x)+displace,(vTextureCoord.y*imgSize.y)+displace);",
            
            "if (srcCoord.x < 0.0) {",
                "srcCoord.x = 0.0;",
            "}",
            "else if (srcCoord.x > mapSize.x-2.0) {",
                "srcCoord.x = mapSize.x-2.0;",
            "}",
            
            "if (srcCoord.y < 0.0) {",
                "srcCoord.y = 0.0;",
            "}",
            "else if (srcCoord.y > mapSize.y-2.0) {",
                "srcCoord.y = mapSize.y-2.0;",
            "}",
            
            /*"srcCoord.x = srcCoord.x/imgSize.x;",
            "srcCoord.y = srcCoord.y/imgSize.y;",*/
            
            "float lum = wave*lumFactor;",
            "if (lum > 40.0) { lum = 40.0; }",
            "else if (lum < -40.0) { lum = -40.0; }",
            
            "gl_FragColor = texture2D(canvasTex, vec2(0.0,0.0));",
            "gl_FragColor.r = gl_FragColor.r + lum;",
            "gl_FragColor.g = gl_FragColor.g + lum;",
            "gl_FragColor.b = gl_FragColor.b + lum;",
            
        "}"];
        
        ws.shader = new PIXI.AbstractFilter(fragSrc, unis);
        
        // Send empty wave map to WebGL
        ws.activeWaveMap = new Float32Array((ws.width+2)*(ws.height+2));
        ws.dataPointerGL = ws.gl.createTexture();
        ws.gl.activeTexture(ws.gl.TEXTURE1);
        ws.gl.bindTexture(ws.gl.TEXTURE_2D, ws.dataPointerGL);
        
        // Non-Power-of-Two Texture Dimensions
        ws.gl.texParameteri(ws.gl.TEXTURE_2D, ws.gl.TEXTURE_MIN_FILTER, ws.gl.NEAREST);
        ws.gl.texParameteri(ws.gl.TEXTURE_2D, ws.gl.TEXTURE_WRAP_S, ws.gl.CLAMP_TO_EDGE);
        ws.gl.texParameteri(ws.gl.TEXTURE_2D, ws.gl.TEXTURE_WRAP_T, ws.gl.CLAMP_TO_EDGE);
        
        ws.gl.texImage2D(ws.gl.TEXTURE_2D, 0, ws.gl.LUMINANCE, ws.width+2,ws.height+2,0, ws.gl.LUMINANCE, ws.gl.FLOAT, ws.activeWaveMap);
        
        // Send texture data from canvas to WebGL
        var canvasTex = ws.gl.createTexture();
        ws.gl.activeTexture(ws.gl.TEXTURE2);
        ws.gl.bindTexture(ws.gl.TEXTURE_2D, canvasTex);
        
        // Non-Power-of-Two Texture Dimensions
        ws.gl.texParameteri(ws.gl.TEXTURE_2D, ws.gl.TEXTURE_MIN_FILTER, ws.gl.NEAREST);
        ws.gl.texParameteri(ws.gl.TEXTURE_2D, ws.gl.TEXTURE_WRAP_S, ws.gl.CLAMP_TO_EDGE);
        ws.gl.texParameteri(ws.gl.TEXTURE_2D, ws.gl.TEXTURE_WRAP_T, ws.gl.CLAMP_TO_EDGE);
        
        ws.gl.texImage2D(ws.gl.TEXTURE_2D, 0, ws.gl.RGBA, ws.gl.RGBA, ws.gl.UNSIGNED_BYTE, tex.imageData);
    }

I then attempt to update dataTex in the ws object's update loop:

        ws.activeWaveMap.set(ws.outgoingWaveMap);
        
        // WebGL Update
        ws.gl.activeTexture(ws.gl.TEXTURE1);
        ws.gl.bindTexture(ws.gl.TEXTURE_2D, ws.dataPointerGL);
        
        /*
        // Non-Power-of-Two Texture Dimensions
        ws.gl.texParameteri(ws.gl.TEXTURE_2D, ws.gl.TEXTURE_MIN_FILTER, ws.gl.NEAREST);
        ws.gl.texParameteri(ws.gl.TEXTURE_2D, ws.gl.TEXTURE_WRAP_S, ws.gl.CLAMP_TO_EDGE);
        ws.gl.texParameteri(ws.gl.TEXTURE_2D, ws.gl.TEXTURE_WRAP_T, ws.gl.CLAMP_TO_EDGE);*/
        
        ws.gl.texImage2D(ws.gl.TEXTURE_2D, 0, ws.gl.LUMINANCE, ws.width+2,ws.height+2,0, ws.gl.LUMINANCE, ws.gl.FLOAT, ws.activeWaveMap);

I'm sure that plenty of this isn't right, but I believe that I can sort things out once I can get to the point where I can actually access my data. Can anyone point me in the right direction? This is central enough to my project that I am willing to discard PIXI altogether if there isn't a way to implement what I am trying to do. Also, I am using PIXI via Phaser, if that makes a difference.

Thanks!

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