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pixel_shader.js
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/*
Pixel Shaders
- Adds pixel shader functionality to your bitsy project which can be called from the javascript from dialog hack, or from your own code
Programmer: Zach Hixson
Year: 2019
*/
let pixelShaderOn = true;
let curShader = null;
let time = 0;
let shaderParams = {};
class ShaderArgs {
constructor(){
this.pixel = {
r : 0,
g : 0,
b : 0,
a : 0
}
this.x = 0;
this.y = 0;
this.buffer;
this.frameRandom = Math.random();
}
rgbaFromBufferIdx(buffIn, idx){
this.pixel.r = buffIn.data[idx + 0];
this.pixel.g = buffIn.data[idx + 1];
this.pixel.b = buffIn.data[idx + 2];
this.pixel.a = buffIn.data[idx + 3];
}
}
class ShaderFunc{
static getPixelIdx(width, x, y){
return (y * width + x) * 4;
}
static mixVal(val1, val2, fac){
fac /= 100;
val1 *= fac;
val2 *= 1 - fac;
return val1 + val2;
}
static getDistance(x1, y1, x2, y2){
return Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2));
}
}
function activateShader(shaderIn){
curShader = shaderIn;
pixelShaderOn = true;
callPixelShader(canvas);
}
function deactivateShader(){
pixelShaderOn = false;
}
drawRoom = (function(){
let old_func = drawRoom;
return function(){
let result;
result = old_func.apply(this, [room[curRoom]]);
if (pixelShaderOn){
callPixelShader(canvas);
}
return result;
}
}());
function callPixelShader(canvasIn){
if (curShader != null){
let ctx = canvasIn.getContext('2d');
let curBuffer = ctx.getImageData(0, 0, canvasIn.width, canvasIn.height);
let newBuffer = ctx.getImageData(0, 0, canvasIn.width, canvasIn.height);
let shaderArgs = new ShaderArgs();
for (let x = 0; x < canvas.width; x++){
for (let y = 0; y < canvas.height; y++){
let pIdx = ShaderFunc.getPixelIdx(canvasIn.width, x, y);
shaderArgs.rgbaFromBufferIdx(curBuffer, pIdx);
shaderArgs.buffer = curBuffer;
shaderArgs.x = x;
shaderArgs.y = y;
curShader(shaderArgs, canvasIn);
newBuffer.data[pIdx + 0] = shaderArgs.pixel.r;
newBuffer.data[pIdx + 1] = shaderArgs.pixel.g;
newBuffer.data[pIdx + 2] = shaderArgs.pixel.b;
newBuffer.data[pIdx + 3] = shaderArgs.pixel.a;
}
}
ctx.putImageData(newBuffer, 0, 0);
}
time++;
}
function warpShader(args, canvasIn){
//setup parameters
if (shaderParams && shaderParams.name != "warp"){
for (let p in shaderParams){delete shaderParams[p]}
shaderParams = {
name : "warp",
speedDiv : 30,
waveLength : 20,
amplitude : 5
}
}
let sin = Math.sin((time / shaderParams.speedDiv) + (args.x / shaderParams.waveLength));
let height = Math.floor((sin + 1) * shaderParams.amplitude);
let pIdx = ShaderFunc.getPixelIdx(canvasIn.width, args.x, (args.y + height) % canvas.height);
args.rgbaFromBufferIdx(args.buffer, pIdx);
}
function chromaShader(args, canvasIn){
//setup parameters
if (shaderParams && shaderParams.name != "chroma"){
for (let p in shaderParams){delete shaderParams[p]}
shaderParams = {
name : "chroma",
amplitude : 3,
fuzz : true,
mix : 50
}
}
let randR = 0;
let randG = 0;
let randB = 0;
if (shaderParams.fuzz){
randR = Math.floor(Math.random() * shaderParams.amplitude);
randG = Math.floor(Math.random() * shaderParams.amplitude);
randB = Math.floor(Math.random() * shaderParams.amplitude);
}
let chromaR = args.buffer.data[ShaderFunc.getPixelIdx(canvasIn.width, args.x, args.y + shaderParams.amplitude + randR)];
let chromaG = args.buffer.data[ShaderFunc.getPixelIdx(canvasIn.width, args.x + shaderParams.amplitude + randG, args.y)];
let chromaB = args.buffer.data[ShaderFunc.getPixelIdx(canvasIn.width, args.x - shaderParams.amplitude + randB, args.y)];
let r = ShaderFunc.mixVal(args.pixel.r, chromaR, shaderParams.mix);
let g = ShaderFunc.mixVal(args.pixel.g, chromaG, shaderParams.mix);
let b = ShaderFunc.mixVal(args.pixel.b, chromaB, shaderParams.mix);
args.pixel.r = r;
args.pixel.g = g;
args.pixel.b = b;
}
function shakeShader(args, canvasIn){
//setup parameters
if (shaderParams && shaderParams.name != "shake"){
for (let p in shaderParams){delete shaderParams[p]}
shaderParams = {
name : "shake",
amplitude : 3,
frequency : 1
}
}
if (time % shaderParams.frequency == 0){
let dir = [0, 0];
let offset = Math.round((args.frameRandom * shaderParams.amplitude * 2) - (shaderParams.amplitude / 2));
if (args.frameRandom * 3 > 1){
dir[0] = offset;
}
else if (args.frameRandom * 3 > 2){
dir[1] = offset;
}
else{
dir[0] = offset;
dir[1] = offset;
}
args.rgbaFromBufferIdx(args.buffer, ShaderFunc.getPixelIdx(canvasIn.width, (args.x + dir[0]) % canvasIn.width, (args.y + dir[1]) % canvasIn.height));
}
}
function spotlightShader(args, canvasIn){
//setup parameters
if (shaderParams && shaderParams.name != "spotlight"){
for (let p in shaderParams){delete shaderParams[p]}
shaderParams = {
name : "spotlight",
x : canvas.width / 2,
y : canvas.height / 2,
radius : 100,
opacity : 50,
fuzz : true,
fuzziness : 12,
followPlayer : true
}
}
let dist;
if (shaderParams.followPlayer){
dist = ShaderFunc.getDistance(args.x, args.y, (player().x + 0.5) * 32, (player().y + 0.5) * 32) - shaderParams.radius;
}
else{
dist = ShaderFunc.getDistance(args.x, args.y, shaderParams.x, shaderParams.y) - shaderParams.radius;
}
if (shaderParams.fuzz){
dist += (Math.random() * shaderParams.fuzziness) - (shaderParams.fuzziness / 2);
}
let clamp = (dist > 1) ? 1 - (shaderParams.opacity / 100) : 1;
args.pixel.r = args.pixel.r * clamp;
args.pixel.g = args.pixel.g * clamp;
args.pixel.b = args.pixel.b * clamp;
}