Add sprite shadows and update engine
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@@ -1,6 +1,7 @@
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const spriteFragShader = `
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#define SHADER_NAME PHASER_MULTI_FS
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import BattleScene from "../battle-scene";
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import Pokemon from "../pokemon";
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const spriteFragShader = `
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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@@ -11,14 +12,21 @@ uniform sampler2D uMainSampler[%count%];
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varying vec2 outTexCoord;
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varying float outTexId;
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varying vec2 outPosition;
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varying float outTintEffect;
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varying vec4 outTint;
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uniform bool hasShadow;
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uniform bool yCenter;
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uniform float vCutoff;
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uniform vec2 relPosition;
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uniform vec2 size;
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uniform float yOffset;
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uniform vec4 tone;
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const vec3 lumaF = vec3(.299, .587, .114);
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void main ()
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void main()
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{
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vec4 texture;
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@@ -47,41 +55,138 @@ void main ()
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/* Apply tone */
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color.rgb += tone.rgb * (color.a / 255.0);
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if (hasShadow) {
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float width = size.x - (yOffset / 2.0);
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float spriteX = ((floor(outPosition.x / 6.0) - relPosition.x) / width) + 0.5;
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float spriteY = ((floor(outPosition.y / 6.0) - relPosition.y) / size.y);
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if (yCenter) {
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spriteY += 0.5;
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} else {
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spriteY += 1.0;
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}
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bool yOverflow = outTexCoord.y >= vCutoff;
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if ((spriteY >= 0.9 && (color.a == 0.0 || yOverflow))) {
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float shadowSpriteY = (spriteY - 0.9) * (1.0 / 0.15);
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if (distance(vec2(spriteX, shadowSpriteY), vec2(0.5, 0.5)) < 0.5) {
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color = vec4(vec3(0.0, 0.0, 0.0), 0.5);
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} else if (yOverflow) {
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discard;
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}
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} else if (yOverflow) {
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discard;
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}
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}
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gl_FragColor = color;
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}
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`;
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export default class SpritePipeline extends Phaser.Renderer.WebGL.Pipelines.MultiPipeline
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const spriteVertShader = `
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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uniform mat4 uProjectionMatrix;
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attribute vec2 inPosition;
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attribute vec2 inTexCoord;
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attribute float inTexId;
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attribute float inTintEffect;
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attribute vec4 inTint;
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varying vec2 outTexCoord;
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varying float outTexId;
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varying vec2 outPosition;
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varying float outTintEffect;
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varying vec4 outTint;
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void main()
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{
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gl_Position = uProjectionMatrix * vec4(inPosition, 1.0, 1.0);
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outTexCoord = inTexCoord;
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outTexId = inTexId;
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outPosition = inPosition;
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outTint = inTint;
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outTintEffect = inTintEffect;
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}
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`;
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export default class SpritePipeline extends Phaser.Renderer.WebGL.Pipelines.MultiPipeline {
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private _tone: number[];
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constructor(game: Phaser.Game) {
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super({
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game: game,
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name: 'sprite',
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fragShader: spriteFragShader
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fragShader: spriteFragShader,
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vertShader: spriteVertShader
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});
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this._tone = [ 0, 0, 0, 0 ];
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}
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onPreRender(): void {
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this.setBoolean('hasShadow', false);
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this.setBoolean('yCenter', false);
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this.set2f('relPosition', 0, 0);
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this.set2f('size', 0, 0);
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this.set1f('yOffset', 0);
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this.set4f('tone', this._tone[0], this._tone[1], this._tone[2], this._tone[3]);
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}
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onBind(gameObject: Phaser.GameObjects.GameObject): void {
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super.onBind();
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const data = (gameObject as Phaser.GameObjects.Sprite).pipelineData;
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const tone = data['tone'] as number[];
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const sprite = (gameObject as Phaser.GameObjects.Sprite);
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const data = sprite.pipelineData;
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const tone = data['tone'] as number[];
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const hasShadow = data['hasShadow'] as boolean;
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const position = sprite.parentContainer instanceof Pokemon
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? [ sprite.parentContainer.x, sprite.parentContainer.y ]
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: [ sprite.x, sprite.y ];
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position[0] += -(sprite.width - sprite.frame.width) / 2 + sprite.frame.x;
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this.setBoolean('hasShadow', hasShadow);
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this.setBoolean('yCenter', sprite.originY === 0.5);
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this.set2f('relPosition', position[0], position[1]);
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this.set2f('size', sprite.frame.width, sprite.height);
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this.set1f('yOffset', sprite.height - sprite.frame.height);
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this.set4f('tone', tone[0], tone[1], tone[2], tone[3]);
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}
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onBatch(gameObject: Phaser.GameObjects.GameObject): void {
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if (gameObject) {
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if (gameObject)
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this.flush();
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}
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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,
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u0: number, v0: number, u1: number, v1: number, tintTL: number, tintTR: number, tintBL: number, tintBR: number, tintEffect: number | boolean,
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texture?: WebGLTexture, unit?: number): boolean {
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const sprite = gameObject as Phaser.GameObjects.Sprite;
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this.set1f('vCutoff', v1);
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const hasShadow = sprite.pipelineData['hasShadow'] as boolean;
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if (hasShadow) {
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const baseY = (sprite.parentContainer instanceof Pokemon
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? sprite.parentContainer.y
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: sprite.y + sprite.height / 2) * 6;
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const bottomPadding = Math.ceil(sprite.height * 6 * 0.05);
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const yDelta = (baseY - y1) / 6;
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y2 = y1 = baseY + bottomPadding;
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const pixelHeight = (v1 - v0) / sprite.frame.height;
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v1 += (yDelta + bottomPadding / 6) * 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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}
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get tone(): number[] {
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