Draw an outline around door control icons

This commit is contained in:
2020-12-14 10:05:15 +01:00
parent f67899500e
commit 82b495f4c3
8 changed files with 210 additions and 12 deletions

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/*
This is a modified version of the PIXI outline filter (https://github.com/pixijs/pixi-filters/tree/master/filters/outline)
and is licensed under the MIT license.
The MIT License
Copyright (c) 2013-2017 Mathew Groves, Chad Engler
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
const vertex = `attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat3 projectionMatrix;
varying vec2 vTextureCoord;
void main(void)
{
gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
vTextureCoord = aTextureCoord;
}`
const fragment = `varying vec2 vTextureCoord;
uniform sampler2D uSampler;
uniform vec2 thickness;
uniform vec4 outlineColor;
uniform vec4 filterClamp;
const float DOUBLE_PI = 3.14159265358979323846264 * 2.;
void main(void) {
vec4 ownColor = texture2D(uSampler, vTextureCoord);
vec4 curColor;
float maxAlpha = 0.;
vec2 displaced;
for (float angle = 0.; angle <= DOUBLE_PI; angle += \${angleStep}) {
displaced.x = vTextureCoord.x + thickness.x * cos(angle);
displaced.y = vTextureCoord.y + thickness.y * sin(angle);
curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw));
maxAlpha = max(maxAlpha, curColor.a);
}
float resultAlpha = max(maxAlpha, ownColor.a);
// Original line:
// gl_FragColor = vec4((ownColor.rgb + outlineColor.rgb * (1. - ownColor.a)) * resultAlpha, resultAlpha);
gl_FragColor = vec4(ownColor.rgb + outlineColor.rgb * (resultAlpha - ownColor.a), resultAlpha);
}
`
/**
* OutlineFilter, originally by mishaa
* http://www.html5gamedevs.com/topic/10640-outline-a-sprite-change-certain-colors/?p=69966
* http://codepen.io/mishaa/pen/emGNRB<br>
* ![original](../tools/screenshots/dist/original.png)![filter](../tools/screenshots/dist/outline.png)
*
* @class
* @extends PIXI.Filter
* @memberof PIXI.filters
* @see {@link https://www.npmjs.com/package/@pixi/filter-outline|@pixi/filter-outline}
* @see {@link https://www.npmjs.com/package/pixi-filters|pixi-filters}
* @param {number} [thickness=1] The tickness of the outline. Make it 2 times more for resolution 2
* @param {number} [color=0x000000] The color of the outline.
* @param {number} [quality=0.1] The quality of the outline from `0` to `1`, using a higher quality
* setting will result in slower performance and more accuracy.
*
* @example
* someSprite.filters = [new OutlineFilter(2, 0x99ff99)];
*/
class OutlineFilter extends PIXI.Filter {
constructor(thickness = 1, color = 0x000000, quality = 0.1) {
const samples = Math.max(
quality * OutlineFilter.MAX_SAMPLES,
OutlineFilter.MIN_SAMPLES
);
const angleStep = (Math.PI * 2 / samples).toFixed(7);
super(vertex, fragment.replace(/\$\{angleStep\}/, angleStep));
this.uniforms.thickness = new Float32Array([0, 0]);
/**
* The thickness of the outline.
* @member {number}
* @default 1
*/
this.thickness = thickness;
this.uniforms.outlineColor = new Float32Array([0, 0, 0, 1]);
this.color = color;
this.quality = quality;
}
apply(filterManager, input, output, clear) {
this.uniforms.thickness[0] = this.thickness / input._frame.width;
this.uniforms.thickness[1] = this.thickness / input._frame.height;
filterManager.applyFilter(this, input, output, clear);
}
/**
* The color of the glow.
* @member {number}
* @default 0x000000
*/
get color() {
return PIXI.utils.rgb2hex(this.uniforms.outlineColor);
}
set color(value) {
PIXI.utils.hex2rgb(value, this.uniforms.outlineColor);
}
}
/**
* The minimum number of samples for rendering outline.
* @static
* @member {number} MIN_SAMPLES
* @memberof PIXI.filters.OutlineFilter
* @default 1
*/
OutlineFilter.MIN_SAMPLES = 1;
/**
* The maximum number of samples for rendering outline.
* @static
* @member {number} MAX_SAMPLES
* @memberof PIXI.filters.OutlineFilter
* @default 100
*/
OutlineFilter.MAX_SAMPLES = 100;
export { OutlineFilter };