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fix: Remove window references from TiltShiftFilter
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bigtimebuddy committed Aug 18, 2024
1 parent 57f4822 commit 6b39839
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Showing 5 changed files with 97 additions and 87 deletions.
19 changes: 15 additions & 4 deletions examples/src/filters/tilt-shift.mjs
Original file line number Diff line number Diff line change
@@ -1,8 +1,19 @@
export default function ()
{
this.addFilter('TiltShiftFilter', function (folder)
{
folder.add(this, 'blur', 0, 200);
folder.add(this, 'gradientBlur', 0, 1000);
const app = this;
const height = app.initHeight;
const width = app.initWidth;

this.addFilter('TiltShiftFilter', {
args: { start: { x: 0, y: height / 2 }, end: { x: width, y: height / 2 } },
oncreate(folder)
{
folder.add(this, 'blur', 0, 200);
folder.add(this, 'gradientBlur', 0, 1000);
folder.add(this, 'startX', 0, width);
folder.add(this, 'startY', 0, height);
folder.add(this, 'endX', 0, width);
folder.add(this, 'endY', 0, height);
}
});
}
103 changes: 33 additions & 70 deletions src/tilt-shift/TiltShiftAxisFilter.ts
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
import { Filter, GlProgram, GpuProgram, PointData } from 'pixi.js';
import { Filter, GlProgram, GpuProgram, PointData, Texture, ViewSystem } from 'pixi.js';
import { vertex, wgslVertex } from '../defaults';
import fragment from './tilt-shift.frag';
import source from './tilt-shift.wgsl';
Expand Down Expand Up @@ -39,25 +39,30 @@ export class TiltShiftAxisFilter extends Filter
blur: 100,
/** The strength of the blur gradient */
gradientBlur: 600,
/** The position to start the effect at. */
start: { x: 0, y: window.innerHeight / 2 },
/** The position to end the effect at. */
end: { x: 600, y: window.innerHeight / 2 },
};

public uniforms: {
uBlur: Float32Array;
uStart: PointData
uEnd: PointData;
uDelta: Float32Array;
uTexSize: Float32Array;
uDimensions: Float32Array;
};

private _tiltAxis: TiltShiftAxisFilterOptions['axis'];

constructor(options?: TiltShiftAxisFilterOptions)
{
options = { ...TiltShiftAxisFilter.DEFAULT_OPTIONS, ...options } as TiltShiftAxisFilterOptions;
const { width, height } = ViewSystem.defaultOptions as { width: number, height: number };

options = {
...TiltShiftAxisFilter.DEFAULT_OPTIONS,
/** The position to start the effect at. */
start: { x: 0, y: height / 2 },
/** The position to end the effect at. */
end: { x: width, y: height / 2 },
...options,
} as TiltShiftAxisFilterOptions;

const gpuProgram = GpuProgram.from({
vertex: {
Expand All @@ -83,25 +88,39 @@ export class TiltShiftAxisFilter extends Filter
tiltShiftUniforms: {
uBlur: {
value: new Float32Array([
options.blur ?? 100,
options.gradientBlur ?? 600
options.blur as number,
options.gradientBlur as number,
]), type: 'vec2<f32>'
},
uStart: { value: options.start, type: 'vec2<f32>' },
uEnd: { value: options.end, type: 'vec2<f32>' },
uDelta: { value: new Float32Array([30, 30]), type: 'vec2<f32>' },
uTexSize: { value: new Float32Array([window.innerWidth, window.innerHeight]), type: 'vec2<f32>' },
uDelta: { value: new Float32Array([0, 0]), type: 'vec2<f32>' },
uDimensions: { value: new Float32Array([width, height]), type: 'vec2<f32>' },
},
},
});

this.uniforms = this.resources.tiltShiftUniforms.uniforms;
this._tiltAxis = options.axis;
this.updateDelta();
}

/** Updates the filter delta values. */
protected updateDelta(): void
/**
* Update the dimensions
* @ignore
*/
public updateDimensions(input: Texture): void
{
const { uDimensions } = this.uniforms;

uDimensions[0] = input.frame.width;
uDimensions[1] = input.frame.height;
}

/**
* Updates the filter delta values.
* @ignore
*/
public updateDelta(): void
{
this.uniforms.uDelta[0] = 0;
this.uniforms.uDelta[1] = 0;
Expand All @@ -120,60 +139,4 @@ export class TiltShiftAxisFilter extends Filter
this.uniforms.uDelta[0] = !isVert ? dx / d : -dy / d;
this.uniforms.uDelta[1] = !isVert ? dy / d : dx / d;
}

// /** The strength of the blur. */
// get blur(): number { return this.uniforms.uBlur[0]; }
// set blur(value: number) { this.uniforms.uBlur[0] = value; }

// /** The strength of the gradient blur. */
// get gradientBlur(): number { return this.uniforms.uBlur[1]; }
// set gradientBlur(value: number) { this.uniforms.uBlur[1] = value; }

// /** The start position of the effect. */
// get start(): PointData { return this.uniforms.uStart; }
// set start(value: PointData)
// {
// this.uniforms.uStart = value;
// this.updateDelta();
// }

// /** The start position of the effect on the `x` axis. */
// get startX(): number { return this.start.x; }
// set startX(value: number)
// {
// this.start.x = value;
// this.updateDelta();
// }

// /** The start position of the effect on the `y` axis. */
// get startY(): number { return this.startY; }
// set startY(value: number)
// {
// this.start.y = value;
// this.updateDelta();
// }

// /** The end position of the effect. */
// get end(): PointData { return this.uniforms.uEnd; }
// set end(value: PointData)
// {
// this.uniforms.uEnd = value;
// this.updateDelta();
// }

// /** The end position of the effect on the `x` axis. */
// get endX(): number { return this.end.x; }
// set endX(value: number)
// {
// this.end.x = value;
// this.updateDelta();
// }

// /** The end position of the effect on the `y` axis. */
// get endY(): number { return this.end.y; }
// set endY(value: number)
// {
// this.end.y = value;
// this.updateDelta();
// }
}
48 changes: 42 additions & 6 deletions src/tilt-shift/TiltShiftFilter.ts
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,8 @@ export class TiltShiftFilter extends TiltShiftAxisFilter
super({ ...options, axis: 'horizontal' });
this._tiltShiftYFilter = new TiltShiftAxisFilter({ ...options, axis: 'vertical' });

this.updateDelta();

Object.assign(this, options);
}

Expand All @@ -58,12 +60,22 @@ export class TiltShiftFilter extends TiltShiftAxisFilter
{
const renderTarget = TexturePool.getSameSizeTexture(input);

this.updateDimensions(input);
this._tiltShiftYFilter.updateDimensions(input);

filterManager.applyFilter(this, input, renderTarget, true);
filterManager.applyFilter(this._tiltShiftYFilter, renderTarget, output, clearMode);

TexturePool.returnTexture(renderTarget);
}

/** @ignore */
public override updateDelta(): void
{
super.updateDelta();
this._tiltShiftYFilter.updateDelta();
}

/** The strength of the blur. */
get blur(): number { return this.uniforms.uBlur[0]; }
set blur(value: number) { this.uniforms.uBlur[0] = this._tiltShiftYFilter.uniforms.uBlur[0] = value; }
Expand All @@ -74,26 +86,50 @@ export class TiltShiftFilter extends TiltShiftAxisFilter

/** The position to start the effect at. */
get start(): PointData { return this.uniforms.uStart; }
set start(value: PointData) { this.uniforms.uStart = this._tiltShiftYFilter.uniforms.uStart = value; }
set start(value: PointData)
{
this.uniforms.uStart = this._tiltShiftYFilter.uniforms.uStart = value;
this.updateDelta();
}

/** The position to start the effect at on the `x` axis. */
get startX(): number { return this.start.x; }
set startX(value: number) { this.start.x = value; }
set startX(value: number)
{
this.start.x = value;
this.updateDelta();
}

/** The position to start the effect at on the `x` axis. */
get startY(): number { return this.start.y; }
set startY(value: number) { this.start.y = value; }
set startY(value: number)
{
this.start.y = value;
this.updateDelta();
}

/** The position to end the effect at. */
get end(): PointData { return this.uniforms.uEnd; }
set end(value: PointData) { this.uniforms.uEnd = this._tiltShiftYFilter.uniforms.uEnd = value; }
set end(value: PointData)
{
this.uniforms.uEnd = this._tiltShiftYFilter.uniforms.uEnd = value;
this.updateDelta();
}

/** The position to end the effect at on the `x` axis. */
get endX(): number { return this.end.x; }
set endX(value: number) { this.end.x = value; }
set endX(value: number)
{
this.end.x = value;
this.updateDelta();
}

/** The position to end the effect at on the `y` axis. */
get endY(): number { return this.end.y; }
set endY(value: number) { this.end.y = value; }
set endY(value: number)
{
this.end.y = value;
this.updateDelta();
}
}

6 changes: 3 additions & 3 deletions src/tilt-shift/tilt-shift.frag
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ uniform vec2 uBlur;
uniform vec2 uStart;
uniform vec2 uEnd;
uniform vec2 uDelta;
uniform vec2 uTexSize;
uniform vec2 uDimensions;

float random(vec3 scale, float seed)
{
Expand All @@ -23,13 +23,13 @@ void main(void)

float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);
vec2 normal = normalize(vec2(uStart.y - uEnd.y, uEnd.x - uStart.x));
float radius = smoothstep(0.0, 1.0, abs(dot(vTextureCoord * uTexSize - uStart, normal)) / gradientBlur) * blur;
float radius = smoothstep(0.0, 1.0, abs(dot(vTextureCoord * uDimensions - uStart, normal)) / gradientBlur) * blur;

for (float t = -30.0; t <= 30.0; t++)
{
float percent = (t + offset - 0.5) / 30.0;
float weight = 1.0 - abs(percent);
vec4 sample = texture(uTexture, vTextureCoord + uDelta / uTexSize * percent * radius);
vec4 sample = texture(uTexture, vTextureCoord + uDelta / uDimensions * percent * radius);
sample.rgb *= sample.a;
color += sample * weight;
total += weight;
Expand Down
8 changes: 4 additions & 4 deletions src/tilt-shift/tilt-shift.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@ struct TiltShiftUniforms {
uStart: vec2<f32>,
uEnd: vec2<f32>,
uDelta: vec2<f32>,
uTexSize: vec2<f32>,
uDimensions: vec2<f32>,
};

@group(0) @binding(1) var uTexture: texture_2d<f32>;
Expand All @@ -20,20 +20,20 @@ fn mainFragment(
let uStart = tiltShiftUniforms.uStart;
let uEnd = tiltShiftUniforms.uEnd;
let uDelta = tiltShiftUniforms.uDelta;
let uTexSize = tiltShiftUniforms.uTexSize;
let uDimensions = tiltShiftUniforms.uDimensions;

var color: vec4<f32> = vec4<f32>(0.0);
var total: f32 = 0.0;

let offset: f32 = random(position, vec3<f32>(12.9898, 78.233, 151.7182), 0.0);
let normal: vec2<f32> = normalize(vec2<f32>(uStart.y - uEnd.y, uEnd.x - uStart.x));
let radius: f32 = smoothstep(0.0, 1.0, abs(dot(uv * uTexSize - uStart, normal)) / uBlurGradient) * uBlur;
let radius: f32 = smoothstep(0.0, 1.0, abs(dot(uv * uDimensions - uStart, normal)) / uBlurGradient) * uBlur;

for (var t: f32 = -30.0; t <= 30.0; t += 1.0)
{
var percent: f32 = (t + offset - 0.5) / 30.0;
var weight: f32 = 1.0 - abs(percent);
var sample: vec4<f32> = textureSample(uTexture, uSampler, uv + uDelta / uTexSize * percent * radius);
var sample: vec4<f32> = textureSample(uTexture, uSampler, uv + uDelta / uDimensions * percent * radius);
sample = vec4<f32>(sample.xyz * sample.a, sample.a); // multiply sample.rgb with sample.a
color += sample * weight;
total += weight;
Expand Down

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