Updated to Pixi v5.
This also fixes a chrome video preload spec change.
Этот коммит содержится в:
родитель
0c039b6ed4
Коммит
5ca0935ac6
@ -40,3 +40,7 @@ urlparam: questSceneMstId
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## V1.3.1 (2019-06-09)
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Fix MoveCamera macro
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## V1.4.0 (2019-09-29)
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Updated Pixi.js to v5
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@ -2,7 +2,7 @@
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const pixiApp = {
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app: new PIXI.Application(baseDimensions),
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loader: PIXI.loader
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loader: PIXI.Loader.shared
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};
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const utage = new UtageInfo();
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@ -11,7 +11,7 @@ const textFunc = new TextFunctions();
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let audio = undefined; //Cant create a audio context without user input.
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const player = new Player(pixiApp, utage, textFunc, audio, shaders);
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const languages = ["eng", "jpn", "rus"];
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const version = "YameteTomete XDUPlayer V1.3.1";
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const version = "YameteTomete XDUPlayer V1.4.0";
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let bodyLoaded = false;
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let utageLoaded = false;
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let languagesLoaded = false;
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19
Js/Pixi.min.js
поставляемый
19
Js/Pixi.min.js
поставляемый
Различия файлов скрыты, потому что одна или несколько строк слишком длинны
@ -5,22 +5,16 @@ class Shaders {
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this.leftToRightFadeShader = `
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform vec2 dimensions;
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uniform vec4 filterArea;
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uniform vec4 inputPixel;
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uniform highp vec4 outputFrame;
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uniform float time;
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uniform vec4 fadeincolor;
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uniform vec4 fadeoutcolor;
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vec2 mapCoord( vec2 coord ) {
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coord *= filterArea.xy;
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coord += filterArea.zw;
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return coord;
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}
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void main( void ) {
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vec2 uv = vTextureCoord;
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vec2 mappedCoord = mapCoord(uv) / dimensions;
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vec2 uv = vTextureCoord * inputPixel.xy / outputFrame.zw;
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vec2 mappedCoord = uv;
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float step2 = time;
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float step3 = time + 0.2;
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@ -36,21 +30,16 @@ class Shaders {
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this.rightToLeftFadeShader = `
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform vec2 dimensions;
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uniform vec4 filterArea;
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uniform vec4 inputPixel;
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uniform highp vec4 outputFrame;
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uniform float time;
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uniform vec4 fadeincolor;
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uniform vec4 fadeoutcolor;
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vec2 mapCoord( vec2 coord ) {
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coord *= filterArea.xy;
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return coord;
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}
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void main( void ) {
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vec2 uv = vTextureCoord;
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vec2 mappedCoord = mapCoord(uv) / dimensions;
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vec2 uv = vTextureCoord * inputPixel.xy / outputFrame.zw;
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vec2 mappedCoord = uv;
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float step2 = (1.0 - time);
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float step3 = (1.0 - time) - 0.2;
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@ -66,22 +55,16 @@ class Shaders {
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this.downToUpFadeShader = `
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform vec2 dimensions;
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uniform vec4 filterArea;
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uniform vec4 inputPixel;
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uniform highp vec4 outputFrame;
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uniform float time;
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uniform vec4 fadeincolor;
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uniform vec4 fadeoutcolor;
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vec2 mapCoord( vec2 coord ) {
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coord *= filterArea.xy;
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coord += filterArea.zw;
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return coord;
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}
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void main( void ) {
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vec2 uv = vTextureCoord;
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vec2 mappedCoord = mapCoord(uv) / dimensions;
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vec2 uv = vTextureCoord * inputPixel.xy / outputFrame.zw;
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vec2 mappedCoord = uv;
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float step2 = (1.0 - time);
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float step3 = (1.0 - time) - 0.2;
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@ -97,22 +80,16 @@ class Shaders {
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this.uptoDownFadeShader = `
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform vec2 dimensions;
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uniform vec4 filterArea;
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uniform vec4 inputPixel;
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uniform highp vec4 outputFrame;
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uniform float time;
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uniform vec4 fadeincolor;
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uniform vec4 fadeoutcolor;
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vec2 mapCoord( vec2 coord ) {
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coord *= filterArea.xy;
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coord += filterArea.zw;
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return coord;
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}
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void main( void ) {
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vec2 uv = vTextureCoord;
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vec2 mappedCoord = mapCoord(uv) / dimensions;
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vec2 uv = vTextureCoord * inputPixel.xy / outputFrame.zw;
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vec2 mappedCoord = uv;
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float step2 = time;
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float step3 = time + 0.2;
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@ -129,7 +106,6 @@ class Shaders {
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform sampler2D uSampler;
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uniform vec2 dimensions;
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uniform float factor;
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vec4 Sepia( in vec4 color )
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@ -150,10 +126,11 @@ class Shaders {
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}
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//https://jsfiddle.net/60e5pp8d/1/
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//v5 changes to shaders, https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters
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// https://www.html5gamedevs.com/topic/42235-how-to-get-correct-fragment-shader-uv-in-pixi-50-rc0/
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buildShaders() {
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let divalefttorightfade = new PIXI.Filter(null, this.leftToRightFadeShader, {
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time: { type: 'f', value: 0 },
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dimensions: { type: 'v2', value: [baseDimensions.width, baseDimensions.height] },
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fadeincolor: { type: 'v4', value: [0.0,0.0,0.0,1.0] },
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fadeoutcolor: { type: 'v4', value: [0.0,0.0,0.0,0.0] }
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});
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@ -162,7 +139,6 @@ class Shaders {
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let divarighttoleftfade = new PIXI.Filter(null, this.rightToLeftFadeShader, {
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time: { type: 'f', value: 0 },
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dimensions: { type: 'v2', value: [baseDimensions.width, baseDimensions.height] },
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fadeincolor: { type: 'v4', value: [0.0,0.0,0.0,1.0] },
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fadeoutcolor: { type: 'v4', value: [0.0,0.0,0.0,0.0] }
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});
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@ -171,7 +147,6 @@ class Shaders {
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let divauptodownfade = new PIXI.Filter(null, this.uptoDownFadeShader, {
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time: { type: 'f', value: 0 },
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dimensions: { type: 'v2', value: [baseDimensions.width, baseDimensions.height] },
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fadeincolor: { type: 'v4', value: [0.0,0.0,0.0,1.0] },
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fadeoutcolor: { type: 'v4', value: [0.0,0.0,0.0,0.0] }
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});
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@ -180,7 +155,6 @@ class Shaders {
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let divadowntoupfade = new PIXI.Filter(null, this.downToUpFadeShader, {
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time: { type: 'f', value: 0 },
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dimensions: { type: 'v2', value: [baseDimensions.width, baseDimensions.height] },
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fadeincolor: { type: 'v4', value: [0.0,0.0,0.0,1.0] },
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fadeoutcolor: { type: 'v4', value: [0.0,0.0,0.0,0.0] }
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});
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@ -188,15 +162,12 @@ class Shaders {
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this.shaders['divadowntoupfade'] = divadowntoupfade;
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let sepia = new PIXI.Filter(null, this.sepiaShader, {
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factor: { type: 'f', value: 0.5 },
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dimensions: { type: 'v2', value: [baseDimensions.width, baseDimensions.height] }
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factor: { type: 'f', value: 0.5 }
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});
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sepia.apply = baseShaderApply;
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this.shaders['sepia'] = sepia;
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function baseShaderApply(filterManager, input, output) {
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this.uniforms.dimensions[0] = input.sourceFrame.width;
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this.uniforms.dimensions[1] = input.sourceFrame.height;
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filterManager.applyFilter(this, input, output);
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}
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}
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