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🆕 Updated Chooser & Furni command - now glowing !
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@@ -1,5 +1,5 @@
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import { AlphaTolerance, IGraphicAsset, IObjectVisualizationData, IRoomGeometry, IRoomObjectSprite, RoomObjectVariable, RoomObjectVisualizationType } from '@nitrots/api';
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import { BlackToAlphaFilter } from '@nitrots/utils';
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import { BlackToAlphaFilter, ChooserSelectionFilter } from '@nitrots/utils';
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import { BLEND_MODES, Filter, Texture } from 'pixi.js';
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import { RoomObjectSpriteVisualization } from '../RoomObjectSpriteVisualization';
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import { ColorData, LayerData } from '../data';
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@@ -335,15 +335,21 @@ export class FurnitureVisualization extends RoomObjectSpriteVisualization
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sprite.posture = this.getPostureForAsset(scale, assetData.source);
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sprite.clickHandling = this._clickHandling;
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const chooserFilters = (sprite.filters || []).filter(f => f instanceof ChooserSelectionFilter);
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if(sprite.blendMode === 'add' && !this.isBackgroundColorBlack())
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{
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if(!FurnitureVisualization._blackToAlphaFilter) FurnitureVisualization._blackToAlphaFilter = new BlackToAlphaFilter();
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sprite.filters = [FurnitureVisualization._blackToAlphaFilter];
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sprite.filters = chooserFilters.length > 0
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? [FurnitureVisualization._blackToAlphaFilter, ...chooserFilters]
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: [FurnitureVisualization._blackToAlphaFilter];
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}
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else
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{
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sprite.filters = this._filters;
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sprite.filters = chooserFilters.length > 0
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? [...this._filters, ...chooserFilters]
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: this._filters;
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}
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}
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else
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@@ -0,0 +1,142 @@
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import { Color, ColorSource, Filter, FilterSystem, GlProgram, RenderSurface, Texture } from 'pixi.js';
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export class ChooserSelectionFilter extends Filter
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{
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public uniforms: {
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uLineColor: Float32Array,
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uColor: Float32Array,
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uTime: number
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};
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private _lineColor!: Color;
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private _color!: Color;
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constructor(
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lineColor: ColorSource = [0.700, 0.880, 0.950],
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color: ColorSource = [0.290, 0.350, 0.390]
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)
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{
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const glProgram = GlProgram.from({
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vertex: `in vec2 aPosition;
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out vec2 vTextureCoord;
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uniform vec4 uInputSize;
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uniform vec4 uOutputFrame;
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uniform vec4 uOutputTexture;
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vec4 filterVertexPosition(void)
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{
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vec2 position = aPosition * uOutputFrame.zw + uOutputFrame.xy;
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position.x = position.x * (2.0 / uOutputTexture.x) - 1.0;
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position.y = position.y * (2.0*uOutputTexture.z / uOutputTexture.y) - uOutputTexture.z;
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return vec4(position, 0.0, 1.0);
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}
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vec2 filterTextureCoord(void)
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{
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return aPosition * (uOutputFrame.zw * uInputSize.zw);
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}
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void main(void)
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{
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gl_Position = filterVertexPosition();
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vTextureCoord = filterTextureCoord();
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}`,
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fragment: `
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in vec2 vTextureCoord;
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out vec4 finalColor;
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uniform sampler2D uTexture;
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uniform vec3 uLineColor;
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uniform vec3 uColor;
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uniform float uTime;
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void main(void) {
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vec4 currentColor = texture(uTexture, vTextureCoord);
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vec3 colorLine = uLineColor * currentColor.a;
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vec3 colorOverlay = uColor * currentColor.a;
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float fadeFactor = 0.75 + 0.25 * sin(uTime * 3.0);
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if(currentColor.r == 0.0 && currentColor.g == 0.0 && currentColor.b == 0.0 && currentColor.a > 0.0) {
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finalColor = vec4(colorLine.r * fadeFactor, colorLine.g * fadeFactor, colorLine.b * fadeFactor, currentColor.a);
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} else if(currentColor.a > 0.0) {
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finalColor = vec4(colorOverlay.r * fadeFactor, colorOverlay.g * fadeFactor, colorOverlay.b * fadeFactor, currentColor.a * 0.35);
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}
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}
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`,
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name: 'chooser-selection-filter',
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});
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super({
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gpuProgram: null,
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glProgram,
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resources: {
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chooserUniforms: {
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uLineColor: { value: new Float32Array(3), type: 'vec3<f32>' },
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uColor: { value: new Float32Array(3), type: 'vec3<f32>' },
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uTime: { value: 0.0, type: 'f32' }
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}
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}
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});
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this.uniforms = this.resources.chooserUniforms.uniforms;
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this._lineColor = new Color();
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this.lineColor = lineColor;
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this._color = new Color();
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this.color = color;
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}
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public apply(
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filterManager: FilterSystem,
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input: Texture,
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output: RenderSurface,
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clearMode: boolean,
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): void
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{
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filterManager.applyFilter(this, input, output, clearMode);
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}
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public get lineColor(): ColorSource
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{
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return this._lineColor.value as ColorSource;
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}
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public set lineColor(value: ColorSource)
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{
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this._lineColor.setValue(value);
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const [r, g, b] = this._lineColor.toArray();
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this.uniforms.uLineColor[0] = r;
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this.uniforms.uLineColor[1] = g;
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this.uniforms.uLineColor[2] = b;
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}
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public get color(): ColorSource
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{
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return this._color.value as ColorSource;
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}
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public set color(value: ColorSource)
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{
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this._color.setValue(value);
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const [r, g, b] = this._color.toArray();
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this.uniforms.uColor[0] = r;
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this.uniforms.uColor[1] = g;
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this.uniforms.uColor[2] = b;
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}
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public get time(): number
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{
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return this.uniforms.uTime;
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}
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public set time(value: number)
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{
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this.uniforms.uTime = value;
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}
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}
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@@ -1,4 +1,5 @@
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export * from './BlackToAlphaFilter';
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export * from './ChooserSelectionFilter';
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export * from './PaletteMapFilter';
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export * from './PlaneMaskFilter';
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export * from './WiredFilter';
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