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🆙 Added Black to Aplha Filter, to get the real deal for blending furni
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@@ -1,4 +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 { 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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@@ -7,6 +8,7 @@ import { FurnitureVisualizationData } from './FurnitureVisualizationData';
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export class FurnitureVisualization extends RoomObjectSpriteVisualization
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{
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protected static DEPTH_MULTIPLIER: number = Math.sqrt(0.5);
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private static _blackToAlphaFilter: BlackToAlphaFilter = null;
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public static TYPE: string = RoomObjectVisualizationType.FURNITURE_STATIC;
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@@ -333,7 +335,16 @@ 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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if(sprite.blendMode !== 'add') sprite.filters = this._filters;
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if(sprite.blendMode === 'add')
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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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}
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else
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{
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sprite.filters = this._filters;
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}
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}
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else
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{
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@@ -485,7 +496,9 @@ export class FurnitureVisualization extends RoomObjectSpriteVisualization
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if(!this.getLayerIgnoreMouse(scale, direction, layerId)) return false;
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if(this.getLayerBlendMode(scale, direction, layerId) === 'normal') return false;
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const blendMode = this.getLayerBlendMode(scale, direction, layerId);
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if(blendMode === 'normal' || blendMode === 'add') return false;
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if(layerId !== (totalLayers - 1)) return false;
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@@ -0,0 +1,66 @@
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import { Filter, FilterSystem, GlProgram, RenderSurface, Texture } from 'pixi.js';
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export class BlackToAlphaFilter extends Filter
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{
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constructor()
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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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void main(void) {
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vec4 color = texture(uTexture, vTextureCoord);
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float brightness = max(max(color.r, color.g), color.b);
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finalColor = vec4(color.rgb, color.a * brightness);
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}
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`,
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name: 'black-to-alpha-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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});
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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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}
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@@ -1,3 +1,4 @@
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export * from './BlackToAlphaFilter';
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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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