Grid of 16 Cameras with Shaders
Demonstrates creating a 4x4 grid of 16 cameras, where each individual camera applies a different post-processing shader filter to the same scene.
1024 × 512
// #module
import HueRotate from './assets/rendernodes/FilterHueRotate.js';
import Lazers from './assets/rendernodes/FilterLazers.js';
export default class Example extends Phaser.Scene
{
constructor ()
{
super();
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('einstein', 'assets/pics/ra-einstein.png');
}
create ()
{
const pic = this.add.image(128, 64, 'einstein');
// 1024 x 512 = 4 x 4 = 256 x 128
// We're going to create 16 cameras in a 4x4 grid, making each 256 x 128 in size
let cam = this.cameras.main;
cam.setSize(256, 128);
cam.filters.external.add(new Lazers.Controller(cam));
let b = 0;
for (let y = 0; y < 4; y++)
{
for (let x = 0; x < 4; x++)
{
if (x === 0 && y === 0)
{
continue;
}
if (x === 0)
{
b = (b) ? 0 : 1;
}
cam = this.cameras.add(x * 256, y * 128, 256, 128);
if (b === 0)
{
cam.filters.external.add(new HueRotate.Controller(cam));
b = 1;
}
else
{
cam.filters.external.add(new Lazers.Controller(cam));
b = 0;
}
}
}
this.tweens.add({
targets: pic,
angle: 360,
ease: 'Linear',
duration: 6000,
repeat: -1
});
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.WEBGL,
width: 1024,
height: 512,
parent: 'game-container',
scene: Example,
renderNodes: {
FilterHueRotate: HueRotate.Filter,
FilterLazers: Lazers.Filter
}
};
let game = new Phaser.Game(config);