Video as Sprite Texture
Demonstrates how to use a single playing video as a dynamic texture source for multiple Image Game Objects and multi-pass shaders simultaneously.
800 × 600
class Example extends Phaser.Scene
{
constructor ()
{
super();
this.rt;
this.gos = [];
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.video('skeletonSequence', 'assets/video/skeleton.webm', true);
this.load.audio('tune', 'assets/audio/mag-overkill.m4a');
this.load.glsl('Fire Buffer A', 'assets/shaders/fire-buffer-a.frag');
this.load.glsl('Fire Buffer B', 'assets/shaders/fire-buffer-b.frag');
this.load.glsl('Fire', 'assets/shaders/fire.frag');
this.load.image('graveyard', 'assets/tests/graveyard.png');
}
create ()
{
const text = this.add.text(400, 300, 'Click to start', { font: '24px Courier', fill: '#00ff00' }).setOrigin(0.5);
this.input.once('pointerdown', () => {
text.destroy();
this.buildScene();
this.sound.play('tune', { loop: true });
});
}
buildScene ()
{
// Here's the Dynamic Texture
this.rt = this.textures.addDynamicTexture('videoBuffer', 1024, 1024);
// The Fire Buffer A shader.
this.bufferA = this.add.shader({
name: 'Fire Buffer A',
fragmentKey: 'Fire Buffer A',
initialUniforms: {
iChannel0: 0,
iChannel1: 1
},
setupUniforms: (setUniform, drawingContext) => {
setUniform('time', this.game.loop.getDuration());
}
}, 0, 0, 1024, 1024).setRenderToTexture("FireBufferA");
// The Fire Buffer B shader.
this.bufferB = this.add.shader({
name: 'Fire Buffer B',
fragmentKey: 'Fire Buffer B',
initialUniforms: {
iChannel0: 0,
iChannel1: 1
}
}, 0, 0, 1024, 1024).setRenderToTexture("FireBufferB");
// The final shader. It will render to a texture called 'FireShader'
// and will use the two buffers as its input textures.
this.shader = this.add.shader({
name: 'Fire',
fragmentKey: 'Fire',
initialUniforms: {
iChannel0: 0,
iChannel1: 1
}
}, 0, 0, 1024, 1024).setRenderToTexture('FireShader');
// Hook the sampler2D uniforms up for the multi-pass:
this.bufferA.setTextures([ 'videoBuffer', 'FireBufferB' ]);
this.bufferB.setTextures([ 'FireShader', 'FireBufferA' ]);
this.shader.setTextures([ 'FireBufferA', 'FireBufferB' ]);
// This image just holds the output of the Shader so we can see it on-screen
this.add.image(400, 216, 'graveyard');
this.add.image(0, 0, 'FireShader').setOrigin(0);
this.vid = this.add.video(400, 350, 'skeletonSequence').setDepth(1);
this.vid.saveTexture('skeleton');
this.vid.play(true);
this.vid.once('textureready', () => {
for (let i = 0; i < 11; i++)
{
let skelly = this.add.image(80 * i, 250, 'skeleton').setScale(0.2);
// Blends the skeleton feet nicely into the background
skelly.setAlpha(1, 1, 0.2, 0.2);
}
for (let i = 0; i < 10; i++)
{
let skelly = this.add.image(100 * i, 380, 'skeleton').setScale(0.5);
// Blends the skeleton feet nicely into the background
skelly.setAlpha(1, 1, 0.2, 0.2);
}
});
}
update ()
{
if (this.rt)
{
this.rt.clear();
this.rt.draw(this.vid, 0, 0);
this.rt.render();
}
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#000000',
parent: 'game-container',
scene: Example
};
let game = new Phaser.Game(config);