feat: 雪花(半成品)#1

This commit is contained in:
hunhou001 2024-11-03 21:56:39 +08:00
parent 3a54ed6535
commit 891763387a
2 changed files with 268 additions and 0 deletions

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@ -1,3 +1,5 @@
import { WeatherController } from './../module/weather/weather';
import '@/module/weather/snow';
import { BgmController, bgm } from './audio/bgm';
import { SoundController, SoundEffect, sound } from './audio/sound';
import { Focus, GameUi, UiController } from './main/custom/ui';
@ -174,3 +176,8 @@ Mota.register('module', 'Animation', Animation);
main.renderLoaded = true;
Mota.require('var', 'hook').emit('renderLoaded');
const weather = new WeatherController();
Mota.require('var', 'hook').once('reset', () => {
weather.activate('snow');
});

261
src/module/weather/snow.ts Normal file
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@ -0,0 +1,261 @@
import {
IShaderUniform,
Shader,
ShaderProgram,
UniformType
} from '@/core/render/shader';
import { IWeather, WeatherController } from './weather';
import { MotaRenderer } from '@/core/render/render';
import { Container } from '@/core/render/container';
const snowVs = /* glsl */ `
in vec2 a_snowVertex;
in vec2 a_offset; // 雨滴的中心位置
in vec4 a_data; // x: 雨滴宽度; y: 雨滴长度; z: 雨滴旋转角度0表示向下逆时针为正;
// w: 属于哪一种雨需要两种雨反复循环一种无法实现循环0表示第一种1表示第二种
uniform float u_progress; // 下雨进度从最上落到最下是0.5个进度,以保证不会出现奇怪的问题
out vec2 v_center;
out vec2 v_data; // 雨滴宽度与高度
out vec2 v_pos;
mat2 createScaleMatrix(float x, float y) {
return mat2(
x, 0,
0, y
);
}
vec2 getOffsetByProgress(vec2 offset) {
if (a_data.w == 0.0) {
if (u_progress < 0.5) {
return offset * u_progress * 2.0;
} else {
return offset * (u_progress - 1.0) * 2.0;
}
} else {
return offset * u_progress * 2.0;
}
}
void main() {
float cosTheta = cos(a_data.z);
float sinTheta = sin(a_data.z);
mat2 rotate = mat2(
cosTheta, -sinTheta,
sinTheta, cosTheta
);
vec2 offset = getOffsetByProgress(vec2(-sinTheta * 2.0, -cosTheta * 2.0));
mat2 scale = createScaleMatrix(a_data.x, a_data.y);
vec2 off = a_offset + offset;
// const int segments = 32; // 圆的分段数
// float angleIncrement = 2.0 * 3.14159265359 / float(segments);
// vec2 a_roundVertex[segments];
// for (int i = 0; i < segments; i++) {
// float angle = float(i) * angleIncrement;
// a_roundVertex[i] = vec2(cos(angle), sin(angle)); // 生成单位圆的顶点
// }
// vec2 pos = rotate * scale * a_roundVertex + off;
vec2 pos = rotate * scale * a_snowVertex + off;
v_center = off;
v_pos = pos;
gl_Position = vec4(pos, 0.0, 1.0);
}
`;
const snowFs = /* glsl */ `
in vec2 v_center;
in vec2 v_data; // 雨滴的宽度与长度
in vec2 v_pos;
uniform vec4 u_color; // 雨滴的颜色
out vec4 outColor;
float random(vec2 uv) {
return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
float distanceFromCenter = length(v_pos - v_center);
if (distanceFromCenter < 0.05) {
outColor = u_color; // 雪花颜色
} else {
// outColor = vec4(0.0, 0.0, 0.0, 0.2);
discard; // 不绘制超出圆的部分
}
// float ran = random(v_pos);
// vec2 pos = vec2(v_pos.x + ran * 0.01, v_pos.y);
// vec2 texPos = (pos + 1.0) / 2.0;
// texPos.y = 1.0 - texPos.y;
// vec4 tex = texture(u_sampler, texPos);
// // outColor = mix(u_color, tex, 0.9);
// outColor = u_color;
}
`;
/** 雨滴顶点坐标 */
const vertex = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]);
Mota.require('var', 'loading').once('coreInit', () => {
const shader = new SnowShader();
const gl = shader.gl;
shader.size(480, 480);
shader.setHD(true);
SnowWeather.shader = shader;
const program = shader.createProgram();
program.setVersion(shader.VERSION_ES_300);
program.fs(snowFs);
program.vs(snowVs);
program.requestCompile();
program.useDefault(false);
const pos = program.defineAttribArray('a_snowVertex');
program.defineAttribArray('a_offset');
program.defineAttribArray('a_data');
program.defineUniform('u_progress', shader.UNIFORM_1f);
program.defineUniform('u_color', shader.UNIFORM_4f);
program.mode(shader.DRAW_ARRAYS_INSTANCED);
SnowShader.snowProgram = program;
shader.useProgram(program);
if (pos) {
pos.buffer(vertex, gl.STATIC_DRAW);
pos.pointer(2, gl.FLOAT, false, 0, 0);
pos.enable();
}
const back = shader.createProgram();
back.requestCompile();
back.modified = true;
back.useDefault(false);
SnowShader.backProgram = back;
shader.useProgram(back);
});
export class SnowWeather implements IWeather {
static id: string = 'snow';
static shader: SnowShader;
private progress: IShaderUniform<UniformType.Uniform1f> | null = null;
constructor(readonly level: number = 5) {}
activate(): void {
const render = MotaRenderer.get('render-main');
const layer = render?.getElementById('layer-main');
const draw = render?.getElementById('map-draw') as Container;
if (!layer || !draw) return;
const shader = SnowWeather.shader;
layer.append(shader);
shader.append(draw);
const gl = shader.gl;
const program = SnowShader.snowProgram;
program.paramArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, 100 * this.level);
this.progress = program.getUniform<UniformType.Uniform1f>('u_progress');
shader.generateSnowPath(
this.level * 100,
(((Math.random() - 0.5) * Math.PI) / 30) * this.level,
(Math.PI / 180) * (12 - this.level)
);
}
frame(): void {
SnowWeather.shader.update(SnowWeather.shader);
const time = 5000 - 400 * this.level;
const progress = (Date.now() % time) / time;
SnowWeather.shader.useProgram(SnowShader.snowProgram);
this.progress?.set(progress);
}
deactivate(): void {
const render = MotaRenderer.get('render-main');
const layer = render?.getElementById('layer-main');
const draw = render?.getElementById('map-draw') as Container;
if (!layer || !draw) return;
const shader = SnowWeather.shader;
layer.append(draw);
shader.remove();
}
}
WeatherController.register(SnowWeather);
class SnowShader extends Shader {
static snowProgram: ShaderProgram;
static backProgram: ShaderProgram;
/**
*
* @param num
*/
generateSnowPath(num: number, angle: number, deviation: number) {
const program = SnowShader.snowProgram;
SnowWeather.shader.useProgram(program);
const aOffset = program.getAttribArray('a_offset');
const aData = program.getAttribArray('a_data');
const color = program.getUniform<UniformType.Uniform4f>('u_color');
const gl = this.gl;
if (!aOffset || !aData) return;
const tan = Math.tan(angle);
const offset = new Float32Array(num * 2);
const data = new Float32Array(num * 4);
const half = num / 2;
for (let i = 0; i < half; i++) {
const ox = Math.random() * 3 - 1.5;
const oy = Math.random() * 2 - 1;
const rad = angle + (Math.random() - 0.5) * Math.PI * deviation;
const length = Math.random() * 0.05 + 0.03;
const width = Math.random() * 0.05 + 0.03;
offset.set([ox, oy], i * 2);
data.set([width, length, rad, 0], i * 4);
}
for (let i = half; i < num; i++) {
const ox = Math.random() * 3 - 1.5 + tan * 2;
const oy = Math.random() * 2 + 1;
const rad = angle + (Math.random() - 0.5) * Math.PI * deviation;
const length = Math.random() * 0.1 + 0.05;
const width = Math.random() * 0.1 + 0.05;
offset.set([ox, oy], i * 2);
data.set([width, length, rad, 1], i * 4);
}
aOffset.buffer(offset, gl.STATIC_DRAW);
aData.buffer(data, gl.STATIC_DRAW);
aOffset.pointer(2, gl.FLOAT, false, 0, 0);
aOffset.divisor(1);
aOffset.enable();
aData.pointer(4, gl.FLOAT, false, 0, 0);
aData.divisor(1);
aData.enable();
program.paramArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, num);
color?.set(1, 1, 1, 0.1);
}
protected override preDraw(gl: WebGL2RenderingContext): boolean {
const back = SnowShader.backProgram;
const snow = SnowShader.snowProgram;
this.useProgram(back);
const ready = this.defaultReady();
const param = back.getDrawParams(this.DRAW_ELEMENTS);
const snowParam = snow.getDrawParams(this.DRAW_ARRAYS_INSTANCED);
if (!ready || !param || !snowParam) return false;
this.draw(gl, back, param, back.usingIndices);
this.useProgram(snow);
this.draw(gl, snow, snowParam, null);
return false;
}
}