refactor: 天气系统结构

This commit is contained in:
unanmed 2025-01-31 12:35:31 +08:00
parent 6f10ac3d81
commit ed229e1601
5 changed files with 104 additions and 67 deletions

View File

@ -1,3 +1,11 @@
import { RainWeather } from './rain';
import { SnowWeather } from './snow';
import { SunWeather } from './sun';
import { WeatherController } from './weather';
export const controller = new WeatherController();
WeatherController.register('rain', RainWeather);
WeatherController.register('sun', SunWeather);
WeatherController.register('snow', SnowWeather);
export * from './weather';
export * from './rain';

View File

@ -1,5 +1,5 @@
import { Shader, ShaderProgram } from '@/core/render/shader';
import { IWeather, WeatherController } from './weather';
import { IWeather } from './weather';
import { MotaRenderer } from '@/core/render/render';
import { Container } from '@/core/render/container';
import { IShaderUniform, UniformType } from '@/core/render/gl2';
@ -78,67 +78,66 @@ void main() {
/** 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 RainShader();
const gl = shader.gl;
shader.size(480, 480);
shader.setHD(true);
shader.setZIndex(100);
RainWeather.shader = shader;
const program = shader.createProgram(ShaderProgram);
program.fs(rainFs);
program.vs(rainVs);
program.requestCompile();
const pos = program.defineAttribArray('a_rainVertex');
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);
RainShader.rainProgram = program;
shader.useProgram(program);
if (pos) {
pos.buffer(vertex, gl.STATIC_DRAW);
pos.pointer(2, gl.FLOAT, false, 0, 0);
pos.enable();
}
});
export class RainWeather implements IWeather {
static id: string = 'rain';
static shader: RainShader;
readonly shader: RainShader;
readonly program: ShaderProgram;
private progress: IShaderUniform<UniformType.Uniform1f> | null = null;
constructor(readonly level: number = 5) {}
constructor(readonly level: number = 5) {
const shader = new RainShader();
const gl = shader.gl;
shader.size(480, 480);
shader.setHD(true);
shader.setZIndex(100);
const program = shader.createProgram(ShaderProgram);
program.fs(rainFs);
program.vs(rainVs);
program.requestCompile();
const pos = program.defineAttribArray('a_rainVertex');
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);
shader.useProgram(program);
if (pos) {
pos.buffer(vertex, gl.STATIC_DRAW);
pos.pointer(2, gl.FLOAT, false, 0, 0);
pos.enable();
}
this.shader = shader;
this.program = program;
}
activate(): void {
const render = MotaRenderer.get('render-main');
const draw = render?.getElementById('map-draw') as Container;
if (!draw) return;
const shader = RainWeather.shader;
const shader = this.shader;
shader.append(draw);
const gl = shader.gl;
const program = RainShader.rainProgram;
const program = this.program;
program.paramArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, 100 * this.level);
this.progress = program.getUniform<UniformType.Uniform1f>('u_progress');
shader.useProgram(program);
shader.generateRainPath(
this.level * 100,
(((Math.random() - 0.5) * Math.PI) / 30) * this.level,
(Math.PI / 180) * (12 - this.level)
(Math.PI / 180) * (12 - this.level),
program
);
}
frame(): void {
RainWeather.shader.update(RainWeather.shader);
this.shader.update(this.shader);
const time = 5000 - 400 * this.level;
const progress = (Date.now() % time) / time;
RainWeather.shader.useProgram(RainShader.rainProgram);
this.shader.useProgram(this.program);
this.progress?.set(progress);
}
@ -147,25 +146,23 @@ export class RainWeather implements IWeather {
const draw = render?.getElementById('map-draw') as Container;
const layer = draw.children;
if (!layer || !draw) return;
const shader = RainWeather.shader;
const shader = this.shader;
draw.appendChild(...layer);
shader.remove();
}
}
WeatherController.register(RainWeather);
class RainShader extends Shader {
static rainProgram: ShaderProgram;
static backProgram: ShaderProgram;
/**
*
* @param num
*/
generateRainPath(num: number, angle: number, deviation: number) {
const program = RainShader.rainProgram;
RainWeather.shader.useProgram(program);
generateRainPath(
num: number,
angle: number,
deviation: number,
program: ShaderProgram
) {
const aOffset = program.getAttribArray('a_offset');
const aData = program.getAttribArray('a_data');
const color = program.getUniform<UniformType.Uniform4f>('u_color');

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@ -1,5 +1,5 @@
import { Shader, ShaderProgram } from '@/core/render/shader';
import { IWeather, WeatherController } from './weather';
import { IWeather } from './weather';
import { MotaRenderer } from '@/core/render/render';
import { Container } from '@/core/render/container';
import { GL2Program, IShaderUniform, UniformType } from '@/core/render/gl2';
@ -174,8 +174,6 @@ export class SnowWeather implements IWeather {
}
}
WeatherController.register(SnowWeather);
class SnowShader extends Shader {
static snowProgram: ShaderProgram;
static backProgram: ShaderProgram;

View File

@ -1,4 +1,4 @@
import { IWeather, WeatherController } from './weather';
import { IWeather } from './weather';
export class SunWeather implements IWeather {
static id: string = 'sun';
@ -9,5 +9,3 @@ export class SunWeather implements IWeather {
deactivate(): void {}
}
WeatherController.register(SunWeather);

View File

@ -1,11 +1,12 @@
import { logger } from '@/core/common/logger';
import { RenderItem } from '@/core/render';
import { Ticker } from 'mutate-animate';
export interface IWeather {
/**
*
*/
activate(): void;
activate(item: RenderItem): void;
/**
*
@ -15,21 +16,25 @@ export interface IWeather {
/**
*
*/
deactivate(): void;
deactivate(item: RenderItem): void;
}
interface Weather<T extends IWeather = IWeather> {
id: string;
new (level?: number): T;
}
type Weather = new (level?: number) => IWeather;
export class WeatherController {
static list: Map<string, Weather> = new Map();
static map: Map<string, WeatherController> = new Map();
/** 当前的所有天气 */
active: Set<IWeather> = new Set();
ticker: Ticker = new Ticker();
private binded?: RenderItem;
constructor(public readonly id: string) {
WeatherController.map.set(id, this);
}
private tick = () => {
this.active.forEach(v => {
v.frame();
@ -40,9 +45,11 @@ export class WeatherController {
*
*/
clearWeather() {
this.active.forEach(v => {
v.deactivate();
});
if (this.binded) {
this.active.forEach(v => {
v.deactivate(this.binded!);
});
}
this.active.clear();
}
@ -50,7 +57,7 @@ export class WeatherController {
*
* @param weather
*/
getWeather<T extends IWeather>(weather: Weather<T>): T | null {
getWeather<T extends IWeather = IWeather>(weather: Weather): T | null {
return ([...this.active].find(v => v instanceof weather) as T) ?? null;
}
@ -68,7 +75,9 @@ export class WeatherController {
}
const weather = new Weather(level);
this.active.add(weather);
weather.activate();
if (this.binded) {
weather.activate(this.binded);
}
if (!this.ticker.funcs.has(this.tick)) {
this.ticker.add(this.tick);
}
@ -84,10 +93,37 @@ export class WeatherController {
if (this.active.size === 0) {
this.ticker.remove(this.tick);
}
weather.deactivate();
if (this.binded) {
weather.deactivate(this.binded);
}
}
static register(weather: Weather) {
this.list.set(weather.id, weather);
/**
*
* @param item
*/
bind(item?: RenderItem) {
if (this.binded) {
this.active.forEach(v => v.deactivate(this.binded!));
}
this.binded = item;
if (item) {
this.active.forEach(v => v.activate(item));
}
}
/**
*
*/
destroy() {
WeatherController.map.delete(this.id);
}
static get(id: string) {
return this.map.get(id);
}
static register(id: string, weather: Weather) {
this.list.set(id, weather);
}
}