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Funkin/source/funkin/graphics/shaders/RuntimeRainShader.hx

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2023-09-11 15:10:08 +00:00
package funkin.shaderslmfao;
import flixel.system.FlxAssets.FlxShader;
import openfl.display.BitmapData;
import openfl.display.ShaderParameter;
import openfl.display.ShaderParameterType;
import openfl.utils.Assets;
typedef Light =
{
var position:Array<Float>;
var color:Array<Float>;
var radius:Float;
}
class RuntimeRainShader extends RuntimePostEffectShader
{
static final MAX_LIGHTS:Int = 8;
public var lights:Array<
{
position:ShaderParameter<Float>,
color:ShaderParameter<Float>,
radius:ShaderParameter<Float>,
}>;
// This is a property, whenever the value is set it calls the set_time function.
// This makes the code cleaner elsewhere.
public var time(default, set):Float = 1;
function set_time(value:Float):Float
{
this.setFloat('uTime', value);
return time = value;
}
public var puddleMap(default, set):BitmapData;
public var groundMap(default, set):BitmapData;
function set_groundMap(value:BitmapData):BitmapData
{
trace("groundmap set");
this.setBitmapData('uGroundMap', value);
// this.setFloat2('uPuddleTextureSize', value.width, value.height);
return groundMap = value;
}
function set_puddleMap(value:BitmapData):BitmapData
{
this.setBitmapData('uPuddleMap', value);
return puddleMap = value;
}
public var lightMap(default, set):BitmapData;
function set_lightMap(value:BitmapData):BitmapData
{
trace("lightmap set");
this.setBitmapData('uLightMap', value);
return lightMap = value;
}
public var numLights(default, set):Int = 0;
function set_numLights(value:Int):Int
{
this.setInt('numLights', value);
return numLights = value;
}
public function new()
{
super(Assets.getText(Paths.frag("rain")));
}
public function update(elapsed:Float):Void
{
time += elapsed;
}
override function __processGLData(source:String, storageType:String):Void
{
super.__processGLData(source, storageType);
if (storageType == "uniform")
{
lights = [
for (i in 0...MAX_LIGHTS)
{
position: addFloatUniform("lights[" + i + "].position", 2),
color: addFloatUniform("lights[" + i + "].color", 3),
radius: addFloatUniform("lights[" + i + "].radius", 1),
}
];
}
}
@:access(openfl.display.ShaderParameter)
function addFloatUniform(name:String, length:Int):ShaderParameter<Float>
{
final res = new ShaderParameter<Float>();
res.name = name;
res.type = [null, FLOAT, FLOAT2, FLOAT3, FLOAT4][length];
res.__arrayLength = 1;
res.__isFloat = true;
res.__isUniform = true;
res.__length = length;
__paramFloat.push(res);
return res;
}
}