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Funkin/source/funkin/graphics/shaders/RuntimeRainShader.hx
2024-09-03 19:16:58 +01:00

163 lines
4.1 KiB
Haxe

package funkin.graphics.shaders;
import flixel.system.FlxAssets.FlxShader;
import openfl.display.BitmapData;
import openfl.display.ShaderParameter;
import openfl.display.ShaderParameterType;
import flixel.util.FlxColor;
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>,
}>;
public var time(default, set):Float = 1;
function set_time(value:Float):Float
{
this.setFloat('uTime', value);
return time = value;
}
public var spriteMode(default, set):Bool = false;
function set_spriteMode(value:Bool):Bool
{
this.setBool('uSpriteMode', value);
return spriteMode = value;
}
// The scale of the rain depends on the world coordinate system, so higher resolution makes
// the raindrops smaller. This parameter can be used to adjust the total scale of the scene.
// The size of the raindrops is proportional to the value of this parameter.
public var scale(default, set):Float = 1;
function set_scale(value:Float):Float
{
this.setFloat('uScale', value);
return scale = value;
}
// The intensity of the rain. Zero means no rain and one means the maximum amount of rain.
public var intensity(default, set):Float = 0.5;
function set_intensity(value:Float):Float
{
this.setFloat('uIntensity', value);
return intensity = value;
}
// the y coord of the puddle, used to mirror things
public var puddleY(default, set):Float = 0;
function set_puddleY(value:Float):Float
{
this.setFloat('uPuddleY', value);
return puddleY = value;
}
// the y scale of the puddle, the less this value the more the puddle effects squished
public var puddleScaleY(default, set):Float = 0;
function set_puddleScaleY(value:Float):Float
{
this.setFloat('uPuddleScaleY', value);
return puddleScaleY = value;
}
public var blurredScreen(default, set):BitmapData;
function set_blurredScreen(value:BitmapData):BitmapData
{
this.setBitmapData('uBlurredScreen', value);
return blurredScreen = value;
}
public var mask(default, set):BitmapData;
function set_mask(value:BitmapData):BitmapData
{
this.setBitmapData('uMask', value);
return mask = value;
}
public var rainColor(default, set):FlxColor;
function set_rainColor(color:FlxColor):FlxColor
{
this.setFloatArray("uRainColor", [color.red / 255, color.green / 255, color.blue / 255]);
return rainColor = color;
}
public var lightMap(default, set):BitmapData;
function set_lightMap(value:BitmapData):BitmapData
{
this.setBitmapData('uLightMap', value);
return lightMap = value;
}
public var numLightsSwag(default, set):Int = 0; // swag heads, we have never been more back (needs different name purely for hashlink casting fix)
function set_numLightsSwag(value:Int):Int
{
this.setInt('numLights', value);
return numLightsSwag = value;
}
public function new()
{
super(Assets.getText(Paths.frag('rain')));
this.rainColor = 0xFF6680cc;
}
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;
}
}