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