mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-23 13:48:23 +00:00
153 lines
3.8 KiB
Haxe
153 lines
3.8 KiB
Haxe
package funkin.graphics.shaders;
|
|
|
|
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>,
|
|
}>;
|
|
|
|
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 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')));
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|