mirror of
https://github.com/ninjamuffin99/Funkin.git
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163 lines
4.1 KiB
Haxe
163 lines
4.1 KiB
Haxe
package funkin.graphics.shaders;
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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 flixel.util.FlxColor;
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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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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 spriteMode(default, set):Bool = false;
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function set_spriteMode(value:Bool):Bool
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{
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this.setBool('uSpriteMode', value);
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return spriteMode = value;
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}
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// The scale of the rain depends on the world coordinate system, so higher resolution makes
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// the raindrops smaller. This parameter can be used to adjust the total scale of the scene.
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// The size of the raindrops is proportional to the value of this parameter.
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public var scale(default, set):Float = 1;
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function set_scale(value:Float):Float
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{
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this.setFloat('uScale', value);
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return scale = value;
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}
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// The intensity of the rain. Zero means no rain and one means the maximum amount of rain.
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public var intensity(default, set):Float = 0.5;
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function set_intensity(value:Float):Float
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{
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this.setFloat('uIntensity', value);
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return intensity = value;
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}
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// the y coord of the puddle, used to mirror things
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public var puddleY(default, set):Float = 0;
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function set_puddleY(value:Float):Float
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{
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this.setFloat('uPuddleY', value);
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return puddleY = value;
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}
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// the y scale of the puddle, the less this value the more the puddle effects squished
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public var puddleScaleY(default, set):Float = 0;
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function set_puddleScaleY(value:Float):Float
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{
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this.setFloat('uPuddleScaleY', value);
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return puddleScaleY = value;
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}
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public var blurredScreen(default, set):BitmapData;
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function set_blurredScreen(value:BitmapData):BitmapData
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{
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this.setBitmapData('uBlurredScreen', value);
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return blurredScreen = value;
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}
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public var mask(default, set):BitmapData;
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function set_mask(value:BitmapData):BitmapData
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{
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this.setBitmapData('uMask', value);
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return mask = value;
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}
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public var rainColor(default, set):FlxColor;
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function set_rainColor(color:FlxColor):FlxColor
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{
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this.setFloatArray("uRainColor", [color.red / 255, color.green / 255, color.blue / 255]);
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return rainColor = color;
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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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this.setBitmapData('uLightMap', value);
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return lightMap = value;
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}
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public var numLightsSwag(default, set):Int = 0; // swag heads, we have never been more back (needs different name purely for hashlink casting fix)
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function set_numLightsSwag(value:Int):Int
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{
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this.setInt('numLights', value);
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return numLightsSwag = 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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this.rainColor = 0xFF6680cc;
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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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