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Author SHA1 Message Date
AncTe
7cf2e370f2
Merge df8328c33b into 820dc5bf4c 2025-09-17 08:16:52 +00:00
4 changed files with 17 additions and 240 deletions

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@ -1,18 +1,12 @@
import { WeatherController } from './controller';
import {
CloudWeather,
FogWeather,
RainWeather,
SnowWeather,
SunWeather
} from './presets';
import { CloudWeather, FogWeather, RainWeather, SunWeather } from './presets';
export function createWeather() {
WeatherController.register('cloud', CloudWeather);
WeatherController.register('rain', RainWeather);
WeatherController.register('snow', SnowWeather);
WeatherController.register('sun', SunWeather);
WeatherController.register('fog', FogWeather);
// WeatherController.register('snow', SnowWeather);
}
export * from './presets';

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@ -74,7 +74,7 @@ void main() {
vec2 texPos = (pos + 1.0) / 2.0;
texPos.y = 1.0 - texPos.y;
vec4 tex = texture(u_sampler, texPos);
outColor = mix(u_color, tex, 0.75);
outColor = mix(u_color, tex, 0.8);
}
`;
@ -157,7 +157,7 @@ class RainShader extends GL2 {
const ox = Math.random() * 3 - 1.5 + tan * 2;
const oy = Math.random() * 2 + 1;
const rad = angle + (Math.random() - 0.5) * Math.PI * deviation;
const length = Math.random() * 0.05 + 0.03;
const length = Math.random() * 0.1 + 0.05;
const width = Math.random() * 0.002 + 0.002;
offset.set([ox, oy], i * 2);
data.set([width, length, rad, 1], i * 4);
@ -172,7 +172,8 @@ class RainShader extends GL2 {
aData.divisor(1);
aData.enable();
color.set(1, 1, 1, 1);
program.paramArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, num);
color.set(1, 1, 1, 0.1);
}
protected drawScene(
@ -196,8 +197,6 @@ export class RainWeather extends Weather<GL2> {
private progress: IShaderUniform<UniformType.Uniform1f> | null = null;
/** 下雨着色器程序 */
private program: ShaderProgram | null = null;
/** 一个周期的时长 */
private duration: number = 1;
createElement(level: number): GL2 {
const shader = new RainShader();
@ -205,14 +204,13 @@ export class RainWeather extends Weather<GL2> {
const { uProgress, program } = shader.create(level);
this.progress = uProgress;
this.program = program;
this.duration = 5000 - 300 * this.level;
return shader;
}
tick(timestamp: number): void {
if (!this.element || !this.program) return;
this.element.update();
const time = this.duration;
const time = 5000 - 400 * this.level;
const progress = (timestamp % time) / time;
this.progress?.set(progress);
}

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@ -1,230 +1,16 @@
import {
ShaderProgram,
IShaderUniform,
UniformType,
MotaOffscreenCanvas2D,
GL2
} from '@motajs/render';
import { EShaderEvent, Shader } from '@motajs/render-core';
import { Weather } from '../weather';
const snowVs = /* glsl */ `
in vec2 a_snowVertex;
in vec2 a_offset; // 雪花的中心位置
in vec4 a_data; // x: 雪花直径; y: 留空; z: 雨滴旋转角度0表示向下逆时针为正;
// w: 属于哪一种雪需要两种雪反复循环一种无法实现循环0表示第一种1表示第二种
uniform float u_progress; // 下雪进度从最上落到最下是0.5个进度,以保证不会出现奇怪的问题
out vec2 v_center;
out vec2 v_data; // 雪花宽度与高度
out vec2 v_pos;
mat2 createScaleMatrix(float x, float y) {
return mat2(
x, 0,
0, y
);
}
vec2 getOffsetByProgress(vec2 offset) {
if (a_data.w == 0.0) {
if (u_progress < 0.5) {
return offset * u_progress * 2.0;
} else {
return offset * (u_progress - 1.0) * 2.0;
}
} else {
return offset * u_progress * 2.0;
}
}
void main() {
float cosTheta = cos(a_data.z);
float sinTheta = sin(a_data.z);
mat2 rotate = mat2(
cosTheta, -sinTheta,
sinTheta, cosTheta
);
vec2 offset = getOffsetByProgress(vec2(-sinTheta * 2.0, -cosTheta * 2.0));
mat2 scale = createScaleMatrix(a_data.x, a_data.x);
vec2 off = a_offset + offset;
vec2 pos = rotate * scale * a_snowVertex + off;
v_center = off;
v_pos = pos;
gl_Position = vec4(pos, 0.0, 1.0);
}
`;
const snowFs = /* glsl */ `
in vec2 v_center;
in vec2 v_data; // 雪花的宽度与长度
in vec2 v_pos;
uniform vec4 u_color; // 雪花的颜色
out vec4 outColor;
void main() {
vec2 pos = vec2(v_pos.x, v_pos.y);
vec2 texPos = (pos + 1.0) / 2.0;
texPos.y = 1.0 - texPos.y;
vec4 tex = texture(u_sampler, texPos);
outColor = mix(u_color, tex, 0.2);
}
`;
const CIRCLE_POINTS = 8;
function generateCircle(points: number) {
const array: number[] = [0, 0];
for (let i = 0; i < points; i++) {
const rad = Math.PI * 2 - (Math.PI * 2 * i) / points;
array.push(Math.cos(rad), Math.sin(rad));
}
array.push(Math.cos(0), Math.sin(0));
return array;
}
/** 雪花顶点坐标 */
const vertex = new Float32Array(generateCircle(CIRCLE_POINTS));
interface SnowCreateData {
/** 进度变量 */
readonly uProgress: IShaderUniform<UniformType.Uniform1f> | null;
/** 下雪着色器程序 */
readonly program: ShaderProgram;
}
class SnowShader extends GL2 {
/** 下雪程序 */
private snowProgram: ShaderProgram | null = null;
/** 背景程序 */
private backProgram: ShaderProgram | null = null;
create(level: number): SnowCreateData {
const gl = this.gl;
const program = this.createProgram(ShaderProgram);
program.fs(snowFs);
program.vs(snowVs);
program.requestCompile();
this.useProgram(program);
const pos = program.defineAttribArray('a_snowVertex');
program.defineAttribArray('a_offset');
program.defineAttribArray('a_data');
program.defineUniform('u_color', this.UNIFORM_4f);
const uProgress = program.defineUniform('u_progress', this.UNIFORM_1f);
program.mode(this.DRAW_ARRAYS_INSTANCED);
if (pos) {
pos.buffer(vertex, gl.STATIC_DRAW);
pos.pointer(2, gl.FLOAT, false, 0, 0);
pos.enable();
}
program.paramArraysInstanced(
gl.TRIANGLE_FAN,
0,
CIRCLE_POINTS * 2 + 4,
200 * level
);
this.generateSnowPath(level, program);
this.snowProgram = program;
this.backProgram = this.createProgram(ShaderProgram);
this.backProgram.requestCompile();
return { uProgress, program };
}
/**
*
* @param level
*/
generateSnowPath(level: number, program: ShaderProgram) {
const num = level * 200;
const angle = (((Math.random() - 0.5) * Math.PI) / 30) * level;
const deviation = (Math.PI / 180) * (12 - level);
const aOffset = program.getAttribArray('a_offset');
const aData = program.getAttribArray('a_data');
const color = program.getUniform<UniformType.Uniform4f>('u_color');
const gl = this.gl;
if (!aOffset || !aData || !color) return;
const tan = Math.tan(angle);
const offset = new Float32Array(num * 2);
const data = new Float32Array(num * 4);
const half = num / 2;
for (let i = 0; i < half; i++) {
const ox = Math.random() * 3 - 1.5;
const oy = Math.random() * 2 - 1;
const rad = angle + (Math.random() - 0.5) * Math.PI * deviation;
const diameter = Math.random() * 0.002 + 0.005;
offset.set([ox, oy], i * 2);
data.set([diameter, 0, rad, 0], i * 4);
}
for (let i = half; i < num; i++) {
const ox = Math.random() * 3 - 1.5 + tan * 2;
const oy = Math.random() * 2 + 1;
const rad = angle + (Math.random() - 0.5) * Math.PI * deviation;
const diameter = Math.random() * 0.002 + 0.005;
offset.set([ox, oy], i * 2);
data.set([diameter, 0, rad, 1], i * 4);
}
aOffset.buffer(offset, gl.STATIC_DRAW);
aData.buffer(data, gl.STATIC_DRAW);
aOffset.pointer(2, gl.FLOAT, false, 0, 0);
aOffset.divisor(1);
aOffset.enable();
aData.pointer(4, gl.FLOAT, false, 0, 0);
aData.divisor(1);
aData.enable();
color.set(1, 1, 1, 0.8);
}
protected drawScene(
canvas: MotaOffscreenCanvas2D,
gl: WebGL2RenderingContext
): void {
const program1 = this.backProgram;
const program2 = this.snowProgram;
if (!program1 || !program2) return;
this.useProgram(program1);
program1.texTexture('u_sampler', canvas.canvas);
this.draw(gl, program1);
this.useProgram(program2);
this.draw(gl, program2);
}
}
export class SnowWeather extends Weather<GL2> {
/** 下雪流程的 uniform 变量 */
private progress: IShaderUniform<UniformType.Uniform1f> | null = null;
/** 下雪着色器程序 */
private program: ShaderProgram | null = null;
/** 一个周期的时长 */
private duration: number = 1;
createElement(level: number): GL2 {
const shader = new SnowShader();
shader.setHD(true);
const { uProgress, program } = shader.create(level);
this.progress = uProgress;
this.program = program;
this.duration = 15000 - 800 * this.level;
return shader;
}
export class SnowWeather extends Weather<Shader> {
tick(timestamp: number): void {
if (!this.element || !this.program) return;
this.element.update();
const time = this.duration;
const progress = (timestamp % time) / time;
this.progress?.set(progress);
throw new Error('Method not implemented.');
}
onDestroy(): void {}
createElement(level: number): Shader<EShaderEvent> {
throw new Error('Method not implemented.');
}
onDestroy(): void {
throw new Error('Method not implemented.');
}
}

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@ -7,7 +7,6 @@ export abstract class Weather<T extends RenderItem> implements IWeather<T> {
protected element: T | null = null;
create(level: number): T {
this.level = level;
const element = this.createElement(level);
this.element = element;
return element;