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| author | Somhairle H. Marisol <[email protected]> | 2026-09-28 20:08:02 +0800 |
|---|---|---|
| committer | Somhairle H. Marisol <[email protected]> | 2026-09-28 20:08:02 +0800 |
| commit | e55edb080153943f396f8b324b9412c540707b24 (patch) | |
| tree | 5181ccba94d773ab697539bc479cee220ea3a0fd /src/LivingVillage.Desktop/MenuAmbience.fs | |
| parent | 8d339b4fb8e4f5d7710b99afb1e4b54341a8a72b (diff) | |
| download | living-village-e55edb080153943f396f8b324b9412c540707b24.tar.gz | |
p46: 菜单/启动环境动效 — 逐格涟漪(复用waterFrameTickAt)+灯笼呼吸+屋脊上双视差云影, 全纯函数可复现
Diffstat (limited to 'src/LivingVillage.Desktop/MenuAmbience.fs')
| -rw-r--r-- | src/LivingVillage.Desktop/MenuAmbience.fs | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/src/LivingVillage.Desktop/MenuAmbience.fs b/src/LivingVillage.Desktop/MenuAmbience.fs new file mode 100644 index 0000000..74fefeb --- /dev/null +++ b/src/LivingVillage.Desktop/MenuAmbience.fs @@ -0,0 +1,117 @@ +namespace LivingVillage.Desktop + +/// P46 菜单/启动环境动效(纯函数层): +/// ① 水面逐格涟漪 —— 复用 VillageArt.waterFrameTickAt 的相位索引,再叠加 32 tick 内的 +/// 分数相位,使相邻水格相位错开、且 32 tick 边界之间也连续波动; +/// ② 灯笼呼吸光晕 —— alpha 在 [40,96] 间随帧数正弦呼吸,供 VillageArt.lanternGlowLayers 复用; +/// ③ 启动画面屋脊上方双层视差云影 —— 纯水平位移、有界、随帧缓慢漂移。 +/// 全部为帧计数纯函数:同参数逐字节可复现,无时钟/随机源。 +module MenuAmbience = + + open System + + // ---------------- ① 水面逐格涟漪 ---------------- + + /// 涟漪幅度,沿用 P42 的可见性预算(>=0.25 才能在 1280x720 下读得出来)。 + let waterRippleAmplitude = 0.32f + + let private twoPiOverThree = 2.0f * float32 Math.PI / 3.0f + + /// 逐格涟漪相位(弧度)。基相位直接调用 VillageArt.waterFrameTickAt(tick/32 + tileX + + /// 2*tileY 对 3 取模),再加 tick%32/32 的分数相位:在 32 tick 的整数边界上退化为 + /// waterFrameTickAt 的 3 帧相位,边界之间则连续推进,所以既有逐列差异又有逐帧运动。 + let waterPhase (frame: int64) (column: int) (rowIndex: int) : float32 = + let index = VillageArt.waterFrameTickAt frame column rowIndex + let fraction = float32 (frame % 32L) / 32.0f + (float32 index + fraction) * twoPiOverThree + + /// 该水格的正弦波值,范围 [-1, 1]。 + let waterWave (frame: int64) (column: int) (rowIndex: int) : float32 = + sin (waterPhase frame column rowIndex) + + /// 该水格亮度倍率:1.0 ± waterRippleAmplitude。 + let waterColumnBrightness (frame: int64) (column: int) (rowIndex: int) : float32 = + 1.0f + waterRippleAmplitude * waterWave frame column rowIndex + + /// 该水格亮面整体抬升像素(-2..2),用于高光行位移而不留空洞。 + let waterColumnLift (frame: int64) (column: int) (rowIndex: int) : int = + int (Math.Round(float (waterWave frame column rowIndex * 2.0f), MidpointRounding.AwayFromZero)) + + /// 是否处于波峰(正弦 > 0.7),渲染器会给这一列加一条高光。 + let waterColumnCrest (frame: int64) (column: int) (rowIndex: int) : bool = + waterWave frame column rowIndex > 0.7f + + // ---------------- ② 灯笼呼吸光晕 ---------------- + + /// 灯笼呼吸 alpha,界于 [40, 96];相位随帧与灯序号推进,邻灯不同步。 + let lanternBreathAlpha (frame: int64) (index: int) : int = + let phase = float32 (frame % 4096L) / 22.0f + float32 index * 1.3f + 68 + int (Math.Round(float (sin phase * 28.0f), MidpointRounding.AwayFromZero)) + + // ---------------- ③ 屋脊上方双层视差云影 ---------------- + + let cloudLayerCount = 2 + + /// 两层云影的速度(px/帧),内层更慢,形成视差。 + let cloudLayerSpeed (layer: int) : float32 = + if layer % cloudLayerCount = 0 then 0.5f else 1.0f + + /// 云影中心 y。两层都落在屋脊(TitleScreen.RidgeY = 44)上方。 + let cloudLayerY (layer: int) : int = + if layer % cloudLayerCount = 0 then 16 else 32 + + /// 云影 alpha(预乘绘制,低 alpha 柔光,绝不形成实心块)。外层更快、更实,便于量测视差。 + let cloudLayerAlpha (layer: int) : int = + if layer % cloudLayerCount = 0 then 12 else 30 + + let cloudLayerRadiusX (layer: int) : int = + if layer % cloudLayerCount = 0 then 52 else 74 + + let cloudLayerRadiusY (layer: int) : int = + if layer % cloudLayerCount = 0 then 9 else 11 + + let private cloudBases = + [| [| 150; 520; 900; 1180 |] + [| 300; 700; 1050 |] |] + + /// 云影水平位移(px),按图层速度随帧单调推进并按 (width+200) 环绕,保持有界。 + let cloudOffsetPx (layer: int) (frame: int64) (width: int) : int = + let speed = cloudLayerSpeed layer + let travelled = + int (Math.Round(float (float32 (frame % 100000L) * speed), MidpointRounding.AwayFromZero)) + let span = max 1 (width + 200) + ((travelled % span) + span) % span + + /// 该图层若干云团中心 (x, y),x 已含位移并环绕,y 恒定在屋脊上方。 + let cloudPuffCenters (layer: int) (frame: int64) (width: int) : (int * int) list = + let offset = cloudOffsetPx layer frame width + let span = max 1 (width + 200) + let y = cloudLayerY layer + cloudBases.[layer % cloudLayerCount] + |> Array.toList + |> List.map (fun baseX -> (((baseX + offset) % span) - 100), y) + + /// 该图层的云团椭圆 (cx, cy, rx, ry),供渲染层用 VillageArt.ellipseRuns 落成柔边。 + let cloudPuffs (layer: int) (frame: int64) (width: int) : (int * int * int * int) list = + let rx = cloudLayerRadiusX layer + let ry = cloudLayerRadiusY layer + cloudPuffCenters layer frame width |> List.map (fun (cx, cy) -> cx, cy, rx, ry) + +/// P46 取证:环境动效证据帧表(60Hz 帧号纯数据,Game 与回归测试共用)。 +/// * splash 涟漪中帧:水面仍可见(reveal<1); +/// * 云影两帧:都由视差位移纯函数决定,帧差即云影位移; +/// * 菜单灯笼两相位:入场完成后(>=120)的呼吸波峰/波谷,两帧 luma 差即呼吸幅度。 +module P46ShotScript = + + let splashRippleName = "p46-splash-ripple" + let cloudEarlyName = "p46-cloud-a" + let cloudLateName = "p46-cloud-b" + let menuPeakName = "p46-menu-lantern-a" + let menuTroughName = "p46-menu-lantern-b" + + let splashRippleFrame = 16L + let cloudEarlyFrame = 100L + let cloudLateFrame = 140L + // menuEntranceFrame 在 Update 末尾 +1,故设置值取目标相位帧的前一帧。 + let menuPeakFrame = 172L + let menuTroughFrame = 241L |
