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Diffstat (limited to 'src/LivingVillage.Desktop/InkReveal.fs')
| -rw-r--r-- | src/LivingVillage.Desktop/InkReveal.fs | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/src/LivingVillage.Desktop/InkReveal.fs b/src/LivingVillage.Desktop/InkReveal.fs new file mode 100644 index 0000000..04c1675 --- /dev/null +++ b/src/LivingVillage.Desktop/InkReveal.fs @@ -0,0 +1,58 @@ +namespace LivingVillage.Desktop + +open System + +/// P74 启动开场过渡:纯程序实现的水墨式渐显。 +/// 启动最初数帧用若干柔和墨滴(预乘 alpha 椭圆行,绝无整屏纯色/大黑块)从中心向外 +/// 晕开,同时整体墨幕强度随帧 ease-out 消退,露出后方的天色/水面/屋脊/标题。 +/// 全部为帧计数与画布尺寸的纯函数,确定性可复现;Kernel 不参与。 +module InkReveal = + + /// 墨幕完全消散所需帧数(< LaunchScreen.durationFrames,先散墨再见标题)。 + let dissolveFrames = 96L + + /// 单滴墨的最大 alpha:始终 < 255,保证是柔光墨晕而非实心黑块。 + let maxAlpha = 200 + + /// 墨滴种子:归一化中心 + 归一化基准半径 + 相位(纯数据,确定性布局)。 + let private seeds : (float32 * float32 * float32 * float32 * int) list = + [ (0.22f, 0.30f, 0.14f, 0.10f, 0) + (0.46f, 0.22f, 0.18f, 0.12f, 1) + (0.74f, 0.34f, 0.12f, 0.10f, 2) + (0.58f, 0.62f, 0.20f, 0.13f, 3) + (0.30f, 0.70f, 0.16f, 0.11f, 4) + (0.83f, 0.67f, 0.11f, 0.08f, 5) ] + + let private clamp01 (v: float32) = if v < 0.0f then 0.0f elif v > 1.0f then 1.0f else v + + /// 整体墨幕强度:起手 1,随帧 ease-out 退到 0(dissolveFrames 后为 0)。 + let inkStrength (frame: int64) : float32 = + if frame <= 0L then 1.0f + elif frame >= dissolveFrames then 0.0f + else + let t = clamp01 (float32 frame / float32 dissolveFrames) + 1.0f - t |> fun remaining -> remaining * remaining * remaining + + /// 一滴墨:像素中心/半径/alpha。alpha 已含墨幕强度,绘制方按 alpha 预乘 rgb。 + type Dab = + { X: int + Y: int + Rx: int + Ry: int + Alpha: int } + + /// 当前帧的墨滴集合:消散过程中半径外扩、alpha 下降,读起来像墨在水中晕开。 + let dabs (frame: int64) (width: int) (height: int) : Dab list = + let strength = inkStrength frame + let expand = 1.0f + 0.9f * (1.0f - strength) + seeds + |> List.map (fun (cx, cy, brx, bry, phase) -> + let wobble = 1.0f + 0.06f * float32 (sin (float (phase) * 1.7)) + { X = int (cx * float32 width) + Y = int (cy * float32 height) + Rx = max 1 (int (brx * float32 width * expand * wobble)) + Ry = max 1 (int (bry * float32 height * expand * wobble)) + Alpha = int (float32 maxAlpha * strength) }) + + /// 墨色(深靛而非纯黑),绘制时与 alpha 预乘。 + let inkRgb : int * int * int = (26, 36, 52) |
