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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
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