This commit is contained in:
DESKTOP-15R5JU0\legu 2023-11-17 14:13:11 +08:00
parent 22d7b22b04
commit 62fef0360c
13974 changed files with 5425035 additions and 0 deletions

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Dockerfile Normal file
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FROM node:14-alpine
WORKDIR /app
RUN npm install pm2@5.2.2 -g

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import { macro } from 'cc';
import { Account } from '../src/game/denglu/account';
import { MsgPayResult } from '../src/shared/protocols/msg_s2c/MsgPayResult';
export class Diff {
static orderNo: { orderNo: string; token: string; };
static diff() {
Account.getServerList = async () => {
return (await fly.get(`${macro.serverToolUrl}/client/getServerList`)).data;
};
Pay.sendPay = async (payId: string, args: { success?: (res?: MsgPayResult['data']) => void, fail?: (res?: MsgPayResult) => void; }, extData?: any) => {
G.event.off('paysuccess');
G.event.on('paysuccess', async (res: MsgPayResult) => {
if (res.code == 1) {
hongdian.getHdDataByKey([]);
Tip.show(lng.chongzhi_7);
args.success?.(res.data);
G.event.off('paysuccess');
G123Event.emit(G123EventType.g_payend, { order_no: this.orderNo.orderNo });
} else if (res.code == 200) {
fly.post(`${macro.serverToolUrl}/pay/getOrderNo`, G123.getPayPostArgs(payId, extData || {})).then(v => {
G123Event.emit(G123EventType.g_payrequest);
let orderNo = this.orderNo = v.data as { orderNo: string; token: string; };
CpSdk?.SendPayment({ ...orderNo });
});
} else {
Tip.show(lng.chongzhi_8);
args.fail?.(res);
}
}, this);
let payExtData = null;
if(extData) {
payExtData = {popup_id:extData.popup_id} || {}
}
Net.sendMsg('msg_c2s/Pay', { id: payId, args: payExtData });
};
}
}

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import { macro } from 'cc';
import { Account } from '../src/game/denglu/account';
import { MsgPayResult } from '../src/shared/protocols/msg_s2c/MsgPayResult';
export class Diff {
static orderNo: { orderNo: string; token: string; };
static diff() {
Account.getServerList = async () => {
return (await fly.get(`${macro.serverToolUrl}/client/getServerList`)).data;
};
Pay.sendPay = async (payId: string, args: { success?: (res?: MsgPayResult['data']) => void, fail?: (res?: MsgPayResult) => void; }, extData?: any) => {
G.event.off('paysuccess');
G.event.on('paysuccess', async (res: MsgPayResult) => {
if (res.code == 1) {
hongdian.getHdDataByKey([]);
Tip.show(lng.chongzhi_7);
args.success?.(res.data);
G.event.off('paysuccess');
G123Event.emit(G123EventType.g_payend, { order_no: this.orderNo.orderNo });
} else if (res.code == 200) {
fly.post(`${macro.serverToolUrl}/pay/getOrderNo`, G123.getPayPostArgs(payId, extData || {})).then(v => {
G123Event.emit(G123EventType.g_payrequest);
let orderNo = this.orderNo = v.data as { orderNo: string; token: string; };
CpSdk?.SendPayment({ ...orderNo });
});
} else {
Tip.show(lng.chongzhi_8);
args.fail?.(res);
}
}, this);
let payExtData = null;
if(extData) {
payExtData = {popup_id:extData.popup_id} || {}
}
Net.sendMsg('msg_c2s/Pay', { id: payId, args: payExtData });
};
}
}

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export class Diff {
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}
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// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 v_light;
out vec2 uv0;
#if TWO_COLORED
in vec4 a_color2;
out vec4 v_dark;
#endif
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
pos = cc_matViewProj * pos;
uv0 = a_texCoord;
v_light = a_color;
#if TWO_COLORED
v_dark = a_color2;
#endif
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/alpha-test>
in vec4 v_light;
#if TWO_COLORED
in vec4 v_dark;
#endif
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if TWO_COLORED
vec4 texColor = vec4(1, 1, 1, 1);
texColor *= texture(cc_spriteTexture, uv0);
o.a = texColor.a * v_light.a;
o.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
#else
o *= texture(cc_spriteTexture, uv0);
o *= v_light;
#endif
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
ALPHA_TEST(o);
return o;
}
}%

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// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
// 高斯模糊
//
// 参考资料(必读)
// * http://www.ruanyifeng.com/blog/2012/11/gaussian_blur.html
// * https://zh.wikipedia.org/wiki/%E9%AB%98%E6%96%AF%E6%A8%A1%E7%B3%8A
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
# 标准方差值
# stDev: {
# value: 0.84089642,
# editor: {
# tooltip: 标准方差值
# }
# }
# 纹理尺寸
textureSize: {
value: [100.0, 100.0],
editor: {
tooltip: 纹理尺寸px宽 x 高)
}
}
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;
#endif
#if ENABLE_GAUSSIAN_BLUR
// 定义无理数
#pragma define e 2.718281828459045
// 定义标准方差值(方差值越大,越模糊,但是需要计算的高斯矩阵范围会变大,从而带来巨大的计算量
// #pragma define stDev 0.84089642
#pragma define stDev 1.5
// #pragma define stDev 5.0
// #pragma define stDev 10.0
// 定义π
#pragma define pi 3.141592653589793
// 接收外部变量
uniform GaussianBlur {
// 纹理尺寸(宽 x 高px
vec2 textureSize;
// 标准方差值
// float stDev;
};
/**
* 获取权重(对应二维高斯函数公式,见 https://zh.wikipedia.org/wiki/%E9%AB%98%E6%96%AF%E6%A8%A1%E7%B3%8A )
*/
float getWeight(float x, float y) {
return (1.0 / (2.0 * pi * pow(stDev, 2.0))) * pow(1.0 / e, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(stDev, 2.0)));
}
#endif
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#if CC_USE_ALPHA_ATLAS_TEXTURE
o.a *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0 + vec2(0, 0.5)).r;
#endif
#endif
o *= color;
ALPHA_TEST(o);
#if ENABLE_GAUSSIAN_BLUR
// 根据高斯分布也叫正态分布在3个标准差范围内的分布比例占到99%的权重,因此我们只需要计算矩阵范围 [6 * stDev + 1, 6 * stDev +1] 上的权重
const highp float size = floor(stDev * 6.0 + 1.0);
const highp float halfSize = floor(size / 2.0);
// 步骤一:计算高斯矩阵上所有权重的和
// // v1遍历所有点每个点都计算权重
// float totalWeight = 0.0;
// for(float x = -halfSize; x<= halfSize; x++) {
// for (float y = -halfSize; y<= halfSize; y++) {
// totalWeight += getWeight(x, y);
// }
// }
// v2因为高斯分布是对称的所以只计算原点、X轴正方向 * 2 、Y轴正方向 * 2 、第一象限的权重 * 4即可求出所有权重之和相比起v1版本减少很多循环计算
// 原点
float totalWeight = getWeight(0.0, 0.0);
// X轴正方向上的权重 * 2.0 就是整个X轴上的权重
for(float x = 1.0; x <= halfSize; x++) {
totalWeight += getWeight(x, 0.0) * 2.0;
}
// Y轴正方向上的权重 * 2.0 就是整个Y轴上的权重
for(float y = 1.0; y <= halfSize; y++) {
totalWeight += getWeight(0.0, y) * 2.0;
}
// 第一象限的权重 * 4.0 就是4个象限的权重
for(float x = 1.0; x <= halfSize; x++) {
for (float y = 1.0; y<= halfSize; y++) {
totalWeight += getWeight(x, y) * 4.0;
}
}
// TODO:
//
// 因为权重矩阵是一次性计算即可不断应用因此可以将权重矩阵的计算放到CPU计算并传入到Shader直接渲染因此有以下优化方案
//
// v3原始权重矩阵在CPU计算并传入到Shader
// v4加权平均后的权重矩阵在CPU计算并传入Shader
// 步骤二:采样周边像素并应用加权平均值,得出最终像素值
vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);
// float divider = 0.01;
float onePxWidth = 1.0 / textureSize.x;
float onePxHeight = 1.0 / textureSize.y;
for(float x = -halfSize; x<= halfSize; x++) {
for (float y = -halfSize; y<= halfSize; y++) {
// 求出对应坐标的真正权重(对应权重矩阵)
float weight = getWeight(x, y) / totalWeight;
// 求出对应坐标像素颜色值的加权值
finalColor += CCSampleWithAlphaSeparated(cc_spriteTexture, uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;
}
}
o = finalColor;
#endif
return o;
}
}%

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