The reload mechanism for shaders is a bit better, but still to make them unique.
This commit is contained in:
parent
08bc48df3d
commit
19b9a4affd
7 changed files with 68 additions and 44 deletions
|
@ -18,7 +18,7 @@ namespace gui {
|
|||
$gui.set<Sprite>(button, {"leather_pouch-128"});
|
||||
// $gui.set<Rectangle>(button, {});
|
||||
$gui.set<Label>(button, {label});
|
||||
$gui.set<Shader>(button, {.duration=0.1f});
|
||||
$gui.set<Shader>(button, {.duration=10.0f});
|
||||
$gui.set<Clickable>(button,
|
||||
guecs::make_action(*$level.world, event));
|
||||
}
|
||||
|
|
40
guecs.cpp
40
guecs.cpp
|
@ -67,31 +67,39 @@ namespace guecs {
|
|||
}
|
||||
|
||||
void Shader::init(lel::Cell &cell) {
|
||||
auto shader = shaders::get(name);
|
||||
shader->setUniform("u_resolution", sf::Vector2f({float(cell.w), float(cell.h)}));
|
||||
clock = std::make_shared<sf::Clock>();
|
||||
$shader_version = shaders::version();
|
||||
$shader = shaders::get(name);
|
||||
$shader->setUniform("u_resolution", sf::Vector2f({float(cell.w), float(cell.h)}));
|
||||
$clock = std::make_shared<sf::Clock>();
|
||||
}
|
||||
|
||||
void Shader::step() {
|
||||
auto shader = shaders::get(name);
|
||||
sf::Time u_time = clock->getElapsedTime();
|
||||
float current_time = u_time.asSeconds();
|
||||
sf::Time cur_time = $clock->getElapsedTime();
|
||||
float u_time = cur_time.asSeconds();
|
||||
|
||||
if(current_time < u_time_end) {
|
||||
shader->setUniform("u_time", current_time);
|
||||
if(u_time < $u_time_end) {
|
||||
$shader->setUniform("u_time", u_time);
|
||||
} else {
|
||||
active = false;
|
||||
$active = false;
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::run() {
|
||||
auto shader = shaders::get(name);
|
||||
$shader = checkout_ptr();
|
||||
$active = true;
|
||||
sf::Time u_time = $clock->getElapsedTime();
|
||||
$u_time_end = u_time.asSeconds() + duration;
|
||||
$shader->setUniform("u_duration", duration);
|
||||
$shader->setUniform("u_time_end", $u_time_end);
|
||||
}
|
||||
|
||||
active = true;
|
||||
sf::Time u_time = clock->getElapsedTime();
|
||||
u_time_end = u_time.asSeconds() + duration;
|
||||
shader->setUniform("u_duration", duration);
|
||||
shader->setUniform("u_time_end", u_time_end);
|
||||
shared_ptr<sf::Shader> Shader::checkout_ptr() {
|
||||
if(shaders::updated($shader_version)) {
|
||||
$shader = shaders::get(name);
|
||||
$shader_version = shaders::version();
|
||||
}
|
||||
|
||||
return $shader;
|
||||
}
|
||||
|
||||
UI::UI() {
|
||||
|
@ -185,7 +193,7 @@ namespace guecs {
|
|||
}
|
||||
|
||||
$world.query<Shader>([&](auto, auto& shader) {
|
||||
if(shader.active) shader.step();
|
||||
if(shader.$active) shader.step();
|
||||
});
|
||||
|
||||
$world.query<Rectangle>([&](auto ent, auto& rect) {
|
||||
|
|
17
guecs.hpp
17
guecs.hpp
|
@ -85,13 +85,16 @@ namespace guecs {
|
|||
struct Shader {
|
||||
float duration = 0.1f;
|
||||
std::string name{"ui_shader"};
|
||||
float u_time_end = 0.0;
|
||||
bool active = false;
|
||||
std::shared_ptr<sf::Clock> clock = nullptr;
|
||||
float $u_time_end = 0.0;
|
||||
bool $active = false;
|
||||
std::shared_ptr<sf::Clock> $clock = nullptr;
|
||||
std::shared_ptr<sf::Shader> $shader = nullptr;
|
||||
int $shader_version = 0;
|
||||
|
||||
void init(lel::Cell &cell);
|
||||
void run();
|
||||
void step();
|
||||
shared_ptr<sf::Shader> checkout_ptr();
|
||||
};
|
||||
|
||||
struct Background {
|
||||
|
@ -198,9 +201,11 @@ namespace guecs {
|
|||
if($world.has<Shader>(ent)) {
|
||||
auto& shader = $world.get<Shader>(ent);
|
||||
|
||||
if(shader.active) {
|
||||
shader_ptr = shaders::get(shader.name);
|
||||
shader_ptr->setUniform("is_shape", is_shape);
|
||||
if(shader.$active) {
|
||||
auto ptr = shader.checkout_ptr();
|
||||
ptr->setUniform("is_shape", is_shape);
|
||||
// NOTE: this is needed because SFML doesn't handle shared_ptr
|
||||
shader_ptr = ptr.get();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -393,7 +393,6 @@ void Raycaster::update_level(GameLevel level) {
|
|||
}
|
||||
|
||||
void Raycaster::init_shaders() {
|
||||
std::string the_fucking_name{"rayview_sprites"};
|
||||
$brightness = shaders::get_shared(the_fucking_name);
|
||||
$brightness = shaders::get("rayview_sprites");
|
||||
$brightness->setUniform("source", sf::Shader::CurrentTexture);
|
||||
}
|
||||
|
|
29
shaders.cpp
29
shaders.cpp
|
@ -10,7 +10,8 @@ namespace shaders {
|
|||
using std::shared_ptr, std::make_shared;
|
||||
|
||||
static ShaderManager SMGR;
|
||||
static bool initialized = false;
|
||||
static bool INITIALIZED = false;
|
||||
static int VERSION = 0;
|
||||
|
||||
bool load_shader(std::string name, nlohmann::json& settings) {
|
||||
std::string file_name = settings["file_name"];
|
||||
|
@ -21,9 +22,9 @@ namespace shaders {
|
|||
}
|
||||
|
||||
void init() {
|
||||
if(!initialized) {
|
||||
if(!INITIALIZED) {
|
||||
dbc::check(sf::Shader::isAvailable(), "no shaders?!");
|
||||
initialized = true;
|
||||
INITIALIZED = true;
|
||||
Config config("assets/shaders.json");
|
||||
bool good = load_shader("ERROR", config["ERROR"]);
|
||||
dbc::check(good, "Failed to load ERROR shader. Look in assets/shaders.json");
|
||||
|
@ -43,21 +44,27 @@ namespace shaders {
|
|||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<sf::Shader> get_shared(std::string& name) {
|
||||
dbc::check(initialized, "you forgot to shaders::init()");
|
||||
std::shared_ptr<sf::Shader> get(const std::string& name) {
|
||||
dbc::check(INITIALIZED, "you forgot to shaders::init()");
|
||||
dbc::check(SMGR.shaders.contains(name),
|
||||
fmt::format("shader name '{}' not in assets/shaders.json", name));
|
||||
auto& rec = SMGR.shaders.at(name);
|
||||
return rec.ptr;
|
||||
}
|
||||
|
||||
sf::Shader* get(std::string name) {
|
||||
return get_shared(name).get();
|
||||
}
|
||||
|
||||
void reload() {
|
||||
initialized = false;
|
||||
int reload() {
|
||||
VERSION++;
|
||||
INITIALIZED = false;
|
||||
SMGR.shaders.clear();
|
||||
init();
|
||||
return VERSION;
|
||||
}
|
||||
|
||||
bool updated(int my_version) {
|
||||
return my_version != VERSION;
|
||||
}
|
||||
|
||||
int version() {
|
||||
return VERSION;
|
||||
}
|
||||
};
|
||||
|
|
|
@ -19,9 +19,10 @@ namespace shaders {
|
|||
std::unordered_map<std::string, Record> shaders;
|
||||
};
|
||||
|
||||
std::shared_ptr<sf::Shader> get_shared(std::string& name);
|
||||
std::shared_ptr<sf::Shader> get(const std::string& name);
|
||||
void init();
|
||||
bool load_shader(std::string& name, nlohmann::json& settings);
|
||||
sf::Shader* get(std::string name);
|
||||
void reload();
|
||||
bool updated(int my_version);
|
||||
int reload();
|
||||
int version();
|
||||
}
|
||||
|
|
|
@ -7,16 +7,20 @@ using namespace fmt;
|
|||
|
||||
TEST_CASE("shader loading/init works", "[shaders]") {
|
||||
shaders::init();
|
||||
int version = shaders::version();
|
||||
|
||||
sf::Shader* ui_shader = shaders::get("ui_shader");
|
||||
std::shared_ptr<sf::Shader> ui_shader = shaders::get("ui_shader");
|
||||
auto other_test = shaders::get("ui_shader");
|
||||
|
||||
REQUIRE(ui_shader != nullptr);
|
||||
REQUIRE(ui_shader == other_test);
|
||||
REQUIRE(shaders::updated(version) == false);
|
||||
|
||||
shaders::reload();
|
||||
int new_version = shaders::reload();
|
||||
REQUIRE(version != shaders::version());
|
||||
REQUIRE(version != new_version);
|
||||
REQUIRE(shaders::version() == new_version);
|
||||
REQUIRE(shaders::updated(version) == true);
|
||||
version = new_version;
|
||||
|
||||
// auto after_reload = shaders::get("ui_shader");
|
||||
// REQUIRE(ui_shader != after_reload);
|
||||
// REQUIRE(other_test != after_reload);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue