The reload mechanism for shaders is a bit better, but still to make them unique.

This commit is contained in:
Zed A. Shaw 2025-04-14 13:16:19 -04:00
parent 08bc48df3d
commit 19b9a4affd
7 changed files with 68 additions and 44 deletions

View file

@ -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) {