Everyone is on fire temporarily.
This commit is contained in:
parent
467a26628c
commit
5ffa3b0d1e
5 changed files with 104 additions and 9 deletions
|
@ -47,7 +47,7 @@
|
||||||
"foreground": [205, 164, 246],
|
"foreground": [205, 164, 246],
|
||||||
"background": [30, 20, 75]
|
"background": [30, 20, 75]
|
||||||
},
|
},
|
||||||
{"_type": "Combat", "hp": 200, "max_hp": 200, "damage": 20, "dead": false},
|
{"_type": "Combat", "hp": 50, "max_hp": 50, "damage": 2, "dead": false},
|
||||||
{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
|
{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
|
||||||
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
|
{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
|
||||||
{"_type": "Personality", "hearing_distance": 5, "tough": false},
|
{"_type": "Personality", "hearing_distance": 5, "tough": false},
|
||||||
|
|
|
@ -7,8 +7,12 @@
|
||||||
"file_name": "assets/shaders/ui_error.frag",
|
"file_name": "assets/shaders/ui_error.frag",
|
||||||
"type": "fragment"
|
"type": "fragment"
|
||||||
},
|
},
|
||||||
"rayview_sprites": {
|
"flame": {
|
||||||
"file_name": "assets/shaders/rayview_sprites.frag",
|
"file_name": "assets/shaders/rayview_sprites.frag",
|
||||||
"type": "fragment"
|
"type": "fragment"
|
||||||
|
},
|
||||||
|
"rayview_sprites": {
|
||||||
|
"file_name": "assets/shaders/flame_trash.frag",
|
||||||
|
"type": "fragment"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
77
assets/shaders/flame_trash.frag
Normal file
77
assets/shaders/flame_trash.frag
Normal file
|
@ -0,0 +1,77 @@
|
||||||
|
uniform vec2 u_resolution;
|
||||||
|
uniform float u_time;
|
||||||
|
uniform sampler2D texture;
|
||||||
|
uniform float u_mouse;
|
||||||
|
uniform float value = 0.2;
|
||||||
|
|
||||||
|
float random (in vec2 st) {
|
||||||
|
return fract(sin(dot(st.xy,
|
||||||
|
vec2(12.9898,78.233)))*
|
||||||
|
43758.5453123);
|
||||||
|
}
|
||||||
|
|
||||||
|
float noise(in vec2 st) {
|
||||||
|
vec2 i = floor(st);
|
||||||
|
vec2 f = fract(st);
|
||||||
|
|
||||||
|
float a = random(i);
|
||||||
|
float b = random(i + vec2(1.0, 0.0));
|
||||||
|
float c = random(i + vec2(0.0, 1.0));
|
||||||
|
float d = random(i + vec2(1.0, 1.0));
|
||||||
|
|
||||||
|
vec2 u = f * f * (3.0 - 2.0 * f);
|
||||||
|
|
||||||
|
return mix(a, b, u.x) +
|
||||||
|
(c - a) * u.y * (1.0 - u.x) +
|
||||||
|
(d - b) * u.x * u.y;
|
||||||
|
}
|
||||||
|
|
||||||
|
float fbm(in vec2 st, int octaves=8) {
|
||||||
|
float v = 0.0;
|
||||||
|
float a = 0.5;
|
||||||
|
vec2 shift = vec2(100.0);
|
||||||
|
mat2 rot = mat2(cos(0.5), sin(0.5),
|
||||||
|
-sin(0.5), cos(0.5));
|
||||||
|
|
||||||
|
for(int i = 0; i < octaves; i++) {
|
||||||
|
v += a * noise(st);
|
||||||
|
st = rot * st * 2.0 + shift;
|
||||||
|
a *= 0.5;
|
||||||
|
}
|
||||||
|
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec2 st = gl_FragCoord.xy/u_resolution.xy * 3.0;
|
||||||
|
vec3 color = vec3(0.0);
|
||||||
|
|
||||||
|
float speed = u_time * 10.0;
|
||||||
|
float value = cos(u_time) * cos(u_time);
|
||||||
|
|
||||||
|
vec2 q = vec2(0.0);
|
||||||
|
q.x = fbm(st + 0.00 * speed);
|
||||||
|
q.y = fbm(st + vec2(1.0));
|
||||||
|
|
||||||
|
vec2 r = vec2(0,0);
|
||||||
|
r.x += fbm( st + 1.0*q + vec2(1.0, 0.0)+ 0.15* speed );
|
||||||
|
r.y += fbm( st + 1.0*q + vec2(-1.0, 0.0)+ 0.126* speed);
|
||||||
|
|
||||||
|
float f = fbm(st * r);
|
||||||
|
|
||||||
|
color = mix(vec3(0.666667,0.619608, 0.122777),
|
||||||
|
vec3(0.666667,0.666667,0.498039),
|
||||||
|
clamp((f*f)*4.0,0.0,1.0));
|
||||||
|
|
||||||
|
color = mix(color,
|
||||||
|
vec3(0.666667, 0.122222, 0.0666667),
|
||||||
|
clamp(length(r.x), 0.0, 1.0));
|
||||||
|
|
||||||
|
color *= (f*f*f+0.5*f*f+0.6*f) * value;
|
||||||
|
|
||||||
|
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
|
||||||
|
|
||||||
|
float mask = color.r * pixel.a;
|
||||||
|
|
||||||
|
gl_FragColor = gl_Color * vec4(color, pixel.a) + pixel;
|
||||||
|
}
|
|
@ -173,6 +173,11 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
|
||||||
float level = lights[sprite_pos.location.y][sprite_pos.location.x] * PERCENT;
|
float level = lights[sprite_pos.location.y][sprite_pos.location.x] * PERCENT;
|
||||||
if(rec.second == aiming_at) level += 0.2;
|
if(rec.second == aiming_at) level += 0.2;
|
||||||
$brightness->setUniform("darkness", level);
|
$brightness->setUniform("darkness", level);
|
||||||
|
|
||||||
|
$brightness->setUniform("u_time", $clock.getElapsedTime().asSeconds());
|
||||||
|
sf::Vector2f sprite_size{(float)sprite_width, (float)sprite_height};
|
||||||
|
$brightness->setUniform("u_resolution", sprite_size);
|
||||||
|
|
||||||
target.draw(*sf_sprite, $brightness.get());
|
target.draw(*sf_sprite, $brightness.get());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,6 +9,8 @@
|
||||||
#include <fmt/core.h>
|
#include <fmt/core.h>
|
||||||
#include <unistd.h>
|
#include <unistd.h>
|
||||||
|
|
||||||
|
bool SHADER_RELOAD = true;
|
||||||
|
|
||||||
void Handle_events(sf::RenderWindow &window) {
|
void Handle_events(sf::RenderWindow &window) {
|
||||||
// is this a main event loop
|
// is this a main event loop
|
||||||
while (const auto event = window.pollEvent()) {
|
while (const auto event = window.pollEvent()) {
|
||||||
|
@ -16,8 +18,8 @@ void Handle_events(sf::RenderWindow &window) {
|
||||||
window.close();
|
window.close();
|
||||||
} else if(const auto* key = event->getIf<sf::Event::KeyPressed>()) {
|
} else if(const auto* key = event->getIf<sf::Event::KeyPressed>()) {
|
||||||
using KEY = sf::Keyboard::Scan;
|
using KEY = sf::Keyboard::Scan;
|
||||||
if(key->scancode == KEY::Escape) {
|
if(key->scancode == KEY::Escape || key->scancode == KEY::Space) {
|
||||||
window.close();
|
SHADER_RELOAD = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -75,9 +77,6 @@ int main(int argc, char *argv[]) {
|
||||||
window.setFramerateLimit(60);
|
window.setFramerateLimit(60);
|
||||||
window.setVerticalSyncEnabled(true);
|
window.setVerticalSyncEnabled(true);
|
||||||
|
|
||||||
bool good_shader = shader.loadFromFile(frag_name, sf::Shader::Type::Fragment);
|
|
||||||
dbc::check(good_shader, fmt::format("failed to load shader {}", frag_name));
|
|
||||||
|
|
||||||
if(load_sprite) {
|
if(load_sprite) {
|
||||||
sprite_texture = textures::get(sprite_name);
|
sprite_texture = textures::get(sprite_name);
|
||||||
sprite_texture.sprite->setPosition({0,0});
|
sprite_texture.sprite->setPosition({0,0});
|
||||||
|
@ -89,13 +88,23 @@ int main(int argc, char *argv[]) {
|
||||||
} else {
|
} else {
|
||||||
rect.setPosition({0,0});
|
rect.setPosition({0,0});
|
||||||
rect.setSize(u_resolution);
|
rect.setSize(u_resolution);
|
||||||
rect.setFillColor({255, 0, 0, 255});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
shader.setUniform("u_resolution", u_resolution);
|
|
||||||
|
|
||||||
while(window.isOpen()) {
|
while(window.isOpen()) {
|
||||||
Handle_events(window);
|
Handle_events(window);
|
||||||
|
|
||||||
|
if(SHADER_RELOAD) {
|
||||||
|
bool good_shader = shader.loadFromFile(frag_name, sf::Shader::Type::Fragment);
|
||||||
|
|
||||||
|
if(!good_shader) {
|
||||||
|
fmt::print("!!!!!! failed to load shader {}\n", frag_name);
|
||||||
|
}
|
||||||
|
|
||||||
|
shader.setUniform("u_resolution", u_resolution);
|
||||||
|
SHADER_RELOAD = false;
|
||||||
|
}
|
||||||
|
|
||||||
sf::Time u_time = clock.getElapsedTime();
|
sf::Time u_time = clock.getElapsedTime();
|
||||||
sf::Vector2i mouse_at = sf::Mouse::getPosition(window);
|
sf::Vector2i mouse_at = sf::Mouse::getPosition(window);
|
||||||
sf::Vector2f u_mouse{float(mouse_at.x), float(mouse_at.y)};
|
sf::Vector2f u_mouse{float(mouse_at.x), float(mouse_at.y)};
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue