Rayview now uses the shader manager.
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edee3ac0c9
commit
766b20f3f8
5 changed files with 14 additions and 11 deletions
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@ -172,8 +172,8 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
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// float level = sqrt(rec.first);
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float level = lights[sprite_pos.location.y][sprite_pos.location.x] * PERCENT;
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if(rec.second == aiming_at) level += 0.2;
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$brightness.setUniform("darkness", level);
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target.draw(*sf_sprite, &$brightness);
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$brightness->setUniform("darkness", level);
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target.draw(*sf_sprite, $brightness.get());
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}
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}
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}
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@ -393,8 +393,7 @@ void Raycaster::update_level(GameLevel level) {
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}
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void Raycaster::init_shaders() {
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// dbc::check(sf::Shader::isAvailable(), "no shaders?!");
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bool good = $brightness.loadFromFile("assets/shaders/modal.frag", sf::Shader::Type::Fragment);
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dbc::check(good, "shader could not be loaded");
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$brightness.setUniform("source", sf::Shader::CurrentTexture);
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std::string the_fucking_name{"rayview_sprites"};
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$brightness = shaders::get_shared(the_fucking_name);
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$brightness->setUniform("source", sf::Shader::CurrentTexture);
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}
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@ -12,7 +12,7 @@ using RGBA = uint32_t;
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struct Raycaster {
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int $pitch=0;
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sf::Clock $clock;
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sf::Shader $brightness;
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std::shared_ptr<sf::Shader> $brightness = nullptr;
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double $pos_x = 0;
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double $pos_y = 0;
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11
shaders.cpp
11
shaders.cpp
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@ -12,7 +12,6 @@ namespace shaders {
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static ShaderManager SMGR;
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static bool initialized = false;
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bool load_shader(std::string name, nlohmann::json& settings) {
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std::string file_name = settings["file_name"];
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auto ptr = std::make_shared<sf::Shader>();
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@ -23,6 +22,7 @@ namespace shaders {
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void init() {
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if(!initialized) {
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dbc::check(sf::Shader::isAvailable(), "no shaders?!");
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initialized = true;
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Config config("assets/shaders.json");
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bool good = load_shader("ERROR", config["ERROR"]);
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@ -43,13 +43,16 @@ namespace shaders {
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}
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}
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sf::Shader* get(std::string name) {
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std::shared_ptr<sf::Shader> get_shared(std::string& name) {
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dbc::check(initialized, "you forgot to shaders::init()");
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dbc::check(SMGR.shaders.contains(name),
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fmt::format("shader name '{}' not in assets/shaders.json", name));
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auto& rec = SMGR.shaders.at(name);
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return rec.ptr.get();
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return rec.ptr;
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}
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sf::Shader* get(std::string name) {
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return get_shared(name).get();
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}
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void reload() {
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@ -19,6 +19,7 @@ namespace shaders {
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std::unordered_map<std::string, Record> shaders;
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};
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std::shared_ptr<sf::Shader> get_shared(std::string& name);
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void init();
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bool load_shader(std::string& name, nlohmann::json& settings);
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sf::Shader* get(std::string name);
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