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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