Rayview now uses the shader manager.

This commit is contained in:
Zed A. Shaw 2025-04-13 22:31:13 -04:00
parent edee3ac0c9
commit 766b20f3f8
5 changed files with 14 additions and 11 deletions

View file

@ -172,8 +172,8 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
// float level = sqrt(rec.first);
float level = lights[sprite_pos.location.y][sprite_pos.location.x] * PERCENT;
if(rec.second == aiming_at) level += 0.2;
$brightness.setUniform("darkness", level);
target.draw(*sf_sprite, &$brightness);
$brightness->setUniform("darkness", level);
target.draw(*sf_sprite, $brightness.get());
}
}
}
@ -393,8 +393,7 @@ void Raycaster::update_level(GameLevel level) {
}
void Raycaster::init_shaders() {
// dbc::check(sf::Shader::isAvailable(), "no shaders?!");
bool good = $brightness.loadFromFile("assets/shaders/modal.frag", sf::Shader::Type::Fragment);
dbc::check(good, "shader could not be loaded");
$brightness.setUniform("source", sf::Shader::CurrentTexture);
std::string the_fucking_name{"rayview_sprites"};
$brightness = shaders::get_shared(the_fucking_name);
$brightness->setUniform("source", sf::Shader::CurrentTexture);
}