Now I can attach arbitrary shaders to sprites based on things that happen in the world.

This commit is contained in:
Zed A. Shaw 2025-04-20 00:09:56 -04:00
parent bec8fe0a13
commit 787be78a69
6 changed files with 53 additions and 16 deletions

View file

@ -9,6 +9,7 @@
#include <numbers>
#include "components.hpp"
#include "textures.hpp"
#include "systems.hpp"
using namespace fmt;
using std::make_unique;
@ -180,10 +181,9 @@ void Raycaster::sprite_casting(sf::RenderTarget &target) {
// float level = sqrt(rec.first);
float level = lights[sprite_pos.location.y][sprite_pos.location.x] * PERCENT;
shared_ptr<sf::Shader> effect = nullptr;
shared_ptr<sf::Shader> effect = System::sprite_effect($level, rec.second);
if(rec.second == aiming_at) {
effect = $flame;
if(effect) {
apply_sprite_effect(effect, sprite_width, sprite_height);
} else {
effect = $brightness;
@ -411,7 +411,4 @@ void Raycaster::update_level(GameLevel level) {
void Raycaster::init_shaders() {
$brightness = shaders::get("rayview_sprites");
$brightness->setUniform("source", sf::Shader::CurrentTexture);
$flame = shaders::get("flame");
$flame->setUniform("source", sf::Shader::CurrentTexture);
}