Everyone is on fire temporarily.

master
Zed A. Shaw 3 days ago
parent 467a26628c
commit 5ffa3b0d1e
  1. 2
      assets/enemies.json
  2. 6
      assets/shaders.json
  3. 77
      assets/shaders/flame_trash.frag
  4. 5
      raycaster.cpp
  5. 23
      tools/fragviewer.cpp

@ -47,7 +47,7 @@
"foreground": [205, 164, 246],
"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": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
{"_type": "Personality", "hearing_distance": 5, "tough": false},

@ -7,8 +7,12 @@
"file_name": "assets/shaders/ui_error.frag",
"type": "fragment"
},
"rayview_sprites": {
"flame": {
"file_name": "assets/shaders/rayview_sprites.frag",
"type": "fragment"
},
"rayview_sprites": {
"file_name": "assets/shaders/flame_trash.frag",
"type": "fragment"
}
}

@ -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;
if(rec.second == aiming_at) level += 0.2;
$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());
}
}

@ -9,6 +9,8 @@
#include <fmt/core.h>
#include <unistd.h>
bool SHADER_RELOAD = true;
void Handle_events(sf::RenderWindow &window) {
// is this a main event loop
while (const auto event = window.pollEvent()) {
@ -16,8 +18,8 @@ void Handle_events(sf::RenderWindow &window) {
window.close();
} else if(const auto* key = event->getIf<sf::Event::KeyPressed>()) {
using KEY = sf::Keyboard::Scan;
if(key->scancode == KEY::Escape) {
window.close();
if(key->scancode == KEY::Escape || key->scancode == KEY::Space) {
SHADER_RELOAD = true;
}
}
}
@ -75,9 +77,6 @@ int main(int argc, char *argv[]) {
window.setFramerateLimit(60);
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) {
sprite_texture = textures::get(sprite_name);
sprite_texture.sprite->setPosition({0,0});
@ -89,13 +88,23 @@ int main(int argc, char *argv[]) {
} else {
rect.setPosition({0,0});
rect.setSize(u_resolution);
rect.setFillColor({255, 0, 0, 255});
}
shader.setUniform("u_resolution", u_resolution);
while(window.isOpen()) {
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::Vector2i mouse_at = sf::Mouse::getPosition(window);
sf::Vector2f u_mouse{float(mouse_at.x), float(mouse_at.y)};

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