From 5ffa3b0d1e2437fe8336d3e435064bad25a989b7 Mon Sep 17 00:00:00 2001 From: "Zed A. Shaw" Date: Tue, 15 Apr 2025 19:34:39 -0400 Subject: [PATCH] Everyone is on fire temporarily. --- assets/enemies.json | 2 +- assets/shaders.json | 6 ++- assets/shaders/flame_trash.frag | 77 +++++++++++++++++++++++++++++++++ raycaster.cpp | 5 +++ tools/fragviewer.cpp | 23 +++++++--- 5 files changed, 104 insertions(+), 9 deletions(-) create mode 100644 assets/shaders/flame_trash.frag diff --git a/assets/enemies.json b/assets/enemies.json index 424edce..c666d24 100644 --- a/assets/enemies.json +++ b/assets/enemies.json @@ -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}, diff --git a/assets/shaders.json b/assets/shaders.json index 63ccdc8..7600731 100644 --- a/assets/shaders.json +++ b/assets/shaders.json @@ -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" } } diff --git a/assets/shaders/flame_trash.frag b/assets/shaders/flame_trash.frag new file mode 100644 index 0000000..d1ce72e --- /dev/null +++ b/assets/shaders/flame_trash.frag @@ -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; +} diff --git a/raycaster.cpp b/raycaster.cpp index 1054a15..441eb31 100644 --- a/raycaster.cpp +++ b/raycaster.cpp @@ -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()); } } diff --git a/tools/fragviewer.cpp b/tools/fragviewer.cpp index 6701c2f..ae4a181 100644 --- a/tools/fragviewer.cpp +++ b/tools/fragviewer.cpp @@ -9,6 +9,8 @@ #include #include +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()) { 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)};