Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset.

master
Zed A. Shaw 2 days ago
parent 19b9a4affd
commit 84a5f06dac
  1. 2
      combat_ui.cpp
  2. 21
      guecs.cpp
  3. 6
      guecs.hpp
  4. 4
      ritual_ui.cpp
  5. 16
      shaders.cpp

@ -18,7 +18,7 @@ namespace gui {
$gui.set<Sprite>(button, {"leather_pouch-128"});
// $gui.set<Rectangle>(button, {});
$gui.set<Label>(button, {label});
$gui.set<Shader>(button, {.duration=10.0f});
$gui.set<Effect>(button, {.duration=0.1f});
$gui.set<Clickable>(button,
guecs::make_action(*$level.world, event));
}

@ -66,34 +66,33 @@ namespace guecs {
shape->setFillColor(color);
}
void Shader::init(lel::Cell &cell) {
void Effect::init(lel::Cell &cell) {
$shader_version = shaders::version();
$shader = shaders::get(name);
$shader->setUniform("u_resolution", sf::Vector2f({float(cell.w), float(cell.h)}));
$clock = std::make_shared<sf::Clock>();
}
void Shader::step() {
void Effect::step() {
sf::Time cur_time = $clock->getElapsedTime();
float u_time = cur_time.asSeconds();
if(u_time < $u_time_end) {
$shader->setUniform("u_duration", duration);
$shader->setUniform("u_time_end", $u_time_end);
$shader->setUniform("u_time", u_time);
} else {
$active = false;
}
}
void Shader::run() {
$shader = checkout_ptr();
void Effect::run() {
$active = true;
sf::Time u_time = $clock->getElapsedTime();
$u_time_end = u_time.asSeconds() + duration;
$shader->setUniform("u_duration", duration);
$shader->setUniform("u_time_end", $u_time_end);
}
shared_ptr<sf::Shader> Shader::checkout_ptr() {
shared_ptr<sf::Shader> Effect::checkout_ptr() {
if(shaders::updated($shader_version)) {
$shader = shaders::get(name);
$shader_version = shaders::version();
@ -150,7 +149,7 @@ namespace guecs {
rect.init(cell);
});
$world.query<lel::Cell, Shader>([](auto, auto& cell, auto& shader) {
$world.query<lel::Cell, Effect>([](auto, auto& cell, auto& shader) {
shader.init(cell);
});
@ -192,7 +191,7 @@ namespace guecs {
window.draw(*bg.shape);
}
$world.query<Shader>([&](auto, auto& shader) {
$world.query<Effect>([&](auto, auto& shader) {
if(shader.$active) shader.step();
});
@ -227,8 +226,8 @@ namespace guecs {
if((x >= cell.x && x <= cell.x + cell.w) &&
(y >= cell.y && y <= cell.y + cell.h))
{
if($world.has<Shader>(ent)) {
auto& shader = $world.get<Shader>(ent);
if($world.has<Effect>(ent)) {
auto& shader = $world.get<Effect>(ent);
shader.run();
}

@ -82,7 +82,7 @@ namespace guecs {
std::string name;
};
struct Shader {
struct Effect {
float duration = 0.1f;
std::string name{"ui_shader"};
float $u_time_end = 0.0;
@ -198,8 +198,8 @@ namespace guecs {
void render_helper(sf::RenderWindow& window, DinkyECS::Entity ent, bool is_shape, T& target) {
sf::Shader *shader_ptr = nullptr;
if($world.has<Shader>(ent)) {
auto& shader = $world.get<Shader>(ent);
if($world.has<Effect>(ent)) {
auto& shader = $world.get<Effect>(ent);
if(shader.$active) {
auto ptr = shader.checkout_ptr();

@ -42,7 +42,7 @@ namespace gui {
auto button = $gui.entity(name);
if(name == "circle_area") {
$gui.set<Shader>(button, {0.4f});
$gui.set<Effect>(button, {0.4f});
$gui.set<Sprite>(button, {"the_ritual_circle"});
$gui.set<Clickable>(button, {
[&](auto ent, auto){ ritual_circle_clicked(ent); }
@ -50,7 +50,7 @@ namespace gui {
} else if(name.starts_with("inv_slot")) {
$gui.set<Sprite>(button, {
fmt::format("{}-64", junk_list[button % junk_list.size()])});
$gui.set<Shader>(button, {0.4f});
$gui.set<Effect>(button, {0.4f});
$gui.set<Clickable>(button, {
[&](auto ent, auto){ inv_slot_clicked(ent); }
});

@ -7,16 +7,16 @@
#include <memory>
namespace shaders {
using std::shared_ptr, std::make_shared;
using std::shared_ptr, std::make_shared;
static ShaderManager SMGR;
static bool INITIALIZED = false;
static int VERSION = 0;
static ShaderManager SMGR;
static bool INITIALIZED = false;
static int VERSION = 0;
bool load_shader(std::string name, nlohmann::json& settings) {
std::string file_name = settings["file_name"];
auto ptr = std::make_shared<sf::Shader>();
bool good = ptr->loadFromFile(file_name, sf::Shader::Type::Fragment);
bool load_shader(std::string name, nlohmann::json& settings) {
std::string file_name = settings["file_name"];
auto ptr = std::make_shared<sf::Shader>();
bool good = ptr->loadFromFile(file_name, sf::Shader::Type::Fragment);
if(good) SMGR.shaders.try_emplace(name, name, file_name, ptr);
return good;
}

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