Add basic lighting

This commit is contained in:
crumblingstatue 2023-04-06 18:40:34 +02:00
parent 45acd4c1ac
commit d1df7cd472
4 changed files with 58 additions and 17 deletions

View file

@ -1,7 +1,8 @@
mod player;
use sfml::graphics::{
Color, Rect, RectangleShape, RenderTarget, RenderWindow, Shape, Sprite, Transformable,
Color, Rect, RectangleShape, RenderStates, RenderTarget, RenderWindow, Shape, Sprite,
Transformable,
};
use crate::{
@ -23,6 +24,7 @@ pub struct GameState {
pub current_biome: Biome,
pub prev_biome: Biome,
pub worldgen: Worldgen,
pub ambient_light: f32,
}
#[derive(PartialEq, Eq, Clone, Copy)]
@ -32,41 +34,51 @@ pub enum Biome {
}
impl GameState {
pub(crate) fn draw_world(&mut self, rw: &mut RenderWindow, res: &Res) {
pub(crate) fn draw_world(&mut self, rw: &mut RenderWindow, res: &mut Res) {
let mut rs = RenderStates::default();
res.lighting_shader.set_uniform_bool("has_texture", true);
rs.set_shader(Some(&res.lighting_shader));
let mut s = Sprite::with_texture(&res.tile_atlas);
for_each_tile_on_screen(self.camera_offset, |tp, sp| {
let tile = self.world.tile_at_mut(tp, &self.worldgen);
s.set_position(sp.to_sf_vec());
if tile.bg != Tile::EMPTY {
s.set_texture_rect(Rect::new((tile.bg - 1) as i32 * 32, 0, 32, 32));
rw.draw(&s);
rw.draw_with_renderstates(&s, &rs);
}
if tile.mid != Tile::EMPTY {
s.set_texture_rect(Rect::new((tile.mid - 1) as i32 * 32, 0, 32, 32));
rw.draw(&s);
rw.draw_with_renderstates(&s, &rs);
}
if tile.fg != Tile::EMPTY {
s.set_texture_rect(Rect::new((tile.fg - 1) as i32 * 32, 0, 32, 32));
rw.draw(&s);
rw.draw_with_renderstates(&s, &rs);
}
});
}
pub fn draw_entities(&mut self, rw: &mut RenderWindow) {
pub fn draw_entities(&mut self, rw: &mut RenderWindow, res: &mut Res) {
let mut rend_st = RenderStates::default();
res.lighting_shader.set_uniform_bool("has_texture", false);
rend_st.set_shader(Some(&res.lighting_shader));
let (x, y, w, h) = self.player.col_en.en.xywh();
let mut rs = RectangleShape::new();
rs.set_position((
let mut rect_sh = RectangleShape::new();
rect_sh.set_position((
(x - self.camera_offset.x as i32) as f32,
(y - self.camera_offset.y as i32) as f32,
));
rs.set_size((w as f32, h as f32));
rw.draw(&rs);
rs.set_size((2., 2.));
rs.set_fill_color(Color::RED);
rs.set_position((
rect_sh.set_size((w as f32, h as f32));
rw.draw_with_renderstates(&rect_sh, &rend_st);
rect_sh.set_size((2., 2.));
rect_sh.set_fill_color(Color::RED);
rect_sh.set_position((
(self.player.col_en.en.pos.x - self.camera_offset.x as i32) as f32,
(self.player.col_en.en.pos.y - self.camera_offset.y as i32) as f32,
));
rw.draw(&rs);
rw.draw(&rect_sh);
}
pub fn render_pre_step(&mut self, res: &mut Res) {
res.lighting_shader
.set_uniform_float("ambient", self.ambient_light);
}
}
@ -100,6 +112,7 @@ impl Default for GameState {
current_biome: Biome::Surface,
prev_biome: Biome::Surface,
worldgen: Worldgen::default(),
ambient_light: 1.0,
}
}
}