Minor refactorings
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This commit is contained in:
Stephen Seo 2023-08-31 13:26:43 +09:00
parent 32f5440a24
commit 247fc8c74b

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@ -132,7 +132,7 @@ void ElectricityEffect::draw(Color color, Camera *camera) {
update_shader_sides(q0, q1, q2, q3, Vector2Distance(q0, q2)); update_shader_sides(q0, q1, q2, q3, Vector2Distance(q0, q2));
// Draw with shader. // Draw with shader.
BeginShaderMode(shader.value()); BeginShaderMode(get_shader());
DrawTriangle3D(quad[0], quad[1], quad[2], color); DrawTriangle3D(quad[0], quad[1], quad[2], color);
DrawTriangle3D(quad[0], quad[2], quad[3], color); DrawTriangle3D(quad[0], quad[2], quad[3], color);
EndShaderMode(); EndShaderMode();
@ -158,10 +158,10 @@ void ElectricityEffect::update_shader_height() {
if (!shader.has_value()) { if (!shader.has_value()) {
init_shader(); init_shader();
} }
int uniform_loc = GetShaderLocation(shader.value(), "screen_height"); int uniform_loc = GetShaderLocation(get_shader(), "screen_height");
float height = GetScreenHeight(); float height = GetScreenHeight();
DEBUG_PRINT_FLOAT(height); DEBUG_PRINT_FLOAT(height);
SetShaderValue(shader.value(), uniform_loc, &height, SHADER_UNIFORM_FLOAT); SetShaderValue(get_shader(), uniform_loc, &height, SHADER_UNIFORM_FLOAT);
} }
void ElectricityEffect::update_shader_sides(Vector2 a, Vector2 adir, Vector2 b, void ElectricityEffect::update_shader_sides(Vector2 a, Vector2 adir, Vector2 b,
@ -169,21 +169,21 @@ void ElectricityEffect::update_shader_sides(Vector2 a, Vector2 adir, Vector2 b,
if (!shader.has_value()) { if (!shader.has_value()) {
init_shader(); init_shader();
} }
int uniform_loc = GetShaderLocation(shader.value(), "sidePosA"); int uniform_loc = GetShaderLocation(get_shader(), "sidePosA");
DEBUG_PRINT_VEC2(a); DEBUG_PRINT_VEC2(a);
SetShaderValue(shader.value(), uniform_loc, &a, SHADER_UNIFORM_VEC2); SetShaderValue(get_shader(), uniform_loc, &a, SHADER_UNIFORM_VEC2);
uniform_loc = GetShaderLocation(shader.value(), "sideDirA"); uniform_loc = GetShaderLocation(get_shader(), "sideDirA");
DEBUG_PRINT_VEC2(adir); DEBUG_PRINT_VEC2(adir);
SetShaderValue(shader.value(), uniform_loc, &adir, SHADER_UNIFORM_VEC2); SetShaderValue(get_shader(), uniform_loc, &adir, SHADER_UNIFORM_VEC2);
uniform_loc = GetShaderLocation(shader.value(), "sidePosB"); uniform_loc = GetShaderLocation(get_shader(), "sidePosB");
DEBUG_PRINT_VEC2(b); DEBUG_PRINT_VEC2(b);
SetShaderValue(shader.value(), uniform_loc, &b, SHADER_UNIFORM_VEC2); SetShaderValue(get_shader(), uniform_loc, &b, SHADER_UNIFORM_VEC2);
uniform_loc = GetShaderLocation(shader.value(), "sideDirB"); uniform_loc = GetShaderLocation(get_shader(), "sideDirB");
DEBUG_PRINT_VEC2(bdir); DEBUG_PRINT_VEC2(bdir);
SetShaderValue(shader.value(), uniform_loc, &bdir, SHADER_UNIFORM_VEC2); SetShaderValue(get_shader(), uniform_loc, &bdir, SHADER_UNIFORM_VEC2);
uniform_loc = GetShaderLocation(shader.value(), "width"); uniform_loc = GetShaderLocation(get_shader(), "width");
DEBUG_PRINT_FLOAT(width); DEBUG_PRINT_FLOAT(width);
SetShaderValue(shader.value(), uniform_loc, &width, SHADER_UNIFORM_FLOAT); SetShaderValue(get_shader(), uniform_loc, &width, SHADER_UNIFORM_FLOAT);
} }
void ElectricityEffect::init_shader() { void ElectricityEffect::init_shader() {