Impl. shader to improve ElectricityEffect
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This commit is contained in:
Stephen Seo 2023-08-30 17:38:11 +09:00
parent 4755b53deb
commit 2e97bb6a83
3 changed files with 181 additions and 4 deletions

View file

@ -1,8 +1,23 @@
#include "electricity_effect.h"
#ifndef NDEBUG
#define DEBUG_PRINT_VEC2(v2) \
do { \
std::cout << "Loading " << #v2 << " with value " << (v2).x << ", " \
<< (v2).y << std::endl; \
} while (false);
#define DEBUG_PRINT_FLOAT(f) \
do { \
std::cout << "Loading " << #f << " with value " << (f) << std::endl; \
} while (false);
#endif
// standard library includes
#include <queue>
#include <tuple>
#ifndef NDEBUG
#include <iostream>
#endif
// third party includes
#include <raylib.h>
@ -12,6 +27,8 @@
#include "3d_helpers.h"
#include "ems.h"
std::optional<Shader> ElectricityEffect::shader = std::nullopt;
ElectricityEffect::ElectricityEffect(Vector3 center, float radius,
int line_count, float lifetime)
: end_points(),
@ -70,6 +87,11 @@ ElectricityEffect::ElectricityEffect(Vector3 center, float radius,
positions.push({coll.point, end_points.size() - 1});
}
}
// Update shader height if not initialized.
if (!shader.has_value()) {
update_shader_height();
}
}
bool ElectricityEffect::update(float dt) {
@ -88,16 +110,154 @@ bool ElectricityEffect::update(float dt) {
return timer >= lifetime;
}
void ElectricityEffect::draw(Color color, Vector3 camera_pos) {
void ElectricityEffect::draw(Color color, Camera *camera) {
float ratio = timer < lifetime ? (1.0F - timer / lifetime) : 0.0F;
// Update shader values common to all quads.
{
int colDiffuse = GetShaderLocation(shader.value(), "colDiffuse");
Vector4 normalizedColor = ColorNormalize(color);
SetShaderValue(shader.value(), colDiffuse, &normalizedColor,
SHADER_UNIFORM_VEC4);
}
for (const auto &end_point : end_points) {
if (end_point.next_idx >= 0) {
std::array<Vector3, 4> quad = get_quad_from_start_end(
end_point.point, end_points[end_point.next_idx].point,
camera_pos - end_point.point, QUAD_MAX_WIDTH * ratio);
camera->position - end_point.point, QUAD_MAX_WIDTH * ratio);
Vector2 q0 = GetWorldToScreen(quad[0], *camera);
Vector2 q1 = GetWorldToScreen(quad[3], *camera);
Vector2 q2 = GetWorldToScreen(quad[1], *camera);
Vector2 q3 = GetWorldToScreen(quad[2], *camera);
q1 = Vector2Subtract(q0, q1);
q3 = Vector2Subtract(q2, q3);
// Update shader values.
update_shader_sides(q0, q1, q2, q3, Vector2Distance(q0, q2));
// Draw with shader.
BeginShaderMode(shader.value());
DrawTriangle3D(quad[0], quad[1], quad[2], color);
DrawTriangle3D(quad[0], quad[2], quad[3], color);
EndShaderMode();
}
}
}
Shader ElectricityEffect::get_shader() {
if (!shader.has_value()) {
init_shader();
}
return shader.value();
}
void ElectricityEffect::cleanup_shader() {
if (shader.has_value()) {
UnloadShader(shader.value());
shader.reset();
}
}
void ElectricityEffect::update_shader_height() {
if (!shader.has_value()) {
init_shader();
}
int uniform_loc = GetShaderLocation(shader.value(), "screen_height");
float height = GetScreenHeight();
DEBUG_PRINT_FLOAT(height);
SetShaderValue(shader.value(), uniform_loc, &height, SHADER_UNIFORM_FLOAT);
}
void ElectricityEffect::update_shader_sides(Vector2 a, Vector2 adir, Vector2 b,
Vector2 bdir, float width) {
if (!shader.has_value()) {
init_shader();
}
int uniform_loc = GetShaderLocation(shader.value(), "sidePosA");
DEBUG_PRINT_VEC2(a);
SetShaderValue(shader.value(), uniform_loc, &a, SHADER_UNIFORM_VEC2);
uniform_loc = GetShaderLocation(shader.value(), "sideDirA");
DEBUG_PRINT_VEC2(adir);
SetShaderValue(shader.value(), uniform_loc, &adir, SHADER_UNIFORM_VEC2);
uniform_loc = GetShaderLocation(shader.value(), "sidePosB");
DEBUG_PRINT_VEC2(b);
SetShaderValue(shader.value(), uniform_loc, &b, SHADER_UNIFORM_VEC2);
uniform_loc = GetShaderLocation(shader.value(), "sideDirB");
DEBUG_PRINT_VEC2(bdir);
SetShaderValue(shader.value(), uniform_loc, &bdir, SHADER_UNIFORM_VEC2);
uniform_loc = GetShaderLocation(shader.value(), "width");
DEBUG_PRINT_FLOAT(width);
SetShaderValue(shader.value(), uniform_loc, &width, SHADER_UNIFORM_FLOAT);
}
void ElectricityEffect::init_shader() {
// Set up electricity shader.
// Vertex shader is exactly the same as Raylib's default vertex shader.
shader = LoadShaderFromMemory(
// vertex
"#version 100 \n"
"attribute vec3 vertexPosition; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
"uniform mat4 mvp; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n"
" gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
"} \n",
// fragment
"#version 100 \n"
"precision mediump float; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
"uniform sampler2D texture0; \n"
"uniform vec4 colDiffuse; \n"
"uniform float screen_height; \n"
"uniform float width; \n"
"uniform vec2 sidePosA; \n"
"uniform vec2 sideDirA; \n"
"uniform vec2 sidePosB; \n"
"uniform vec2 sideDirB; \n"
"float dot_get_alpha(vec2 pos, vec2 dir, vec2 point) { \n"
" return ((dir.x * point.x + dir.y * point.y) \n"
" - (dir.x * pos.x + dir.y * pos.y)) \n"
" / (dir.x * dir.x + dir.y * dir.y); \n"
"} \n"
"vec2 closest_point(vec2 pos, vec2 dir, vec2 point) { \n"
" return pos + dir * dot_get_alpha(pos, dir, point); \n"
"} \n"
"void main() \n"
"{ \n"
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
" vec4 color = texelColor*colDiffuse*fragColor; \n"
" vec2 pos = gl_FragCoord.xy; \n"
" pos.y = screen_height - pos.y; \n"
" vec2 closest = closest_point(sidePosA, sideDirA, pos); \n"
" float distA = distance(pos, closest); \n"
" closest = closest_point(sidePosB, sideDirB, pos); \n"
" float distB = distance(pos, closest); \n"
" float min_dist = width * 0.3; \n"
" if (min_dist < 0.00001) { \n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); \n"
" } else if (distA < distB) { \n"
" if (distA < min_dist) { \n"
" float lerpVal = distA / min_dist; \n"
" gl_FragColor = color * (1.0 - lerpVal) \n"
" + vec4(1.0, 1.0, 1.0, 1.0) * lerpVal; \n"
" } else { \n"
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); \n"
" } \n"
" } else if (distB < min_dist) { \n"
" float lerpVal = distB / min_dist; \n"
" gl_FragColor = color * (1.0 - lerpVal) \n"
" + vec4(1.0, 1.0, 1.0, 1.0) * lerpVal; \n"
" } else { \n"
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); \n"
" } \n"
"} \n");
}

View file

@ -2,6 +2,7 @@
#define JUMPARTIFACT_DOT_COM_DEMO_0_ELECTRICITY_EFFECT_H_
// standard library includes
#include <optional>
#include <vector>
// third party includes
@ -21,7 +22,13 @@ class ElectricityEffect {
/// Returns true if lifetime ended.
bool update(float dt);
/// Assumes draw mode is active.
void draw(Color color, Vector3 camera_pos);
void draw(Color color, Camera *camera);
static Shader get_shader();
static void cleanup_shader();
static void update_shader_height();
static void update_shader_sides(Vector2 a, Vector2 adir, Vector2 b,
Vector2 bdir, float width);
private:
struct EndPoint {
@ -29,11 +36,14 @@ class ElectricityEffect {
Vector3 point, mdir;
};
static std::optional<Shader> shader;
std::vector<EndPoint> end_points;
Vector3 center;
float radius;
float lifetime;
float timer;
static void init_shader();
};
#endif

View file

@ -76,12 +76,17 @@ TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
bgRenderTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
fgRenderTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
// Initialize ElectricityEffect shader.
ElectricityEffect::update_shader_height();
#ifndef NDEBUG
std::cout << "Screen finished init.\n";
#endif
}
TRunnerScreen::~TRunnerScreen() {
ElectricityEffect::cleanup_shader();
UnloadRenderTexture(fgRenderTexture);
UnloadRenderTexture(bgRenderTexture);
@ -96,6 +101,8 @@ bool TRunnerScreen::update(float dt, bool is_resized) {
bgRenderTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
fgRenderTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
ElectricityEffect::update_shader_height();
}
if (flags.test(1)) {
@ -365,7 +372,7 @@ bool TRunnerScreen::draw(RenderTexture *render_texture) {
}
for (auto &ee : electricityEffects) {
ee.draw(GREEN, camera.position);
ee.draw(GREEN, &camera);
}
for (auto &se : sparkEffects) {