feat: add wake, rose, terrain, pathfinding, gameover, clouds, enemy shooting, variable bird speed refactor: some things
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+42
-25
@@ -1,36 +1,53 @@
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#include "engine.h"
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#include "enginePostfx.h"
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PostProcessing CreatePostFX(const char* shaderPath){
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PostProcessing postFX = {0};
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postFX.shader = LoadShader(NULL, shaderPath);
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#include <stddef.h>
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if (postFX.shader.id == 0) {
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TraceLog(LOG_ERROR, "Failed to load shader: %s", shaderPath);
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return postFX;
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}
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PostProcessing CreatePostFX(const char *shaderPath) {
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PostProcessing postFX = {0};
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postFX.shader = LoadShader(NULL, shaderPath);
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postFX.strength = 0.0f;
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postFX.resolutionLoc = GetShaderLocation(postFX.shader, "resolution");
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postFX.strengthLoc = GetShaderLocation(postFX.shader, "strength");
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Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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SetShaderValue(postFX.shader, postFX.resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
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if (postFX.shader.id == 0) {
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TraceLog(LOG_ERROR, "Failed to load shader: %s", shaderPath);
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return postFX;
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}
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postFX.strength = 0.0f;
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postFX.time = 0.0f;
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postFX.resolutionLoc = GetShaderLocation(postFX.shader, "resolution");
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postFX.strengthLoc = GetShaderLocation(postFX.shader, "strength");
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postFX.timeLoc = GetShaderLocation(postFX.shader, "time");
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Vector2 resolution = {(float)GetScreenWidth(), (float)GetScreenHeight()};
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SetShaderValue(postFX.shader, postFX.resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
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return postFX;
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}
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void UpdatePostFX(PostProcessing *postFX){
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if (postFX->shader.id == 0) return;
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SetShaderValue(postFX->shader, postFX->strengthLoc, &postFX->strength, SHADER_UNIFORM_FLOAT);
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Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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SetShaderValue(postFX->shader, postFX->resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
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void UpdatePostFX(PostProcessing *postFX) {
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if (postFX->shader.id == 0)
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return;
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SetShaderValue(postFX->shader, postFX->strengthLoc, &postFX->strength, SHADER_UNIFORM_FLOAT);
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Vector2 resolution = {(float)GetScreenWidth(), (float)GetScreenHeight()};
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SetShaderValue(postFX->shader, postFX->resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
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if (postFX->timeLoc != -1) {
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postFX->time += GetFrameTime();
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SetShaderValue(postFX->shader, postFX->timeLoc, &postFX->time, SHADER_UNIFORM_FLOAT);
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}
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}
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void RenderPostFX(PostProcessing *postFX, RenderTexture2D *target){
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BeginShaderMode(postFX->shader);
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DrawTextureRec(target->texture, (Rectangle){ 0, 0, target->texture.width, -target->texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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void UpdateShaders(PostProcessing *postFX, int count) {
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for (int i = 0; i < count; i++) {
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UpdatePostFX(&postFX[i]);
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}
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}
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void UnloadPostFX(PostProcessing *postFX){
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if (postFX->shader.id == 0) return;
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UnloadShader(postFX->shader);
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void RenderPostFX(PostProcessing *postFX, RenderTexture2D *target) {
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BeginShaderMode(postFX->shader);
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DrawTextureRec(target->texture, (Rectangle){0, 0, target->texture.width, -target->texture.height},
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(Vector2){0, 0}, WHITE);
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EndShaderMode();
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}
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void UnloadPostFX(PostProcessing *postFX) {
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if (postFX->shader.id == 0)
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return;
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UnloadShader(postFX->shader);
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}
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