142 lines
5.8 KiB
C
142 lines
5.8 KiB
C
#include <raylib.h>
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#include <rlgl.h>
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#include "engineAssets.h"
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#include "floor.h"
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static void BindWaterTexture(Shader shader, const char *uniformName, Texture2D texture, int slot) {
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int loc = GetShaderLocation(shader, uniformName);
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if (loc < 0)
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return;
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rlActiveTextureSlot(slot);
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rlEnableTexture(texture.id);
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SetShaderValue(shader, loc, &slot, SHADER_UNIFORM_INT);
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}
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static void PrepareTiledTexture(Texture2D texture) {
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SetTextureWrap(texture, TEXTURE_WRAP_REPEAT);
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GenTextureMipmaps(&texture);
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SetTextureFilter(texture, TEXTURE_FILTER_TRILINEAR);
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}
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static Texture2D CreateDepthGradientTexture(void) {
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Image gradientImage =
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GenImageGradientLinear(64, 64, 90, (Color){12, 44, 84, 255}, (Color){64, 168, 186, 255});
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Texture2D depthGradient = LoadTextureFromImage(gradientImage);
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UnloadImage(gradientImage);
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SetTextureWrap(depthGradient, TEXTURE_WRAP_CLAMP);
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return depthGradient;
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}
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static void ConfigureFloorShaderUniforms(Shader shader, Texture2D base, float worldTileSize,
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float textureSize) {
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float aspect = (float)GetScreenHeight() / (float)GetScreenWidth();
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float pixelization = 2048.0f;
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float noiseCoordinateScale = worldTileSize * ((float)base.width / textureSize);
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int aspectLoc = GetShaderLocation(shader, "aspectRatio");
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int pixelLoc = GetShaderLocation(shader, "pixelization");
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int noiseCoordinateScaleLoc = GetShaderLocation(shader, "noiseCoordinateScale");
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SetShaderValue(shader, aspectLoc, &aspect, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, pixelLoc, &pixelization, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, noiseCoordinateScaleLoc, &noiseCoordinateScale, SHADER_UNIFORM_FLOAT);
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}
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Floor CreateFloor(void) {
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Texture2D base = LoadTextureCached("assets/water_base.png");
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Texture2D caustic = LoadTextureCached("assets/water_caustics.png");
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Texture2D causticHighlight = LoadTextureCached("assets/water_caustics_highlights.png");
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Texture2D noise = LoadTextureCached("assets/water_noise.png");
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Texture2D cloud = LoadTextureCached("assets/water_cloudnoise.png");
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Texture2D voronoise = LoadTextureCached("assets/water_voronoise.png");
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PrepareTiledTexture(caustic);
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PrepareTiledTexture(causticHighlight);
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PrepareTiledTexture(noise);
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PrepareTiledTexture(cloud);
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PrepareTiledTexture(voronoise);
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Texture2D depthGradient = CreateDepthGradientTexture();
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float textureWidth = 64.0f;
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Floor floor = {.sprite = {.texture = base,
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.frameSize = {textureWidth, textureWidth},
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.sourceRec = {0.0f, 0.0f, textureWidth, textureWidth},
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.destRec = {0.0f, 0.0f, textureWidth, textureWidth},
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.origin = {textureWidth / 2, textureWidth / 2},
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.rotation = 0.0f,
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.color = WHITE},
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.bounds = {0},
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.shader = LoadShader("shaders/water.vs", "shaders/water.fs"),
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.time = 0.0f};
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float worldTileSize = 128.0f;
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float textureSize = 32.0f;
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floor.sprite.frameSize = (Vector2){worldTileSize, worldTileSize};
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floor.sprite.sourceRec = (Rectangle){0, 0, textureSize, textureSize};
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floor.sprite.destRec = (Rectangle){0, 0, worldTileSize, worldTileSize};
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floor.sprite.origin = (Vector2){0, 0};
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ConfigureFloorShaderUniforms(floor.shader, base, worldTileSize, textureSize);
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floor.sprite.texture = base;
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floor.causticTexture = caustic;
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floor.causticHighlightTexture = causticHighlight;
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floor.noiseTexture = noise;
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floor.cloudTexture = cloud;
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floor.voronoiseTexture = voronoise;
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floor.depthGradientTexture = depthGradient;
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return floor;
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}
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void UpdateFloor(Floor *floor, Camera2D *camera) {
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floor->bounds.x = (int)((camera->target.x - (GetScreenWidth() / 2.0f / camera->zoom)) /
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floor->sprite.frameSize.x) -
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1;
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floor->bounds.width = (int)((camera->target.x + (GetScreenWidth() / 2.0f / camera->zoom)) /
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floor->sprite.frameSize.x) +
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1;
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floor->bounds.y = (int)((camera->target.y - (GetScreenHeight() / 2.0f / camera->zoom)) /
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floor->sprite.frameSize.y) -
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1;
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floor->bounds.height = (int)((camera->target.y + (GetScreenHeight() / 2.0f / camera->zoom)) /
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floor->sprite.frameSize.y) +
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1;
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floor->time += GetFrameTime();
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int timeLoc = GetShaderLocation(floor->shader, "time");
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SetShaderValue(floor->shader, timeLoc, &floor->time, SHADER_UNIFORM_FLOAT);
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}
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void RenderFloor(Floor *floor) {
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BeginShaderMode(floor->shader);
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BindWaterTexture(floor->shader, "causticTexture", floor->causticTexture, 1);
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BindWaterTexture(floor->shader, "causticHighlightTexture", floor->causticHighlightTexture, 2);
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BindWaterTexture(floor->shader, "causticNoiseTexture", floor->noiseTexture, 3);
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BindWaterTexture(floor->shader, "causticFadeNoiseTexture", floor->cloudTexture, 4);
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BindWaterTexture(floor->shader, "specularNoiseTexture", floor->voronoiseTexture, 5);
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BindWaterTexture(floor->shader, "specularMovementLeftNoiseTexture", floor->voronoiseTexture, 6);
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BindWaterTexture(floor->shader, "specularMovementRightNoiseTexture", floor->cloudTexture, 7);
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BindWaterTexture(floor->shader, "foamTexture", floor->voronoiseTexture, 8);
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BindWaterTexture(floor->shader, "waterDepthGradient", floor->depthGradientTexture, 9);
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for (int y = (int)floor->bounds.y; y <= (int)floor->bounds.height; y++) {
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for (int x = (int)floor->bounds.x; x <= (int)floor->bounds.width; x++) {
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Vector2 floorPosition = {x * floor->sprite.frameSize.x, y * floor->sprite.frameSize.y};
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UpdateSpriteDestRec(&floor->sprite, &floorPosition);
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RenderSprite(&floor->sprite);
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}
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}
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EndShaderMode();
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}
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void UnloadFloor(Floor *floor) {
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UnloadShader(floor->shader);
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UnloadTexture(floor->depthGradientTexture);
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}
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