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| author | nathan <nathansmith@disroot.org> | 2025-10-19 00:13:15 +0000 |
|---|---|---|
| committer | nathan <nathansmith@disroot.org> | 2025-10-19 00:13:15 +0000 |
| commit | 6b6b37dfed2ae3278c8d2322e48443410b26d87f (patch) | |
| tree | 2d72345604ed157f17341a0ea113240b49ccf535 /src | |
| parent | e3f220ee2003e93b2a1ebc335630fac8444a412e (diff) | |
| download | FindThings-6b6b37dfed2ae3278c8d2322e48443410b26d87f.tar.gz FindThings-6b6b37dfed2ae3278c8d2322e48443410b26d87f.tar.bz2 FindThings-6b6b37dfed2ae3278c8d2322e48443410b26d87f.zip | |
Ye retro colors
Diffstat (limited to 'src')
| -rw-r--r-- | src/assets.c | 11 | ||||
| -rw-r--r-- | src/assets.h | 4 | ||||
| -rw-r--r-- | src/game.c | 6 | ||||
| -rw-r--r-- | src/world.h | 4 |
4 files changed, 14 insertions, 11 deletions
diff --git a/src/assets.c b/src/assets.c index 0180d03..6619c21 100644 --- a/src/assets.c +++ b/src/assets.c @@ -25,7 +25,7 @@ const char imageAssetPaths[IMAGE_ASSET_COUNT][FT_NAMEMAX] = { const char shaderAssetNames[SHADER_ASSET_COUNT][FT_NAMEMAX] = { "skybox", "instancing", - "color-depth" + "postprocessing" }; const char modelAssetPaths[MODEL_ASSET_COUNT][FT_NAMEMAX] = { @@ -35,7 +35,8 @@ const char modelAssetPaths[MODEL_ASSET_COUNT][FT_NAMEMAX] = { "ShopKeeper.obj" // John and Ron ARE NOT the same person }; -void initShaderAssets(Shader shaders[SHADER_ASSET_COUNT]) +void initShaderAssets(Shader shaders[SHADER_ASSET_COUNT], + const Settings* settings) { // Skybox. Shader shader = shaders[SKYBOX_SHADER]; @@ -45,6 +46,8 @@ void initShaderAssets(Shader shaders[SHADER_ASSET_COUNT]) // Instancing. shader = shaders[INSTANCING_SHADER]; shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); + + // Postprocessing. } void initModelAssets(Assets* assets) @@ -63,7 +66,7 @@ void initModelAssets(Assets* assets) do they also pronounce Mario as Mor-io? */ -void initAssets(Assets* assets) +void initAssets(Assets* assets, const Settings* settings) { // Textures. for (int index = 0; index < TEXTURE_ASSET_COUNT; ++index) @@ -89,7 +92,7 @@ void initAssets(Assets* assets) shaderAssetNames[index])); } - initShaderAssets(assets->shaders); + initShaderAssets(assets->shaders, settings); // Models. for (int index = 0; index < MODEL_ASSET_COUNT; ++index) diff --git a/src/assets.h b/src/assets.h index 9b93e0e..1ad82d1 100644 --- a/src/assets.h +++ b/src/assets.h @@ -44,7 +44,7 @@ enum { enum { SKYBOX_SHADER, INSTANCING_SHADER, - COLOR_DEPTH_SHADER + POSTPROCESSING_SHADER }; // Model asset ids. @@ -62,7 +62,7 @@ typedef struct { Model models[MODEL_ASSET_COUNT]; } Assets; -void initAssets(Assets* assets); +void initAssets(Assets* assets, const Settings* settings); void closeAssets(Assets* assets); #endif @@ -50,7 +50,7 @@ void initGame(Game* game) resetScreenScale(game); // Assets. - initAssets(&game->assets); + initAssets(&game->assets, &game->settings); // Skybox. game->skybox = LoadModelFromMesh(GenMeshCube(1.0, 1.0, 1.0)); @@ -66,7 +66,7 @@ void initGame(Game* game) game->player = createPlayer(); game->player.position = Vector3Scale(game->world.size, 0.5); - DisableCursor(); + //DisableCursor(); } void updateMainMenuScene(Game* game) @@ -108,7 +108,7 @@ void updateGameScene(Game* game) ClearBackground(BLACK); - BeginShaderMode(game->assets.shaders[COLOR_DEPTH_SHADER]); + BeginShaderMode(game->assets.shaders[POSTPROCESSING_SHADER]); drawGameScreen(game); EndShaderMode(); } diff --git a/src/world.h b/src/world.h index 93bcb38..08c4f39 100644 --- a/src/world.h +++ b/src/world.h @@ -17,8 +17,8 @@ #define WORLD_GROUND_COLOR GREEN #define WORLD_GROUND_BLUR 2 -#define WORLD_GROUND_CONTRAST -30 -#define WORLD_GROUND_IMAGE_NOISE 0.3 +#define WORLD_GROUND_CONTRAST 0 +#define WORLD_GROUND_IMAGE_NOISE 0.5 #define BVH_MAX 4 // Max entities per node. #define BVH_MAX_BRANCH_COUNT 8 |
