Added the trunk/branches/tags directories at repository root, and moved previous root into trunk/
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1002 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
commit
2f524481c1
974 changed files with 295448 additions and 0 deletions
168
dotnet/samples/post-fx/PostFx.cs
Normal file
168
dotnet/samples/post-fx/PostFx.cs
Normal file
|
@ -0,0 +1,168 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using SFML;
|
||||
using SFML.Graphics;
|
||||
using SFML.Window;
|
||||
|
||||
namespace sample_postfx
|
||||
{
|
||||
static class Program
|
||||
{
|
||||
private static Dictionary<string, PostFx> Effects;
|
||||
private static Dictionary<string, PostFx>.Enumerator CurrentEffect;
|
||||
private static String2D CurFXStr;
|
||||
|
||||
/// <summary>
|
||||
/// The main entry point for the application.
|
||||
/// </summary>
|
||||
static void Main()
|
||||
{
|
||||
// Create the main window
|
||||
RenderWindow App = new RenderWindow(new VideoMode(800, 600), "SFML.Net PostFX");
|
||||
|
||||
// Setup event handlers
|
||||
App.Closed += new EventHandler(OnClosed);
|
||||
App.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
|
||||
|
||||
// Check that the system can use post effects
|
||||
if (PostFx.CanUsePostFX == false)
|
||||
{
|
||||
DisplayError(App);
|
||||
return;
|
||||
}
|
||||
|
||||
// Load a cute background image to display :)
|
||||
Sprite Background = new Sprite(new Image("datas/post-fx/background.jpg"));
|
||||
|
||||
// Load the text font
|
||||
Font Cheeseburger = new Font("datas/post-fx/cheeseburger.ttf");
|
||||
|
||||
// Load the image needed for the wave effect
|
||||
Image WaveImage = new Image("datas/post-fx/wave.jpg");
|
||||
|
||||
// Load all effects
|
||||
Effects = new Dictionary<string, PostFx>();
|
||||
Effects["nothing"] = new PostFx("datas/post-fx/nothing.sfx");
|
||||
Effects["blur"] = new PostFx("datas/post-fx/blur.sfx");
|
||||
Effects["colorize"] = new PostFx("datas/post-fx/colorize.sfx");
|
||||
Effects["fisheye"] = new PostFx("datas/post-fx/fisheye.sfx");
|
||||
Effects["wave"] = new PostFx("datas/post-fx/wave.sfx");
|
||||
CurrentEffect = Effects.GetEnumerator();
|
||||
CurrentEffect.MoveNext();
|
||||
|
||||
// Do specific initializations
|
||||
Effects["nothing"].SetTexture("framebuffer", null);
|
||||
Effects["blur"].SetTexture("framebuffer", null);
|
||||
Effects["blur"].SetParameter("offset", 0.0F);
|
||||
Effects["colorize"].SetTexture("framebuffer", null);
|
||||
Effects["colorize"].SetParameter("color", 1.0F, 1.0F, 1.0F);
|
||||
Effects["fisheye"].SetTexture("framebuffer", null);
|
||||
Effects["wave"].SetTexture("framebuffer", null);
|
||||
Effects["wave"].SetTexture("wave", WaveImage);
|
||||
|
||||
// Define a string for displaying current effect description
|
||||
CurFXStr = new String2D();
|
||||
CurFXStr.Text = "Current effect is \"" + CurrentEffect.Current.Key + "\"";
|
||||
CurFXStr.Font = Cheeseburger;
|
||||
CurFXStr.Position = new Vector2(20.0F, 0.0F);
|
||||
|
||||
// Define a string for displaying help
|
||||
String2D InfoStr = new String2D();
|
||||
InfoStr.Text = "Move your mouse to change the effect parameters\nPress numpad + to change effect\nWarning : some effects may not work\ndepending on your graphics card";
|
||||
InfoStr.Font = Cheeseburger;
|
||||
InfoStr.Position = new Vector2(20.0F, 460.0F);
|
||||
InfoStr.Color = new Color(200, 100, 150);
|
||||
|
||||
// Start the game loop
|
||||
while (App.IsOpened())
|
||||
{
|
||||
// Process events
|
||||
App.DispatchEvents();
|
||||
|
||||
// Get the mouse position in the range [0, 1]
|
||||
float X = App.Input.GetMouseX() / (float)App.Width;
|
||||
float Y = App.Input.GetMouseY() / (float)App.Height;
|
||||
|
||||
// Update the current effect
|
||||
if (CurrentEffect.Current.Key == "blur") CurrentEffect.Current.Value.SetParameter("offset", X * Y * 0.1f);
|
||||
else if (CurrentEffect.Current.Key == "colorize") CurrentEffect.Current.Value.SetParameter("color", 0.3f, X, Y);
|
||||
else if (CurrentEffect.Current.Key == "fisheye") CurrentEffect.Current.Value.SetParameter("mouse", X, 1.0F - Y);
|
||||
else if (CurrentEffect.Current.Key == "wave") CurrentEffect.Current.Value.SetParameter("offset", X, Y);
|
||||
|
||||
// Clear the window
|
||||
App.Clear();
|
||||
|
||||
// Draw background and apply the post-fx
|
||||
App.Draw(Background);
|
||||
App.Draw(CurrentEffect.Current.Value);
|
||||
|
||||
// Draw interface strings
|
||||
App.Draw(CurFXStr);
|
||||
App.Draw(InfoStr);
|
||||
|
||||
// Finally, display the rendered frame on screen
|
||||
App.Display();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fonction called when the post-effects are not supported ;
|
||||
/// Display an error message and wait until the user exits
|
||||
/// </summary>
|
||||
private static void DisplayError(RenderWindow App)
|
||||
{
|
||||
// Define a string for displaying the error message
|
||||
String2D ErrorStr = new String2D("Sorry, your system doesn't support post-effects");
|
||||
ErrorStr.Position = new Vector2(100.0F, 250.0F);
|
||||
ErrorStr.Color = new Color(200, 100, 150);
|
||||
|
||||
// Start the game loop
|
||||
while (App.IsOpened())
|
||||
{
|
||||
// Process events
|
||||
App.DispatchEvents();
|
||||
|
||||
// Clear the window
|
||||
App.Clear();
|
||||
|
||||
// Draw the error message
|
||||
App.Draw(ErrorStr);
|
||||
|
||||
// Finally, display the rendered frame on screen
|
||||
App.Display();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function called when the window is closed
|
||||
/// </summary>
|
||||
static void OnClosed(object sender, EventArgs e)
|
||||
{
|
||||
RenderWindow window = (RenderWindow)sender;
|
||||
window.Close();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function called when a key is pressed
|
||||
/// </summary>
|
||||
static void OnKeyPressed(object sender, KeyEventArgs e)
|
||||
{
|
||||
RenderWindow window = (RenderWindow)sender;
|
||||
if (e.Code == KeyCode.Escape)
|
||||
{
|
||||
// Close the window
|
||||
window.Close();
|
||||
}
|
||||
else if (e.Code == KeyCode.Add)
|
||||
{
|
||||
// Advance to the next effect
|
||||
if (CurrentEffect.MoveNext() == false)
|
||||
{
|
||||
CurrentEffect = Effects.GetEnumerator();
|
||||
CurrentEffect.MoveNext();
|
||||
}
|
||||
CurFXStr.Text = "Current effect is \"" + CurrentEffect.Current.Key + "\"";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue