Removed warnings when compiling CSFML in release mode
Changed samples images Added an effect to the post-fx sample git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1008 4e206d99-4929-0410-ac5d-dfc041789085
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15 changed files with 133 additions and 64 deletions
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@ -31,9 +31,12 @@ namespace sample_postfx
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return;
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}
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// Load a cute background image to display :)
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// Load a background image to display
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Sprite Background = new Sprite(new Image("datas/post-fx/background.jpg"));
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// Load a sprite which we'll move into the scene
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Sprite Entity = new Sprite(new Image("datas/post-fx/sprite.png"));
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// Load the text font
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Font Cheeseburger = new Font("datas/post-fx/cheeseburger.ttf");
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@ -47,6 +50,7 @@ namespace sample_postfx
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Effects["colorize"] = new PostFx("datas/post-fx/colorize.sfx");
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Effects["fisheye"] = new PostFx("datas/post-fx/fisheye.sfx");
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Effects["wave"] = new PostFx("datas/post-fx/wave.sfx");
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Effects["pixelate"] = new PostFx("datas/post-fx/pixelate.sfx");
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CurrentEffect = Effects.GetEnumerator();
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CurrentEffect.MoveNext();
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@ -59,12 +63,14 @@ namespace sample_postfx
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Effects["fisheye"].SetTexture("framebuffer", null);
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Effects["wave"].SetTexture("framebuffer", null);
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Effects["wave"].SetTexture("wave", WaveImage);
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Effects["pixelate"].SetTexture("framebuffer", null);
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// Define a string for displaying current effect description
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CurFXStr = new String2D();
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CurFXStr.Text = "Current effect is \"" + CurrentEffect.Current.Key + "\"";
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CurFXStr.Font = Cheeseburger;
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CurFXStr.Position = new Vector2(20.0F, 0.0F);
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CurFXStr.Color = new Color(150, 70, 110);
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// Define a string for displaying help
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String2D InfoStr = new String2D();
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@ -74,6 +80,7 @@ namespace sample_postfx
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InfoStr.Color = new Color(200, 100, 150);
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// Start the game loop
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float AppTime = 0.0F;
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while (App.IsOpened())
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{
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// Process events
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@ -88,12 +95,21 @@ namespace sample_postfx
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else if (CurrentEffect.Current.Key == "colorize") CurrentEffect.Current.Value.SetParameter("color", 0.3f, X, Y);
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else if (CurrentEffect.Current.Key == "fisheye") CurrentEffect.Current.Value.SetParameter("mouse", X, 1.0F - Y);
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else if (CurrentEffect.Current.Key == "wave") CurrentEffect.Current.Value.SetParameter("offset", X, Y);
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else if (CurrentEffect.Current.Key == "pixelate") CurrentEffect.Current.Value.SetParameter("mouse", X, Y);
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// Animate the sprite
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AppTime += App.GetFrameTime();
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float EntityX = (float)(Math.Cos(AppTime * 1.3) + 1.2) * 300;
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float EntityY = (float)(Math.Cos(AppTime * 0.8) + 1.2) * 200;
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Entity.Position = new Vector2(EntityX, EntityY);
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Entity.Rotation = AppTime * 100;
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// Clear the window
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App.Clear();
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// Draw background and apply the post-fx
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// Draw background, the sprite and apply the post-fx
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App.Draw(Background);
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App.Draw(Entity);
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App.Draw(CurrentEffect.Current.Value);
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// Draw interface strings
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