Added support for the CMake build system

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1550 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2010-08-19 15:59:24 +00:00
parent aa612ec63a
commit a991fe8e4d
144 changed files with 2086 additions and 7033 deletions

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set(SRCROOT ${CMAKE_SOURCE_DIR}/examples/shader)
# all source files
set(SRC ${SRCROOT}/Shader.cpp)
# define the shader target
sfml_add_example(shader GUI_APP
SOURCES ${SRC}
DEPENDS sfml-graphics sfml-window sfml-system)

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examples/shader/Shader.cpp Normal file
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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <map>
#include <math.h>
void DisplayError();
////////////////////////////////////////////////////////////
/// A class to simplify shader selection
///
////////////////////////////////////////////////////////////
class ShaderSelector
{
public :
// Constructor
ShaderSelector(std::map<std::string, sf::Shader>& owner, const std::string& shader) :
myOwner (&owner),
myIterator(owner.find(shader))
{
}
// Select the previous shader
void GotoPrevious()
{
if (myIterator == myOwner->begin())
myIterator = myOwner->end();
myIterator--;
}
// Select the next shader
void GotoNext()
{
myIterator++;
if (myIterator == myOwner->end())
myIterator = myOwner->begin();
}
// Update the shader parameters
void Update(float x, float y)
{
if (myIterator->first == "blur") myIterator->second.SetParameter("offset", x * y * 0.03f);
else if (myIterator->first == "colorize") myIterator->second.SetParameter("color", 0.3f, x, y);
else if (myIterator->first == "edge") myIterator->second.SetParameter("threshold", x * y);
else if (myIterator->first == "fisheye") myIterator->second.SetParameter("mouse", x, y);
else if (myIterator->first == "wave") myIterator->second.SetParameter("offset", x, y);
else if (myIterator->first == "pixelate") myIterator->second.SetParameter("mouse", x, y);
}
// Get the name of the current shader
const std::string& GetName() const
{
return myIterator->first;
}
// Get the current shader
const sf::Shader& GetShader() const
{
return myIterator->second;
}
private :
std::map<std::string, sf::Shader>* myOwner;
std::map<std::string, sf::Shader>::iterator myIterator;
};
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Check that the system can use shaders
if (sf::Shader::IsAvailable() == false)
{
DisplayError();
return EXIT_SUCCESS;
}
// Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Shader");
// Create the render image
sf::RenderImage image;
if (!image.Create(window.GetWidth(), window.GetHeight()))
return EXIT_FAILURE;
// Load a background image to display
sf::Image backgroundImage;
if (!backgroundImage.LoadFromFile("resources/background.jpg"))
return EXIT_FAILURE;
sf::Sprite background(backgroundImage);
backgroundImage.SetSmooth(false);
// Load a sprite which we'll move into the scene
sf::Image entityImage;
if (!entityImage.LoadFromFile("resources/sprite.png"))
return EXIT_FAILURE;
sf::Sprite entity(entityImage);
// Load the text font
sf::Font font;
if (!font.LoadFromFile("resources/sansation.ttf"))
return EXIT_FAILURE;
// Load the image needed for the wave shader
sf::Image waveImage;
if (!waveImage.LoadFromFile("resources/wave.jpg"))
return EXIT_FAILURE;
// Load all shaders
std::map<std::string, sf::Shader> shaders;
if (!shaders["nothing"].LoadFromFile("resources/nothing.sfx")) return EXIT_FAILURE;
if (!shaders["blur"].LoadFromFile("resources/blur.sfx")) return EXIT_FAILURE;
if (!shaders["colorize"].LoadFromFile("resources/colorize.sfx")) return EXIT_FAILURE;
if (!shaders["edge"].LoadFromFile("resources/edge.sfx")) return EXIT_FAILURE;
if (!shaders["fisheye"].LoadFromFile("resources/fisheye.sfx")) return EXIT_FAILURE;
if (!shaders["wave"].LoadFromFile("resources/wave.sfx")) return EXIT_FAILURE;
if (!shaders["pixelate"].LoadFromFile("resources/pixelate.sfx")) return EXIT_FAILURE;
ShaderSelector backgroundShader(shaders, "nothing");
ShaderSelector entityShader(shaders, "nothing");
ShaderSelector globalShader(shaders, "nothing");
// Do specific initializations
shaders["nothing"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["blur"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["blur"].SetParameter("offset", 0.f);
shaders["colorize"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["colorize"].SetParameter("color", 1.f, 1.f, 1.f);
shaders["edge"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["fisheye"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["wave"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["wave"].SetTexture("wave", waveImage);
shaders["pixelate"].SetTexture("texture", sf::Shader::CurrentTexture);
// Define a string for displaying the description of the current shader
sf::Text shaderStr;
shaderStr.SetFont(font);
shaderStr.SetCharacterSize(20);
shaderStr.SetPosition(5.f, 0.f);
shaderStr.SetColor(sf::Color(250, 100, 30));
shaderStr.SetString("Background shader: \"" + backgroundShader.GetName() + "\"\n"
"Flower shader: \"" + entityShader.GetName() + "\"\n"
"Global shader: \"" + globalShader.GetName() + "\"\n");
// Define a string for displaying help
sf::Text infoStr;
infoStr.SetFont(font);
infoStr.SetCharacterSize(20);
infoStr.SetPosition(5.f, 500.f);
infoStr.SetColor(sf::Color(250, 100, 30));
infoStr.SetString("Move your mouse to change the shaders' parameters\n"
"Press numpad 1/4 to change the background shader\n"
"Press numpad 2/5 to change the flower shader\n"
"Press numpad 3/6 to change the global shader");
sf::RenderImage test;
test.Create(800, 600);
// Create a clock to measure the total time elapsed
sf::Clock clock;
// Start the game loop
while (window.IsOpened())
{
// Process events
sf::Event event;
while (window.GetEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
window.Close();
if (event.Type == sf::Event::KeyPressed)
{
// Escape key : exit
if (event.Key.Code == sf::Key::Escape)
window.Close();
// Numpad : switch effect
switch (event.Key.Code)
{
case sf::Key::Numpad1 : backgroundShader.GotoPrevious(); break;
case sf::Key::Numpad4 : backgroundShader.GotoNext(); break;
case sf::Key::Numpad2 : entityShader.GotoPrevious(); break;
case sf::Key::Numpad5 : entityShader.GotoNext(); break;
case sf::Key::Numpad3 : globalShader.GotoPrevious(); break;
case sf::Key::Numpad6 : globalShader.GotoNext(); break;
default : break;
}
// Update the text
shaderStr.SetString("Background shader: \"" + backgroundShader.GetName() + "\"\n"
"Entity shader: \"" + entityShader.GetName() + "\"\n"
"Global shader: \"" + globalShader.GetName() + "\"\n");
}
}
// Get the mouse position in the range [0, 1]
float mouseX = window.GetInput().GetMouseX() / static_cast<float>(window.GetWidth());
float mouseY = window.GetInput().GetMouseY() / static_cast<float>(window.GetHeight());
// Update the shaders
backgroundShader.Update(mouseX, mouseY);
entityShader.Update(mouseX, mouseY);
globalShader.Update(mouseX, mouseY);
// Animate the entity
float entityX = (cos(clock.GetElapsedTime() * 1.3f) + 1.2f) * 300;
float entityY = (cos(clock.GetElapsedTime() * 0.8f) + 1.2f) * 200;
entity.SetPosition(entityX, entityY);
entity.Rotate(window.GetFrameTime() * 100);
// Draw the background and the moving entity to the render image
image.Clear();
image.Draw(background, backgroundShader.GetShader());
image.Draw(entity, entityShader.GetShader());
image.Display();
// Draw the contents of the render image to the window
sf::Sprite screen(image.GetImage());
window.Draw(screen, globalShader.GetShader());
// Draw the interface texts
window.Draw(shaderStr);
window.Draw(infoStr);
// Finally, display the rendered frame on screen
window.Display();
}
return EXIT_SUCCESS;
}
////////////////////////////////////////////////////////////
/// Fonction called when the post-effects are not supported ;
/// Display an error message and wait until the user exits
///
////////////////////////////////////////////////////////////
void DisplayError()
{
// Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Shader");
// Define a string for displaying the error message
sf::Text error("Sorry, your system doesn't support shaders");
error.SetPosition(100.f, 250.f);
error.SetColor(sf::Color(200, 100, 150));
// Start the game loop
while (window.IsOpened())
{
// Process events
sf::Event event;
while (window.GetEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
window.Close();
// Escape key : exit
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
window.Close();
}
// Clear the window
window.Clear();
// Draw the error message
window.Draw(error);
// Finally, display the rendered frame on screen
window.Display();
}
}

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uniform sampler2D texture;
uniform float offset;
void main()
{
vec2 offx = vec2(offset, 0.0);
vec2 offy = vec2(0.0, offset);
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 1 +
texture2D(texture, gl_TexCoord[0].xy - offx) * 2 +
texture2D(texture, gl_TexCoord[0].xy + offx) * 2 +
texture2D(texture, gl_TexCoord[0].xy - offy) * 2 +
texture2D(texture, gl_TexCoord[0].xy + offy) * 2 +
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1 +
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1 +
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1;
gl_FragColor = gl_Color * (pixel / 13.0);
}

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uniform sampler2D texture;
uniform vec3 color;
void main()
{
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
float gray = pixel.r * 0.39 + pixel.g * 0.50 + pixel.b * 0.11;
gl_FragColor = vec4(gray * color, 1.0) * 0.6 + pixel * 0.4;
gl_FragColor.a = pixel.a;
}

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uniform sampler2D texture;
uniform float threshold;
void main()
{
const float offset = 1.0 / 512.0;
vec2 offx = vec2(offset, 0.0);
vec2 offy = vec2(0.0, offset);
vec4 hEdge = texture2D(texture, gl_TexCoord[0].xy - offy) * -2.0 +
texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * -1.0 +
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * -1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
vec4 vEdge = texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy + offx) * -2.0 +
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * -1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * -1.0;
vec3 result = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb);
float edge = length(result);
if (edge > threshold)
gl_FragColor.rgb = vec3(0, 0, 0);
else
gl_FragColor.rgb = vec3(1, 1, 1);
gl_FragColor.a = gl_Color.a * texture2D(texture, gl_TexCoord[0].xy).a;
}

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uniform sampler2D texture;
uniform vec2 mouse;
void main()
{
float len = distance(gl_TexCoord[0].xy, mouse) * 7.0;
vec2 coords = gl_TexCoord[0].xy;
if (len < 1.0)
coords += (gl_TexCoord[0].xy - mouse) * len;
gl_FragColor = texture2D(texture, coords) * gl_Color;
}

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uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
}

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uniform sampler2D texture;
uniform vec2 mouse;
void main()
{
float factor = 5 + 100 * length(mouse);
vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor;
gl_FragColor = texture2D(texture, pos) * gl_Color;
}

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uniform sampler2D texture;
uniform sampler2D wave;
uniform vec2 offset;
void main()
{
vec2 texoffset = vec2(texture2D(wave, (gl_TexCoord[0].xy * offset).xy));
texoffset -= vec2(0.5, 0.5);
texoffset *= 0.05;
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy + texoffset) * gl_Color;
}