Added support for vertex shaders in sf::Shader
Rewrote the Shader example
This commit is contained in:
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20 changed files with 893 additions and 486 deletions
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@ -2,71 +2,257 @@
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include "Effect.hpp"
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#include <SFML/Graphics.hpp>
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#include <map>
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#include <vector>
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#include <cmath>
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void DisplayError();
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////////////////////////////////////////////////////////////
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/// A class to simplify shader selection
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///
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// "Pixelate" fragment shader
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////////////////////////////////////////////////////////////
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class ShaderSelector
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class Pixelate : public Effect
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{
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public :
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// Constructor
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ShaderSelector(std::map<std::string, sf::Shader>& owner, const std::string& shader) :
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myOwner (&owner),
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myIterator(owner.find(shader))
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Pixelate() :
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Effect("pixelate")
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{
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}
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// Select the previous shader
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void GotoPrevious()
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bool OnLoad()
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{
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if (myIterator == myOwner->begin())
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myIterator = myOwner->end();
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myIterator--;
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// Load the texture and initialize the sprite
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if (!myTexture.LoadFromFile("resources/background.jpg"))
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return false;
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mySprite.SetTexture(myTexture);
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// Load the shader
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if (!myShader.LoadFromFile("resources/pixelate.frag", sf::Shader::Fragment))
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return false;
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myShader.SetParameter("texture", sf::Shader::CurrentTexture);
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return true;
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}
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// Select the next shader
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void GotoNext()
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void OnUpdate(float, float x, float y)
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{
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myIterator++;
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if (myIterator == myOwner->end())
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myIterator = myOwner->begin();
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myShader.SetParameter("pixel_threshold", (x + y) / 30);
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}
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// Update the shader parameters
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void Update(float x, float y)
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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if (myIterator->first == "blur") myIterator->second.SetParameter("offset", x * y * 0.03f);
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else if (myIterator->first == "colorize") myIterator->second.SetParameter("color", 0.3f, x, y);
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else if (myIterator->first == "edge") myIterator->second.SetParameter("threshold", x * y);
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else if (myIterator->first == "fisheye") myIterator->second.SetParameter("mouse", x, y);
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else if (myIterator->first == "wave") myIterator->second.SetParameter("offset", x, y);
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else if (myIterator->first == "pixelate") myIterator->second.SetParameter("mouse", x, y);
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states.Shader = &myShader;
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target.Draw(mySprite, states);
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}
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// Get the name of the current shader
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const std::string& GetName() const
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private:
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sf::Texture myTexture;
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sf::Sprite mySprite;
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sf::Shader myShader;
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};
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////////////////////////////////////////////////////////////
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// "Wave" vertex shader + "blur" fragment shader
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////////////////////////////////////////////////////////////
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class WaveBlur : public Effect
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{
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public :
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WaveBlur() :
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Effect("wave + blur")
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{
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return myIterator->first;
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}
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// Get the current shader
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const sf::Shader* GetShader() const
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bool OnLoad()
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{
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return &myIterator->second;
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// Create the text
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myText.SetString("Praesent suscipit augue in velit pulvinar hendrerit varius purus aliquam.\n"
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"Mauris mi odio, bibendum quis fringilla a, laoreet vel orci. Proin vitae vulputate tortor.\n"
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"Praesent cursus ultrices justo, ut feugiat ante vehicula quis.\n"
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"Donec fringilla scelerisque mauris et viverra.\n"
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"Maecenas adipiscing ornare scelerisque. Nullam at libero elit.\n"
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"Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.\n"
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"Nullam leo urna, tincidunt id semper eget, ultricies sed mi.\n"
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"Morbi mauris massa, commodo id dignissim vel, lobortis et elit.\n"
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"Fusce vel libero sed neque scelerisque venenatis.\n"
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"Integer mattis tincidunt quam vitae iaculis.\n"
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"Vivamus fringilla sem non velit venenatis fermentum.\n"
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"Vivamus varius tincidunt nisi id vehicula.\n"
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"Integer ullamcorper, enim vitae euismod rutrum, massa nisl semper ipsum,\n"
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"vestibulum sodales sem ante in massa.\n"
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"Vestibulum in augue non felis convallis viverra.\n"
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"Mauris ultricies dolor sed massa convallis sed aliquet augue fringilla.\n"
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"Duis erat eros, porta in accumsan in, blandit quis sem.\n"
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"In hac habitasse platea dictumst. Etiam fringilla est id odio dapibus sit amet semper dui laoreet.\n");
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myText.SetCharacterSize(22);
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myText.SetPosition(30, 20);
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// Load the shader
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//if (!myShader.LoadFromFile("resources/wave.vert", sf::Shader::Vertex))
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if (!myShader.LoadFromFile("resources/wave.vert", "resources/blur.frag"))
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return false;
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return true;
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}
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private :
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void OnUpdate(float time, float x, float y)
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{
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myShader.SetParameter("wave_phase", time);
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myShader.SetParameter("wave_amplitude", x * 40, y * 40);
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myShader.SetParameter("blur_radius", (x + y) * 0.008f);
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}
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std::map<std::string, sf::Shader>* myOwner;
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std::map<std::string, sf::Shader>::iterator myIterator;
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &myShader;
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target.Draw(myText, states);
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}
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private:
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sf::Text myText;
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sf::Shader myShader;
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};
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////////////////////////////////////////////////////////////
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// "Storm" vertex shader + "blink" fragment shader
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////////////////////////////////////////////////////////////
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class StormBlink : public Effect
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{
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public :
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StormBlink() :
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Effect("storm + blink")
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{
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}
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bool OnLoad()
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{
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// Create the points
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myPoints.SetPrimitiveType(sf::Points);
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for (int i = 0; i < 40000; ++i)
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{
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float x = static_cast<float>(std::rand() % 800);
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float y = static_cast<float>(std::rand() % 600);
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sf::Uint8 r = std::rand() % 255;
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sf::Uint8 g = std::rand() % 255;
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sf::Uint8 b = std::rand() % 255;
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myPoints.Append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b)));
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}
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// Load the shader
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if (!myShader.LoadFromFile("resources/storm.vert", "resources/blink.frag"))
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return false;
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return true;
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}
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void OnUpdate(float time, float x, float y)
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{
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float radius = 200 + std::cos(time) * 150;
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myShader.SetParameter("storm_position", x * 800, y * 600);
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myShader.SetParameter("storm_inner_radius", radius / 3);
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myShader.SetParameter("storm_total_radius", radius);
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myShader.SetParameter("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &myShader;
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target.Draw(myPoints, states);
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}
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private:
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sf::VertexArray myPoints;
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sf::Shader myShader;
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};
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////////////////////////////////////////////////////////////
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// "Edge" post-effect fragment shader
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////////////////////////////////////////////////////////////
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class Edge : public Effect
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{
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public :
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Edge() :
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Effect("edge post-effect")
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{
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}
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bool OnLoad()
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{
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// Create the off-screen surface
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if (!mySurface.Create(800, 600))
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return false;
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mySurface.SetSmooth(true);
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// Load the textures
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if (!myBackgroundTexture.LoadFromFile("resources/sfml.png"))
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return false;
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myBackgroundTexture.SetSmooth(true);
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if (!myEntityTexture.LoadFromFile("resources/devices.png"))
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return false;
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myEntityTexture.SetSmooth(true);
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// Initialize the background sprite
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myBackgroundSprite.SetTexture(myBackgroundTexture);
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myBackgroundSprite.SetPosition(135, 100);
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// Load the moving entities
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for (int i = 0; i < 6; ++i)
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{
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sf::Sprite entity(myEntityTexture, sf::IntRect(96 * i, 0, 96, 96));
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myEntities.push_back(entity);
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}
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// Load the shader
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if (!myShader.LoadFromFile("resources/edge.frag", sf::Shader::Fragment))
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return false;
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myShader.SetParameter("texture", sf::Shader::CurrentTexture);
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return true;
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}
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void OnUpdate(float time, float x, float y)
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{
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myShader.SetParameter("edge_threshold", 1 - (x + y) / 2);
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// Update the position of the moving entities
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for (std::size_t i = 0; i < myEntities.size(); ++i)
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{
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float x = std::cos(0.25f * (time * i + (myEntities.size() - i))) * 300 + 350;
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float y = std::sin(0.25f * (time * (myEntities.size() - i) + i)) * 200 + 250;
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myEntities[i].SetPosition(x, y);
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}
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// Render the updated scene to the off-screen surface
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mySurface.Clear(sf::Color::White);
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mySurface.Draw(myBackgroundSprite);
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for (std::size_t i = 0; i < myEntities.size(); ++i)
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mySurface.Draw(myEntities[i]);
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mySurface.Display();
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &myShader;
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target.Draw(sf::Sprite(mySurface.GetTexture()), states);
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}
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private:
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sf::RenderTexture mySurface;
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sf::Texture myBackgroundTexture;
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sf::Texture myEntityTexture;
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sf::Sprite myBackgroundSprite;
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std::vector<sf::Sprite> myEntities;
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sf::Shader myShader;
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};
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@ -78,203 +264,110 @@ private :
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////////////////////////////////////////////////////////////
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int main()
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{
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// Check that the system can use shaders
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if (sf::Shader::IsAvailable() == false)
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{
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DisplayError();
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return EXIT_SUCCESS;
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}
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// Create the main window
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sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Shader");
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window.EnableVerticalSync(true);
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// Create the render texture
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sf::RenderTexture texture;
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if (!texture.Create(window.GetWidth(), window.GetHeight()))
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// Create the effects
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std::vector<Effect*> effects;
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effects.push_back(new Pixelate);
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effects.push_back(new WaveBlur);
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effects.push_back(new StormBlink);
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effects.push_back(new Edge);
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std::size_t current = 0;
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// Initialize them
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for (std::size_t i = 0; i < effects.size(); ++i)
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effects[i]->Load();
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// Create the messages background
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sf::Texture textBackgroundTexture;
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if (!textBackgroundTexture.LoadFromFile("resources/text-background.png"))
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return EXIT_FAILURE;
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sf::Sprite textBackground(textBackgroundTexture);
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textBackground.SetPosition(0, 520);
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textBackground.SetColor(sf::Color(255, 255, 255, 200));
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// Load a background texture to display
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sf::Texture backgroundTexture;
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if (!backgroundTexture.LoadFromFile("resources/background.jpg"))
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return EXIT_FAILURE;
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sf::Sprite background(backgroundTexture);
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// Load a sprite which we'll move into the scene
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sf::Texture entityTexture;
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if (!entityTexture.LoadFromFile("resources/sprite.png"))
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return EXIT_FAILURE;
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sf::Sprite entity(entityTexture);
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// Load the text font
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// Load the messages font
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sf::Font font;
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if (!font.LoadFromFile("resources/sansation.ttf"))
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return EXIT_FAILURE;
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// Load the texture needed for the wave shader
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sf::Texture waveTexture;
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if (!waveTexture.LoadFromFile("resources/wave.jpg"))
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return EXIT_FAILURE;
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// Create the description text
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sf::Text description("Current effect: " + effects[current]->GetName(), font, 20);
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description.SetPosition(10, 530);
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description.SetColor(sf::Color(80, 80, 80));
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// Load all shaders
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std::map<std::string, sf::Shader> shaders;
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if (!shaders["nothing"].LoadFromFile("resources/nothing.sfx")) return EXIT_FAILURE;
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if (!shaders["blur"].LoadFromFile("resources/blur.sfx")) return EXIT_FAILURE;
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if (!shaders["colorize"].LoadFromFile("resources/colorize.sfx")) return EXIT_FAILURE;
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if (!shaders["edge"].LoadFromFile("resources/edge.sfx")) return EXIT_FAILURE;
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if (!shaders["fisheye"].LoadFromFile("resources/fisheye.sfx")) return EXIT_FAILURE;
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if (!shaders["wave"].LoadFromFile("resources/wave.sfx")) return EXIT_FAILURE;
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if (!shaders["pixelate"].LoadFromFile("resources/pixelate.sfx")) return EXIT_FAILURE;
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ShaderSelector backgroundShader(shaders, "nothing");
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ShaderSelector entityShader(shaders, "nothing");
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ShaderSelector globalShader(shaders, "nothing");
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// Do specific initializations
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shaders["nothing"].SetCurrentTexture("texture");
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shaders["blur"].SetCurrentTexture("texture");
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shaders["blur"].SetParameter("offset", 0.f);
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shaders["colorize"].SetCurrentTexture("texture");
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shaders["colorize"].SetParameter("color", 1.f, 1.f, 1.f);
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shaders["edge"].SetCurrentTexture("texture");
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shaders["fisheye"].SetCurrentTexture("texture");
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shaders["wave"].SetCurrentTexture("texture");
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shaders["wave"].SetTexture("wave", waveTexture);
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shaders["pixelate"].SetCurrentTexture("texture");
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// Define a string for displaying the description of the current shader
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sf::Text shaderStr;
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shaderStr.SetFont(font);
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shaderStr.SetCharacterSize(20);
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shaderStr.SetColor(sf::Color(250, 100, 30));
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shaderStr.SetPosition(5.f, 0.f);
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shaderStr.SetString("Background shader: \"" + backgroundShader.GetName() + "\"\n"
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"Flower shader: \"" + entityShader.GetName() + "\"\n"
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"Global shader: \"" + globalShader.GetName() + "\"\n");
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// Define a string for displaying help
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sf::Text infoStr;
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infoStr.SetFont(font);
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infoStr.SetCharacterSize(20);
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infoStr.SetColor(sf::Color(250, 100, 30));
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infoStr.SetPosition(5.f, 500.f);
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infoStr.SetString("Move your mouse to change the shaders' parameters\n"
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"Press numpad 1/4 to change the background shader\n"
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"Press numpad 2/5 to change the flower shader\n"
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"Press numpad 3/6 to change the global shader");
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// Create a clock to measure the total time elapsed
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sf::Clock clock;
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// Create the instructions text
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sf::Text instructions("Press left and right arrows to change the current shader", font, 20);
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instructions.SetPosition(280, 555);
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instructions.SetColor(sf::Color(80, 80, 80));
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// Start the game loop
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sf::Clock clock;
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while (window.IsOpened())
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{
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// Process events
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sf::Event event;
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while (window.PollEvent(event))
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{
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// Close window : exit
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// Close window: exit
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if (event.Type == sf::Event::Closed)
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window.Close();
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if (event.Type == sf::Event::KeyPressed)
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{
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// Escape key : exit
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if (event.Key.Code == sf::Keyboard::Escape)
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window.Close();
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// Numpad : switch effect
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switch (event.Key.Code)
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{
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case sf::Keyboard::Numpad1 : backgroundShader.GotoPrevious(); break;
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case sf::Keyboard::Numpad4 : backgroundShader.GotoNext(); break;
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case sf::Keyboard::Numpad2 : entityShader.GotoPrevious(); break;
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case sf::Keyboard::Numpad5 : entityShader.GotoNext(); break;
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case sf::Keyboard::Numpad3 : globalShader.GotoPrevious(); break;
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case sf::Keyboard::Numpad6 : globalShader.GotoNext(); break;
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default : break;
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}
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// Escape key: exit
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case sf::Keyboard::Escape:
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window.Close();
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break;
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// Update the text
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shaderStr.SetString("Background shader: \"" + backgroundShader.GetName() + "\"\n"
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"Entity shader: \"" + entityShader.GetName() + "\"\n"
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"Global shader: \"" + globalShader.GetName() + "\"\n");
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// Left arrow key: previous shader
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case sf::Keyboard::Left:
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if (current == 0)
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current = effects.size() - 1;
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else
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current--;
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description.SetString("Current effect: " + effects[current]->GetName());
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break;
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// Right arrow key: next shader
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case sf::Keyboard::Right:
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if (current == effects.size() - 1)
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current = 0;
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else
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current++;
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description.SetString("Current effect: " + effects[current]->GetName());
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break;
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}
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}
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}
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// Get the mouse position in the range [0, 1]
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float mouseX = sf::Mouse::GetPosition(window).x / static_cast<float>(window.GetWidth());
|
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float mouseY = sf::Mouse::GetPosition(window).y / static_cast<float>(window.GetHeight());
|
||||
// Update the current example
|
||||
float x = static_cast<float>(sf::Mouse::GetPosition(window).x) / window.GetWidth();
|
||||
float y = static_cast<float>(sf::Mouse::GetPosition(window).y) / window.GetHeight();
|
||||
effects[current]->Update(clock.GetElapsedTime() / 1000.f, x, y);
|
||||
|
||||
// Update the shaders
|
||||
backgroundShader.Update(mouseX, mouseY);
|
||||
entityShader.Update(mouseX, mouseY);
|
||||
globalShader.Update(mouseX, mouseY);
|
||||
// Clear the window
|
||||
window.Clear(sf::Color(255, 128, 0));
|
||||
|
||||
// Animate the entity
|
||||
float entityX = (std::cos(clock.GetElapsedTime() * 0.0013f) + 1.2f) * 300;
|
||||
float entityY = (std::cos(clock.GetElapsedTime() * 0.0008f) + 1.2f) * 200;
|
||||
entity.SetPosition(entityX, entityY);
|
||||
entity.Rotate(window.GetFrameTime() * 0.1f);
|
||||
// Draw the current example
|
||||
window.Draw(*effects[current]);
|
||||
|
||||
// Draw the background and the moving entity to the render texture
|
||||
texture.Clear();
|
||||
texture.Draw(background, backgroundShader.GetShader());
|
||||
texture.Draw(entity, entityShader.GetShader());
|
||||
texture.Display();
|
||||
|
||||
// Draw the contents of the render texture to the window
|
||||
sf::Sprite screen(texture.GetTexture());
|
||||
window.Draw(screen, globalShader.GetShader());
|
||||
|
||||
// Draw the interface texts
|
||||
window.Draw(shaderStr);
|
||||
window.Draw(infoStr);
|
||||
// Draw the text
|
||||
window.Draw(textBackground);
|
||||
window.Draw(instructions);
|
||||
window.Draw(description);
|
||||
|
||||
// Finally, display the rendered frame on screen
|
||||
window.Display();
|
||||
}
|
||||
|
||||
// delete the effects
|
||||
for (std::size_t i = 0; i < effects.size(); ++i)
|
||||
delete effects[i];
|
||||
|
||||
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.SetColor(sf::Color(200, 100, 150));
|
||||
error.SetPosition(100.f, 250.f);
|
||||
|
||||
// Start the game loop
|
||||
while (window.IsOpened())
|
||||
{
|
||||
// Process events
|
||||
sf::Event event;
|
||||
while (window.PollEvent(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::Keyboard::Escape))
|
||||
window.Close();
|
||||
}
|
||||
|
||||
// Clear the window
|
||||
window.Clear();
|
||||
|
||||
// Draw the error message
|
||||
window.Draw(error);
|
||||
|
||||
// Finally, display the rendered frame on screen
|
||||
window.Display();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue