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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@ -29,8 +29,10 @@
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/Transform.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Window/GlResource.hpp>
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#include <SFML/System/NonCopyable.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/System/Vector3.hpp>
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#include <map>
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@ -39,30 +41,45 @@
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namespace sf
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{
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class InputStream;
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class Texture;
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////////////////////////////////////////////////////////////
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/// \brief Pixel/fragment shader class
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/// \brief Shader class (vertex and fragment)
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///
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////////////////////////////////////////////////////////////
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class SFML_API Shader : GlResource
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class SFML_API Shader : GlResource, NonCopyable
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{
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public :
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////////////////////////////////////////////////////////////
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/// \brief Types of shaders
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///
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////////////////////////////////////////////////////////////
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enum Type
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{
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Vertex, ///< Vertex shader
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Fragment ///< Fragment (pixel) shader
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};
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////////////////////////////////////////////////////////////
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/// \brief Special type/value that can be passed to SetParameter,
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/// and that represents the texture of the object being drawn
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///
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////////////////////////////////////////////////////////////
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struct CurrentTextureType {};
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static CurrentTextureType CurrentTexture;
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public :
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// This constructor creates an invalid shader
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/// This constructor creates an invalid shader.
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///
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////////////////////////////////////////////////////////////
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Shader();
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////////////////////////////////////////////////////////////
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/// \brief Copy constructor
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///
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/// \param copy Instance to copy
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///
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////////////////////////////////////////////////////////////
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Shader(const Shader& copy);
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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@ -70,64 +87,139 @@ public :
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~Shader();
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////////////////////////////////////////////////////////////
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/// \brief Load the shader from a file
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/// \brief Load either the vertex or fragment shader from a file
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///
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/// This function loads a single shader, either vertex or
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/// fragment, identified by the second argument.
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/// The source must be a text file containing a valid
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/// fragment shader in GLSL language. GLSL is a C-like
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/// language dedicated to OpenGL shaders; you'll probably
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/// need to read a good documentation for it before writing
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/// your own shaders.
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/// shader in GLSL language. GLSL is a C-like language
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/// dedicated to OpenGL shaders; you'll probably need to
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/// read a good documentation for it before writing your
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/// own shaders.
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///
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/// \param filename Path of the shader file to load
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/// \param filename Path of the vertex or fragment shader file to load
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/// \param type Type of shader (vertex or fragment)
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see LoadFromMemory, LoadFromStream
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///
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////////////////////////////////////////////////////////////
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bool LoadFromFile(const std::string& filename);
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bool LoadFromFile(const std::string& filename, Type type);
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////////////////////////////////////////////////////////////
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/// \brief Load the shader from a source code in memory
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/// \brief Load both the vertex and fragment shaders from files
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///
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/// The source code must be a valid fragment shader in
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/// GLSL language. GLSL is a C-like language dedicated
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/// to OpenGL shaders; you'll probably need to read a
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/// good documentation for it before writing your own shaders.
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/// This function loads both the vertex and the fragment
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/// shaders. If one of them fails to load, the shader is left
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/// empty (the valid shader is unloaded).
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/// The sources must be text files containing valid shaders
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/// in GLSL language. GLSL is a C-like language dedicated to
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/// OpenGL shaders; you'll probably need to read a good documentation
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/// for it before writing your own shaders.
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///
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/// \param vertexShaderFilename Path of the vertex shader file to load
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/// \param fragmentShaderFilename Path of the fragment shader file to load
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see LoadFromMemory, LoadFromStream
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///
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////////////////////////////////////////////////////////////
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bool LoadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename);
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////////////////////////////////////////////////////////////
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/// \brief Load either the vertex or fragment shader from a source code in memory
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///
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/// This function loads a single shader, either vertex or
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/// fragment, identified by the second argument.
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/// The source code must be a valid shader in GLSL language.
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/// GLSL is a C-like language dedicated to OpenGL shaders;
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/// you'll probably need to read a good documentation for
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/// it before writing your own shaders.
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///
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/// \param shader String containing the source code of the shader
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/// \param type Type of shader (vertex or fragment)
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see LoadFromFile, LoadFromStream
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///
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////////////////////////////////////////////////////////////
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bool LoadFromMemory(const std::string& shader);
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bool LoadFromMemory(const std::string& shader, Type type);
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////////////////////////////////////////////////////////////
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/// \brief Load the shader from a custom stream
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/// \brief Load both the vertex and fragment shaders from source codes in memory
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///
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/// The source code must be a valid fragment shader in
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/// GLSL language. GLSL is a C-like language dedicated
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/// to OpenGL shaders; you'll probably need to read a
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/// good documentation for it before writing your own shaders.
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/// This function loads both the vertex and the fragment
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/// shaders. If one of them fails to load, the shader is left
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/// empty (the valid shader is unloaded).
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/// The sources must be valid shaders in GLSL language. GLSL is
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/// a C-like language dedicated to OpenGL shaders; you'll
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/// probably need to read a good documentation for it before
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/// writing your own shaders.
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///
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/// \param vertexShader String containing the source code of the vertex shader
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/// \param fragmentShader String containing the source code of the fragment shader
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see LoadFromFile, LoadFromStream
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///
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////////////////////////////////////////////////////////////
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bool LoadFromMemory(const std::string& vertexShader, const std::string& fragmentShader);
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////////////////////////////////////////////////////////////
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/// \brief Load either the vertex or fragment shader from a custom stream
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///
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/// This function loads a single shader, either vertex or
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/// fragment, identified by the second argument.
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/// The source code must be a valid shader in GLSL language.
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/// GLSL is a C-like language dedicated to OpenGL shaders;
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/// you'll probably need to read a good documentation for it
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/// before writing your own shaders.
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///
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/// \param stream Source stream to read from
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/// \param type Type of shader (vertex or fragment)
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see LoadFromFile, LoadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool LoadFromStream(InputStream& stream);
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bool LoadFromStream(InputStream& stream, Type type);
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////////////////////////////////////////////////////////////
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/// \brief Load both the vertex and fragment shaders from custom streams
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///
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/// This function loads both the vertex and the fragment
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/// shaders. If one of them fails to load, the shader is left
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/// empty (the valid shader is unloaded).
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/// The source codes must be valid shaders in GLSL language.
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/// GLSL is a C-like language dedicated to OpenGL shaders;
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/// you'll probably need to read a good documentation for
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/// it before writing your own shaders.
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///
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/// \param vertexShaderStream Source stream to read the vertex shader from
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/// \param fragmentShaderStream Source stream to read the fragment shader from
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see LoadFromFile, LoadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool LoadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream);
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////////////////////////////////////////////////////////////
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/// \brief Change a float parameter of the shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// For example:
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/// The corresponding parameter in the shader must be a float
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/// (float GLSL type).
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///
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/// Example:
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/// \code
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/// uniform float myparam; // this is the variable in the pixel shader
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/// uniform float myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// shader.SetParameter("myparam", 5.2f);
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/// \param name Name of the parameter in the shader
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/// \param x Value to assign
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///
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/// \see SetTexture, SetCurrentTexture
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& name, float x);
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/// \brief Change a 2-components vector parameter of the shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// For example:
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/// The corresponding parameter in the shader must be a 2x1 vector
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/// (vec2 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform vec2 myparam; // this is the variable in the pixel shader
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/// uniform vec2 myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// shader.SetParameter("myparam", 5.2f, 6.0f);
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/// \param x First component of the value to assign
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/// \param y Second component of the value to assign
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///
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/// \see SetTexture, SetCurrentTexture
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& name, float x, float y);
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/// \brief Change a 3-components vector parameter of the shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// For example:
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/// The corresponding parameter in the shader must be a 3x1 vector
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/// (vec3 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform vec3 myparam; // this is the variable in the pixel shader
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/// uniform vec3 myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// shader.SetParameter("myparam", 5.2f, 6.0f, -8.1f);
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/// \param y Second component of the value to assign
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/// \param z Third component of the value to assign
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///
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/// \see SetTexture, SetCurrentTexture
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& name, float x, float y, float z);
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/// \brief Change a 4-components vector parameter of the shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// For example:
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/// The corresponding parameter in the shader must be a 4x1 vector
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/// (vec4 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform vec4 myparam; // this is the variable in the pixel shader
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/// uniform vec4 myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// shader.SetParameter("myparam", 5.2f, 6.0f, -8.1f, 0.4f);
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/// \param z Third component of the value to assign
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/// \param w Fourth component of the value to assign
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///
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/// \see SetTexture, SetCurrentTexture
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& name, float x, float y, float z, float w);
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/// \brief Change a 2-components vector parameter of the shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// For example:
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/// The corresponding parameter in the shader must be a 2x1 vector
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/// (vec2 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform vec2 myparam; // this is the variable in the pixel shader
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/// uniform vec2 myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// shader.SetParameter("myparam", sf::Vector2f(5.2f, 6.0f));
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/// \param name Name of the parameter in the shader
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/// \param vector Vector to assign
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///
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/// \see SetTexture, SetCurrentTexture
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& name, const Vector2f& vector);
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/// \brief Change a 2-components vector parameter of the shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// For example:
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/// The corresponding parameter in the shader must be a 3x1 vector
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/// (vec3 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform vec3 myparam; // this is the variable in the pixel shader
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/// uniform vec3 myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// shader.SetParameter("myparam", sf::Vector3f(5.2f, 6.0f, -8.1f));
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/// \param name Name of the parameter in the shader
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/// \param vector Vector to assign
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///
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/// \see SetTexture, SetCurrentTexture
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& name, const Vector3f& vector);
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////////////////////////////////////////////////////////////
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/// \brief Change a texture parameter of the shader
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/// \brief Change a color parameter of the shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 4x1 vector
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/// (vec4 GLSL type).
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///
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/// It is important to note that the components of the color are
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/// normalized before being passed to the shader. Therefore,
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/// they are converted from range [0 .. 255] to range [0 .. 1].
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/// For example, a sf::Color(255, 125, 0, 255) will be transformed
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/// to a vec4(1.0, 0.5, 0.0, 1.0) in the shader.
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///
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/// \a name is the name of the texture to change in the shader.
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/// This function maps an external texture to the given shader
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/// variable; to use the current texture of the object being drawn,
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/// use SetCurrentTexture instead.
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/// Example:
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/// \code
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/// // These are the variables in the pixel shader
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/// uniform sampler2D the_texture;
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/// uniform vec4 color; // this is the variable in the shader
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/// \endcode
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/// \code
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/// shader.SetParameter("color", sf::Color(255, 128, 0, 255));
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/// \endcode
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///
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/// \param name Name of the parameter in the shader
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/// \param color Color to assign
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& name, const Color& color);
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////////////////////////////////////////////////////////////
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/// \brief Change a matrix parameter of the shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 4x4 matrix
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/// (mat4 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform mat4 matrix; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sf::Transform transform;
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/// transform.Translate(5, 10);
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/// shader.SetParameter("matrix", transform);
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/// \endcode
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///
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/// \param name Name of the parameter in the shader
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/// \param transform Transform to assign
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& name, const sf::Transform& transform);
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////////////////////////////////////////////////////////////
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/// \brief Change a texture parameter of the shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 2D texture
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/// (sampler2D GLSL type).
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///
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/// Example:
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/// \code
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/// uniform sampler2D the_texture; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sf::Texture texture;
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/// ...
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/// shader.SetTexture("the_texture", texture);
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/// shader.SetParameter("the_texture", texture);
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/// \endcode
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/// It is important to note that \a texture must remain alive as long
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/// as the shader uses it, no copy is made internally.
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///
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/// To use the texture of the object being draw, which cannot be
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/// known in advance, you can pass the special value
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/// sf::Shader::CurrentTexture:
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/// \code
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/// shader.SetParameter("the_texture", sf::Shader::CurrentTexture).
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/// \endcode
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///
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/// \param name Name of the texture in the shader
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/// \param texture Texture to assign
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///
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/// \see SetParameter, SetCurrentTexture
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///
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////////////////////////////////////////////////////////////
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void SetTexture(const std::string& name, const Texture& texture);
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void SetParameter(const std::string& name, const Texture& texture);
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////////////////////////////////////////////////////////////
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/// \brief Set the current object texture in the shader
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/// \brief Change a texture parameter of the shader
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///
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/// This overload maps a shader texture variable to the
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/// texture of the object being drawn, which cannot be
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/// known in advance. The second argument must be
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/// sf::Shader::CurrentTexture.
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/// The corresponding parameter in the shader must be a 2D texture
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/// (sampler2D GLSL type).
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///
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/// This function maps a shader texture variable to the
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/// texture of the object being drawn.
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/// Example:
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/// \code
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/// // This is the variable in the pixel shader
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/// uniform sampler2D current;
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/// uniform sampler2D current; // this is the variable in the shader
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/// \endcode
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/// \code
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/// shader.SetCurrentTexture("current");
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/// shader.SetParameter("current", sf::Shader::CurrentTexture);
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/// \endcode
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///
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/// \param name Name of the texture in the shader
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///
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/// \see SetParameter, SetTexture
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///
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////////////////////////////////////////////////////////////
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void SetCurrentTexture(const std::string& name);
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void SetParameter(const std::string& name, CurrentTextureType);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Bind the shader for rendering (activate it)
|
||||
|
@ -326,16 +477,6 @@ public :
|
|||
////////////////////////////////////////////////////////////
|
||||
void Unbind() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Overload of assignment operator
|
||||
///
|
||||
/// \param right Instance to assign
|
||||
///
|
||||
/// \return Reference to self
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Shader& operator =(const Shader& right);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Tell whether or not the system supports shaders
|
||||
///
|
||||
|
@ -351,12 +492,18 @@ public :
|
|||
private :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Create the program and attach the shaders
|
||||
/// \brief Compile the shader(s) and create the program
|
||||
///
|
||||
/// If one of the arguments is NULL, the corresponding shader
|
||||
/// is not created.
|
||||
///
|
||||
/// \param vertexShaderCode Source code of the vertex shader
|
||||
/// \param fragmentShaderCode Source code of the fragment shader
|
||||
///
|
||||
/// \return True on success, false if any error happened
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool CompileProgram();
|
||||
bool CompileProgram(const char* vertexShaderCode, const char* fragmentShaderCode);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Bind all the textures used by the shader
|
||||
|
@ -367,16 +514,6 @@ private :
|
|||
////////////////////////////////////////////////////////////
|
||||
void BindTextures() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Make sure that the shader is ready to be used
|
||||
///
|
||||
/// This function is called by the Renderer class, to make
|
||||
/// sure that the shader's parameters are properly applied
|
||||
/// even when Use() is not called due to internal optimizations.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void Use() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Types
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -388,7 +525,6 @@ private :
|
|||
unsigned int myShaderProgram; ///< OpenGL identifier for the program
|
||||
int myCurrentTexture; ///< Location of the current texture in the shader
|
||||
TextureTable myTextures; ///< Texture variables in the shader, mapped to their location
|
||||
std::string myFragmentShader; ///< Fragment shader source code
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
@ -401,34 +537,44 @@ private :
|
|||
/// \class sf::Shader
|
||||
/// \ingroup graphics
|
||||
///
|
||||
/// Pixel shaders (or fragment shaders) are programs written
|
||||
/// using a specific language, executed directly by the
|
||||
/// graphics card and allowing to apply per-pixel real-time
|
||||
/// operations to the rendered entities.
|
||||
/// Shaders are programs written using a specific language,
|
||||
/// executed directly by the graphics card and allowing
|
||||
/// to apply real-time operations to the rendered entities.
|
||||
///
|
||||
/// Pixel shaders are written in GLSL, which is a C-like
|
||||
/// There are two kinds of shaders:
|
||||
/// \li Vertex shaders, that process vertices
|
||||
/// \li Fragment (pixel) shaders, that process pixels
|
||||
///
|
||||
/// A sf::Shader can be composed of either a vertex shader
|
||||
/// alone, a fragment shader alone, or both combined
|
||||
/// (see the variants of the Load functions).
|
||||
///
|
||||
/// Shaders are written in GLSL, which is a C-like
|
||||
/// language dedicated to OpenGL shaders. You'll probably
|
||||
/// need to learn its basics before writing your own shaders
|
||||
/// for SFML.
|
||||
///
|
||||
/// Like any C/C++ program, a shader has its own variables
|
||||
/// that you can set from your C++ application. sf::Shader
|
||||
/// handles 3 different types of variables:
|
||||
/// handles 4 different types of variables:
|
||||
/// \li floats
|
||||
/// \li vectors (2, 3 or 4 components)
|
||||
/// \li textures
|
||||
/// \li transforms (matrices)
|
||||
///
|
||||
/// The value of the variables can be changed at any time
|
||||
/// with either Shader::SetParameter or Shader::SetTexture:
|
||||
/// with either the various overloads of the SetParameter function:
|
||||
/// \code
|
||||
/// shader.SetParameter("offset", 2.f);
|
||||
/// shader.SetParameter("color", 0.5f, 0.8f, 0.3f);
|
||||
/// shader.SetTexture("overlay", texture); // texture is a sf::Texture
|
||||
/// shader.SetCurrentTexture("texture");
|
||||
/// shader.SetParameter("matrix", transform); // transform is a sf::Transform
|
||||
/// shader.SetParameter("overlay", texture); // texture is a sf::Texture
|
||||
/// shader.SetParameter("texture", sf::Shader::CurrentTexture);
|
||||
/// \endcode
|
||||
///
|
||||
/// Shader::SetCurrentTexture maps the given texture variable
|
||||
/// to the current texture of the object being drawn.
|
||||
/// The special Shader::CurrentTexture argument maps the
|
||||
/// given texture variable to the current texture of the
|
||||
/// object being drawn (which cannot be known in advance).
|
||||
///
|
||||
/// To apply a shader to a drawable, you must pass it as an
|
||||
/// additional parameter to the Draw function:
|
||||
|
@ -443,13 +589,15 @@ private :
|
|||
/// window.Draw(sprite, states);
|
||||
/// \endcode
|
||||
///
|
||||
/// Shaders can be used on any drawable, but they are mainly
|
||||
/// made for sprites and shapes. Using a shader on a sf::String
|
||||
/// is more limited, because the texture of the text is not the
|
||||
/// actual text that you see on screen, it is a big texture
|
||||
/// containing all the characters of the font in an arbitrary
|
||||
/// order. Thus, texture lookups on pixels other than the current
|
||||
/// one may not give you the expected result.
|
||||
/// Shaders can be used on any drawable, but some combinations are
|
||||
/// not interesting. For example, using a vertex shader on a sf::Sprite
|
||||
/// is limited because there are only 4 vertices, the sprite would
|
||||
/// have to be subdivided in order to apply wave effects.
|
||||
/// Another bad example is a fragment shader with sf::Text: the texture
|
||||
/// of the text is not the actual text that you see on screen, it is
|
||||
/// a big texture containing all the characters of the font in an
|
||||
/// arbitrary order; thus, texture lookups on pixels other than the
|
||||
/// current one may not give you the expected result.
|
||||
///
|
||||
/// Shaders can also be used to apply global post-effects to the
|
||||
/// current contents of the target (like the old sf::PostFx class
|
||||
|
@ -466,8 +614,8 @@ private :
|
|||
/// easily inserted anywhere without impacting all the code.
|
||||
///
|
||||
/// Like sf::Texture that can be used as a raw OpenGL texture,
|
||||
/// sf::Shader can also be used directly as a raw fragment
|
||||
/// shader for custom OpenGL geometry.
|
||||
/// sf::Shader can also be used directly as a raw shader for
|
||||
/// custom OpenGL geometry.
|
||||
/// \code
|
||||
/// window.SetActive();
|
||||
/// shader.Bind();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue