FS#25 - Change sf::PostFx to a more general purpose pixel shader class (sf::Shader)
Updated the PostFx sample, renamed to Shader Renamed all the static X::CanUseX() functions to X::IsAvailable() to make the API more consistent Moved .def files from /build/VC200X to /src in CSFML Minors fixes in CSFML git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1258 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
parent
63e07cec84
commit
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125 changed files with 1606 additions and 2348 deletions
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@ -11,12 +11,12 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "sample-opengl", "..\..\samp
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "sample-window", "..\..\samples\window\sample-window.csproj", "{C1FBB9AF-B69A-4D06-9BDC-EAC7606296FF}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "sample-postfx", "..\..\samples\post-fx\sample-postfx.csproj", "{9D4738F7-34EA-433A-A765-AF85A52A174D}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "sample-sound", "..\..\samples\sound\sample-sound.csproj", "{16E177F3-A0FF-4091-8521-562E0EBAA3AB}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "sample-soundcapture", "..\..\samples\sound_capture\sample-soundcapture.csproj", "{F2F48990-F81E-41BA-AD01-168F6178C807}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "sample-shader", "..\..\samples\shader\sample-shader.csproj", "{9D4738F7-34EA-433A-A765-AF85A52A174D}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@ -43,10 +43,6 @@ Global
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{C1FBB9AF-B69A-4D06-9BDC-EAC7606296FF}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{C1FBB9AF-B69A-4D06-9BDC-EAC7606296FF}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{C1FBB9AF-B69A-4D06-9BDC-EAC7606296FF}.Release|Any CPU.Build.0 = Release|Any CPU
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{9D4738F7-34EA-433A-A765-AF85A52A174D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{9D4738F7-34EA-433A-A765-AF85A52A174D}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{9D4738F7-34EA-433A-A765-AF85A52A174D}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{9D4738F7-34EA-433A-A765-AF85A52A174D}.Release|Any CPU.Build.0 = Release|Any CPU
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{16E177F3-A0FF-4091-8521-562E0EBAA3AB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{16E177F3-A0FF-4091-8521-562E0EBAA3AB}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{16E177F3-A0FF-4091-8521-562E0EBAA3AB}.Release|Any CPU.ActiveCfg = Release|Any CPU
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@ -55,6 +51,10 @@ Global
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{F2F48990-F81E-41BA-AD01-168F6178C807}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{F2F48990-F81E-41BA-AD01-168F6178C807}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{F2F48990-F81E-41BA-AD01-168F6178C807}.Release|Any CPU.Build.0 = Release|Any CPU
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{9D4738F7-34EA-433A-A765-AF85A52A174D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{9D4738F7-34EA-433A-A765-AF85A52A174D}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{9D4738F7-34EA-433A-A765-AF85A52A174D}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{9D4738F7-34EA-433A-A765-AF85A52A174D}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -1,16 +0,0 @@
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texture framebuffer
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float offset
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effect
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{
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vec2 offx = vec2(offset, 0.0);
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vec2 offy = vec2(0.0, offset);
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vec4 c0 = framebuffer(_in);
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vec4 c1 = framebuffer(_in - offy);
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vec4 c2 = framebuffer(_in + offy);
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vec4 c3 = framebuffer(_in - offx);
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vec4 c4 = framebuffer(_in + offx);
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_out = c0 * 0.2 + c1 * 0.2 + c2 * 0.2 + c3 * 0.2 + c4 * 0.2;
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}
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@ -1,10 +0,0 @@
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texture framebuffer
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vec3 color
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effect
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{
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vec4 pixel = framebuffer(_in);
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float gray = pixel.r * 0.39 + pixel.g * 0.50 + pixel.b * 0.11;
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_out = vec4(gray * color, 1.0) * 0.6 + pixel * 0.4;
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}
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@ -1,12 +0,0 @@
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texture framebuffer
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vec2 mouse
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effect
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{
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float len = distance(_in, mouse) * 7.0;
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if (len < 1.0)
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_out = framebuffer(_in + (_in - mouse) * len);
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else
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_out = framebuffer(_in);
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}
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@ -1,6 +0,0 @@
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texture framebuffer
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effect
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{
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_out = framebuffer(_in);
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}
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@ -1,11 +0,0 @@
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texture framebuffer
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vec2 mouse
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effect
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{
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float factor = 5 + 100 * length(mouse);
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vec2 pos = floor(_in * factor) / factor;
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_out = framebuffer(pos);
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}
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@ -1,12 +0,0 @@
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texture framebuffer
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texture wave
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vec2 offset
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effect
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{
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vec2 texoffset = wave(_in * offset).xy;
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texoffset -= vec2(0.5, 0.5);
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texoffset *= 0.05;
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_out = framebuffer(_in + texoffset);
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}
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BIN
dotnet/samples/bin/datas/shader/arial.ttf
Normal file
BIN
dotnet/samples/bin/datas/shader/arial.ttf
Normal file
Binary file not shown.
Before Width: | Height: | Size: 52 KiB After Width: | Height: | Size: 52 KiB |
16
dotnet/samples/bin/datas/shader/blur.sfx
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16
dotnet/samples/bin/datas/shader/blur.sfx
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@ -0,0 +1,16 @@
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uniform sampler2D texture;
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uniform float offset;
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void main()
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{
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vec2 offx = vec2(offset, 0.0);
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vec2 offy = vec2(0.0, offset);
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vec4 c0 = texture2D(texture, gl_TexCoord[0].xy);
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vec4 c1 = texture2D(texture, gl_TexCoord[0].xy - offy);
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vec4 c2 = texture2D(texture, gl_TexCoord[0].xy + offy);
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vec4 c3 = texture2D(texture, gl_TexCoord[0].xy - offx);
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vec4 c4 = texture2D(texture, gl_TexCoord[0].xy + offx);
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gl_FragColor = gl_Color * (c0 * 0.2 + c1 * 0.2 + c2 * 0.2 + c3 * 0.2 + c4 * 0.2);
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}
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11
dotnet/samples/bin/datas/shader/colorize.sfx
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11
dotnet/samples/bin/datas/shader/colorize.sfx
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@ -0,0 +1,11 @@
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uniform sampler2D texture;
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uniform vec3 color;
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void main()
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{
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vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
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float gray = pixel.r * 0.39 + pixel.g * 0.50 + pixel.b * 0.11;
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gl_FragColor = vec4(gray * color, 1.0) * 0.6 + pixel * 0.4;
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gl_FragColor.a = pixel.a;
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}
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13
dotnet/samples/bin/datas/shader/fisheye.sfx
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dotnet/samples/bin/datas/shader/fisheye.sfx
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@ -0,0 +1,13 @@
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uniform sampler2D texture;
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uniform vec2 mouse;
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void main()
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{
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float len = distance(gl_TexCoord[0].xy, mouse) * 7.0;
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vec2 coords = gl_TexCoord[0].xy;
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if (len < 1.0)
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coords += (gl_TexCoord[0].xy - mouse) * len;
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gl_FragColor = texture2D(texture, coords) * gl_Color;
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}
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6
dotnet/samples/bin/datas/shader/nothing.sfx
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dotnet/samples/bin/datas/shader/nothing.sfx
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@ -0,0 +1,6 @@
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uniform sampler2D texture;
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void main()
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{
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gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
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}
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10
dotnet/samples/bin/datas/shader/pixelate.sfx
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dotnet/samples/bin/datas/shader/pixelate.sfx
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@ -0,0 +1,10 @@
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uniform sampler2D texture;
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uniform vec2 mouse;
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void main()
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{
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float factor = 5 + 100 * length(mouse);
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vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor;
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gl_FragColor = texture2D(texture, pos) * gl_Color;
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}
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Before Width: | Height: | Size: 6.1 KiB After Width: | Height: | Size: 6.1 KiB |
Before Width: | Height: | Size: 23 KiB After Width: | Height: | Size: 23 KiB |
12
dotnet/samples/bin/datas/shader/wave.sfx
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12
dotnet/samples/bin/datas/shader/wave.sfx
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@ -0,0 +1,12 @@
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uniform sampler2D texture;
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uniform sampler2D wave;
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uniform vec2 offset;
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void main()
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{
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vec2 texoffset = texture2D(wave, (gl_TexCoord[0].xy * offset).xy);
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texoffset -= vec2(0.5, 0.5);
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texoffset *= 0.05;
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gl_FragColor = texture2D(texture, gl_TexCoord[0].xy + texoffset) * gl_Color;
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}
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@ -1,184 +0,0 @@
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using System;
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using System.Collections.Generic;
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using SFML;
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using SFML.Graphics;
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using SFML.Window;
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namespace sample_postfx
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{
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static class Program
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{
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private static Dictionary<string, PostFx> effects;
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private static Dictionary<string, PostFx>.Enumerator currentEffect;
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private static String2D curFXStr;
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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static void Main()
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{
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// Create the main window
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RenderWindow window = new RenderWindow(new VideoMode(800, 600), "SFML.Net PostFX");
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// Setup event handlers
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window.Closed += new EventHandler(OnClosed);
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window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
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// Check that the system can use post effects
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if (PostFx.CanUsePostFX == false)
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{
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DisplayError(window);
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return;
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}
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// Load a background image to display
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Sprite background = new Sprite(new Image("datas/post-fx/background.jpg"));
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// Load a sprite which we'll move into the scene
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Sprite entity = new Sprite(new Image("datas/post-fx/sprite.png"));
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// Load the text font
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Font cheeseburger = new Font("datas/post-fx/cheeseburger.ttf");
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// Load the image needed for the wave effect
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Image waveImage = new Image("datas/post-fx/wave.jpg");
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// Load all effects
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effects = new Dictionary<string, PostFx>();
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effects["nothing"] = new PostFx("datas/post-fx/nothing.sfx");
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effects["blur"] = new PostFx("datas/post-fx/blur.sfx");
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effects["colorize"] = new PostFx("datas/post-fx/colorize.sfx");
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effects["fisheye"] = new PostFx("datas/post-fx/fisheye.sfx");
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effects["wave"] = new PostFx("datas/post-fx/wave.sfx");
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effects["pixelate"] = new PostFx("datas/post-fx/pixelate.sfx");
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currentEffect = effects.GetEnumerator();
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currentEffect.MoveNext();
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// Do specific initializations
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effects["nothing"].SetTexture("framebuffer", null);
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effects["blur"].SetTexture("framebuffer", null);
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effects["blur"].SetParameter("offset", 0.0F);
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effects["colorize"].SetTexture("framebuffer", null);
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effects["colorize"].SetParameter("color", 1.0F, 1.0F, 1.0F);
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effects["fisheye"].SetTexture("framebuffer", null);
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effects["wave"].SetTexture("framebuffer", null);
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effects["wave"].SetTexture("wave", waveImage);
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effects["pixelate"].SetTexture("framebuffer", null);
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// Define a string for displaying current effect description
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curFXStr = new String2D();
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curFXStr.Text = "Current effect is \"" + currentEffect.Current.Key + "\"";
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curFXStr.Font = cheeseburger;
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curFXStr.Position = new Vector2(20.0F, 0.0F);
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curFXStr.Color = new Color(150, 70, 110);
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// Define a string for displaying help
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String2D infoStr = new String2D();
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infoStr.Text = "Move your mouse to change the effect parameters\nPress numpad + to change effect\nWarning : some effects may not work\ndepending on your graphics card";
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infoStr.Font = cheeseburger;
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infoStr.Position = new Vector2(20.0F, 460.0F);
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infoStr.Color = new Color(200, 100, 150);
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// Start the game loop
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float time = 0.0F;
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while (window.IsOpened())
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{
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// Process events
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window.DispatchEvents();
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// Get the mouse position in the range [0, 1]
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float x = window.Input.GetMouseX() / (float)window.Width;
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float y = window.Input.GetMouseY() / (float)window.Height;
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// Update the current effect
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if (currentEffect.Current.Key == "blur") currentEffect.Current.Value.SetParameter("offset", x * y * 0.1f);
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else if (currentEffect.Current.Key == "colorize") currentEffect.Current.Value.SetParameter("color", 0.3f, x, y);
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else if (currentEffect.Current.Key == "fisheye") currentEffect.Current.Value.SetParameter("mouse", x, 1.0F - y);
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else if (currentEffect.Current.Key == "wave") currentEffect.Current.Value.SetParameter("offset", x, y);
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else if (currentEffect.Current.Key == "pixelate") currentEffect.Current.Value.SetParameter("mouse", x, y);
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// Animate the sprite
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time += window.GetFrameTime();
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float entityX = (float)(Math.Cos(time * 1.3) + 1.2) * 300;
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float entityY = (float)(Math.Cos(time * 0.8) + 1.2) * 200;
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entity.Position = new Vector2(entityX, entityY);
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entity.Rotation = time * 100;
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// Clear the window
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window.Clear();
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// Draw background, the sprite and apply the post-fx
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window.Draw(background);
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window.Draw(entity);
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window.Draw(currentEffect.Current.Value);
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// Draw interface strings
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window.Draw(curFXStr);
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window.Draw(infoStr);
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// Finally, display the rendered frame on screen
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window.Display();
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}
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}
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/// <summary>
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/// Fonction called when the post-effects are not supported ;
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/// Display an error message and wait until the user exits
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/// </summary>
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private static void DisplayError(RenderWindow window)
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{
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// Define a string for displaying the error message
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String2D errorStr = new String2D("Sorry, your system doesn't support post-effects");
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errorStr.Position = new Vector2(100.0F, 250.0F);
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errorStr.Color = new Color(200, 100, 150);
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// Start the game loop
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while (window.IsOpened())
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{
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// Process events
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window.DispatchEvents();
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// Clear the window
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window.Clear();
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// Draw the error message
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window.Draw(errorStr);
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// Finally, display the rendered frame on screen
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window.Display();
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}
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}
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/// <summary>
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/// Function called when the window is closed
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/// </summary>
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static void OnClosed(object sender, EventArgs e)
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{
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RenderWindow window = (RenderWindow)sender;
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window.Close();
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}
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/// <summary>
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/// Function called when a key is pressed
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/// </summary>
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static void OnKeyPressed(object sender, KeyEventArgs e)
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{
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RenderWindow window = (RenderWindow)sender;
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if (e.Code == KeyCode.Escape)
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{
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// Close the window
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window.Close();
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}
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else if (e.Code == KeyCode.Add)
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{
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// Advance to the next effect
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if (currentEffect.MoveNext() == false)
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{
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currentEffect = effects.GetEnumerator();
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currentEffect.MoveNext();
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}
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curFXStr.Text = "Current effect is \"" + currentEffect.Current.Key + "\"";
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}
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}
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}
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}
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249
dotnet/samples/shader/Shader.cs
Normal file
249
dotnet/samples/shader/Shader.cs
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using System;
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using System.Collections.Generic;
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using SFML;
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using SFML.Graphics;
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using SFML.Window;
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namespace sample_shader
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{
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/// <summary>
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/// A class to simplify shader selection
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/// </summary>
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class ShaderSelector
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{
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// Constructor
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public ShaderSelector(Dictionary<string, Shader> owner)
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{
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myOwner = owner;
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myIterator = owner.GetEnumerator();
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myIterator.MoveNext();
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}
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// Select the next shader
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public void GotoNext()
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{
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if (myIterator.MoveNext() == false)
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{
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myIterator = myOwner.GetEnumerator();
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myIterator.MoveNext();
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}
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}
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// Update the shader parameters
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||||
public void Update(float x, float y)
|
||||
{
|
||||
if (myIterator.Current.Key == "blur") myIterator.Current.Value.SetParameter("offset", x * y * 0.05f);
|
||||
else if (myIterator.Current.Key == "colorize") myIterator.Current.Value.SetParameter("color", 0.3f, x, y);
|
||||
else if (myIterator.Current.Key == "fisheye") myIterator.Current.Value.SetParameter("mouse", x, y);
|
||||
else if (myIterator.Current.Key == "wave") myIterator.Current.Value.SetParameter("offset", x, y);
|
||||
else if (myIterator.Current.Key == "pixelate") myIterator.Current.Value.SetParameter("mouse", x, y);
|
||||
}
|
||||
|
||||
// Get the name of the current shader
|
||||
public string Name
|
||||
{
|
||||
get {return myIterator.Current.Key;}
|
||||
}
|
||||
|
||||
// Get the current shader
|
||||
public Shader Shader
|
||||
{
|
||||
get {return myIterator.Current.Value;}
|
||||
}
|
||||
|
||||
private Dictionary<string, Shader> myOwner;
|
||||
private Dictionary<string, Shader>.Enumerator myIterator;
|
||||
};
|
||||
|
||||
static class Program
|
||||
{
|
||||
private static Dictionary<string, Shader> shaders;
|
||||
private static ShaderSelector backgroundShader;
|
||||
private static ShaderSelector entityShader;
|
||||
private static ShaderSelector globalShader;
|
||||
private static String2D shaderStr;
|
||||
|
||||
/// <summary>
|
||||
/// The main entry point for the application.
|
||||
/// </summary>
|
||||
static void Main()
|
||||
{
|
||||
// Create the main window
|
||||
RenderWindow window = new RenderWindow(new VideoMode(800, 600), "SFML.Net Shader");
|
||||
|
||||
// Setup event handlers
|
||||
window.Closed += new EventHandler(OnClosed);
|
||||
window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
|
||||
|
||||
// Check that the system can use shaders
|
||||
if (Shader.IsAvailable == false)
|
||||
{
|
||||
DisplayError(window);
|
||||
return;
|
||||
}
|
||||
|
||||
// Create the render image
|
||||
RenderImage image = new RenderImage(window.Width, window.Height);
|
||||
|
||||
// Load a background image to display
|
||||
Sprite background = new Sprite(new Image("datas/shader/background.jpg"));
|
||||
background.Image.Smooth = false;
|
||||
|
||||
// Load a sprite which we'll move into the scene
|
||||
Sprite entity = new Sprite(new Image("datas/shader/sprite.png"));
|
||||
|
||||
// Load the text font
|
||||
Font font = new Font("datas/shader/arial.ttf", 20);
|
||||
|
||||
// Load the image needed for the wave effect
|
||||
Image waveImage = new Image("datas/shader/wave.jpg");
|
||||
|
||||
// Load all effects
|
||||
shaders = new Dictionary<string, Shader>();
|
||||
shaders["nothing"] = new Shader("datas/shader/nothing.sfx");
|
||||
shaders["blur"] = new Shader("datas/shader/blur.sfx");
|
||||
shaders["colorize"] = new Shader("datas/shader/colorize.sfx");
|
||||
shaders["fisheye"] = new Shader("datas/shader/fisheye.sfx");
|
||||
shaders["wave"] = new Shader("datas/shader/wave.sfx");
|
||||
shaders["pixelate"] = new Shader("datas/shader/pixelate.sfx");
|
||||
backgroundShader = new ShaderSelector(shaders);
|
||||
entityShader = new ShaderSelector(shaders);
|
||||
globalShader = new ShaderSelector(shaders);
|
||||
|
||||
// Do specific initializations
|
||||
shaders["nothing"].SetTexture("texture", Shader.CurrentTexture);
|
||||
shaders["blur"].SetTexture("texture", Shader.CurrentTexture);
|
||||
shaders["blur"].SetParameter("offset", 0.0F);
|
||||
shaders["colorize"].SetTexture("texture", Shader.CurrentTexture);
|
||||
shaders["colorize"].SetParameter("color", 1.0F, 1.0F, 1.0F);
|
||||
shaders["fisheye"].SetTexture("texture", Shader.CurrentTexture);
|
||||
shaders["wave"].SetTexture("texture", Shader.CurrentTexture);
|
||||
shaders["wave"].SetTexture("wave", waveImage);
|
||||
shaders["pixelate"].SetTexture("texture", Shader.CurrentTexture);
|
||||
|
||||
// Define a string for displaying current effect description
|
||||
shaderStr = new String2D();
|
||||
shaderStr.Font = font;
|
||||
shaderStr.Size = 20;
|
||||
shaderStr.Position = new Vector2(5.0F, 0.0F);
|
||||
shaderStr.Color = new Color(250, 100, 30);
|
||||
shaderStr.Text = "Background shader: \"" + backgroundShader.Name + "\"\n" +
|
||||
"Flower shader: \"" + entityShader.Name + "\"\n" +
|
||||
"Global shader: \"" + globalShader.Name + "\"\n";
|
||||
|
||||
// Define a string for displaying help
|
||||
String2D infoStr = new String2D();
|
||||
infoStr.Font = font;
|
||||
infoStr.Size = 20;
|
||||
infoStr.Position = new Vector2(5.0F, 510.0F);
|
||||
infoStr.Color = new Color(250, 100, 30);
|
||||
infoStr.Text = "Move your mouse to change the shaders' parameters\n" +
|
||||
"Press numpad 1 to change the background shader\n" +
|
||||
"Press numpad 2 to change the flower shader\n" +
|
||||
"Press numpad 3 to change the global shader";
|
||||
|
||||
// Start the game loop
|
||||
float time = 0.0F;
|
||||
while (window.IsOpened())
|
||||
{
|
||||
// Process events
|
||||
window.DispatchEvents();
|
||||
|
||||
// Get the mouse position in the range [0, 1]
|
||||
//float x = window.Input.GetMouseX() / (float)window.Width;
|
||||
//float y = window.Input.GetMouseY() / (float)window.Height;
|
||||
float x = (float)(Math.Cos(time * 1.3) + 1) * 0.5F;
|
||||
float y = (float)(Math.Sin(time * 0.8) + 1) * 0.5F;
|
||||
|
||||
// Update the shaders
|
||||
backgroundShader.Update(x, y);
|
||||
entityShader.Update(x, y);
|
||||
globalShader.Update(x, y);
|
||||
|
||||
// Animate the sprite
|
||||
time += window.GetFrameTime();
|
||||
float entityX = (float)(Math.Cos(time * 1.3) + 1.2) * 300;
|
||||
float entityY = (float)(Math.Cos(time * 0.8) + 1.2) * 200;
|
||||
entity.Position = new Vector2(entityX, entityY);
|
||||
entity.Rotation = time * 100;
|
||||
|
||||
// Draw the background and the moving entity to the render image
|
||||
image.Draw(background, backgroundShader.Shader);
|
||||
image.Draw(entity, entityShader.Shader);
|
||||
image.Display();
|
||||
|
||||
// Draw the contents of the render image to the window
|
||||
window.Draw(new Sprite(image.Image), globalShader.Shader);
|
||||
|
||||
// Draw interface strings
|
||||
window.Draw(shaderStr);
|
||||
window.Draw(infoStr);
|
||||
|
||||
// Finally, display the rendered frame on screen
|
||||
window.Display();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fonction called when the post-effects are not supported ;
|
||||
/// Display an error message and wait until the user exits
|
||||
/// </summary>
|
||||
private static void DisplayError(RenderWindow window)
|
||||
{
|
||||
// Define a string for displaying the error message
|
||||
String2D errorStr = new String2D("Sorry, your system doesn't support shaders");
|
||||
errorStr.Position = new Vector2(100.0F, 250.0F);
|
||||
errorStr.Color = new Color(200, 100, 150);
|
||||
|
||||
// Start the game loop
|
||||
while (window.IsOpened())
|
||||
{
|
||||
// Process events
|
||||
window.DispatchEvents();
|
||||
|
||||
// Clear the window
|
||||
window.Clear();
|
||||
|
||||
// Draw the error message
|
||||
window.Draw(errorStr);
|
||||
|
||||
// Finally, display the rendered frame on screen
|
||||
window.Display();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function called when the window is closed
|
||||
/// </summary>
|
||||
static void OnClosed(object sender, EventArgs e)
|
||||
{
|
||||
RenderWindow window = (RenderWindow)sender;
|
||||
window.Close();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function called when a key is pressed
|
||||
/// </summary>
|
||||
static void OnKeyPressed(object sender, KeyEventArgs e)
|
||||
{
|
||||
RenderWindow window = (RenderWindow)sender;
|
||||
|
||||
// Escape key : exit
|
||||
if (e.Code == KeyCode.Escape)
|
||||
window.Close();
|
||||
|
||||
// Numpad : switch effect
|
||||
switch (e.Code)
|
||||
{
|
||||
case KeyCode.Numpad1 : backgroundShader.GotoNext(); break;
|
||||
case KeyCode.Numpad2 : entityShader.GotoNext(); break;
|
||||
case KeyCode.Numpad3 : globalShader.GotoNext(); break;
|
||||
}
|
||||
|
||||
// Update the text
|
||||
shaderStr.Text = "Background shader: \"" + backgroundShader.Name + "\"\n" +
|
||||
"Flower shader: \"" + entityShader.Name + "\"\n" +
|
||||
"Global shader: \"" + globalShader.Name + "\"\n";
|
||||
}
|
||||
}
|
||||
}
|
|
@ -7,13 +7,14 @@
|
|||
<ProjectGuid>{9D4738F7-34EA-433A-A765-AF85A52A174D}</ProjectGuid>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>sample_postfx</RootNamespace>
|
||||
<AssemblyName>post-fx</AssemblyName>
|
||||
<RootNamespace>sample_shader</RootNamespace>
|
||||
<AssemblyName>shader</AssemblyName>
|
||||
<FileUpgradeFlags>
|
||||
</FileUpgradeFlags>
|
||||
<OldToolsVersion>2.0</OldToolsVersion>
|
||||
<UpgradeBackupLocation>
|
||||
</UpgradeBackupLocation>
|
||||
<StartupObject>sample_shader.Program</StartupObject>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
|
@ -43,7 +44,7 @@
|
|||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="PostFx.cs" />
|
||||
<Compile Include="Shader.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Folder Include="Properties\" />
|
|
@ -13,7 +13,7 @@ namespace sample_soundcapture
|
|||
static void Main(string[] args)
|
||||
{
|
||||
// Check that the device can capture audio
|
||||
if (SoundRecorder.CanCapture == false)
|
||||
if (SoundRecorder.IsAvailable == false)
|
||||
{
|
||||
Console.WriteLine("Sorry, audio capture is not supported by your system");
|
||||
return;
|
||||
|
|
|
@ -78,9 +78,9 @@ namespace SFML
|
|||
/// If not, this class won't be usable
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static bool CanCapture
|
||||
public static bool IsAvailable
|
||||
{
|
||||
get {return sfSoundRecorder_CanCapture();}
|
||||
get {return sfSoundRecorder_IsAvailable();}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -173,7 +173,7 @@ namespace SFML
|
|||
static extern uint sfSoundRecorder_GetSampleRate(IntPtr SoundRecorder);
|
||||
|
||||
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfSoundRecorder_CanCapture();
|
||||
static extern bool sfSoundRecorder_IsAvailable();
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
|
@ -101,16 +101,18 @@ namespace SFML
|
|||
/// Render the object into the given render window
|
||||
/// </summary>
|
||||
/// <param name="target">Target render window</param>
|
||||
/// <param name="shader">Shader to apply</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
internal abstract void Render(RenderWindow target);
|
||||
internal abstract void Render(RenderWindow target, Shader shader);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Render the object into the given render image
|
||||
/// </summary>
|
||||
/// <param name="target">Target render image</param>
|
||||
/// <param name="shader">Shader to apply</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
internal abstract void Render(RenderImage target);
|
||||
internal abstract void Render(RenderImage target, Shader shader);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
|
|
|
@ -36,14 +36,14 @@ namespace SFML
|
|||
/// </summary>
|
||||
/// <param name="width">Width of the render image</param>
|
||||
/// <param name="height">Height of the render image</param>
|
||||
/// <param name="depthBuffer">Do you wxant a depth-buffer attached?</param>
|
||||
/// <param name="depthBuffer">Do you want a depth-buffer attached?</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public RenderImage(uint width, uint height, bool depthBuffer) :
|
||||
base(sfRenderImage_Create(width, height, depthBuffer))
|
||||
{
|
||||
myDefaultView = new View(sfRenderImage_GetDefaultView(This));
|
||||
myCurrentView = myDefaultView;
|
||||
myImage = new Image(sfRenderImage_GetImage(This));
|
||||
myCurrentView = myDefaultView;
|
||||
GC.SuppressFinalize(myDefaultView);
|
||||
GC.SuppressFinalize(myImage);
|
||||
}
|
||||
|
@ -177,18 +177,19 @@ namespace SFML
|
|||
////////////////////////////////////////////////////////////
|
||||
public void Draw(Drawable objectToDraw)
|
||||
{
|
||||
objectToDraw.Render(this);
|
||||
objectToDraw.Render(this, null);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Apply a post-fx to the render image
|
||||
/// Draw something into the render image with a shader
|
||||
/// </summary>
|
||||
/// <param name="postFx">PostFx to apply</param>
|
||||
/// <param name="objectToDraw">Object to draw</param>
|
||||
/// <param name="shader">Shader to apply</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public void Draw(PostFx postFx)
|
||||
public void Draw(Drawable objectToDraw, Shader shader)
|
||||
{
|
||||
sfRenderImage_DrawPostFX(This, postFx != null ? postFx.This : IntPtr.Zero);
|
||||
objectToDraw.Render(this, shader);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -236,9 +237,9 @@ namespace SFML
|
|||
/// Tell whether or not the system supports render images
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static bool CanUseRenderImage
|
||||
public static bool IsAvailable
|
||||
{
|
||||
get {return sfRenderImage_CanUseRenderImage();}
|
||||
get {return sfRenderImage_IsAvailable();}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -308,14 +309,11 @@ namespace SFML
|
|||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderImage_ConvertCoords(IntPtr This, uint WindowX, uint WindowY, out float ViewX, out float ViewY, IntPtr TargetView);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderImage_DrawPostFX(IntPtr This, IntPtr PostFx);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern IntPtr sfRenderImage_GetImage(IntPtr This);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfRenderImage_CanUseRenderImage();
|
||||
static extern bool sfRenderImage_IsAvailable();
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
|
|
@ -99,11 +99,12 @@ namespace SFML
|
|||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Apply a post-fx to the window
|
||||
/// Draw something into the render image with a shader
|
||||
/// </summary>
|
||||
/// <param name="postFx">PostFx to apply</param>
|
||||
/// <param name="objectToDraw">Object to draw</param>
|
||||
/// <param name="shader">Shader to apply</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
void Draw(PostFx postFx);
|
||||
void Draw(Drawable objectToDraw, Shader shader);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
|
|
|
@ -390,18 +390,19 @@ namespace SFML
|
|||
////////////////////////////////////////////////////////////
|
||||
public void Draw(Drawable objectToDraw)
|
||||
{
|
||||
objectToDraw.Render(this);
|
||||
objectToDraw.Render(this, null);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Apply a post-fx to the window
|
||||
/// Draw something into the window with a shader
|
||||
/// </summary>
|
||||
/// <param name="postFx">PostFx to apply</param>
|
||||
/// <param name="objectToDraw">Object to draw</param>
|
||||
/// <param name="shader">Shader to apply</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public void Draw(PostFx postFx)
|
||||
public void Draw(Drawable objectToDraw, Shader shader)
|
||||
{
|
||||
sfRenderWindow_DrawPostFX(This, postFx != null ? postFx.This : IntPtr.Zero);
|
||||
objectToDraw.Render(this, shader);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -572,9 +573,6 @@ namespace SFML
|
|||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderWindow_ConvertCoords(IntPtr This, uint WindowX, uint WindowY, out float ViewX, out float ViewY, IntPtr TargetView);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderWindow_DrawPostFX(IntPtr This, IntPtr PostFx);
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,97 +9,109 @@ namespace SFML
|
|||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// PostFX is used to apply a post effect to a window
|
||||
/// Wrapper for pixel shaders
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public class PostFx : ObjectBase
|
||||
public class Shader : ObjectBase
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Default constructor (invalid effect)
|
||||
/// Default constructor (invalid shader)
|
||||
/// </summary>
|
||||
/// <exception cref="LoadingFailedException" />
|
||||
////////////////////////////////////////////////////////////
|
||||
public PostFx() :
|
||||
base(sfPostFx_Create())
|
||||
public Shader() :
|
||||
base(sfShader_Create())
|
||||
{
|
||||
if (This == IntPtr.Zero)
|
||||
throw new LoadingFailedException("post-fx");
|
||||
throw new LoadingFailedException("shader");
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Load the effect from a file
|
||||
/// Load the shader from a file
|
||||
/// </summary>
|
||||
/// <param name="filename">Path of the effect file to load</param>
|
||||
/// <param name="filename">Path of the shader file to load</param>
|
||||
/// <exception cref="LoadingFailedException" />
|
||||
////////////////////////////////////////////////////////////
|
||||
public PostFx(string filename) :
|
||||
base(sfPostFX_CreateFromFile(filename))
|
||||
public Shader(string filename) :
|
||||
base(sfShader_CreateFromFile(filename))
|
||||
{
|
||||
if (This == IntPtr.Zero)
|
||||
throw new LoadingFailedException("post-fx", filename);
|
||||
throw new LoadingFailedException("shader", filename);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Load the effect from a text in memory
|
||||
/// Load the shader from a text in memory
|
||||
/// </summary>
|
||||
/// <param name="effect">String containing the effect code</param>
|
||||
/// <param name="shader">String containing the shader code</param>
|
||||
/// <exception cref="LoadingFailedException" />
|
||||
////////////////////////////////////////////////////////////
|
||||
void LoadFromString(string effect)
|
||||
void LoadFromString(string shader)
|
||||
{
|
||||
SetThis(sfPostFX_CreateFromMemory(effect));
|
||||
SetThis(sfShader_CreateFromMemory(shader));
|
||||
|
||||
if (This == IntPtr.Zero)
|
||||
throw new LoadingFailedException("post-fx");
|
||||
throw new LoadingFailedException("shader");
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Change a 1-component parameter of the effect
|
||||
/// Change a vector2 parameter of the shader
|
||||
/// </summary>
|
||||
/// <param name="name">Name of the parameter in the effect</param>
|
||||
/// <param name="name">Name of the parameter in the shader</param>
|
||||
/// <param name="v">Value of the parameter</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public void SetParameter(string name, Vector2 v)
|
||||
{
|
||||
SetParameter(name, v.X, v.Y);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Change a 1-component parameter of the shader
|
||||
/// </summary>
|
||||
/// <param name="name">Name of the parameter in the shader</param>
|
||||
/// <param name="x">Value of the parameter</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public void SetParameter(string name, float x)
|
||||
{
|
||||
sfPostFX_SetParameter1(This, name, x);
|
||||
sfShader_SetParameter1(This, name, x);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Change a 2-component parameter of the effect
|
||||
/// Change a 2-component parameter of the shader
|
||||
/// </summary>
|
||||
/// <param name="name">Name of the parameter in the effect</param>
|
||||
/// <param name="name">Name of the parameter in the shader</param>
|
||||
/// <param name="x">X component of the value</param>
|
||||
/// <param name="y">Y component of the value</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public void SetParameter(string name, float x, float y)
|
||||
{
|
||||
sfPostFX_SetParameter2(This, name, x, y);
|
||||
sfShader_SetParameter2(This, name, x, y);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Change a 3-component parameter of the effect
|
||||
/// Change a 3-component parameter of the shader
|
||||
/// </summary>
|
||||
/// <param name="name">Name of the parameter in the effect</param>
|
||||
/// <param name="name">Name of the parameter in the shader</param>
|
||||
/// <param name="x">X component of the value</param>
|
||||
/// <param name="y">Y component of the value</param>
|
||||
/// <param name="z">Z component of the value</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public void SetParameter(string name, float x, float y, float z)
|
||||
{
|
||||
sfPostFX_SetParameter3(This, name, x, y, z);
|
||||
sfShader_SetParameter3(This, name, x, y, z);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Change a 4-component parameter of the effect
|
||||
/// Change a 4-component parameter of the shader
|
||||
/// </summary>
|
||||
/// <param name="name">Name of the parameter in the effect</param>
|
||||
/// <param name="name">Name of the parameter in the shader</param>
|
||||
/// <param name="x">X component of the value</param>
|
||||
/// <param name="y">Y component of the value</param>
|
||||
/// <param name="z">Z component of the value</param>
|
||||
|
@ -107,30 +119,60 @@ namespace SFML
|
|||
////////////////////////////////////////////////////////////
|
||||
public void SetParameter(string name, float x, float y, float z, float w)
|
||||
{
|
||||
sfPostFX_SetParameter4(This, name, x, y, z, w);
|
||||
sfShader_SetParameter4(This, name, x, y, z, w);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Set a texture parameter
|
||||
/// </summary>
|
||||
/// <param name="name">Name of the texture in the effect</param>
|
||||
/// <param name="texture">Image to set (pass null to use the contents of the screen)</param>
|
||||
/// <param name="name">Name of the texture in the shader</param>
|
||||
/// <param name="texture">Image to set (pass null to use the texture of the object being drawn)</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
public void SetTexture(string name, Image texture)
|
||||
{
|
||||
myTextures[name] = texture;
|
||||
sfPostFX_SetTexture(This, name, texture != null ? texture.This : IntPtr.Zero);
|
||||
sfShader_SetTexture(This, name, texture != null ? texture.This : IntPtr.Zero);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Tell whether or not the system supports post-effects
|
||||
/// Bind the shader for rendering
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static bool CanUsePostFX
|
||||
public void Bind()
|
||||
{
|
||||
get {return sfPostFX_CanUsePostFX();}
|
||||
sfShader_Bind(This);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Unbind the shader
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public void Unbind()
|
||||
{
|
||||
sfShader_Unbind(This);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Tell whether or not the system supports shaders
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static bool IsAvailable
|
||||
{
|
||||
get {return sfShader_IsAvailable();}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// <summary>
|
||||
/// Special image representing the texture used by the object being drawn
|
||||
/// </summary>
|
||||
////////////////////////////////////////////////////////////
|
||||
public static Image CurrentTexture
|
||||
{
|
||||
get {return null;}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -145,7 +187,7 @@ namespace SFML
|
|||
Context.Global.SetActive(true);
|
||||
|
||||
myTextures.Clear();
|
||||
sfPostFX_Destroy(This);
|
||||
sfShader_Destroy(This);
|
||||
|
||||
if (!disposing)
|
||||
Context.Global.SetActive(false);
|
||||
|
@ -155,37 +197,40 @@ namespace SFML
|
|||
|
||||
#region Imports
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern IntPtr sfPostFx_Create();
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfPostFx_Destroy(IntPtr This);
|
||||
static extern IntPtr sfShader_Create();
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern IntPtr sfPostFX_CreateFromFile(string Filename);
|
||||
static extern IntPtr sfShader_CreateFromFile(string Filename);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern IntPtr sfPostFX_CreateFromMemory(string Effect);
|
||||
static extern IntPtr sfShader_CreateFromMemory(string Shader);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfPostFX_Destroy(IntPtr PostFX);
|
||||
static extern void sfShader_Destroy(IntPtr Shader);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfPostFX_SetParameter1(IntPtr PostFX, string Name, float X);
|
||||
static extern void sfShader_SetParameter1(IntPtr Shader, string Name, float X);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfPostFX_SetParameter2(IntPtr PostFX, string Name, float X, float Y);
|
||||
static extern void sfShader_SetParameter2(IntPtr Shader, string Name, float X, float Y);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfPostFX_SetParameter3(IntPtr PostFX, string Name, float X, float Y, float Z);
|
||||
static extern void sfShader_SetParameter3(IntPtr Shader, string Name, float X, float Y, float Z);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfPostFX_SetParameter4(IntPtr PostFX, string Name, float X, float Y, float Z, float W);
|
||||
static extern void sfShader_SetParameter4(IntPtr Shader, string Name, float X, float Y, float Z, float W);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfPostFX_SetTexture(IntPtr PostFX, string Name, IntPtr Texture);
|
||||
static extern void sfShader_SetTexture(IntPtr Shader, string Name, IntPtr Texture);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfPostFX_CanUsePostFX();
|
||||
static extern void sfShader_Bind(IntPtr Shader);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfShader_Unbind(IntPtr Shader);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern bool sfShader_IsAvailable();
|
||||
|
||||
#endregion
|
||||
}
|
|
@ -366,10 +366,14 @@ namespace SFML
|
|||
/// Render the object into the given render window
|
||||
/// </summary>
|
||||
/// <param name="target">Target render window</param>
|
||||
/// <param name="shader">Shader to apply</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
internal override void Render(RenderWindow target)
|
||||
internal override void Render(RenderWindow target, Shader shader)
|
||||
{
|
||||
sfRenderWindow_DrawShape(target.This, This);
|
||||
if (shader == null)
|
||||
sfRenderWindow_DrawShape(target.This, This);
|
||||
else
|
||||
sfRenderWindow_DrawShapeWithShader(target.This, This, shader.This);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -377,10 +381,14 @@ namespace SFML
|
|||
/// Render the object into the given render image
|
||||
/// </summary>
|
||||
/// <param name="target">Target render image</param>
|
||||
/// <param name="shader">Shader to apply</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
internal override void Render(RenderImage target)
|
||||
internal override void Render(RenderImage target, Shader shader)
|
||||
{
|
||||
sfRenderImage_DrawShape(target.This, This);
|
||||
if (shader == null)
|
||||
sfRenderImage_DrawShape(target.This, This);
|
||||
else
|
||||
sfRenderImage_DrawShapeWithShader(target.This, This, shader.This);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -466,9 +474,15 @@ namespace SFML
|
|||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderWindow_DrawShape(IntPtr This, IntPtr Shape);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderWindow_DrawShapeWithShader(IntPtr This, IntPtr Shape, IntPtr Shader);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderImage_DrawShape(IntPtr This, IntPtr Shape);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderImage_DrawShapeWithShader(IntPtr This, IntPtr Shape, IntPtr Shader);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern IntPtr sfShape_CreateLine(float P1X, float P1Y, float P2X, float P2Y, float Thickness, Color Col, float Outline, Color OutlineCol);
|
||||
|
||||
|
|
|
@ -220,10 +220,14 @@ namespace SFML
|
|||
/// Render the object into the given render window
|
||||
/// </summary>
|
||||
/// <param name="target">Target render window</param>
|
||||
/// <param name="shader">Shader to apply</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
internal override void Render(RenderWindow target)
|
||||
internal override void Render(RenderWindow target, Shader shader)
|
||||
{
|
||||
sfRenderWindow_DrawSprite(target.This, This);
|
||||
if (shader == null)
|
||||
sfRenderWindow_DrawSprite(target.This, This);
|
||||
else
|
||||
sfRenderWindow_DrawSpriteWithShader(target.This, This, shader.This);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -231,10 +235,14 @@ namespace SFML
|
|||
/// Render the object into the given render image
|
||||
/// </summary>
|
||||
/// <param name="target">Target render image</param>
|
||||
/// <param name="shader">Shader to apply</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
internal override void Render(RenderImage target)
|
||||
internal override void Render(RenderImage target, Shader shader)
|
||||
{
|
||||
sfRenderImage_DrawSprite(target.This, This);
|
||||
if (shader == null)
|
||||
sfRenderImage_DrawSprite(target.This, This);
|
||||
else
|
||||
sfRenderImage_DrawSpriteWithShader(target.This, This, shader.This);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -311,9 +319,15 @@ namespace SFML
|
|||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderWindow_DrawSprite(IntPtr This, IntPtr Sprite);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderWindow_DrawSpriteWithShader(IntPtr This, IntPtr Sprite, IntPtr Shader);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderImage_DrawSprite(IntPtr This, IntPtr Sprite);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderImage_DrawSpriteWithShader(IntPtr This, IntPtr Sprite, IntPtr Shader);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfSprite_Resize(IntPtr This, float Width, float Height);
|
||||
|
||||
|
|
|
@ -261,10 +261,14 @@ namespace SFML
|
|||
/// Render the object into the given render window
|
||||
/// </summary>
|
||||
/// <param name="target">Target render window</param>
|
||||
/// <param name="shader">Shader to apply</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
internal override void Render(RenderWindow target)
|
||||
internal override void Render(RenderWindow target, Shader shader)
|
||||
{
|
||||
sfRenderWindow_DrawString(target.This, This);
|
||||
if (shader == null)
|
||||
sfRenderWindow_DrawString(target.This, This);
|
||||
else
|
||||
sfRenderWindow_DrawStringWithShader(target.This, This, shader.This);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -272,10 +276,14 @@ namespace SFML
|
|||
/// Render the object into the given render image
|
||||
/// </summary>
|
||||
/// <param name="target">Target render image</param>
|
||||
/// <param name="shader">Shader to apply</param>
|
||||
////////////////////////////////////////////////////////////
|
||||
internal override void Render(RenderImage target)
|
||||
internal override void Render(RenderImage target, Shader shader)
|
||||
{
|
||||
sfRenderImage_DrawString(target.This, This);
|
||||
if (shader == null)
|
||||
sfRenderImage_DrawString(target.This, This);
|
||||
else
|
||||
sfRenderImage_DrawStringWithShader(target.This, This, shader.This);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -352,9 +360,15 @@ namespace SFML
|
|||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderWindow_DrawString(IntPtr This, IntPtr String);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderWindow_DrawStringWithShader(IntPtr This, IntPtr String, IntPtr Shader);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderImage_DrawString(IntPtr This, IntPtr String);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern void sfRenderImage_DrawStringWithShader(IntPtr This, IntPtr String, IntPtr Shader);
|
||||
|
||||
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
|
||||
static extern float sfString_GetWidth(IntPtr This);
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProductVersion>8.0.50727</ProductVersion>
|
||||
<ProductVersion>9.0.21022</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{46786269-57B9-48E7-AA4F-8F4D84609FE6}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
|
@ -53,11 +53,11 @@
|
|||
<Compile Include="Drawable.cs" />
|
||||
<Compile Include="Font.cs" />
|
||||
<Compile Include="Image.cs" />
|
||||
<Compile Include="PostFx.cs" />
|
||||
<Compile Include="Rect.cs" />
|
||||
<Compile Include="RenderImage.cs" />
|
||||
<Compile Include="RenderTarget.cs" />
|
||||
<Compile Include="RenderWindow.cs" />
|
||||
<Compile Include="Shader.cs" />
|
||||
<Compile Include="Shape.cs" />
|
||||
<Compile Include="Sprite.cs" />
|
||||
<Compile Include="String2D.cs" />
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue