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
d7bd00afc0
125 changed files with 1606 additions and 2348 deletions
249
dotnet/samples/shader/Shader.cs
Normal file
249
dotnet/samples/shader/Shader.cs
Normal file
|
@ -0,0 +1,249 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using SFML;
|
||||
using SFML.Graphics;
|
||||
using SFML.Window;
|
||||
|
||||
namespace sample_shader
|
||||
{
|
||||
/// <summary>
|
||||
/// A class to simplify shader selection
|
||||
/// </summary>
|
||||
class ShaderSelector
|
||||
{
|
||||
// Constructor
|
||||
public ShaderSelector(Dictionary<string, Shader> owner)
|
||||
{
|
||||
myOwner = owner;
|
||||
myIterator = owner.GetEnumerator();
|
||||
myIterator.MoveNext();
|
||||
}
|
||||
|
||||
// Select the next shader
|
||||
public void GotoNext()
|
||||
{
|
||||
if (myIterator.MoveNext() == false)
|
||||
{
|
||||
myIterator = myOwner.GetEnumerator();
|
||||
myIterator.MoveNext();
|
||||
}
|
||||
}
|
||||
|
||||
// Update the shader parameters
|
||||
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";
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue