SFML/bindings/d/samples/dsfml/postFX/postFX.d

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module postfx;
import dsfml.graphics.all;
import dsfml.system.all;
import dsfml.window.all;
const char[][5] EFFECTS = ["nothing", "blur", "colorize", "fisheye", "wave"];
void main()
{
int actualIndex;
// Check that the system can use post effects
if (PostFX.canUsePostFX() == false)
assert(0, "Your system doesn't support Post Effects.");
// Create the main window
RenderWindow app = new RenderWindow(VideoMode(800, 600), "SFML PostFX");
app.setFramerateLimit(100);
// Load a cute background image to display :)
Sprite background = new Sprite(new Image("Data/background.jpg"));
// Load the image needed for the wave effect
Image WaveImage = new Image("Data/wave.jpg");
// Load all effects
PostFX[char[]] Effects;
foreach(char[] c; EFFECTS)
{
Effects[c] = new PostFX("Data/" ~ c ~ ".sfx");
}
PostFX currentEffect = Effects[EFFECTS[actualIndex]];
// Do specific initializations
Effects["nothing"].setTexture("framebuffer", null);
Effects["blur"].setTexture("framebuffer", null);
Effects["blur"].setParameter("offset", 0.f);
Effects["colorize"].setTexture("framebuffer", null);
Effects["colorize"].setParameter("color", 1.f, 1.f, 1.f);
Effects["fisheye"].setTexture("framebuffer", null);
Effects["wave"].setTexture("framebuffer", null);
Effects["wave"].setTexture("wave", WaveImage);
Font f = new Font("Data/cheeseburger.ttf");
// Define a string for displaying current effect description
Text curFXStr = new Text("Current effect is " ~ EFFECTS[actualIndex]);
curFXStr.setFont(f);
curFXStr.setPosition(20.f, 0.f);
// Define a string for displaying help
Text infoStr = new Text("Move your mouse to change the effect parameters\nPress numpad + and - to change effect\nWarning : some effects may not work\ndepending on your graphics card"c);
infoStr.setFont(f);
infoStr.setPosition(20.f, 460.f);
infoStr.setColor(Color(200, 100, 150));
// Start the game loop
while (app.isOpened())
{
// Process events
Event evt;
while (app.getEvent(evt))
{
// Close window : exit
if (evt.Type == Event.EventType.CLOSED ||
evt.Type == Event.EventType.KEYPRESSED && evt.Key.Code == KeyCode.ESCAPE)
app.close();
if (evt.Type == Event.EventType.KEYPRESSED)
{
// Add key : next effect
if (evt.Key.Code == KeyCode.ADD)
{
if (actualIndex == 4)
actualIndex = 0;
else
actualIndex++;
currentEffect = Effects[EFFECTS[actualIndex]];
curFXStr.setText("Current effect is " ~ EFFECTS[actualIndex]);
}
// Subtract key : previous effect
if (evt.Key.Code == KeyCode.SUBTRACT)
{
if (actualIndex == 0)
actualIndex = 4;
else
actualIndex--;
currentEffect = Effects[EFFECTS[actualIndex]];
curFXStr.setText("Current effect is " ~ EFFECTS[actualIndex]);
}
}
}
// Get the mouse position in the range [0, 1]
float X = app.getInput().getMouseX() / cast(float) app.getWidth();
float Y = app.getInput().getMouseY() / cast(float) app.getHeight();
// Update the current effect
if (EFFECTS[actualIndex] == "blur") currentEffect.setParameter("offset", X * Y * 0.1f);
else if (EFFECTS[actualIndex] == "colorize") currentEffect.setParameter("color", 0.3f, X, Y);
else if (EFFECTS[actualIndex] == "fisheye") currentEffect.setParameter("mouse", X, 1.f - Y);
else if (EFFECTS[actualIndex] == "wave") currentEffect.setParameter("offset", X, Y);
// Draw background and apply the post-fx
app.draw(background);
app.draw(currentEffect);
// Draw interface strings
app.draw(curFXStr);
app.draw(infoStr);
// Finally, display the rendered frame on screen
app.display();
}
}