88d48a0f71
Changed samples images Added an effect to the post-fx sample git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1008 4e206d99-4929-0410-ac5d-dfc041789085
185 lines
7.5 KiB
C#
185 lines
7.5 KiB
C#
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 App = new RenderWindow(new VideoMode(800, 600), "SFML.Net PostFX");
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// Setup event handlers
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App.Closed += new EventHandler(OnClosed);
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App.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(App);
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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 AppTime = 0.0F;
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while (App.IsOpened())
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{
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// Process events
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App.DispatchEvents();
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// Get the mouse position in the range [0, 1]
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float X = App.Input.GetMouseX() / (float)App.Width;
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float Y = App.Input.GetMouseY() / (float)App.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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AppTime += App.GetFrameTime();
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float EntityX = (float)(Math.Cos(AppTime * 1.3) + 1.2) * 300;
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float EntityY = (float)(Math.Cos(AppTime * 0.8) + 1.2) * 200;
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Entity.Position = new Vector2(EntityX, EntityY);
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Entity.Rotation = AppTime * 100;
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// Clear the window
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App.Clear();
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// Draw background, the sprite and apply the post-fx
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App.Draw(Background);
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App.Draw(Entity);
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App.Draw(CurrentEffect.Current.Value);
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// Draw interface strings
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App.Draw(CurFXStr);
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App.Draw(InfoStr);
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// Finally, display the rendered frame on screen
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App.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 App)
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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 (App.IsOpened())
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{
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// Process events
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App.DispatchEvents();
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// Clear the window
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App.Clear();
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// Draw the error message
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App.Draw(ErrorStr);
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// Finally, display the rendered frame on screen
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App.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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