16275d05e8
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1181 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 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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