SFML/dotnet/samples/post-fx/PostFx.cs

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C#
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using System;
using System.Collections.Generic;
using SFML;
using SFML.Graphics;
using SFML.Window;
namespace sample_postfx
{
static class Program
{
private static Dictionary<string, PostFx> effects;
private static Dictionary<string, PostFx>.Enumerator currentEffect;
private static String2D curFXStr;
/// <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 PostFX");
// Setup event handlers
window.Closed += new EventHandler(OnClosed);
window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
// Check that the system can use post effects
if (PostFx.CanUsePostFX == false)
{
DisplayError(window);
return;
}
// Load a background image to display
Sprite background = new Sprite(new Image("datas/post-fx/background.jpg"));
// Load a sprite which we'll move into the scene
Sprite entity = new Sprite(new Image("datas/post-fx/sprite.png"));
// Load the text font
Font cheeseburger = new Font("datas/post-fx/cheeseburger.ttf");
// Load the image needed for the wave effect
Image waveImage = new Image("datas/post-fx/wave.jpg");
// Load all effects
effects = new Dictionary<string, PostFx>();
effects["nothing"] = new PostFx("datas/post-fx/nothing.sfx");
effects["blur"] = new PostFx("datas/post-fx/blur.sfx");
effects["colorize"] = new PostFx("datas/post-fx/colorize.sfx");
effects["fisheye"] = new PostFx("datas/post-fx/fisheye.sfx");
effects["wave"] = new PostFx("datas/post-fx/wave.sfx");
effects["pixelate"] = new PostFx("datas/post-fx/pixelate.sfx");
currentEffect = effects.GetEnumerator();
currentEffect.MoveNext();
// Do specific initializations
effects["nothing"].SetTexture("framebuffer", null);
effects["blur"].SetTexture("framebuffer", null);
effects["blur"].SetParameter("offset", 0.0F);
effects["colorize"].SetTexture("framebuffer", null);
effects["colorize"].SetParameter("color", 1.0F, 1.0F, 1.0F);
effects["fisheye"].SetTexture("framebuffer", null);
effects["wave"].SetTexture("framebuffer", null);
effects["wave"].SetTexture("wave", waveImage);
effects["pixelate"].SetTexture("framebuffer", null);
// Define a string for displaying current effect description
curFXStr = new String2D();
curFXStr.Text = "Current effect is \"" + currentEffect.Current.Key + "\"";
curFXStr.Font = cheeseburger;
curFXStr.Position = new Vector2(20.0F, 0.0F);
curFXStr.Color = new Color(150, 70, 110);
// Define a string for displaying help
String2D infoStr = new String2D();
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";
infoStr.Font = cheeseburger;
infoStr.Position = new Vector2(20.0F, 460.0F);
infoStr.Color = new Color(200, 100, 150);
// 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;
// Update the current effect
if (currentEffect.Current.Key == "blur") currentEffect.Current.Value.SetParameter("offset", x * y * 0.1f);
else if (currentEffect.Current.Key == "colorize") currentEffect.Current.Value.SetParameter("color", 0.3f, x, y);
else if (currentEffect.Current.Key == "fisheye") currentEffect.Current.Value.SetParameter("mouse", x, 1.0F - y);
else if (currentEffect.Current.Key == "wave") currentEffect.Current.Value.SetParameter("offset", x, y);
else if (currentEffect.Current.Key == "pixelate") currentEffect.Current.Value.SetParameter("mouse", 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;
// Clear the window
window.Clear();
// Draw background, the sprite and apply the post-fx
window.Draw(background);
window.Draw(entity);
window.Draw(currentEffect.Current.Value);
// Draw interface strings
window.Draw(curFXStr);
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 post-effects");
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;
if (e.Code == KeyCode.Escape)
{
// Close the window
window.Close();
}
else if (e.Code == KeyCode.Add)
{
// Advance to the next effect
if (currentEffect.MoveNext() == false)
{
currentEffect = effects.GetEnumerator();
currentEffect.MoveNext();
}
curFXStr.Text = "Current effect is \"" + currentEffect.Current.Key + "\"";
}
}
}
}