2014-09-30 22:07:25 +08:00
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
// Headers
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
#include "Effect.hpp"
|
|
|
|
#include <vector>
|
|
|
|
#include <cmath>
|
|
|
|
|
|
|
|
|
|
|
|
const sf::Font* Effect::s_font = NULL;
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
// "Pixelate" fragment shader
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
class Pixelate : public Effect
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
|
|
|
|
Pixelate() :
|
|
|
|
Effect("pixelate")
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
bool onLoad()
|
|
|
|
{
|
|
|
|
// Load the texture and initialize the sprite
|
|
|
|
if (!m_texture.loadFromFile("resources/background.jpg"))
|
|
|
|
return false;
|
|
|
|
m_sprite.setTexture(m_texture);
|
|
|
|
|
|
|
|
// Load the shader
|
|
|
|
if (!m_shader.loadFromFile("resources/pixelate.frag", sf::Shader::Fragment))
|
|
|
|
return false;
|
2015-10-12 13:54:21 +08:00
|
|
|
m_shader.setUniform("texture", sf::Shader::CurrentTexture);
|
2014-09-30 22:07:25 +08:00
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void onUpdate(float, float x, float y)
|
|
|
|
{
|
2015-10-12 13:54:21 +08:00
|
|
|
m_shader.setUniform("pixel_threshold", (x + y) / 30);
|
2014-09-30 22:07:25 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
|
|
|
|
{
|
|
|
|
states.shader = &m_shader;
|
|
|
|
target.draw(m_sprite, states);
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
sf::Texture m_texture;
|
|
|
|
sf::Sprite m_sprite;
|
|
|
|
sf::Shader m_shader;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
// "Wave" vertex shader + "blur" fragment shader
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
class WaveBlur : public Effect
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
|
|
|
|
WaveBlur() :
|
|
|
|
Effect("wave + blur")
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
bool onLoad()
|
|
|
|
{
|
|
|
|
// Create the text
|
|
|
|
m_text.setString("Praesent suscipit augue in velit pulvinar hendrerit varius purus aliquam.\n"
|
|
|
|
"Mauris mi odio, bibendum quis fringilla a, laoreet vel orci. Proin vitae vulputate tortor.\n"
|
|
|
|
"Praesent cursus ultrices justo, ut feugiat ante vehicula quis.\n"
|
|
|
|
"Donec fringilla scelerisque mauris et viverra.\n"
|
|
|
|
"Maecenas adipiscing ornare scelerisque. Nullam at libero elit.\n"
|
|
|
|
"Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.\n"
|
|
|
|
"Nullam leo urna, tincidunt id semper eget, ultricies sed mi.\n"
|
|
|
|
"Morbi mauris massa, commodo id dignissim vel, lobortis et elit.\n"
|
|
|
|
"Fusce vel libero sed neque scelerisque venenatis.\n"
|
|
|
|
"Integer mattis tincidunt quam vitae iaculis.\n"
|
|
|
|
"Vivamus fringilla sem non velit venenatis fermentum.\n"
|
|
|
|
"Vivamus varius tincidunt nisi id vehicula.\n"
|
|
|
|
"Integer ullamcorper, enim vitae euismod rutrum, massa nisl semper ipsum,\n"
|
|
|
|
"vestibulum sodales sem ante in massa.\n"
|
|
|
|
"Vestibulum in augue non felis convallis viverra.\n"
|
|
|
|
"Mauris ultricies dolor sed massa convallis sed aliquet augue fringilla.\n"
|
|
|
|
"Duis erat eros, porta in accumsan in, blandit quis sem.\n"
|
|
|
|
"In hac habitasse platea dictumst. Etiam fringilla est id odio dapibus sit amet semper dui laoreet.\n");
|
|
|
|
m_text.setFont(getFont());
|
|
|
|
m_text.setCharacterSize(22);
|
|
|
|
m_text.setPosition(30, 20);
|
|
|
|
|
|
|
|
// Load the shader
|
|
|
|
if (!m_shader.loadFromFile("resources/wave.vert", "resources/blur.frag"))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void onUpdate(float time, float x, float y)
|
|
|
|
{
|
2015-10-12 13:54:21 +08:00
|
|
|
m_shader.setUniform("wave_phase", time);
|
|
|
|
m_shader.setUniform("wave_amplitude", sf::Vector2f(x * 40, y * 40));
|
|
|
|
m_shader.setUniform("blur_radius", (x + y) * 0.008f);
|
2014-09-30 22:07:25 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
|
|
|
|
{
|
|
|
|
states.shader = &m_shader;
|
|
|
|
target.draw(m_text, states);
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
sf::Text m_text;
|
|
|
|
sf::Shader m_shader;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
// "Storm" vertex shader + "blink" fragment shader
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
class StormBlink : public Effect
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
|
|
|
|
StormBlink() :
|
|
|
|
Effect("storm + blink")
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
bool onLoad()
|
|
|
|
{
|
|
|
|
// Create the points
|
|
|
|
m_points.setPrimitiveType(sf::Points);
|
|
|
|
for (int i = 0; i < 40000; ++i)
|
|
|
|
{
|
|
|
|
float x = static_cast<float>(std::rand() % 800);
|
|
|
|
float y = static_cast<float>(std::rand() % 600);
|
|
|
|
sf::Uint8 r = std::rand() % 255;
|
|
|
|
sf::Uint8 g = std::rand() % 255;
|
|
|
|
sf::Uint8 b = std::rand() % 255;
|
|
|
|
m_points.append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b)));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Load the shader
|
|
|
|
if (!m_shader.loadFromFile("resources/storm.vert", "resources/blink.frag"))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void onUpdate(float time, float x, float y)
|
|
|
|
{
|
|
|
|
float radius = 200 + std::cos(time) * 150;
|
2015-10-12 13:54:21 +08:00
|
|
|
m_shader.setUniform("storm_position", sf::Vector2f(x * 800, y * 600));
|
|
|
|
m_shader.setUniform("storm_inner_radius", radius / 3);
|
|
|
|
m_shader.setUniform("storm_total_radius", radius);
|
|
|
|
m_shader.setUniform("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
|
2014-09-30 22:07:25 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
|
|
|
|
{
|
|
|
|
states.shader = &m_shader;
|
|
|
|
target.draw(m_points, states);
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
sf::VertexArray m_points;
|
|
|
|
sf::Shader m_shader;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
// "Edge" post-effect fragment shader
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
class Edge : public Effect
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
|
|
|
|
Edge() :
|
|
|
|
Effect("edge post-effect")
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
bool onLoad()
|
|
|
|
{
|
|
|
|
// Create the off-screen surface
|
|
|
|
if (!m_surface.create(800, 600))
|
|
|
|
return false;
|
|
|
|
m_surface.setSmooth(true);
|
|
|
|
|
|
|
|
// Load the textures
|
|
|
|
if (!m_backgroundTexture.loadFromFile("resources/sfml.png"))
|
|
|
|
return false;
|
|
|
|
m_backgroundTexture.setSmooth(true);
|
|
|
|
if (!m_entityTexture.loadFromFile("resources/devices.png"))
|
|
|
|
return false;
|
|
|
|
m_entityTexture.setSmooth(true);
|
|
|
|
|
|
|
|
// Initialize the background sprite
|
|
|
|
m_backgroundSprite.setTexture(m_backgroundTexture);
|
|
|
|
m_backgroundSprite.setPosition(135, 100);
|
|
|
|
|
|
|
|
// Load the moving entities
|
|
|
|
for (int i = 0; i < 6; ++i)
|
|
|
|
{
|
|
|
|
sf::Sprite entity(m_entityTexture, sf::IntRect(96 * i, 0, 96, 96));
|
|
|
|
m_entities.push_back(entity);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Load the shader
|
|
|
|
if (!m_shader.loadFromFile("resources/edge.frag", sf::Shader::Fragment))
|
|
|
|
return false;
|
2015-10-12 13:54:21 +08:00
|
|
|
m_shader.setUniform("texture", sf::Shader::CurrentTexture);
|
2014-09-30 22:07:25 +08:00
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void onUpdate(float time, float x, float y)
|
|
|
|
{
|
2015-10-12 13:54:21 +08:00
|
|
|
m_shader.setUniform("edge_threshold", 1 - (x + y) / 2);
|
2014-09-30 22:07:25 +08:00
|
|
|
|
|
|
|
// Update the position of the moving entities
|
|
|
|
for (std::size_t i = 0; i < m_entities.size(); ++i)
|
|
|
|
{
|
|
|
|
sf::Vector2f position;
|
|
|
|
position.x = std::cos(0.25f * (time * i + (m_entities.size() - i))) * 300 + 350;
|
|
|
|
position.y = std::sin(0.25f * (time * (m_entities.size() - i) + i)) * 200 + 250;
|
|
|
|
m_entities[i].setPosition(position);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Render the updated scene to the off-screen surface
|
|
|
|
m_surface.clear(sf::Color::White);
|
|
|
|
m_surface.draw(m_backgroundSprite);
|
|
|
|
for (std::size_t i = 0; i < m_entities.size(); ++i)
|
|
|
|
m_surface.draw(m_entities[i]);
|
|
|
|
m_surface.display();
|
|
|
|
}
|
|
|
|
|
|
|
|
void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
|
|
|
|
{
|
|
|
|
states.shader = &m_shader;
|
|
|
|
target.draw(sf::Sprite(m_surface.getTexture()), states);
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
sf::RenderTexture m_surface;
|
|
|
|
sf::Texture m_backgroundTexture;
|
|
|
|
sf::Texture m_entityTexture;
|
|
|
|
sf::Sprite m_backgroundSprite;
|
|
|
|
std::vector<sf::Sprite> m_entities;
|
|
|
|
sf::Shader m_shader;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
2014-05-15 21:29:23 +08:00
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
// "Geometry" geometry shader example
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
class Geometry : public Effect
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
|
|
|
|
Geometry() :
|
|
|
|
Effect("geometry shader billboards"),
|
|
|
|
m_pointCloud(sf::Points, 10000)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
bool onLoad()
|
|
|
|
{
|
|
|
|
// Check if geometry shaders are supported
|
|
|
|
if (!sf::Shader::isGeometryAvailable())
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// Move the points in the point cloud to random positions
|
|
|
|
for (std::size_t i = 0; i < 10000; i++)
|
|
|
|
{
|
|
|
|
// Spread the coordinates from -480 to +480
|
|
|
|
// So they'll always fill the viewport at 800x600
|
|
|
|
m_pointCloud[i].position.x = rand() % 960 - 480.f;
|
|
|
|
m_pointCloud[i].position.y = rand() % 960 - 480.f;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Load the texture
|
|
|
|
if (!m_logoTexture.loadFromFile("resources/logo.png"))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// Load the shader
|
|
|
|
if (!m_shader.loadFromFile("resources/billboard.vert", "resources/billboard.geom", "resources/billboard.frag"))
|
|
|
|
return false;
|
|
|
|
m_shader.setUniform("texture", sf::Shader::CurrentTexture);
|
|
|
|
|
|
|
|
// Set the render resolution (used for proper scaling)
|
|
|
|
m_shader.setUniform("resolution", sf::Vector2f(800, 600));
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void onUpdate(float time, float x, float y)
|
|
|
|
{
|
|
|
|
// Reset our transformation matrix
|
|
|
|
m_transform = sf::Transform::Identity;
|
|
|
|
// Move to the center of the window
|
|
|
|
m_transform.translate(400, 300);
|
|
|
|
// Rotate everything based on cursor position
|
|
|
|
m_transform.rotate(x * 360.f);
|
|
|
|
|
|
|
|
// Adjust billboard size to scale between 25 and 75
|
|
|
|
float size = 25 + std::abs(y) * 50;
|
|
|
|
|
|
|
|
// Update the shader parameter
|
|
|
|
m_shader.setUniform("size", sf::Vector2f(size, size));
|
|
|
|
}
|
|
|
|
|
|
|
|
void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
|
|
|
|
{
|
|
|
|
// Prepare the render state
|
|
|
|
states.shader = &m_shader;
|
|
|
|
states.texture = &m_logoTexture;
|
|
|
|
states.transform = m_transform;
|
|
|
|
|
|
|
|
// Draw the point cloud
|
|
|
|
target.draw(m_pointCloud, states);
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
sf::Texture m_logoTexture;
|
|
|
|
sf::Transform m_transform;
|
|
|
|
sf::Shader m_shader;
|
|
|
|
sf::VertexArray m_pointCloud;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
2014-09-30 22:07:25 +08:00
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
/// Entry point of application
|
|
|
|
///
|
|
|
|
/// \return Application exit code
|
|
|
|
///
|
|
|
|
////////////////////////////////////////////////////////////
|
|
|
|
int main()
|
|
|
|
{
|
|
|
|
// Create the main window
|
2014-11-17 16:44:46 +08:00
|
|
|
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Shader",
|
|
|
|
sf::Style::Titlebar | sf::Style::Close);
|
2014-09-30 22:07:25 +08:00
|
|
|
window.setVerticalSyncEnabled(true);
|
|
|
|
|
|
|
|
// Load the application font and pass it to the Effect class
|
|
|
|
sf::Font font;
|
|
|
|
if (!font.loadFromFile("resources/sansation.ttf"))
|
|
|
|
return EXIT_FAILURE;
|
|
|
|
Effect::setFont(font);
|
|
|
|
|
|
|
|
// Create the effects
|
|
|
|
std::vector<Effect*> effects;
|
|
|
|
effects.push_back(new Pixelate);
|
|
|
|
effects.push_back(new WaveBlur);
|
|
|
|
effects.push_back(new StormBlink);
|
|
|
|
effects.push_back(new Edge);
|
2014-05-15 21:29:23 +08:00
|
|
|
effects.push_back(new Geometry);
|
2014-09-30 22:07:25 +08:00
|
|
|
std::size_t current = 0;
|
|
|
|
|
|
|
|
// Initialize them
|
|
|
|
for (std::size_t i = 0; i < effects.size(); ++i)
|
|
|
|
effects[i]->load();
|
|
|
|
|
|
|
|
// Create the messages background
|
|
|
|
sf::Texture textBackgroundTexture;
|
|
|
|
if (!textBackgroundTexture.loadFromFile("resources/text-background.png"))
|
|
|
|
return EXIT_FAILURE;
|
|
|
|
sf::Sprite textBackground(textBackgroundTexture);
|
|
|
|
textBackground.setPosition(0, 520);
|
|
|
|
textBackground.setColor(sf::Color(255, 255, 255, 200));
|
|
|
|
|
|
|
|
// Create the description text
|
|
|
|
sf::Text description("Current effect: " + effects[current]->getName(), font, 20);
|
|
|
|
description.setPosition(10, 530);
|
2015-12-29 21:14:43 +08:00
|
|
|
description.setFillColor(sf::Color(80, 80, 80));
|
2014-09-30 22:07:25 +08:00
|
|
|
|
|
|
|
// Create the instructions text
|
|
|
|
sf::Text instructions("Press left and right arrows to change the current shader", font, 20);
|
|
|
|
instructions.setPosition(280, 555);
|
2015-12-29 21:14:43 +08:00
|
|
|
instructions.setFillColor(sf::Color(80, 80, 80));
|
2014-09-30 22:07:25 +08:00
|
|
|
|
|
|
|
// Start the game loop
|
|
|
|
sf::Clock clock;
|
|
|
|
while (window.isOpen())
|
|
|
|
{
|
|
|
|
// Process events
|
|
|
|
sf::Event event;
|
|
|
|
while (window.pollEvent(event))
|
|
|
|
{
|
|
|
|
// Close window: exit
|
|
|
|
if (event.type == sf::Event::Closed)
|
|
|
|
window.close();
|
|
|
|
|
|
|
|
if (event.type == sf::Event::KeyPressed)
|
|
|
|
{
|
|
|
|
switch (event.key.code)
|
|
|
|
{
|
|
|
|
// Escape key: exit
|
|
|
|
case sf::Keyboard::Escape:
|
|
|
|
window.close();
|
|
|
|
break;
|
|
|
|
|
|
|
|
// Left arrow key: previous shader
|
|
|
|
case sf::Keyboard::Left:
|
|
|
|
if (current == 0)
|
|
|
|
current = effects.size() - 1;
|
|
|
|
else
|
|
|
|
current--;
|
|
|
|
description.setString("Current effect: " + effects[current]->getName());
|
|
|
|
break;
|
|
|
|
|
|
|
|
// Right arrow key: next shader
|
|
|
|
case sf::Keyboard::Right:
|
|
|
|
if (current == effects.size() - 1)
|
|
|
|
current = 0;
|
|
|
|
else
|
|
|
|
current++;
|
|
|
|
description.setString("Current effect: " + effects[current]->getName());
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Update the current example
|
|
|
|
float x = static_cast<float>(sf::Mouse::getPosition(window).x) / window.getSize().x;
|
|
|
|
float y = static_cast<float>(sf::Mouse::getPosition(window).y) / window.getSize().y;
|
|
|
|
effects[current]->update(clock.getElapsedTime().asSeconds(), x, y);
|
|
|
|
|
|
|
|
// Clear the window
|
|
|
|
window.clear(sf::Color(255, 128, 0));
|
|
|
|
|
|
|
|
// Draw the current example
|
|
|
|
window.draw(*effects[current]);
|
|
|
|
|
|
|
|
// Draw the text
|
|
|
|
window.draw(textBackground);
|
|
|
|
window.draw(instructions);
|
|
|
|
window.draw(description);
|
|
|
|
|
|
|
|
// Finally, display the rendered frame on screen
|
|
|
|
window.display();
|
|
|
|
}
|
|
|
|
|
|
|
|
// delete the effects
|
|
|
|
for (std::size_t i = 0; i < effects.size(); ++i)
|
|
|
|
delete effects[i];
|
|
|
|
|
|
|
|
return EXIT_SUCCESS;
|
|
|
|
}
|