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Added a geometry shader effect to the Shader example
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@ -258,6 +258,85 @@ private:
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////////////////////////////////////////////////////////////
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// "Geometry" geometry shader example
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////////////////////////////////////////////////////////////
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class Geometry : public Effect
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{
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public:
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Geometry() :
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Effect("geometry shader billboards"),
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m_pointCloud(sf::Points, 10000)
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{
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}
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bool onLoad()
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{
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// Check if geometry shaders are supported
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if (!sf::Shader::isGeometryAvailable())
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return false;
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// Move the points in the point cloud to random positions
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for (std::size_t i = 0; i < 10000; i++)
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{
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// Spread the coordinates from -480 to +480
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// So they'll always fill the viewport at 800x600
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m_pointCloud[i].position.x = rand() % 960 - 480.f;
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m_pointCloud[i].position.y = rand() % 960 - 480.f;
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}
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// Load the texture
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if (!m_logoTexture.loadFromFile("resources/logo.png"))
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return false;
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// Load the shader
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if (!m_shader.loadFromFile("resources/billboard.vert", "resources/billboard.geom", "resources/billboard.frag"))
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return false;
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m_shader.setUniform("texture", sf::Shader::CurrentTexture);
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// Set the render resolution (used for proper scaling)
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m_shader.setUniform("resolution", sf::Vector2f(800, 600));
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return true;
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}
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void onUpdate(float time, float x, float y)
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{
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// Reset our transformation matrix
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m_transform = sf::Transform::Identity;
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// Move to the center of the window
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m_transform.translate(400, 300);
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// Rotate everything based on cursor position
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m_transform.rotate(x * 360.f);
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// Adjust billboard size to scale between 25 and 75
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float size = 25 + std::abs(y) * 50;
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// Update the shader parameter
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m_shader.setUniform("size", sf::Vector2f(size, size));
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}
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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// Prepare the render state
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states.shader = &m_shader;
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states.texture = &m_logoTexture;
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states.transform = m_transform;
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// Draw the point cloud
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target.draw(m_pointCloud, states);
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}
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private:
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sf::Texture m_logoTexture;
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sf::Transform m_transform;
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sf::Shader m_shader;
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sf::VertexArray m_pointCloud;
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};
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// Entry point of application
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/// Entry point of application
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///
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///
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@ -283,6 +362,7 @@ int main()
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effects.push_back(new WaveBlur);
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effects.push_back(new WaveBlur);
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effects.push_back(new StormBlink);
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effects.push_back(new StormBlink);
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effects.push_back(new Edge);
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effects.push_back(new Edge);
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effects.push_back(new Geometry);
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std::size_t current = 0;
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std::size_t current = 0;
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// Initialize them
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// Initialize them
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11
examples/shader/resources/billboard.frag
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11
examples/shader/resources/billboard.frag
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@ -0,0 +1,11 @@
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#version 150
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uniform sampler2D texture;
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in vec2 tex_coord;
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void main()
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{
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// Read and apply a color from the texture
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gl_FragColor = texture2D(texture, tex_coord);
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}
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56
examples/shader/resources/billboard.geom
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56
examples/shader/resources/billboard.geom
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@ -0,0 +1,56 @@
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#version 150
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// The render target's resolution (used for scaling)
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uniform vec2 resolution;
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// The billboards' size
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uniform vec2 size;
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// Input is the passed point cloud
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layout (points) in;
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// The output will consist of triangle strips with four vertices each
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layout (triangle_strip, max_vertices = 4) out;
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// Output texture coordinates
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out vec2 tex_coord;
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// Main entry point
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void main()
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{
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// Caculate the half width/height of the billboards
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vec2 half_size = size / 2.f;
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// Scale the size based on resolution (1 would be full width/height)
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half_size /= resolution;
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// Iterate over all vertices
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for (int i = 0; i < gl_in.length(); i++)
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{
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// Retrieve the passed vertex position
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vec2 pos = gl_in[i].gl_Position.xy;
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// Bottom left vertex
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gl_Position = vec4(pos - half_size, 0.f, 1.f);
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tex_coord = vec2(1.f, 1.f);
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EmitVertex();
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// Bottom right vertex
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gl_Position = vec4(pos.x + half_size.x, pos.y - half_size.y, 0.f, 1.f);
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tex_coord = vec2(0.f, 1.f);
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EmitVertex();
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// Top left vertex
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gl_Position = vec4(pos.x - half_size.x, pos.y + half_size.y, 0.f, 1.f);
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tex_coord = vec2(1.f, 0.f);
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EmitVertex();
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// Top right vertex
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gl_Position = vec4(pos + half_size, 0.f, 1.f);
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tex_coord = vec2(0.f, 0.f);
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EmitVertex();
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// And finalize the primitive
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EndPrimitive();
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}
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}
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5
examples/shader/resources/billboard.vert
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5
examples/shader/resources/billboard.vert
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void main()
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{
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// Transform the vertex position
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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BIN
examples/shader/resources/logo.png
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BIN
examples/shader/resources/logo.png
Normal file
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After Width: | Height: | Size: 8.6 KiB |
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