From 59414d5bfda487286933de6423b8ba758889e6ad Mon Sep 17 00:00:00 2001 From: binary1248 Date: Thu, 30 May 2024 14:29:51 +0200 Subject: [PATCH] Restore Shader and Island examples back to equivalent pre-API-change functionality. --- examples/island/Island.cpp | 6 ++- examples/shader/Effect.hpp | 2 + examples/shader/Shader.cpp | 87 +++++++++++++++++++++----------------- 3 files changed, 55 insertions(+), 40 deletions(-) diff --git a/examples/island/Island.cpp b/examples/island/Island.cpp index 96ca0982e..779dca982 100644 --- a/examples/island/Island.cpp +++ b/examples/island/Island.cpp @@ -97,6 +97,7 @@ int main() sf::Text hudText(font); sf::Text statusText(font); std::optional terrainShader; + sf::RenderStates terrainStates; sf::VertexBuffer terrain(sf::PrimitiveType::Triangles, sf::VertexBuffer::Usage::Static); // Set up our text drawables @@ -145,6 +146,9 @@ int main() generateTerrain(terrainStagingBuffer.data()); statusText.setString("Generating Terrain..."); + + // Set up the render states + terrainStates = sf::RenderStates(&*terrainShader); } // Center the status text @@ -233,7 +237,7 @@ int main() } terrainShader->setUniform("lightFactor", lightFactor); - window.draw(terrain, sf::RenderStates(&*terrainShader)); + window.draw(terrain, terrainStates); } } diff --git a/examples/shader/Effect.hpp b/examples/shader/Effect.hpp index 2008f9cd4..9cebc6bb3 100644 --- a/examples/shader/Effect.hpp +++ b/examples/shader/Effect.hpp @@ -46,6 +46,8 @@ public: } else { + // Clear the target to grey to make sure the text is always readable + target.clear(sf::Color(50, 50, 50)); sf::Text error(getFont(), "Shader not\nsupported"); error.setPosition({320.f, 200.f}); error.setCharacterSize(36); diff --git a/examples/shader/Shader.cpp b/examples/shader/Shader.cpp index ad33ee984..cc8fcfe05 100644 --- a/examples/shader/Shader.cpp +++ b/examples/shader/Shader.cpp @@ -38,26 +38,29 @@ public: return false; m_sprite.emplace(m_texture); - m_shader.setUniform("texture", sf::Shader::CurrentTexture); + // Load the shader + if (!(m_shader = sf::Shader::loadFromFile("resources/pixelate.frag", sf::Shader::Type::Fragment))) + return false; + m_shader->setUniform("texture", sf::Shader::CurrentTexture); return true; } void onUpdate(float, float x, float y) override { - m_shader.setUniform("pixel_threshold", (x + y) / 30); + m_shader->setUniform("pixel_threshold", (x + y) / 30); } void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override { - states.shader = &m_shader; + states.shader = &*m_shader; target.draw(*m_sprite, states); } private: sf::Texture m_texture; std::optional m_sprite; - sf::Shader m_shader{sf::Shader::loadFromFile("resources/pixelate.frag", sf::Shader::Type::Fragment).value()}; + std::optional m_shader; }; @@ -96,25 +99,26 @@ public: m_text.setCharacterSize(22); m_text.setPosition({30.f, 20.f}); - return true; + // Load the shader + return (m_shader = sf::Shader::loadFromFile("resources/wave.vert", "resources/blur.frag")).has_value(); } void onUpdate(float time, float x, float y) override { - 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); + 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); } void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override { - states.shader = &m_shader; + states.shader = &*m_shader; target.draw(m_text, states); } private: - sf::Text m_text; - sf::Shader m_shader{sf::Shader::loadFromFile("resources/wave.vert", "resources/blur.frag").value()}; + sf::Text m_text; + std::optional m_shader; }; @@ -146,27 +150,28 @@ public: m_points.append({{x, y}, {r, g, b}}); } - return true; + // Load the shader + return (m_shader = sf::Shader::loadFromFile("resources/storm.vert", "resources/blink.frag")).has_value(); } void onUpdate(float time, float x, float y) override { const float radius = 200 + std::cos(time) * 150; - 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); + 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); } void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override { - states.shader = &m_shader; + states.shader = &*m_shader; target.draw(m_points, states); } private: - sf::VertexArray m_points; - sf::Shader m_shader{sf::Shader::loadFromFile("resources/storm.vert", "resources/blink.frag").value()}; + sf::VertexArray m_points; + std::optional m_shader; }; @@ -182,7 +187,10 @@ public: bool onLoad() override { - m_surface.setSmooth(true); + // Create the off-screen surface + if (!(m_surface = sf::RenderTexture::create({800, 600}))) + return false; + m_surface->setSmooth(true); // Load the textures if (!m_backgroundTexture.loadFromFile("resources/sfml.png")) @@ -203,15 +211,17 @@ public: m_entities.push_back(entity); } - // Set the shader uniform - m_shader.setUniform("texture", sf::Shader::CurrentTexture); + // Load the shader + if (!(m_shader = sf::Shader::loadFromFile("resources/edge.frag", sf::Shader::Type::Fragment))) + return false; + m_shader->setUniform("texture", sf::Shader::CurrentTexture); return true; } void onUpdate(float time, float x, float y) override { - m_shader.setUniform("edge_threshold", 1 - (x + y) / 2); + m_shader->setUniform("edge_threshold", 1 - (x + y) / 2); // Update the position of the moving entities for (std::size_t i = 0; i < m_entities.size(); ++i) @@ -225,26 +235,26 @@ public: } // Render the updated scene to the off-screen surface - m_surface.clear(sf::Color::White); - m_surface.draw(*m_backgroundSprite); + m_surface->clear(sf::Color::White); + m_surface->draw(*m_backgroundSprite); for (const sf::Sprite& entity : m_entities) - m_surface.draw(entity); - m_surface.display(); + m_surface->draw(entity); + m_surface->display(); } void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override { - states.shader = &m_shader; - target.draw(sf::Sprite(m_surface.getTexture()), states); + states.shader = &*m_shader; + target.draw(sf::Sprite(m_surface->getTexture()), states); } private: - sf::RenderTexture m_surface{sf::RenderTexture::create({800, 600}).value()}; - sf::Texture m_backgroundTexture; - sf::Texture m_entityTexture; - std::optional m_backgroundSprite; - std::vector m_entities; - sf::Shader m_shader{sf::Shader::loadFromFile("resources/edge.frag", sf::Shader::Type::Fragment).value()}; + std::optional m_surface; + sf::Texture m_backgroundTexture; + sf::Texture m_entityTexture; + std::optional m_backgroundSprite; + std::vector m_entities; + std::optional m_shader; }; @@ -278,10 +288,9 @@ public: return false; // Load the shader - m_shader = sf::Shader::loadFromFile("resources/billboard.vert", - "resources/billboard.geom", - "resources/billboard.frag"); - if (!m_shader) + if (!(m_shader = sf::Shader::loadFromFile("resources/billboard.vert", + "resources/billboard.geom", + "resources/billboard.frag"))) return false; m_shader->setUniform("texture", sf::Shader::CurrentTexture);