Removed warnings when compiling CSFML in release mode

Changed samples images
Added an effect to the post-fx sample

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1008 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
laurentgom 2009-02-06 13:54:39 +00:00
parent 771d9d7939
commit 88d48a0f71
15 changed files with 133 additions and 64 deletions

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@ -95,10 +95,10 @@
#define CSFML_CALL_PTR(Object, Function) (Object->This->Function); #define CSFML_CALL_PTR(Object, Function) (Object->This->Function);
#define CSFML_CHECK_RETURN(Object, Default) #define CSFML_CHECK_RETURN(Object, Default) (void)Default;
#define CSFML_CALL_RETURN(Object, Function, Default) return (Object->This.Function); #define CSFML_CALL_RETURN(Object, Function, Default) (void)Default; return (Object->This.Function);
#define CSFML_CALL_PTR_RETURN(Object, Function, Default) return (Object->This->Function); #define CSFML_CALL_PTR_RETURN(Object, Function, Default) (void)Default; return (Object->This->Function);
#endif #endif

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@ -0,0 +1,11 @@
texture framebuffer
vec2 mouse
effect
{
float factor = 5 + 100 * length(mouse);
vec2 pos = floor(_in * factor) / factor;
_out = framebuffer(pos);
}

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@ -28,8 +28,8 @@ namespace sample_opengl
// Create a text to display // Create a text to display
String2D Text = new String2D("This is a rotating cube"); String2D Text = new String2D("This is a rotating cube");
Text.Position = new Vector2(250.0F, 300.0F); Text.Position = new Vector2(250.0F, 450.0F);
Text.Color = new Color(128, 0, 128); Text.Color = new Color(255, 255, 255, 170);
// Load an OpenGL texture. // Load an OpenGL texture.
// We could directly use a sf::Image as an OpenGL texture (with its Bind() member function), // We could directly use a sf::Image as an OpenGL texture (with its Bind() member function),
@ -76,47 +76,52 @@ namespace sample_opengl
// Clear depth buffer // Clear depth buffer
Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT); Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);
// We get the position of the mouse cursor, so that we can move the box accordingly
float CursorX = App.Input.GetMouseX() * 200.0F / App.Width - 100.0F;
float CursorY = -App.Input.GetMouseY() * 200.0F / App.Height + 100.0F;
// Apply some transformations // Apply some transformations
Time += App.GetFrameTime(); Time += App.GetFrameTime();
Gl.glMatrixMode(Gl.GL_MODELVIEW); Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glLoadIdentity(); Gl.glLoadIdentity();
Gl.glTranslatef(0.0F, 0.0F, -200.0F); Gl.glTranslatef(CursorX, CursorY, -100.0F);
Gl.glRotatef(Time * 50, 1.0F, 0.0F, 0.0F); Gl.glRotatef(Time * 50, 1.0F, 0.0F, 0.0F);
Gl.glRotatef(Time * 30, 0.0F, 1.0F, 0.0F); Gl.glRotatef(Time * 30, 0.0F, 1.0F, 0.0F);
Gl.glRotatef(Time * 90, 0.0F, 0.0F, 1.0F); Gl.glRotatef(Time * 90, 0.0F, 0.0F, 1.0F);
// Draw a cube // Draw a cube
float Size = 20.0F;
Gl.glBegin(Gl.GL_QUADS); Gl.glBegin(Gl.GL_QUADS);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F); Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, -Size, -Size);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F); Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, Size, -Size);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( 50.0F, 50.0F, -50.0F); Gl.glTexCoord2f(1, 1); Gl.glVertex3f( Size, Size, -Size);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( 50.0F, -50.0F, -50.0F); Gl.glTexCoord2f(1, 0); Gl.glVertex3f( Size, -Size, -Size);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F); Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, -Size, Size);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F); Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, Size, Size);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( 50.0F, 50.0F, 50.0F); Gl.glTexCoord2f(1, 1); Gl.glVertex3f( Size, Size, Size);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( 50.0F, -50.0F, 50.0F); Gl.glTexCoord2f(1, 0); Gl.glVertex3f( Size, -Size, Size);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F); Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, -Size, -Size);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F); Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, Size, -Size);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F); Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-Size, Size, Size);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F); Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-Size, -Size, Size);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F); Gl.glTexCoord2f(0, 0); Gl.glVertex3f(Size, -Size, -Size);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(50.0F, 50.0F, -50.0F); Gl.glTexCoord2f(0, 1); Gl.glVertex3f(Size, Size, -Size);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F); Gl.glTexCoord2f(1, 1); Gl.glVertex3f(Size, Size, Size);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, 50.0F); Gl.glTexCoord2f(1, 0); Gl.glVertex3f(Size, -Size, Size);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, -50.0F, 50.0F); Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, -Size, Size);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F); Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, -Size, -Size);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( 50.0F, -50.0F, -50.0F); Gl.glTexCoord2f(1, 0); Gl.glVertex3f( Size, -Size, -Size);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( 50.0F, -50.0F, 50.0F); Gl.glTexCoord2f(1, 1); Gl.glVertex3f( Size, -Size, Size);
Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F); Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, Size, Size);
Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, 50.0F, -50.0F); Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, Size, -Size);
Gl.glTexCoord2f(1, 0); Gl.glVertex3f( 50.0F, 50.0F, -50.0F); Gl.glTexCoord2f(1, 0); Gl.glVertex3f( Size, Size, -Size);
Gl.glTexCoord2f(1, 1); Gl.glVertex3f( 50.0F, 50.0F, 50.0F); Gl.glTexCoord2f(1, 1); Gl.glVertex3f( Size, Size, Size);
Gl.glEnd(); Gl.glEnd();

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@ -31,9 +31,12 @@ namespace sample_postfx
return; return;
} }
// Load a cute background image to display :) // Load a background image to display
Sprite Background = new Sprite(new Image("datas/post-fx/background.jpg")); 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 // Load the text font
Font Cheeseburger = new Font("datas/post-fx/cheeseburger.ttf"); Font Cheeseburger = new Font("datas/post-fx/cheeseburger.ttf");
@ -47,6 +50,7 @@ namespace sample_postfx
Effects["colorize"] = new PostFx("datas/post-fx/colorize.sfx"); Effects["colorize"] = new PostFx("datas/post-fx/colorize.sfx");
Effects["fisheye"] = new PostFx("datas/post-fx/fisheye.sfx"); Effects["fisheye"] = new PostFx("datas/post-fx/fisheye.sfx");
Effects["wave"] = new PostFx("datas/post-fx/wave.sfx"); Effects["wave"] = new PostFx("datas/post-fx/wave.sfx");
Effects["pixelate"] = new PostFx("datas/post-fx/pixelate.sfx");
CurrentEffect = Effects.GetEnumerator(); CurrentEffect = Effects.GetEnumerator();
CurrentEffect.MoveNext(); CurrentEffect.MoveNext();
@ -59,12 +63,14 @@ namespace sample_postfx
Effects["fisheye"].SetTexture("framebuffer", null); Effects["fisheye"].SetTexture("framebuffer", null);
Effects["wave"].SetTexture("framebuffer", null); Effects["wave"].SetTexture("framebuffer", null);
Effects["wave"].SetTexture("wave", WaveImage); Effects["wave"].SetTexture("wave", WaveImage);
Effects["pixelate"].SetTexture("framebuffer", null);
// Define a string for displaying current effect description // Define a string for displaying current effect description
CurFXStr = new String2D(); CurFXStr = new String2D();
CurFXStr.Text = "Current effect is \"" + CurrentEffect.Current.Key + "\""; CurFXStr.Text = "Current effect is \"" + CurrentEffect.Current.Key + "\"";
CurFXStr.Font = Cheeseburger; CurFXStr.Font = Cheeseburger;
CurFXStr.Position = new Vector2(20.0F, 0.0F); CurFXStr.Position = new Vector2(20.0F, 0.0F);
CurFXStr.Color = new Color(150, 70, 110);
// Define a string for displaying help // Define a string for displaying help
String2D InfoStr = new String2D(); String2D InfoStr = new String2D();
@ -74,6 +80,7 @@ namespace sample_postfx
InfoStr.Color = new Color(200, 100, 150); InfoStr.Color = new Color(200, 100, 150);
// Start the game loop // Start the game loop
float AppTime = 0.0F;
while (App.IsOpened()) while (App.IsOpened())
{ {
// Process events // Process events
@ -88,12 +95,21 @@ namespace sample_postfx
else if (CurrentEffect.Current.Key == "colorize") CurrentEffect.Current.Value.SetParameter("color", 0.3f, X, Y); 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 == "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 == "wave") CurrentEffect.Current.Value.SetParameter("offset", X, Y);
else if (CurrentEffect.Current.Key == "pixelate") CurrentEffect.Current.Value.SetParameter("mouse", X, Y);
// Animate the sprite
AppTime += App.GetFrameTime();
float EntityX = (float)(Math.Cos(AppTime * 1.3) + 1.2) * 300;
float EntityY = (float)(Math.Cos(AppTime * 0.8) + 1.2) * 200;
Entity.Position = new Vector2(EntityX, EntityY);
Entity.Rotation = AppTime * 100;
// Clear the window // Clear the window
App.Clear(); App.Clear();
// Draw background and apply the post-fx // Draw background, the sprite and apply the post-fx
App.Draw(Background); App.Draw(Background);
App.Draw(Entity);
App.Draw(CurrentEffect.Current.Value); App.Draw(CurrentEffect.Current.Value);
// Draw interface strings // Draw interface strings

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@ -0,0 +1,11 @@
texture framebuffer
vec2 mouse
effect
{
float factor = 5 + 100 * length(mouse);
vec2 pos = floor(_in * factor) / factor;
_out = framebuffer(pos);
}

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@ -26,7 +26,7 @@ int main()
// Load an OpenGL texture. // Load an OpenGL texture.
// We could directly use a sf::Image as an OpenGL texture (with its Bind() member function), // We could directly use a sf::Image as an OpenGL texture (with its Bind() member function),
// but here we want more control on it (generate mipmaps, ...) so we create a new one // but here we want more control on it (generate mipmaps, ...) so we create a new one from the image pixels
GLuint Texture = 0; GLuint Texture = 0;
{ {
sf::Image Image; sf::Image Image;
@ -83,53 +83,58 @@ int main()
// Clear depth buffer // Clear depth buffer
glClear(GL_DEPTH_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT);
// We get the position of the mouse cursor, so that we can move the box accordingly
float CursorX = App.GetInput().GetMouseX() * 200.f / App.GetWidth() - 100.f;
float CursorY = -App.GetInput().GetMouseY() * 200.f / App.GetHeight() + 100.f;
// Apply some transformations // Apply some transformations
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
glTranslatef(0.f, 0.f, -200.f); glTranslatef(CursorX, CursorY, -100.f);
glRotatef(Clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f); glRotatef(Clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f);
glRotatef(Clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f); glRotatef(Clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f);
glRotatef(Clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f); glRotatef(Clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f);
// Draw a cube // Draw a cube
float Size = 20.f;
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f); glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, -50.f); glTexCoord2f(0, 1); glVertex3f(-Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, -50.f); glTexCoord2f(1, 1); glVertex3f( Size, Size, -Size);
glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, -50.f); glTexCoord2f(1, 0); glVertex3f( Size, -Size, -Size);
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, 50.f); glTexCoord2f(0, 0); glVertex3f(-Size, -Size, Size);
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, 50.f); glTexCoord2f(0, 1); glVertex3f(-Size, Size, Size);
glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, 50.f); glTexCoord2f(1, 1); glVertex3f( Size, Size, Size);
glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, 50.f); glTexCoord2f(1, 0); glVertex3f( Size, -Size, Size);
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f); glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, -50.f); glTexCoord2f(0, 1); glVertex3f(-Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f(-50.f, 50.f, 50.f); glTexCoord2f(1, 1); glVertex3f(-Size, Size, Size);
glTexCoord2f(1, 0); glVertex3f(-50.f, -50.f, 50.f); glTexCoord2f(1, 0); glVertex3f(-Size, -Size, Size);
glTexCoord2f(0, 0); glVertex3f(50.f, -50.f, -50.f); glTexCoord2f(0, 0); glVertex3f(Size, -Size, -Size);
glTexCoord2f(0, 1); glVertex3f(50.f, 50.f, -50.f); glTexCoord2f(0, 1); glVertex3f(Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f(50.f, 50.f, 50.f); glTexCoord2f(1, 1); glVertex3f(Size, Size, Size);
glTexCoord2f(1, 0); glVertex3f(50.f, -50.f, 50.f); glTexCoord2f(1, 0); glVertex3f(Size, -Size, Size);
glTexCoord2f(0, 1); glVertex3f(-50.f, -50.f, 50.f); glTexCoord2f(0, 1); glVertex3f(-Size, -Size, Size);
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f); glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, -50.f); glTexCoord2f(1, 0); glVertex3f( Size, -Size, -Size);
glTexCoord2f(1, 1); glVertex3f( 50.f, -50.f, 50.f); glTexCoord2f(1, 1); glVertex3f( Size, -Size, Size);
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, 50.f); glTexCoord2f(0, 1); glVertex3f(-Size, Size, Size);
glTexCoord2f(0, 0); glVertex3f(-50.f, 50.f, -50.f); glTexCoord2f(0, 0); glVertex3f(-Size, Size, -Size);
glTexCoord2f(1, 0); glVertex3f( 50.f, 50.f, -50.f); glTexCoord2f(1, 0); glVertex3f( Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, 50.f); glTexCoord2f(1, 1); glVertex3f( Size, Size, Size);
glEnd(); glEnd();
// Draw some text on top of our OpenGL object // Draw some text on top of our OpenGL object
sf::String Text("This is a rotating cube"); sf::String Text("SFML / OpenGL demo");
Text.SetPosition(250.f, 300.f); Text.SetPosition(250.f, 450.f);
Text.SetColor(sf::Color(128, 0, 128)); Text.SetColor(sf::Color(255, 255, 255, 170));
App.Draw(Text); App.Draw(Text);
// Finally, display the rendered frame on screen // Finally, display the rendered frame on screen

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@ -4,6 +4,7 @@
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include <map> #include <map>
#include <math.h>
void DisplayError(); void DisplayError();
@ -26,12 +27,18 @@ int main()
// Create the main window // Create the main window
sf::RenderWindow App(sf::VideoMode(800, 600), "SFML PostFX"); sf::RenderWindow App(sf::VideoMode(800, 600), "SFML PostFX");
// Load a cute background image to display :) // Load a background image to display
sf::Image BackgroundImage; sf::Image BackgroundImage;
if (!BackgroundImage.LoadFromFile("datas/post-fx/background.jpg")) if (!BackgroundImage.LoadFromFile("datas/post-fx/background.jpg"))
return EXIT_FAILURE; return EXIT_FAILURE;
sf::Sprite Background(BackgroundImage); sf::Sprite Background(BackgroundImage);
// Load a sprite which we'll move into the scene
sf::Image EntityImage;
if (!EntityImage.LoadFromFile("datas/post-fx/sprite.png"))
return EXIT_FAILURE;
sf::Sprite Entity(EntityImage);
// Load the text font // Load the text font
sf::Font Cheeseburger; sf::Font Cheeseburger;
if (!Cheeseburger.LoadFromFile("datas/post-fx/cheeseburger.ttf")) if (!Cheeseburger.LoadFromFile("datas/post-fx/cheeseburger.ttf"))
@ -49,6 +56,7 @@ int main()
if (!Effects["colorize"].LoadFromFile("datas/post-fx/colorize.sfx")) return EXIT_FAILURE; if (!Effects["colorize"].LoadFromFile("datas/post-fx/colorize.sfx")) return EXIT_FAILURE;
if (!Effects["fisheye"].LoadFromFile("datas/post-fx/fisheye.sfx")) return EXIT_FAILURE; if (!Effects["fisheye"].LoadFromFile("datas/post-fx/fisheye.sfx")) return EXIT_FAILURE;
if (!Effects["wave"].LoadFromFile("datas/post-fx/wave.sfx")) return EXIT_FAILURE; if (!Effects["wave"].LoadFromFile("datas/post-fx/wave.sfx")) return EXIT_FAILURE;
if (!Effects["pixelate"].LoadFromFile("datas/post-fx/pixelate.sfx")) return EXIT_FAILURE;
std::map<std::string, sf::PostFX>::iterator CurrentEffect = Effects.find("nothing"); std::map<std::string, sf::PostFX>::iterator CurrentEffect = Effects.find("nothing");
// Do specific initializations // Do specific initializations
@ -60,12 +68,14 @@ int main()
Effects["fisheye"].SetTexture("framebuffer", NULL); Effects["fisheye"].SetTexture("framebuffer", NULL);
Effects["wave"].SetTexture("framebuffer", NULL); Effects["wave"].SetTexture("framebuffer", NULL);
Effects["wave"].SetTexture("wave", &WaveImage); Effects["wave"].SetTexture("wave", &WaveImage);
Effects["pixelate"].SetTexture("framebuffer", NULL);
// Define a string for displaying current effect description // Define a string for displaying current effect description
sf::String CurFXStr; sf::String CurFXStr;
CurFXStr.SetText("Current effect is \"" + CurrentEffect->first + "\""); CurFXStr.SetText("Current effect is \"" + CurrentEffect->first + "\"");
CurFXStr.SetFont(Cheeseburger); CurFXStr.SetFont(Cheeseburger);
CurFXStr.SetPosition(20.f, 0.f); CurFXStr.SetPosition(20.f, 0.f);
CurFXStr.SetColor(sf::Color(150, 70, 110));
// Define a string for displaying help // Define a string for displaying help
sf::String InfoStr; sf::String InfoStr;
@ -74,6 +84,9 @@ int main()
InfoStr.SetPosition(20.f, 460.f); InfoStr.SetPosition(20.f, 460.f);
InfoStr.SetColor(sf::Color(200, 100, 150)); InfoStr.SetColor(sf::Color(200, 100, 150));
// Create a clock to measure the total time elapsed
sf::Clock Clock;
// Start the game loop // Start the game loop
while (App.IsOpened()) while (App.IsOpened())
{ {
@ -116,16 +129,24 @@ int main()
float Y = App.GetInput().GetMouseY() / static_cast<float>(App.GetHeight()); float Y = App.GetInput().GetMouseY() / static_cast<float>(App.GetHeight());
// Update the current effect // Update the current effect
if (CurrentEffect->first == "blur") CurrentEffect->second.SetParameter("offset", X * Y * 0.1f); if (CurrentEffect->first == "blur") CurrentEffect->second.SetParameter("offset", X * Y * 0.05f);
else if (CurrentEffect->first == "colorize") CurrentEffect->second.SetParameter("color", 0.3f, X, Y); else if (CurrentEffect->first == "colorize") CurrentEffect->second.SetParameter("color", 0.3f, X, Y);
else if (CurrentEffect->first == "fisheye") CurrentEffect->second.SetParameter("mouse", X, 1.f - Y); else if (CurrentEffect->first == "fisheye") CurrentEffect->second.SetParameter("mouse", X, 1.f - Y);
else if (CurrentEffect->first == "wave") CurrentEffect->second.SetParameter("offset", X, Y); else if (CurrentEffect->first == "wave") CurrentEffect->second.SetParameter("offset", X, Y);
else if (CurrentEffect->first == "pixelate") CurrentEffect->second.SetParameter("mouse", X, Y);
// Animate the sprite
float EntityX = (cos(Clock.GetElapsedTime() * 1.3f) + 1.2f) * 300;
float EntityY = (cos(Clock.GetElapsedTime() * 0.8f) + 1.2f) * 200;
Entity.SetPosition(EntityX, EntityY);
Entity.Rotate(App.GetFrameTime() * 100);
// Clear the window // Clear the window
App.Clear(); App.Clear();
// Draw background and apply the post-fx // Draw background, sprite and apply the post-fx
App.Draw(Background); App.Draw(Background);
App.Draw(Entity);
App.Draw(CurrentEffect->second); App.Draw(CurrentEffect->second);
// Draw interface strings // Draw interface strings