Added support for vertex shaders in sf::Shader

Rewrote the Shader example
This commit is contained in:
Laurent Gomila 2011-12-10 13:02:38 +01:00
parent 4d0a6a299a
commit c9b87ec8a9
20 changed files with 893 additions and 486 deletions

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@ -2,7 +2,9 @@
set(SRCROOT ${PROJECT_SOURCE_DIR}/examples/shader)
# all source files
set(SRC ${SRCROOT}/Shader.cpp)
set(SRC
${SRCROOT}/Effect.hpp
${SRCROOT}/Shader.cpp)
# define the shader target
sfml_add_example(shader GUI_APP

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@ -0,0 +1,74 @@
#ifndef EFFECT_HPP
#define EFFECT_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <string>
////////////////////////////////////////////////////////////
// Base class for effects
////////////////////////////////////////////////////////////
class Effect : public sf::Drawable
{
public :
virtual ~Effect()
{
}
const std::string& GetName() const
{
return myName;
}
void Load()
{
myIsLoaded = sf::Shader::IsAvailable() && OnLoad();
}
void Update(float time, float x, float y)
{
if (myIsLoaded)
OnUpdate(time, x, y);
}
void Draw(sf::RenderTarget& target, sf::RenderStates states) const
{
if (myIsLoaded)
{
OnDraw(target, states);
}
else
{
sf::Text error("Shader not\nsupported");
error.SetPosition(320.f, 200.f);
error.SetCharacterSize(36);
target.Draw(error, states);
}
}
protected :
Effect(const std::string& name) :
myName(name),
myIsLoaded(false)
{
}
private :
// Virtual functions to be implemented in derived effects
virtual bool OnLoad() = 0;
virtual void OnUpdate(float time, float x, float y) = 0;
virtual void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const = 0;
private :
std::string myName;
bool myIsLoaded;
};
#endif // EFFECT_HPP

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@ -2,71 +2,257 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include "Effect.hpp"
#include <SFML/Graphics.hpp>
#include <map>
#include <vector>
#include <cmath>
void DisplayError();
////////////////////////////////////////////////////////////
/// A class to simplify shader selection
///
// "Pixelate" fragment shader
////////////////////////////////////////////////////////////
class ShaderSelector
class Pixelate : public Effect
{
public :
// Constructor
ShaderSelector(std::map<std::string, sf::Shader>& owner, const std::string& shader) :
myOwner (&owner),
myIterator(owner.find(shader))
Pixelate() :
Effect("pixelate")
{
}
// Select the previous shader
void GotoPrevious()
bool OnLoad()
{
if (myIterator == myOwner->begin())
myIterator = myOwner->end();
myIterator--;
// Load the texture and initialize the sprite
if (!myTexture.LoadFromFile("resources/background.jpg"))
return false;
mySprite.SetTexture(myTexture);
// Load the shader
if (!myShader.LoadFromFile("resources/pixelate.frag", sf::Shader::Fragment))
return false;
myShader.SetParameter("texture", sf::Shader::CurrentTexture);
return true;
}
// Select the next shader
void GotoNext()
void OnUpdate(float, float x, float y)
{
myIterator++;
if (myIterator == myOwner->end())
myIterator = myOwner->begin();
myShader.SetParameter("pixel_threshold", (x + y) / 30);
}
// Update the shader parameters
void Update(float x, float y)
void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
{
if (myIterator->first == "blur") myIterator->second.SetParameter("offset", x * y * 0.03f);
else if (myIterator->first == "colorize") myIterator->second.SetParameter("color", 0.3f, x, y);
else if (myIterator->first == "edge") myIterator->second.SetParameter("threshold", x * y);
else if (myIterator->first == "fisheye") myIterator->second.SetParameter("mouse", x, y);
else if (myIterator->first == "wave") myIterator->second.SetParameter("offset", x, y);
else if (myIterator->first == "pixelate") myIterator->second.SetParameter("mouse", x, y);
states.Shader = &myShader;
target.Draw(mySprite, states);
}
// Get the name of the current shader
const std::string& GetName() const
private:
sf::Texture myTexture;
sf::Sprite mySprite;
sf::Shader myShader;
};
////////////////////////////////////////////////////////////
// "Wave" vertex shader + "blur" fragment shader
////////////////////////////////////////////////////////////
class WaveBlur : public Effect
{
public :
WaveBlur() :
Effect("wave + blur")
{
return myIterator->first;
}
// Get the current shader
const sf::Shader* GetShader() const
bool OnLoad()
{
return &myIterator->second;
// Create the text
myText.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");
myText.SetCharacterSize(22);
myText.SetPosition(30, 20);
// Load the shader
//if (!myShader.LoadFromFile("resources/wave.vert", sf::Shader::Vertex))
if (!myShader.LoadFromFile("resources/wave.vert", "resources/blur.frag"))
return false;
return true;
}
private :
void OnUpdate(float time, float x, float y)
{
myShader.SetParameter("wave_phase", time);
myShader.SetParameter("wave_amplitude", x * 40, y * 40);
myShader.SetParameter("blur_radius", (x + y) * 0.008f);
}
std::map<std::string, sf::Shader>* myOwner;
std::map<std::string, sf::Shader>::iterator myIterator;
void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.Shader = &myShader;
target.Draw(myText, states);
}
private:
sf::Text myText;
sf::Shader myShader;
};
////////////////////////////////////////////////////////////
// "Storm" vertex shader + "blink" fragment shader
////////////////////////////////////////////////////////////
class StormBlink : public Effect
{
public :
StormBlink() :
Effect("storm + blink")
{
}
bool OnLoad()
{
// Create the points
myPoints.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;
myPoints.Append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b)));
}
// Load the shader
if (!myShader.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;
myShader.SetParameter("storm_position", x * 800, y * 600);
myShader.SetParameter("storm_inner_radius", radius / 3);
myShader.SetParameter("storm_total_radius", radius);
myShader.SetParameter("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
}
void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.Shader = &myShader;
target.Draw(myPoints, states);
}
private:
sf::VertexArray myPoints;
sf::Shader myShader;
};
////////////////////////////////////////////////////////////
// "Edge" post-effect fragment shader
////////////////////////////////////////////////////////////
class Edge : public Effect
{
public :
Edge() :
Effect("edge post-effect")
{
}
bool OnLoad()
{
// Create the off-screen surface
if (!mySurface.Create(800, 600))
return false;
mySurface.SetSmooth(true);
// Load the textures
if (!myBackgroundTexture.LoadFromFile("resources/sfml.png"))
return false;
myBackgroundTexture.SetSmooth(true);
if (!myEntityTexture.LoadFromFile("resources/devices.png"))
return false;
myEntityTexture.SetSmooth(true);
// Initialize the background sprite
myBackgroundSprite.SetTexture(myBackgroundTexture);
myBackgroundSprite.SetPosition(135, 100);
// Load the moving entities
for (int i = 0; i < 6; ++i)
{
sf::Sprite entity(myEntityTexture, sf::IntRect(96 * i, 0, 96, 96));
myEntities.push_back(entity);
}
// Load the shader
if (!myShader.LoadFromFile("resources/edge.frag", sf::Shader::Fragment))
return false;
myShader.SetParameter("texture", sf::Shader::CurrentTexture);
return true;
}
void OnUpdate(float time, float x, float y)
{
myShader.SetParameter("edge_threshold", 1 - (x + y) / 2);
// Update the position of the moving entities
for (std::size_t i = 0; i < myEntities.size(); ++i)
{
float x = std::cos(0.25f * (time * i + (myEntities.size() - i))) * 300 + 350;
float y = std::sin(0.25f * (time * (myEntities.size() - i) + i)) * 200 + 250;
myEntities[i].SetPosition(x, y);
}
// Render the updated scene to the off-screen surface
mySurface.Clear(sf::Color::White);
mySurface.Draw(myBackgroundSprite);
for (std::size_t i = 0; i < myEntities.size(); ++i)
mySurface.Draw(myEntities[i]);
mySurface.Display();
}
void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.Shader = &myShader;
target.Draw(sf::Sprite(mySurface.GetTexture()), states);
}
private:
sf::RenderTexture mySurface;
sf::Texture myBackgroundTexture;
sf::Texture myEntityTexture;
sf::Sprite myBackgroundSprite;
std::vector<sf::Sprite> myEntities;
sf::Shader myShader;
};
@ -78,203 +264,110 @@ private :
////////////////////////////////////////////////////////////
int main()
{
// Check that the system can use shaders
if (sf::Shader::IsAvailable() == false)
{
DisplayError();
return EXIT_SUCCESS;
}
// Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Shader");
window.EnableVerticalSync(true);
// Create the render texture
sf::RenderTexture texture;
if (!texture.Create(window.GetWidth(), window.GetHeight()))
// 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);
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));
// Load a background texture to display
sf::Texture backgroundTexture;
if (!backgroundTexture.LoadFromFile("resources/background.jpg"))
return EXIT_FAILURE;
sf::Sprite background(backgroundTexture);
// Load a sprite which we'll move into the scene
sf::Texture entityTexture;
if (!entityTexture.LoadFromFile("resources/sprite.png"))
return EXIT_FAILURE;
sf::Sprite entity(entityTexture);
// Load the text font
// Load the messages font
sf::Font font;
if (!font.LoadFromFile("resources/sansation.ttf"))
return EXIT_FAILURE;
// Load the texture needed for the wave shader
sf::Texture waveTexture;
if (!waveTexture.LoadFromFile("resources/wave.jpg"))
return EXIT_FAILURE;
// Create the description text
sf::Text description("Current effect: " + effects[current]->GetName(), font, 20);
description.SetPosition(10, 530);
description.SetColor(sf::Color(80, 80, 80));
// Load all shaders
std::map<std::string, sf::Shader> shaders;
if (!shaders["nothing"].LoadFromFile("resources/nothing.sfx")) return EXIT_FAILURE;
if (!shaders["blur"].LoadFromFile("resources/blur.sfx")) return EXIT_FAILURE;
if (!shaders["colorize"].LoadFromFile("resources/colorize.sfx")) return EXIT_FAILURE;
if (!shaders["edge"].LoadFromFile("resources/edge.sfx")) return EXIT_FAILURE;
if (!shaders["fisheye"].LoadFromFile("resources/fisheye.sfx")) return EXIT_FAILURE;
if (!shaders["wave"].LoadFromFile("resources/wave.sfx")) return EXIT_FAILURE;
if (!shaders["pixelate"].LoadFromFile("resources/pixelate.sfx")) return EXIT_FAILURE;
ShaderSelector backgroundShader(shaders, "nothing");
ShaderSelector entityShader(shaders, "nothing");
ShaderSelector globalShader(shaders, "nothing");
// Do specific initializations
shaders["nothing"].SetCurrentTexture("texture");
shaders["blur"].SetCurrentTexture("texture");
shaders["blur"].SetParameter("offset", 0.f);
shaders["colorize"].SetCurrentTexture("texture");
shaders["colorize"].SetParameter("color", 1.f, 1.f, 1.f);
shaders["edge"].SetCurrentTexture("texture");
shaders["fisheye"].SetCurrentTexture("texture");
shaders["wave"].SetCurrentTexture("texture");
shaders["wave"].SetTexture("wave", waveTexture);
shaders["pixelate"].SetCurrentTexture("texture");
// Define a string for displaying the description of the current shader
sf::Text shaderStr;
shaderStr.SetFont(font);
shaderStr.SetCharacterSize(20);
shaderStr.SetColor(sf::Color(250, 100, 30));
shaderStr.SetPosition(5.f, 0.f);
shaderStr.SetString("Background shader: \"" + backgroundShader.GetName() + "\"\n"
"Flower shader: \"" + entityShader.GetName() + "\"\n"
"Global shader: \"" + globalShader.GetName() + "\"\n");
// Define a string for displaying help
sf::Text infoStr;
infoStr.SetFont(font);
infoStr.SetCharacterSize(20);
infoStr.SetColor(sf::Color(250, 100, 30));
infoStr.SetPosition(5.f, 500.f);
infoStr.SetString("Move your mouse to change the shaders' parameters\n"
"Press numpad 1/4 to change the background shader\n"
"Press numpad 2/5 to change the flower shader\n"
"Press numpad 3/6 to change the global shader");
// Create a clock to measure the total time elapsed
sf::Clock clock;
// Create the instructions text
sf::Text instructions("Press left and right arrows to change the current shader", font, 20);
instructions.SetPosition(280, 555);
instructions.SetColor(sf::Color(80, 80, 80));
// Start the game loop
sf::Clock clock;
while (window.IsOpened())
{
// Process events
sf::Event event;
while (window.PollEvent(event))
{
// Close window : exit
// Close window: exit
if (event.Type == sf::Event::Closed)
window.Close();
if (event.Type == sf::Event::KeyPressed)
{
// Escape key : exit
if (event.Key.Code == sf::Keyboard::Escape)
window.Close();
// Numpad : switch effect
switch (event.Key.Code)
{
case sf::Keyboard::Numpad1 : backgroundShader.GotoPrevious(); break;
case sf::Keyboard::Numpad4 : backgroundShader.GotoNext(); break;
case sf::Keyboard::Numpad2 : entityShader.GotoPrevious(); break;
case sf::Keyboard::Numpad5 : entityShader.GotoNext(); break;
case sf::Keyboard::Numpad3 : globalShader.GotoPrevious(); break;
case sf::Keyboard::Numpad6 : globalShader.GotoNext(); break;
default : break;
}
// Escape key: exit
case sf::Keyboard::Escape:
window.Close();
break;
// Update the text
shaderStr.SetString("Background shader: \"" + backgroundShader.GetName() + "\"\n"
"Entity shader: \"" + entityShader.GetName() + "\"\n"
"Global shader: \"" + globalShader.GetName() + "\"\n");
// 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;
}
}
}
// Get the mouse position in the range [0, 1]
float mouseX = sf::Mouse::GetPosition(window).x / static_cast<float>(window.GetWidth());
float mouseY = sf::Mouse::GetPosition(window).y / static_cast<float>(window.GetHeight());
// Update the current example
float x = static_cast<float>(sf::Mouse::GetPosition(window).x) / window.GetWidth();
float y = static_cast<float>(sf::Mouse::GetPosition(window).y) / window.GetHeight();
effects[current]->Update(clock.GetElapsedTime() / 1000.f, x, y);
// Update the shaders
backgroundShader.Update(mouseX, mouseY);
entityShader.Update(mouseX, mouseY);
globalShader.Update(mouseX, mouseY);
// Clear the window
window.Clear(sf::Color(255, 128, 0));
// Animate the entity
float entityX = (std::cos(clock.GetElapsedTime() * 0.0013f) + 1.2f) * 300;
float entityY = (std::cos(clock.GetElapsedTime() * 0.0008f) + 1.2f) * 200;
entity.SetPosition(entityX, entityY);
entity.Rotate(window.GetFrameTime() * 0.1f);
// Draw the current example
window.Draw(*effects[current]);
// Draw the background and the moving entity to the render texture
texture.Clear();
texture.Draw(background, backgroundShader.GetShader());
texture.Draw(entity, entityShader.GetShader());
texture.Display();
// Draw the contents of the render texture to the window
sf::Sprite screen(texture.GetTexture());
window.Draw(screen, globalShader.GetShader());
// Draw the interface texts
window.Draw(shaderStr);
window.Draw(infoStr);
// 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;
}
////////////////////////////////////////////////////////////
/// Fonction called when the post-effects are not supported ;
/// Display an error message and wait until the user exits
///
////////////////////////////////////////////////////////////
void DisplayError()
{
// Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Shader");
// Define a string for displaying the error message
sf::Text error("Sorry, your system doesn't support shaders");
error.SetColor(sf::Color(200, 100, 150));
error.SetPosition(100.f, 250.f);
// Start the game loop
while (window.IsOpened())
{
// Process events
sf::Event event;
while (window.PollEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
window.Close();
// Escape key : exit
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Keyboard::Escape))
window.Close();
}
// Clear the window
window.Clear();
// Draw the error message
window.Draw(error);
// Finally, display the rendered frame on screen
window.Display();
}
}

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@ -0,0 +1,9 @@
uniform sampler2D texture;
uniform float blink_alpha;
void main()
{
vec4 pixel = gl_Color;
pixel.a = blink_alpha;
gl_FragColor = pixel;
}

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@ -1,12 +1,12 @@
uniform sampler2D texture;
uniform float offset;
uniform float blur_radius;
void main()
{
vec2 offx = vec2(offset, 0.0);
vec2 offy = vec2(0.0, offset);
vec2 offx = vec2(blur_radius, 0.0);
vec2 offy = vec2(0.0, blur_radius);
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 1.0 +
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy + offx) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy - offy) * 2.0 +
@ -16,5 +16,5 @@ void main()
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
gl_FragColor = gl_Color * (pixel / 13.0);
gl_FragColor = gl_Color * (pixel / 16.0);
}

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@ -1,11 +0,0 @@
uniform sampler2D texture;
uniform vec3 color;
void main()
{
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
float gray = pixel.r * 0.39 + pixel.g * 0.50 + pixel.b * 0.11;
gl_FragColor = vec4(gray * color, 1.0) * 0.6 + pixel * 0.4;
gl_FragColor.a = pixel.a;
}

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@ -1,5 +1,5 @@
uniform sampler2D texture;
uniform float threshold;
uniform float edge_threshold;
void main()
{
@ -23,9 +23,10 @@ void main()
vec3 result = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb);
float edge = length(result);
if (edge > threshold)
gl_FragColor.rgb = vec3(0, 0, 0);
vec4 pixel = gl_Color * texture2D(texture, gl_TexCoord[0].xy);
if (edge > edge_threshold * 8)
pixel.rgb = vec3(0.0, 0.0, 0.0);
else
gl_FragColor.rgb = vec3(1, 1, 1);
gl_FragColor.a = gl_Color.a * texture2D(texture, gl_TexCoord[0].xy).a;
pixel.a = edge_threshold;
gl_FragColor = pixel;
}

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@ -1,13 +0,0 @@
uniform sampler2D texture;
uniform vec2 mouse;
void main()
{
float len = distance(gl_TexCoord[0].xy, mouse) * 7.0;
vec2 coords = gl_TexCoord[0].xy;
if (len < 1.0)
coords += (gl_TexCoord[0].xy - mouse) * len;
gl_FragColor = texture2D(texture, coords) * gl_Color;
}

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@ -1,6 +0,0 @@
uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
}

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@ -1,10 +1,9 @@
uniform sampler2D texture;
uniform vec2 mouse;
uniform float pixel_threshold;
void main()
{
float factor = 5.0 + 100.0 * length(mouse);
float factor = 1.0 / (pixel_threshold + 0.001);
vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor;
gl_FragColor = texture2D(texture, pos) * gl_Color;
}

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@ -0,0 +1,19 @@
uniform vec2 storm_position;
uniform float storm_total_radius;
uniform float storm_inner_radius;
void main()
{
vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
vec2 offset = vertex.xy - storm_position;
float len = length(offset);
if (len < storm_total_radius)
{
float push_distance = storm_inner_radius + len / storm_total_radius * (storm_total_radius - storm_inner_radius);
vertex.xy = storm_position + normalize(offset) * push_distance;
}
gl_Position = gl_ProjectionMatrix * vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
}

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@ -1,12 +0,0 @@
uniform sampler2D texture;
uniform sampler2D wave;
uniform vec2 offset;
void main()
{
vec2 texoffset = vec2(texture2D(wave, (gl_TexCoord[0].xy * offset).xy));
texoffset -= vec2(0.5, 0.5);
texoffset *= 0.05;
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy + texoffset) * gl_Color;
}

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@ -0,0 +1,15 @@
uniform float wave_phase;
uniform vec2 wave_amplitude;
void main()
{
vec4 vertex = gl_Vertex;
vertex.x += cos(gl_Vertex.y * 0.02 + wave_phase * 3.8) * wave_amplitude.x
+ sin(gl_Vertex.y * 0.02 + wave_phase * 6.3) * wave_amplitude.x * 0.3;
vertex.y += sin(gl_Vertex.x * 0.02 + wave_phase * 2.4) * wave_amplitude.y
+ cos(gl_Vertex.x * 0.02 + wave_phase * 5.2) * wave_amplitude.y * 0.3;
gl_Position = gl_ModelViewProjectionMatrix * vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
}

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@ -29,8 +29,10 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/Graphics/Texture.hpp>
#include <SFML/Graphics/Transform.hpp>
#include <SFML/Graphics/Color.hpp>
#include <SFML/Window/GlResource.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/System/Vector3.hpp>
#include <map>
@ -39,30 +41,45 @@
namespace sf
{
class InputStream;
class Texture;
////////////////////////////////////////////////////////////
/// \brief Pixel/fragment shader class
/// \brief Shader class (vertex and fragment)
///
////////////////////////////////////////////////////////////
class SFML_API Shader : GlResource
class SFML_API Shader : GlResource, NonCopyable
{
public :
////////////////////////////////////////////////////////////
/// \brief Types of shaders
///
////////////////////////////////////////////////////////////
enum Type
{
Vertex, ///< Vertex shader
Fragment ///< Fragment (pixel) shader
};
////////////////////////////////////////////////////////////
/// \brief Special type/value that can be passed to SetParameter,
/// and that represents the texture of the object being drawn
///
////////////////////////////////////////////////////////////
struct CurrentTextureType {};
static CurrentTextureType CurrentTexture;
public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor creates an invalid shader
/// This constructor creates an invalid shader.
///
////////////////////////////////////////////////////////////
Shader();
////////////////////////////////////////////////////////////
/// \brief Copy constructor
///
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
Shader(const Shader& copy);
////////////////////////////////////////////////////////////
/// \brief Destructor
///
@ -70,64 +87,139 @@ public :
~Shader();
////////////////////////////////////////////////////////////
/// \brief Load the shader from a file
/// \brief Load either the vertex or fragment shader from a file
///
/// This function loads a single shader, either vertex or
/// fragment, identified by the second argument.
/// The source must be a text file containing a valid
/// fragment shader in GLSL language. GLSL is a C-like
/// language dedicated to OpenGL shaders; you'll probably
/// need to read a good documentation for it before writing
/// your own shaders.
/// shader in GLSL language. GLSL is a C-like language
/// dedicated to OpenGL shaders; you'll probably need to
/// read a good documentation for it before writing your
/// own shaders.
///
/// \param filename Path of the shader file to load
/// \param filename Path of the vertex or fragment shader file to load
/// \param type Type of shader (vertex or fragment)
///
/// \return True if loading succeeded, false if it failed
///
/// \see LoadFromMemory, LoadFromStream
///
////////////////////////////////////////////////////////////
bool LoadFromFile(const std::string& filename);
bool LoadFromFile(const std::string& filename, Type type);
////////////////////////////////////////////////////////////
/// \brief Load the shader from a source code in memory
/// \brief Load both the vertex and fragment shaders from files
///
/// The source code must be a valid fragment shader in
/// GLSL language. GLSL is a C-like language dedicated
/// to OpenGL shaders; you'll probably need to read a
/// good documentation for it before writing your own shaders.
/// This function loads both the vertex and the fragment
/// shaders. If one of them fails to load, the shader is left
/// empty (the valid shader is unloaded).
/// The sources must be text files containing valid shaders
/// in GLSL language. GLSL is a C-like language dedicated to
/// OpenGL shaders; you'll probably need to read a good documentation
/// for it before writing your own shaders.
///
/// \param vertexShaderFilename Path of the vertex shader file to load
/// \param fragmentShaderFilename Path of the fragment shader file to load
///
/// \return True if loading succeeded, false if it failed
///
/// \see LoadFromMemory, LoadFromStream
///
////////////////////////////////////////////////////////////
bool LoadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename);
////////////////////////////////////////////////////////////
/// \brief Load either the vertex or fragment shader from a source code in memory
///
/// This function loads a single shader, either vertex or
/// fragment, identified by the second argument.
/// The source code must be a valid shader in GLSL language.
/// GLSL is a C-like language dedicated to OpenGL shaders;
/// you'll probably need to read a good documentation for
/// it before writing your own shaders.
///
/// \param shader String containing the source code of the shader
/// \param type Type of shader (vertex or fragment)
///
/// \return True if loading succeeded, false if it failed
///
/// \see LoadFromFile, LoadFromStream
///
////////////////////////////////////////////////////////////
bool LoadFromMemory(const std::string& shader);
bool LoadFromMemory(const std::string& shader, Type type);
////////////////////////////////////////////////////////////
/// \brief Load the shader from a custom stream
/// \brief Load both the vertex and fragment shaders from source codes in memory
///
/// The source code must be a valid fragment shader in
/// GLSL language. GLSL is a C-like language dedicated
/// to OpenGL shaders; you'll probably need to read a
/// good documentation for it before writing your own shaders.
/// This function loads both the vertex and the fragment
/// shaders. If one of them fails to load, the shader is left
/// empty (the valid shader is unloaded).
/// The sources must be valid shaders in GLSL language. GLSL is
/// a C-like language dedicated to OpenGL shaders; you'll
/// probably need to read a good documentation for it before
/// writing your own shaders.
///
/// \param vertexShader String containing the source code of the vertex shader
/// \param fragmentShader String containing the source code of the fragment shader
///
/// \return True if loading succeeded, false if it failed
///
/// \see LoadFromFile, LoadFromStream
///
////////////////////////////////////////////////////////////
bool LoadFromMemory(const std::string& vertexShader, const std::string& fragmentShader);
////////////////////////////////////////////////////////////
/// \brief Load either the vertex or fragment shader from a custom stream
///
/// This function loads a single shader, either vertex or
/// fragment, identified by the second argument.
/// The source code must be a valid shader in GLSL language.
/// GLSL is a C-like language dedicated to OpenGL shaders;
/// you'll probably need to read a good documentation for it
/// before writing your own shaders.
///
/// \param stream Source stream to read from
/// \param type Type of shader (vertex or fragment)
///
/// \return True if loading succeeded, false if it failed
///
/// \see LoadFromFile, LoadFromMemory
///
////////////////////////////////////////////////////////////
bool LoadFromStream(InputStream& stream);
bool LoadFromStream(InputStream& stream, Type type);
////////////////////////////////////////////////////////////
/// \brief Load both the vertex and fragment shaders from custom streams
///
/// This function loads both the vertex and the fragment
/// shaders. If one of them fails to load, the shader is left
/// empty (the valid shader is unloaded).
/// The source codes must be valid shaders in GLSL language.
/// GLSL is a C-like language dedicated to OpenGL shaders;
/// you'll probably need to read a good documentation for
/// it before writing your own shaders.
///
/// \param vertexShaderStream Source stream to read the vertex shader from
/// \param fragmentShaderStream Source stream to read the fragment shader from
///
/// \return True if loading succeeded, false if it failed
///
/// \see LoadFromFile, LoadFromMemory
///
////////////////////////////////////////////////////////////
bool LoadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream);
////////////////////////////////////////////////////////////
/// \brief Change a float parameter of the shader
///
/// \a name is the name of the variable to change in the shader.
/// For example:
/// The corresponding parameter in the shader must be a float
/// (float GLSL type).
///
/// Example:
/// \code
/// uniform float myparam; // this is the variable in the pixel shader
/// uniform float myparam; // this is the variable in the shader
/// \endcode
/// \code
/// shader.SetParameter("myparam", 5.2f);
@ -136,8 +228,6 @@ public :
/// \param name Name of the parameter in the shader
/// \param x Value to assign
///
/// \see SetTexture, SetCurrentTexture
///
////////////////////////////////////////////////////////////
void SetParameter(const std::string& name, float x);
@ -145,9 +235,12 @@ public :
/// \brief Change a 2-components vector parameter of the shader
///
/// \a name is the name of the variable to change in the shader.
/// For example:
/// The corresponding parameter in the shader must be a 2x1 vector
/// (vec2 GLSL type).
///
/// Example:
/// \code
/// uniform vec2 myparam; // this is the variable in the pixel shader
/// uniform vec2 myparam; // this is the variable in the shader
/// \endcode
/// \code
/// shader.SetParameter("myparam", 5.2f, 6.0f);
@ -157,8 +250,6 @@ public :
/// \param x First component of the value to assign
/// \param y Second component of the value to assign
///
/// \see SetTexture, SetCurrentTexture
///
////////////////////////////////////////////////////////////
void SetParameter(const std::string& name, float x, float y);
@ -166,9 +257,12 @@ public :
/// \brief Change a 3-components vector parameter of the shader
///
/// \a name is the name of the variable to change in the shader.
/// For example:
/// The corresponding parameter in the shader must be a 3x1 vector
/// (vec3 GLSL type).
///
/// Example:
/// \code
/// uniform vec3 myparam; // this is the variable in the pixel shader
/// uniform vec3 myparam; // this is the variable in the shader
/// \endcode
/// \code
/// shader.SetParameter("myparam", 5.2f, 6.0f, -8.1f);
@ -179,8 +273,6 @@ public :
/// \param y Second component of the value to assign
/// \param z Third component of the value to assign
///
/// \see SetTexture, SetCurrentTexture
///
////////////////////////////////////////////////////////////
void SetParameter(const std::string& name, float x, float y, float z);
@ -188,9 +280,12 @@ public :
/// \brief Change a 4-components vector parameter of the shader
///
/// \a name is the name of the variable to change in the shader.
/// For example:
/// The corresponding parameter in the shader must be a 4x1 vector
/// (vec4 GLSL type).
///
/// Example:
/// \code
/// uniform vec4 myparam; // this is the variable in the pixel shader
/// uniform vec4 myparam; // this is the variable in the shader
/// \endcode
/// \code
/// shader.SetParameter("myparam", 5.2f, 6.0f, -8.1f, 0.4f);
@ -202,8 +297,6 @@ public :
/// \param z Third component of the value to assign
/// \param w Fourth component of the value to assign
///
/// \see SetTexture, SetCurrentTexture
///
////////////////////////////////////////////////////////////
void SetParameter(const std::string& name, float x, float y, float z, float w);
@ -211,9 +304,12 @@ public :
/// \brief Change a 2-components vector parameter of the shader
///
/// \a name is the name of the variable to change in the shader.
/// For example:
/// The corresponding parameter in the shader must be a 2x1 vector
/// (vec2 GLSL type).
///
/// Example:
/// \code
/// uniform vec2 myparam; // this is the variable in the pixel shader
/// uniform vec2 myparam; // this is the variable in the shader
/// \endcode
/// \code
/// shader.SetParameter("myparam", sf::Vector2f(5.2f, 6.0f));
@ -222,8 +318,6 @@ public :
/// \param name Name of the parameter in the shader
/// \param vector Vector to assign
///
/// \see SetTexture, SetCurrentTexture
///
////////////////////////////////////////////////////////////
void SetParameter(const std::string& name, const Vector2f& vector);
@ -231,9 +325,12 @@ public :
/// \brief Change a 2-components vector parameter of the shader
///
/// \a name is the name of the variable to change in the shader.
/// For example:
/// The corresponding parameter in the shader must be a 3x1 vector
/// (vec3 GLSL type).
///
/// Example:
/// \code
/// uniform vec3 myparam; // this is the variable in the pixel shader
/// uniform vec3 myparam; // this is the variable in the shader
/// \endcode
/// \code
/// shader.SetParameter("myparam", sf::Vector3f(5.2f, 6.0f, -8.1f));
@ -242,59 +339,113 @@ public :
/// \param name Name of the parameter in the shader
/// \param vector Vector to assign
///
/// \see SetTexture, SetCurrentTexture
///
////////////////////////////////////////////////////////////
void SetParameter(const std::string& name, const Vector3f& vector);
////////////////////////////////////////////////////////////
/// \brief Change a texture parameter of the shader
/// \brief Change a color parameter of the shader
///
/// \a name is the name of the variable to change in the shader.
/// The corresponding parameter in the shader must be a 4x1 vector
/// (vec4 GLSL type).
///
/// It is important to note that the components of the color are
/// normalized before being passed to the shader. Therefore,
/// they are converted from range [0 .. 255] to range [0 .. 1].
/// For example, a sf::Color(255, 125, 0, 255) will be transformed
/// to a vec4(1.0, 0.5, 0.0, 1.0) in the shader.
///
/// \a name is the name of the texture to change in the shader.
/// This function maps an external texture to the given shader
/// variable; to use the current texture of the object being drawn,
/// use SetCurrentTexture instead.
/// Example:
/// \code
/// // These are the variables in the pixel shader
/// uniform sampler2D the_texture;
/// uniform vec4 color; // this is the variable in the shader
/// \endcode
/// \code
/// shader.SetParameter("color", sf::Color(255, 128, 0, 255));
/// \endcode
///
/// \param name Name of the parameter in the shader
/// \param color Color to assign
///
////////////////////////////////////////////////////////////
void SetParameter(const std::string& name, const Color& color);
////////////////////////////////////////////////////////////
/// \brief Change a matrix parameter of the shader
///
/// \a name is the name of the variable to change in the shader.
/// The corresponding parameter in the shader must be a 4x4 matrix
/// (mat4 GLSL type).
///
/// Example:
/// \code
/// uniform mat4 matrix; // this is the variable in the shader
/// \endcode
/// \code
/// sf::Transform transform;
/// transform.Translate(5, 10);
/// shader.SetParameter("matrix", transform);
/// \endcode
///
/// \param name Name of the parameter in the shader
/// \param transform Transform to assign
///
////////////////////////////////////////////////////////////
void SetParameter(const std::string& name, const sf::Transform& transform);
////////////////////////////////////////////////////////////
/// \brief Change a texture parameter of the shader
///
/// \a name is the name of the variable to change in the shader.
/// The corresponding parameter in the shader must be a 2D texture
/// (sampler2D GLSL type).
///
/// Example:
/// \code
/// uniform sampler2D the_texture; // this is the variable in the shader
/// \endcode
/// \code
/// sf::Texture texture;
/// ...
/// shader.SetTexture("the_texture", texture);
/// shader.SetParameter("the_texture", texture);
/// \endcode
/// It is important to note that \a texture must remain alive as long
/// as the shader uses it, no copy is made internally.
///
/// To use the texture of the object being draw, which cannot be
/// known in advance, you can pass the special value
/// sf::Shader::CurrentTexture:
/// \code
/// shader.SetParameter("the_texture", sf::Shader::CurrentTexture).
/// \endcode
///
/// \param name Name of the texture in the shader
/// \param texture Texture to assign
///
/// \see SetParameter, SetCurrentTexture
///
////////////////////////////////////////////////////////////
void SetTexture(const std::string& name, const Texture& texture);
void SetParameter(const std::string& name, const Texture& texture);
////////////////////////////////////////////////////////////
/// \brief Set the current object texture in the shader
/// \brief Change a texture parameter of the shader
///
/// This overload maps a shader texture variable to the
/// texture of the object being drawn, which cannot be
/// known in advance. The second argument must be
/// sf::Shader::CurrentTexture.
/// The corresponding parameter in the shader must be a 2D texture
/// (sampler2D GLSL type).
///
/// This function maps a shader texture variable to the
/// texture of the object being drawn.
/// Example:
/// \code
/// // This is the variable in the pixel shader
/// uniform sampler2D current;
/// uniform sampler2D current; // this is the variable in the shader
/// \endcode
/// \code
/// shader.SetCurrentTexture("current");
/// shader.SetParameter("current", sf::Shader::CurrentTexture);
/// \endcode
///
/// \param name Name of the texture in the shader
///
/// \see SetParameter, SetTexture
///
////////////////////////////////////////////////////////////
void SetCurrentTexture(const std::string& name);
void SetParameter(const std::string& name, CurrentTextureType);
////////////////////////////////////////////////////////////
/// \brief Bind the shader for rendering (activate it)
@ -326,16 +477,6 @@ public :
////////////////////////////////////////////////////////////
void Unbind() const;
////////////////////////////////////////////////////////////
/// \brief Overload of assignment operator
///
/// \param right Instance to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
Shader& operator =(const Shader& right);
////////////////////////////////////////////////////////////
/// \brief Tell whether or not the system supports shaders
///
@ -351,12 +492,18 @@ public :
private :
////////////////////////////////////////////////////////////
/// \brief Create the program and attach the shaders
/// \brief Compile the shader(s) and create the program
///
/// If one of the arguments is NULL, the corresponding shader
/// is not created.
///
/// \param vertexShaderCode Source code of the vertex shader
/// \param fragmentShaderCode Source code of the fragment shader
///
/// \return True on success, false if any error happened
///
////////////////////////////////////////////////////////////
bool CompileProgram();
bool CompileProgram(const char* vertexShaderCode, const char* fragmentShaderCode);
////////////////////////////////////////////////////////////
/// \brief Bind all the textures used by the shader
@ -367,16 +514,6 @@ private :
////////////////////////////////////////////////////////////
void BindTextures() const;
////////////////////////////////////////////////////////////
/// \brief Make sure that the shader is ready to be used
///
/// This function is called by the Renderer class, to make
/// sure that the shader's parameters are properly applied
/// even when Use() is not called due to internal optimizations.
///
////////////////////////////////////////////////////////////
void Use() const;
////////////////////////////////////////////////////////////
// Types
////////////////////////////////////////////////////////////
@ -388,7 +525,6 @@ private :
unsigned int myShaderProgram; ///< OpenGL identifier for the program
int myCurrentTexture; ///< Location of the current texture in the shader
TextureTable myTextures; ///< Texture variables in the shader, mapped to their location
std::string myFragmentShader; ///< Fragment shader source code
};
} // namespace sf
@ -401,34 +537,44 @@ private :
/// \class sf::Shader
/// \ingroup graphics
///
/// Pixel shaders (or fragment shaders) are programs written
/// using a specific language, executed directly by the
/// graphics card and allowing to apply per-pixel real-time
/// operations to the rendered entities.
/// Shaders are programs written using a specific language,
/// executed directly by the graphics card and allowing
/// to apply real-time operations to the rendered entities.
///
/// Pixel shaders are written in GLSL, which is a C-like
/// There are two kinds of shaders:
/// \li Vertex shaders, that process vertices
/// \li Fragment (pixel) shaders, that process pixels
///
/// A sf::Shader can be composed of either a vertex shader
/// alone, a fragment shader alone, or both combined
/// (see the variants of the Load functions).
///
/// Shaders are written in GLSL, which is a C-like
/// language dedicated to OpenGL shaders. You'll probably
/// need to learn its basics before writing your own shaders
/// for SFML.
///
/// Like any C/C++ program, a shader has its own variables
/// that you can set from your C++ application. sf::Shader
/// handles 3 different types of variables:
/// handles 4 different types of variables:
/// \li floats
/// \li vectors (2, 3 or 4 components)
/// \li textures
/// \li transforms (matrices)
///
/// The value of the variables can be changed at any time
/// with either Shader::SetParameter or Shader::SetTexture:
/// with either the various overloads of the SetParameter function:
/// \code
/// shader.SetParameter("offset", 2.f);
/// shader.SetParameter("color", 0.5f, 0.8f, 0.3f);
/// shader.SetTexture("overlay", texture); // texture is a sf::Texture
/// shader.SetCurrentTexture("texture");
/// shader.SetParameter("matrix", transform); // transform is a sf::Transform
/// shader.SetParameter("overlay", texture); // texture is a sf::Texture
/// shader.SetParameter("texture", sf::Shader::CurrentTexture);
/// \endcode
///
/// Shader::SetCurrentTexture maps the given texture variable
/// to the current texture of the object being drawn.
/// The special Shader::CurrentTexture argument maps the
/// given texture variable to the current texture of the
/// object being drawn (which cannot be known in advance).
///
/// To apply a shader to a drawable, you must pass it as an
/// additional parameter to the Draw function:
@ -443,13 +589,15 @@ private :
/// window.Draw(sprite, states);
/// \endcode
///
/// Shaders can be used on any drawable, but they are mainly
/// made for sprites and shapes. Using a shader on a sf::String
/// is more limited, because the texture of the text is not the
/// actual text that you see on screen, it is a big texture
/// containing all the characters of the font in an arbitrary
/// order. Thus, texture lookups on pixels other than the current
/// one may not give you the expected result.
/// Shaders can be used on any drawable, but some combinations are
/// not interesting. For example, using a vertex shader on a sf::Sprite
/// is limited because there are only 4 vertices, the sprite would
/// have to be subdivided in order to apply wave effects.
/// Another bad example is a fragment shader with sf::Text: the texture
/// of the text is not the actual text that you see on screen, it is
/// a big texture containing all the characters of the font in an
/// arbitrary order; thus, texture lookups on pixels other than the
/// current one may not give you the expected result.
///
/// Shaders can also be used to apply global post-effects to the
/// current contents of the target (like the old sf::PostFx class
@ -466,8 +614,8 @@ private :
/// easily inserted anywhere without impacting all the code.
///
/// Like sf::Texture that can be used as a raw OpenGL texture,
/// sf::Shader can also be used directly as a raw fragment
/// shader for custom OpenGL geometry.
/// sf::Shader can also be used directly as a raw shader for
/// custom OpenGL geometry.
/// \code
/// window.SetActive();
/// shader.Bind();

View File

@ -27,6 +27,7 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/Shader.hpp>
#include <SFML/Graphics/Texture.hpp>
#include <SFML/Graphics/GLCheck.hpp>
#include <SFML/System/InputStream.hpp>
#include <SFML/System/Err.hpp>
@ -46,30 +47,50 @@ namespace
GLCheck(glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &maxUnits));
return maxUnits;
}
// Read the contents of a file into an array of char
bool GetFileContents(const std::string& filename, std::vector<char>& buffer)
{
std::ifstream file(filename.c_str(), std::ios_base::binary);
if (file)
{
file.seekg(0, std::ios_base::end);
std::streamsize size = file.tellg();
file.seekg(0, std::ios_base::beg);
buffer.resize(size);
file.read(&buffer[0], size);
buffer.push_back('\0');
return true;
}
else
{
return false;
}
}
// Read the contents of a stream into an array of char
bool GetStreamContents(sf::InputStream& stream, std::vector<char>& buffer)
{
sf::Int64 size = stream.GetSize();
buffer.resize(static_cast<std::size_t>(size));
sf::Int64 read = stream.Read(&buffer[0], size);
buffer.push_back('\0');
return read == size;
}
}
namespace sf
{
////////////////////////////////////////////////////////////
Shader::CurrentTextureType Shader::CurrentTexture;
////////////////////////////////////////////////////////////
Shader::Shader() :
myShaderProgram (0),
myCurrentTexture(-1)
{
}
////////////////////////////////////////////////////////////
Shader::Shader(const Shader& copy) :
myShaderProgram (0),
myCurrentTexture(copy.myCurrentTexture),
myTextures (copy.myTextures),
myFragmentShader(copy.myFragmentShader)
{
// Create the shaders and the program
if (copy.myShaderProgram)
CompileProgram();
}
@ -85,48 +106,107 @@ Shader::~Shader()
////////////////////////////////////////////////////////////
bool Shader::LoadFromFile(const std::string& filename)
bool Shader::LoadFromFile(const std::string& filename, Type type)
{
// Open the file
std::ifstream file(filename.c_str());
if (!file)
// Read the file
std::vector<char> shader;
if (!GetFileContents(filename, shader))
{
Err() << "Failed to open shader file \"" << filename << "\"" << std::endl;
return false;
}
// Read the shader code from the file
myFragmentShader.clear();
std::string line;
while (std::getline(file, line))
myFragmentShader += line + "\n";
// Create the shaders and the program
return CompileProgram();
// Compile the shader program
if (type == Vertex)
return CompileProgram(&shader[0], NULL);
else
return CompileProgram(NULL, &shader[0]);
}
////////////////////////////////////////////////////////////
bool Shader::LoadFromMemory(const std::string& shader)
bool Shader::LoadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename)
{
// Save the shader code
myFragmentShader = shader;
// Read the vertex shader file
std::vector<char> vertexShader;
if (!GetFileContents(vertexShaderFilename, vertexShader))
{
Err() << "Failed to open vertex shader file \"" << vertexShaderFilename << "\"" << std::endl;
return false;
}
// Create the shaders and the program
return CompileProgram();
// Read the fragment shader file
std::vector<char> fragmentShader;
if (!GetFileContents(fragmentShaderFilename, fragmentShader))
{
Err() << "Failed to open fragment shader file \"" << fragmentShaderFilename << "\"" << std::endl;
return false;
}
// Compile the shader program
return CompileProgram(&vertexShader[0], &fragmentShader[0]);
}
////////////////////////////////////////////////////////////
bool Shader::LoadFromStream(InputStream& stream)
bool Shader::LoadFromMemory(const std::string& shader, Type type)
{
// Compile the shader program
if (type == Vertex)
return CompileProgram(shader.c_str(), NULL);
else
return CompileProgram(NULL, shader.c_str());
}
////////////////////////////////////////////////////////////
bool Shader::LoadFromMemory(const std::string& vertexShader, const std::string& fragmentShader)
{
// Compile the shader program
return CompileProgram(vertexShader.c_str(), fragmentShader.c_str());
}
////////////////////////////////////////////////////////////
bool Shader::LoadFromStream(InputStream& stream, Type type)
{
// Read the shader code from the stream
std::vector<char> buffer(static_cast<std::size_t>(stream.GetSize()));
Int64 read = stream.Read(&buffer[0], buffer.size());
myFragmentShader.assign(&buffer[0], &buffer[0] + read);
std::vector<char> shader;
if (!GetStreamContents(stream, shader))
{
Err() << "Failed to read shader from stream" << std::endl;
return false;
}
// Create the shaders and the program
return CompileProgram();
// Compile the shader program
if (type == Vertex)
return CompileProgram(&shader[0], NULL);
else
return CompileProgram(NULL, &shader[0]);
}
////////////////////////////////////////////////////////////
bool Shader::LoadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream)
{
// Read the vertex shader code from the stream
std::vector<char> vertexShader;
if (!GetStreamContents(vertexShaderStream, vertexShader))
{
Err() << "Failed to read vertex shader from stream" << std::endl;
return false;
}
// Read the fragment shader code from the stream
std::vector<char> fragmentShader;
if (!GetStreamContents(fragmentShaderStream, fragmentShader))
{
Err() << "Failed to read fragment shader from stream" << std::endl;
return false;
}
// Compile the shader program
return CompileProgram(&vertexShader[0], &fragmentShader[0]);
}
@ -241,7 +321,38 @@ void Shader::SetParameter(const std::string& name, const Vector3f& v)
////////////////////////////////////////////////////////////
void Shader::SetTexture(const std::string& name, const Texture& texture)
void Shader::SetParameter(const std::string& name, const Color& color)
{
SetParameter(name, color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
}
////////////////////////////////////////////////////////////
void Shader::SetParameter(const std::string& name, const sf::Transform& transform)
{
if (myShaderProgram)
{
EnsureGlContext();
// Enable program
GLhandleARB program = glGetHandleARB(GL_PROGRAM_OBJECT_ARB);
GLCheck(glUseProgramObjectARB(myShaderProgram));
// Get parameter location and assign it new values
GLint location = glGetUniformLocationARB(myShaderProgram, name.c_str());
if (location != -1)
GLCheck(glUniformMatrix4fvARB(location, 1, GL_FALSE, transform.GetMatrix()));
else
Err() << "Parameter \"" << name << "\" not found in shader" << std::endl;
// Disable program
GLCheck(glUseProgramObjectARB(program));
}
}
////////////////////////////////////////////////////////////
void Shader::SetParameter(const std::string& name, const Texture& texture)
{
if (myShaderProgram)
{
@ -279,7 +390,7 @@ void Shader::SetTexture(const std::string& name, const Texture& texture)
////////////////////////////////////////////////////////////
void Shader::SetCurrentTexture(const std::string& name)
void Shader::SetParameter(const std::string& name, CurrentTextureType)
{
if (myShaderProgram)
{
@ -322,20 +433,6 @@ void Shader::Unbind() const
}
////////////////////////////////////////////////////////////
Shader& Shader::operator =(const Shader& right)
{
Shader temp(right);
std::swap(myShaderProgram, temp.myShaderProgram);
std::swap(myCurrentTexture, temp.myCurrentTexture);
std::swap(myTextures, temp.myTextures);
std::swap(myFragmentShader, temp.myFragmentShader);
return *this;
}
////////////////////////////////////////////////////////////
bool Shader::IsAvailable()
{
@ -352,7 +449,7 @@ bool Shader::IsAvailable()
////////////////////////////////////////////////////////////
bool Shader::CompileProgram()
bool Shader::CompileProgram(const char* vertexShaderCode, const char* fragmentShaderCode)
{
EnsureGlContext();
@ -368,74 +465,73 @@ bool Shader::CompileProgram()
if (myShaderProgram)
GLCheck(glDeleteObjectARB(myShaderProgram));
// Define the vertex shader source (we provide it directly as it doesn't have to change)
static const char* vertexSrc =
"void main()"
"{"
" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;"
" gl_FrontColor = gl_Color;"
" gl_Position = ftransform();"
"}";
// Create the program
myShaderProgram = glCreateProgramObjectARB();
// Create the shaders
GLhandleARB vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
GLhandleARB fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
// Compile them
const char* fragmentSrc = myFragmentShader.c_str();
GLCheck(glShaderSourceARB(vertexShader, 1, &vertexSrc, NULL));
GLCheck(glShaderSourceARB(fragmentShader, 1, &fragmentSrc, NULL));
GLCheck(glCompileShaderARB(vertexShader));
GLCheck(glCompileShaderARB(fragmentShader));
// Check the compile logs
GLint success;
GLCheck(glGetObjectParameterivARB(vertexShader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
if (success == GL_FALSE)
// Create the vertex shader if needed
if (vertexShaderCode)
{
char log[1024];
GLCheck(glGetInfoLogARB(vertexShader, sizeof(log), 0, log));
Err() << "Failed to compile shader:" << std::endl
<< log << std::endl;
// Create and compile the shader
GLhandleARB vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
GLCheck(glShaderSourceARB(vertexShader, 1, &vertexShaderCode, NULL));
GLCheck(glCompileShaderARB(vertexShader));
// Check the compile log
GLint success;
GLCheck(glGetObjectParameterivARB(vertexShader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
if (success == GL_FALSE)
{
char log[1024];
GLCheck(glGetInfoLogARB(vertexShader, sizeof(log), 0, log));
Err() << "Failed to compile vertex shader:" << std::endl
<< log << std::endl;
GLCheck(glDeleteObjectARB(vertexShader));
GLCheck(glDeleteObjectARB(myShaderProgram));
myShaderProgram = 0;
return false;
}
// Attach the shader to the program, and delete it (not needed anymore)
GLCheck(glAttachObjectARB(myShaderProgram, vertexShader));
GLCheck(glDeleteObjectARB(vertexShader));
GLCheck(glDeleteObjectARB(fragmentShader));
GLCheck(glDeleteObjectARB(myShaderProgram));
myShaderProgram = 0;
return false;
}
GLCheck(glGetObjectParameterivARB(fragmentShader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
if (success == GL_FALSE)
{
char log[1024];
GLCheck(glGetInfoLogARB(fragmentShader, sizeof(log), 0, log));
Err() << "Failed to compile shader:" << std::endl
<< log << std::endl;
GLCheck(glDeleteObjectARB(vertexShader));
GLCheck(glDeleteObjectARB(fragmentShader));
GLCheck(glDeleteObjectARB(myShaderProgram));
myShaderProgram = 0;
return false;
}
// Attach the shaders to the program
GLCheck(glAttachObjectARB(myShaderProgram, vertexShader));
GLCheck(glAttachObjectARB(myShaderProgram, fragmentShader));
// Create the fragment shader if needed
if (fragmentShaderCode)
{
// Create and compile the shader
GLhandleARB fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
GLCheck(glShaderSourceARB(fragmentShader, 1, &fragmentShaderCode, NULL));
GLCheck(glCompileShaderARB(fragmentShader));
// We can now delete the shaders
GLCheck(glDeleteObjectARB(vertexShader));
GLCheck(glDeleteObjectARB(fragmentShader));
// Check the compile log
GLint success;
GLCheck(glGetObjectParameterivARB(fragmentShader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
if (success == GL_FALSE)
{
char log[1024];
GLCheck(glGetInfoLogARB(fragmentShader, sizeof(log), 0, log));
Err() << "Failed to compile fragment shader:" << std::endl
<< log << std::endl;
GLCheck(glDeleteObjectARB(fragmentShader));
GLCheck(glDeleteObjectARB(myShaderProgram));
myShaderProgram = 0;
return false;
}
// Attach the shader to the program, and delete it (not needed anymore)
GLCheck(glAttachObjectARB(myShaderProgram, fragmentShader));
GLCheck(glDeleteObjectARB(fragmentShader));
}
// Link the program
GLCheck(glLinkProgramARB(myShaderProgram));
// Get link log
// Check the link log
GLint success;
GLCheck(glGetObjectParameterivARB(myShaderProgram, GL_OBJECT_LINK_STATUS_ARB, &success));
if (success == GL_FALSE)
{
// Oops... link errors
char log[1024];
GLCheck(glGetInfoLogARB(myShaderProgram, sizeof(log), 0, log));
Err() << "Failed to link shader:" << std::endl
@ -466,11 +562,4 @@ void Shader::BindTextures() const
GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB));
}
////////////////////////////////////////////////////////////
void Shader::Use() const
{
BindTextures();
}
} // namespace sf