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Rewrite Shader.cpp
example
This commit is contained in:
parent
5484824948
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@ -1,6 +1,5 @@
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# all source files
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# all source files
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set(SRC Effect.hpp
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set(SRC Shader.cpp)
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Shader.cpp)
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# define the shader target
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# define the shader target
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sfml_add_example(shader GUI_APP
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sfml_add_example(shader GUI_APP
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@ -1,80 +0,0 @@
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#pragma once
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics.hpp>
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#include <string>
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#include <utility>
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#include <cassert>
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////////////////////////////////////////////////////////////
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// Base class for effects
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////////////////////////////////////////////////////////////
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class Effect : public sf::Drawable
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{
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public:
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static void setFont(const sf::Font& font)
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{
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s_font = &font;
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}
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const std::string& getName() const
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{
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return m_name;
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}
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void load()
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{
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m_isLoaded = sf::Shader::isAvailable() && onLoad();
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}
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void update(float time, float x, float y)
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{
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if (m_isLoaded)
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onUpdate(time, x, y);
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}
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void draw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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if (m_isLoaded)
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{
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onDraw(target, states);
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}
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else
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{
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// Clear the target to grey to make sure the text is always readable
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target.clear(sf::Color(50, 50, 50));
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sf::Text error(getFont(), "Shader not\nsupported");
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error.setPosition({320.f, 200.f});
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error.setCharacterSize(36);
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target.draw(error, states);
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}
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}
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protected:
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Effect(std::string name) : m_name(std::move(name))
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{
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}
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static const sf::Font& getFont()
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{
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assert(s_font != nullptr && "Cannot get font until setFont() is called");
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return *s_font;
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}
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private:
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// Virtual functions to be implemented in derived effects
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virtual bool onLoad() = 0;
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virtual void onUpdate(float time, float x, float y) = 0;
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virtual void onDraw(sf::RenderTarget& target, sf::RenderStates states) const = 0;
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std::string m_name;
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bool m_isLoaded{};
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// NOLINTNEXTLINE(readability-identifier-naming)
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static inline const sf::Font* s_font{};
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};
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@ -1,15 +1,14 @@
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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// Headers
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// Headers
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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#include "Effect.hpp"
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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#include <array>
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#include <array>
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#include <iostream>
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#include <optional>
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#include <optional>
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#include <random>
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#include <random>
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#include <string>
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#include <string>
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#include <vector>
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#include <cmath>
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#include <cmath>
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#include <cstdint>
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#include <cstdint>
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@ -21,46 +20,56 @@ std::random_device rd;
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std::mt19937 rng(rd());
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std::mt19937 rng(rd());
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} // namespace
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} // namespace
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////////////////////////////////////////////////////////////
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// Base class for effects
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////////////////////////////////////////////////////////////
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struct Effect : sf::Drawable
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{
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virtual void update(float time, float x, float y) = 0;
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};
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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// "Pixelate" fragment shader
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// "Pixelate" fragment shader
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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class Pixelate : public Effect
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class Pixelate : public Effect
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{
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{
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public:
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public:
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Pixelate() : Effect("Pixelate")
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static std::optional<Pixelate> tryLoad()
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{
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{
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}
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auto texture = sf::Texture::loadFromFile("resources/background.jpg");
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if (!texture.has_value())
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return std::nullopt;
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bool onLoad() override
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auto shader = sf::Shader::loadFromFile("resources/pixelate.frag", sf::Shader::Type::Fragment);
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{
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if (!shader.has_value())
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// Load the texture and initialize the sprite
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return std::nullopt;
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if (!(m_texture = sf::Texture::loadFromFile("resources/background.jpg")))
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return false;
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m_sprite.emplace(*m_texture);
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// Load the shader
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return Pixelate{std::move(*texture), std::move(*shader)};
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if (!(m_shader = sf::Shader::loadFromFile("resources/pixelate.frag", sf::Shader::Type::Fragment)))
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return false;
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m_shader->setUniform("texture", sf::Shader::CurrentTexture);
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return true;
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}
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void onUpdate(float, float x, float y) override
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{
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m_shader->setUniform("pixel_threshold", (x + y) / 30);
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}
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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states.shader = &*m_shader;
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target.draw(*m_sprite, states);
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}
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}
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private:
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private:
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std::optional<sf::Texture> m_texture;
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explicit Pixelate(sf::Texture&& texture, sf::Shader&& shader) :
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std::optional<sf::Sprite> m_sprite;
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m_texture(std::move(texture)),
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std::optional<sf::Shader> m_shader;
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m_shader(std::move(shader))
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{
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m_shader.setUniform("texture", sf::Shader::CurrentTexture);
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}
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void update(float /* time */, float x, float y) override
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{
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m_shader.setUniform("pixel_threshold", (x + y) / 30);
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}
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void draw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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states.shader = &m_shader;
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target.draw(sf::Sprite{m_texture}, states);
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}
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sf::Texture m_texture;
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sf::Shader m_shader;
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};
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};
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@ -70,14 +79,31 @@ private:
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class WaveBlur : public Effect
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class WaveBlur : public Effect
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{
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{
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public:
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public:
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WaveBlur() : Effect("Wave + Blur"), m_text(getFont())
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static std::optional<WaveBlur> tryLoad(const sf::Font& font)
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{
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{
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auto shader = sf::Shader::loadFromFile("resources/wave.vert", "resources/blur.frag");
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if (!shader.has_value())
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return std::nullopt;
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return WaveBlur{font, std::move(*shader)};
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}
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}
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bool onLoad() override
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void update(float time, float x, float y) override
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{
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{
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// Create the text
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m_shader.setUniform("wave_phase", time);
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m_text.setString(
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m_shader.setUniform("wave_amplitude", sf::Vector2f(x * 40, y * 40));
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m_shader.setUniform("blur_radius", (x + y) * 0.008f);
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}
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void draw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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states.shader = &m_shader;
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target.draw(m_text, states);
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}
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private:
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explicit WaveBlur(const sf::Font& font, sf::Shader&& shader) :
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m_text(font,
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"Praesent suscipit augue in velit pulvinar hendrerit varius purus aliquam.\n"
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"Praesent suscipit augue in velit pulvinar hendrerit varius purus aliquam.\n"
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"Mauris mi odio, bibendum quis fringilla a, laoreet vel orci. Proin vitae vulputate tortor.\n"
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"Mauris mi odio, bibendum quis fringilla a, laoreet vel orci. Proin vitae vulputate tortor.\n"
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"Praesent cursus ultrices justo, ut feugiat ante vehicula quis.\n"
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"Praesent cursus ultrices justo, ut feugiat ante vehicula quis.\n"
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@ -95,30 +121,15 @@ public:
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"Vestibulum in augue non felis convallis viverra.\n"
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"Vestibulum in augue non felis convallis viverra.\n"
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"Mauris ultricies dolor sed massa convallis sed aliquet augue fringilla.\n"
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"Mauris ultricies dolor sed massa convallis sed aliquet augue fringilla.\n"
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"Duis erat eros, porta in accumsan in, blandit quis sem.\n"
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"Duis erat eros, porta in accumsan in, blandit quis sem.\n"
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"In hac habitasse platea dictumst. Etiam fringilla est id odio dapibus sit amet semper dui laoreet.\n");
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"In hac habitasse platea dictumst. Etiam fringilla est id odio dapibus sit amet semper dui laoreet.\n",
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m_text.setCharacterSize(22);
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22),
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m_shader(std::move(shader))
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{
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m_text.setPosition({30.f, 20.f});
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m_text.setPosition({30.f, 20.f});
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// Load the shader
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return (m_shader = sf::Shader::loadFromFile("resources/wave.vert", "resources/blur.frag")).has_value();
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}
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}
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void onUpdate(float time, float x, float y) override
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{
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m_shader->setUniform("wave_phase", time);
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m_shader->setUniform("wave_amplitude", sf::Vector2f(x * 40, y * 40));
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m_shader->setUniform("blur_radius", (x + y) * 0.008f);
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}
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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states.shader = &*m_shader;
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target.draw(m_text, states);
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}
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private:
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sf::Text m_text;
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sf::Text m_text;
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std::optional<sf::Shader> m_shader;
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sf::Shader m_shader;
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};
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};
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@ -128,11 +139,33 @@ private:
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class StormBlink : public Effect
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class StormBlink : public Effect
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{
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{
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public:
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public:
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StormBlink() : Effect("Storm + Blink")
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static std::optional<StormBlink> tryLoad()
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{
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{
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auto shader = sf::Shader::loadFromFile("resources/storm.vert", "resources/blink.frag");
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if (!shader.has_value())
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return std::nullopt;
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return StormBlink{std::move(*shader)};
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}
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}
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bool onLoad() override
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void update(float time, float x, float y) override
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{
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const float radius = 200 + std::cos(time) * 150;
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m_shader.setUniform("storm_position", sf::Vector2f(x * 800, y * 600));
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m_shader.setUniform("storm_inner_radius", radius / 3);
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m_shader.setUniform("storm_total_radius", radius);
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m_shader.setUniform("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
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}
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void draw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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states.shader = &m_shader;
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target.draw(m_points, states);
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}
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private:
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explicit StormBlink(sf::Shader&& shader) : m_shader(std::move(shader))
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{
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{
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std::uniform_real_distribution<float> xDistribution(0, 800);
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std::uniform_real_distribution<float> xDistribution(0, 800);
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std::uniform_real_distribution<float> yDistribution(0, 600);
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std::uniform_real_distribution<float> yDistribution(0, 600);
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@ -140,38 +173,22 @@ public:
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// Create the points
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// Create the points
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m_points.setPrimitiveType(sf::PrimitiveType::Points);
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m_points.setPrimitiveType(sf::PrimitiveType::Points);
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for (int i = 0; i < 40000; ++i)
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for (int i = 0; i < 40000; ++i)
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{
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{
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const auto x = xDistribution(rng);
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const auto x = xDistribution(rng);
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const auto y = yDistribution(rng);
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const auto y = yDistribution(rng);
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const auto r = static_cast<std::uint8_t>(colorDistribution(rng));
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const auto r = static_cast<std::uint8_t>(colorDistribution(rng));
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const auto g = static_cast<std::uint8_t>(colorDistribution(rng));
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const auto g = static_cast<std::uint8_t>(colorDistribution(rng));
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const auto b = static_cast<std::uint8_t>(colorDistribution(rng));
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const auto b = static_cast<std::uint8_t>(colorDistribution(rng));
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m_points.append({{x, y}, {r, g, b}});
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m_points.append({{x, y}, {r, g, b}});
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}
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}
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// Load the shader
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return (m_shader = sf::Shader::loadFromFile("resources/storm.vert", "resources/blink.frag")).has_value();
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}
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}
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void onUpdate(float time, float x, float y) override
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{
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const float radius = 200 + std::cos(time) * 150;
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m_shader->setUniform("storm_position", sf::Vector2f(x * 800, y * 600));
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m_shader->setUniform("storm_inner_radius", radius / 3);
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m_shader->setUniform("storm_total_radius", radius);
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m_shader->setUniform("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
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}
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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states.shader = &*m_shader;
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target.draw(m_points, states);
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}
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private:
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sf::VertexArray m_points;
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sf::VertexArray m_points;
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std::optional<sf::Shader> m_shader;
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sf::Shader m_shader;
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};
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};
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@ -181,80 +198,86 @@ private:
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class Edge : public Effect
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class Edge : public Effect
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{
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{
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public:
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public:
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Edge() : Effect("Edge Post-effect")
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static std::optional<Edge> tryLoad()
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{
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}
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bool onLoad() override
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{
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{
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// Create the off-screen surface
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// Create the off-screen surface
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if (!(m_surface = sf::RenderTexture::create({800, 600})))
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auto surface = sf::RenderTexture::create({800, 600});
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return false;
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if (!surface.has_value())
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m_surface->setSmooth(true);
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return std::nullopt;
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// Load the textures
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surface->setSmooth(true);
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if (!(m_backgroundTexture = sf::Texture::loadFromFile("resources/sfml.png")))
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return false;
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m_backgroundTexture->setSmooth(true);
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if (!(m_entityTexture = sf::Texture::loadFromFile("resources/devices.png")))
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return false;
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m_entityTexture->setSmooth(true);
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// Initialize the background sprite
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// Load the background texture
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m_backgroundSprite.emplace(*m_backgroundTexture);
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auto backgroundTexture = sf::Texture::loadFromFile("resources/sfml.png");
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m_backgroundSprite->setPosition({135.f, 100.f});
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if (!backgroundTexture.has_value())
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return std::nullopt;
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// Load the moving entities
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backgroundTexture->setSmooth(true);
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for (int i = 0; i < 6; ++i)
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{
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// Load the entity texture
|
||||||
const sf::Sprite entity(*m_entityTexture, sf::IntRect({96 * i, 0}, {96, 96}));
|
auto entityTexture = sf::Texture::loadFromFile("resources/devices.png");
|
||||||
m_entities.push_back(entity);
|
if (!entityTexture.has_value())
|
||||||
}
|
return std::nullopt;
|
||||||
|
|
||||||
|
entityTexture->setSmooth(true);
|
||||||
|
|
||||||
// Load the shader
|
// Load the shader
|
||||||
if (!(m_shader = sf::Shader::loadFromFile("resources/edge.frag", sf::Shader::Type::Fragment)))
|
auto shader = sf::Shader::loadFromFile("resources/edge.frag", sf::Shader::Type::Fragment);
|
||||||
return false;
|
if (!shader.has_value())
|
||||||
m_shader->setUniform("texture", sf::Shader::CurrentTexture);
|
return std::nullopt;
|
||||||
|
|
||||||
return true;
|
shader->setUniform("texture", sf::Shader::CurrentTexture);
|
||||||
|
|
||||||
|
return Edge{std::move(*surface), std::move(*backgroundTexture), std::move(*entityTexture), std::move(*shader)};
|
||||||
}
|
}
|
||||||
|
|
||||||
void onUpdate(float time, float x, float y) override
|
void update(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)
|
|
||||||
{
|
|
||||||
sf::Vector2f position;
|
|
||||||
position.x = std::cos(0.25f * (time * static_cast<float>(i) + static_cast<float>(m_entities.size() - i))) * 300 +
|
|
||||||
350;
|
|
||||||
position.y = std::sin(0.25f * (time * static_cast<float>(m_entities.size() - i) + static_cast<float>(i))) * 200 +
|
|
||||||
250;
|
|
||||||
m_entities[i].setPosition(position);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Render the updated scene to the off-screen surface
|
// Render the updated scene to the off-screen surface
|
||||||
m_surface->clear(sf::Color::White);
|
m_surface.clear(sf::Color::White);
|
||||||
m_surface->draw(*m_backgroundSprite);
|
|
||||||
for (const sf::Sprite& entity : m_entities)
|
sf::Sprite backgroundSprite{m_backgroundTexture};
|
||||||
m_surface->draw(entity);
|
backgroundSprite.setPosition({135.f, 100.f});
|
||||||
m_surface->display();
|
m_surface.draw(backgroundSprite);
|
||||||
|
|
||||||
|
// Update the position of the moving entities
|
||||||
|
constexpr int numEntities = 6;
|
||||||
|
|
||||||
|
for (int i = 0; i < 6; ++i)
|
||||||
|
{
|
||||||
|
sf::Sprite entity{m_entityTexture, sf::IntRect({96 * i, 0}, {96, 96})};
|
||||||
|
|
||||||
|
entity.setPosition(
|
||||||
|
{std::cos(0.25f * (time * static_cast<float>(i) + static_cast<float>(numEntities - i))) * 300 + 350,
|
||||||
|
std::sin(0.25f * (time * static_cast<float>(numEntities - i) + static_cast<float>(i))) * 200 + 250});
|
||||||
|
|
||||||
|
m_surface.draw(entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
|
m_surface.display();
|
||||||
|
}
|
||||||
|
|
||||||
|
void draw(sf::RenderTarget& target, sf::RenderStates states) const override
|
||||||
{
|
{
|
||||||
states.shader = &*m_shader;
|
states.shader = &m_shader;
|
||||||
target.draw(sf::Sprite(m_surface->getTexture()), states);
|
target.draw(sf::Sprite{m_surface.getTexture()}, states);
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::optional<sf::RenderTexture> m_surface;
|
explicit Edge(sf::RenderTexture&& surface, sf::Texture&& backgroundTexture, sf::Texture&& entityTexture, sf::Shader&& shader) :
|
||||||
std::optional<sf::Texture> m_backgroundTexture;
|
m_surface(std::move(surface)),
|
||||||
std::optional<sf::Texture> m_entityTexture;
|
m_backgroundTexture(std::move(backgroundTexture)),
|
||||||
std::optional<sf::Sprite> m_backgroundSprite;
|
m_entityTexture(std::move(entityTexture)),
|
||||||
std::vector<sf::Sprite> m_entities;
|
m_shader(std::move(shader))
|
||||||
std::optional<sf::Shader> m_shader;
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
sf::RenderTexture m_surface;
|
||||||
|
sf::Texture m_backgroundTexture;
|
||||||
|
sf::Texture m_entityTexture;
|
||||||
|
sf::Shader m_shader;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
@ -264,48 +287,42 @@ private:
|
|||||||
class Geometry : public Effect
|
class Geometry : public Effect
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
Geometry() : Effect("Geometry Shader Billboards"), m_pointCloud(sf::PrimitiveType::Points, 10000)
|
static std::optional<Geometry> tryLoad()
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
bool onLoad() override
|
|
||||||
{
|
{
|
||||||
// Check if geometry shaders are supported
|
// Check if geometry shaders are supported
|
||||||
if (!sf::Shader::isGeometryAvailable())
|
if (!sf::Shader::isGeometryAvailable())
|
||||||
return false;
|
return std::nullopt;
|
||||||
|
|
||||||
// Move the points in the point cloud to random positions
|
// Load the logo texture
|
||||||
for (std::size_t i = 0; i < 10000; ++i)
|
auto logoTexture = sf::Texture::loadFromFile("resources/logo.png");
|
||||||
{
|
if (!logoTexture.has_value())
|
||||||
// Spread the coordinates from -480 to +480
|
return std::nullopt;
|
||||||
// So they'll always fill the viewport at 800x600
|
|
||||||
std::uniform_real_distribution<float> positionDistribution(-480, 480);
|
|
||||||
m_pointCloud[i].position = {positionDistribution(rng), positionDistribution(rng)};
|
|
||||||
}
|
|
||||||
|
|
||||||
// Load the texture
|
logoTexture->setSmooth(true);
|
||||||
if (!(m_logoTexture = sf::Texture::loadFromFile("resources/logo.png")))
|
|
||||||
return false;
|
|
||||||
|
|
||||||
// Load the shader
|
// Load the shader
|
||||||
if (!(m_shader = sf::Shader::loadFromFile("resources/billboard.vert",
|
auto shader = sf::Shader::loadFromFile("resources/billboard.vert",
|
||||||
"resources/billboard.geom",
|
"resources/billboard.geom",
|
||||||
"resources/billboard.frag")))
|
"resources/billboard.frag");
|
||||||
return false;
|
if (!shader.has_value())
|
||||||
m_shader->setUniform("texture", sf::Shader::CurrentTexture);
|
return std::nullopt;
|
||||||
|
|
||||||
|
shader->setUniform("texture", sf::Shader::CurrentTexture);
|
||||||
|
|
||||||
// Set the render resolution (used for proper scaling)
|
// Set the render resolution (used for proper scaling)
|
||||||
m_shader->setUniform("resolution", sf::Vector2f(800, 600));
|
shader->setUniform("resolution", sf::Vector2f(800, 600));
|
||||||
|
|
||||||
return true;
|
return Geometry{std::move(*logoTexture), std::move(*shader)};
|
||||||
}
|
}
|
||||||
|
|
||||||
void onUpdate(float /*time*/, float x, float y) override
|
void update(float /* time */, float x, float y) override
|
||||||
{
|
{
|
||||||
// Reset our transformation matrix
|
// Reset our transformation matrix
|
||||||
m_transform = sf::Transform::Identity;
|
m_transform = sf::Transform::Identity;
|
||||||
|
|
||||||
// Move to the center of the window
|
// Move to the center of the window
|
||||||
m_transform.translate({400.f, 300.f});
|
m_transform.translate({400.f, 300.f});
|
||||||
|
|
||||||
// Rotate everything based on cursor position
|
// Rotate everything based on cursor position
|
||||||
m_transform.rotate(sf::degrees(x * 360.f));
|
m_transform.rotate(sf::degrees(x * 360.f));
|
||||||
|
|
||||||
@ -313,14 +330,14 @@ public:
|
|||||||
const float size = 25 + std::abs(y) * 50;
|
const float size = 25 + std::abs(y) * 50;
|
||||||
|
|
||||||
// Update the shader parameter
|
// Update the shader parameter
|
||||||
m_shader->setUniform("size", sf::Vector2f(size, size));
|
m_shader.setUniform("size", sf::Vector2f{size, size});
|
||||||
}
|
}
|
||||||
|
|
||||||
void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
|
void draw(sf::RenderTarget& target, sf::RenderStates states) const override
|
||||||
{
|
{
|
||||||
// Prepare the render state
|
// Prepare the render state
|
||||||
states.shader = &*m_shader;
|
states.shader = &m_shader;
|
||||||
states.texture = &*m_logoTexture;
|
states.texture = &m_logoTexture;
|
||||||
states.transform = m_transform;
|
states.transform = m_transform;
|
||||||
|
|
||||||
// Draw the point cloud
|
// Draw the point cloud
|
||||||
@ -328,9 +345,23 @@ public:
|
|||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::optional<sf::Texture> m_logoTexture;
|
explicit Geometry(sf::Texture&& logoTexture, sf::Shader&& shader) :
|
||||||
|
m_logoTexture(std::move(logoTexture)),
|
||||||
|
m_shader(std::move(shader)),
|
||||||
|
m_pointCloud(sf::PrimitiveType::Points, 10000)
|
||||||
|
{
|
||||||
|
// Move the points in the point cloud to random positions
|
||||||
|
for (std::size_t i = 0; i < 10000; ++i)
|
||||||
|
{
|
||||||
|
// Spread the coordinates from -480 to +480 so they'll always fill the viewport at 800x600
|
||||||
|
std::uniform_real_distribution<float> positionDistribution(-480, 480);
|
||||||
|
m_pointCloud[i].position = {positionDistribution(rng), positionDistribution(rng)};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
sf::Texture m_logoTexture;
|
||||||
sf::Transform m_transform;
|
sf::Transform m_transform;
|
||||||
std::optional<sf::Shader> m_shader;
|
sf::Shader m_shader;
|
||||||
sf::VertexArray m_pointCloud;
|
sf::VertexArray m_pointCloud;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -343,29 +374,41 @@ private:
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
|
// Exit early if shaders are not available
|
||||||
|
if (!sf::Shader::isAvailable())
|
||||||
|
{
|
||||||
|
std::cerr << "Shaders not supported on current system, aborting" << std::endl;
|
||||||
|
return EXIT_FAILURE;
|
||||||
|
}
|
||||||
|
|
||||||
// Create the main window
|
// Create the main window
|
||||||
sf::RenderWindow window(sf::VideoMode({800, 600}), "SFML Shader", sf::Style::Titlebar | sf::Style::Close);
|
sf::RenderWindow window(sf::VideoMode({800, 600}), "SFML Shader", sf::Style::Titlebar | sf::Style::Close);
|
||||||
window.setVerticalSyncEnabled(true);
|
window.setVerticalSyncEnabled(true);
|
||||||
|
|
||||||
// Load the application font and pass it to the Effect class
|
// Load the application font
|
||||||
const auto font = sf::Font::loadFromFile("resources/tuffy.ttf").value();
|
const auto font = sf::Font::loadFromFile("resources/tuffy.ttf").value();
|
||||||
Effect::setFont(font);
|
|
||||||
|
|
||||||
// Create the effects
|
// Create the effects
|
||||||
Pixelate pixelateEffect;
|
std::optional pixelateEffect = Pixelate::tryLoad();
|
||||||
WaveBlur waveBlurEffect;
|
std::optional waveBlurEffect = WaveBlur::tryLoad(font);
|
||||||
StormBlink stormBlinkEffect;
|
std::optional stormBlinkEffect = StormBlink::tryLoad();
|
||||||
Edge edgeEffect;
|
std::optional edgeEffect = Edge::tryLoad();
|
||||||
Geometry geometryEffect;
|
std::optional geometryEffect = Geometry::tryLoad();
|
||||||
|
|
||||||
const std::array<Effect*, 5> effects{&pixelateEffect, &waveBlurEffect, &stormBlinkEffect, &edgeEffect, &geometryEffect};
|
const auto optionalToPtr = [&](auto& effect) -> Effect* { return effect.has_value() ? &*effect : nullptr; };
|
||||||
|
|
||||||
|
const std::array<Effect*, 5> effects{optionalToPtr(pixelateEffect),
|
||||||
|
optionalToPtr(waveBlurEffect),
|
||||||
|
optionalToPtr(stormBlinkEffect),
|
||||||
|
optionalToPtr(edgeEffect),
|
||||||
|
optionalToPtr(geometryEffect)};
|
||||||
|
|
||||||
|
const std::array<std::string, 5>
|
||||||
|
effectNames{"Pixelate", "Wave + Blur", "Storm + Blink", "Edge Post-effect", "Geometry Shader Billboards"};
|
||||||
|
|
||||||
|
// Index of currently selected effect
|
||||||
std::size_t current = 0;
|
std::size_t current = 0;
|
||||||
|
|
||||||
// Initialize them
|
|
||||||
for (Effect* effect : effects)
|
|
||||||
effect->load();
|
|
||||||
|
|
||||||
// Create the messages background
|
// Create the messages background
|
||||||
const auto textBackgroundTexture = sf::Texture::loadFromFile("resources/text-background.png").value();
|
const auto textBackgroundTexture = sf::Texture::loadFromFile("resources/text-background.png").value();
|
||||||
sf::Sprite textBackground(textBackgroundTexture);
|
sf::Sprite textBackground(textBackgroundTexture);
|
||||||
@ -373,7 +416,7 @@ int main()
|
|||||||
textBackground.setColor(sf::Color(255, 255, 255, 200));
|
textBackground.setColor(sf::Color(255, 255, 255, 200));
|
||||||
|
|
||||||
// Create the description text
|
// Create the description text
|
||||||
sf::Text description(font, "Current effect: " + effects[current]->getName(), 20);
|
sf::Text description(font, "Current effect: " + effectNames[current], 20);
|
||||||
description.setPosition({10.f, 530.f});
|
description.setPosition({10.f, 530.f});
|
||||||
description.setFillColor(sf::Color(80, 80, 80));
|
description.setFillColor(sf::Color(80, 80, 80));
|
||||||
|
|
||||||
@ -391,7 +434,10 @@ int main()
|
|||||||
{
|
{
|
||||||
// Close window: exit
|
// Close window: exit
|
||||||
if (event.is<sf::Event::Closed>())
|
if (event.is<sf::Event::Closed>())
|
||||||
|
{
|
||||||
window.close();
|
window.close();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
if (const auto* keyPressed = event.getIf<sf::Event::KeyPressed>())
|
if (const auto* keyPressed = event.getIf<sf::Event::KeyPressed>())
|
||||||
{
|
{
|
||||||
@ -399,49 +445,65 @@ int main()
|
|||||||
{
|
{
|
||||||
// Escape key: exit
|
// Escape key: exit
|
||||||
case sf::Keyboard::Key::Escape:
|
case sf::Keyboard::Key::Escape:
|
||||||
|
{
|
||||||
window.close();
|
window.close();
|
||||||
break;
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
// Left arrow key: previous shader
|
// Left arrow key: previous shader
|
||||||
case sf::Keyboard::Key::Left:
|
case sf::Keyboard::Key::Left:
|
||||||
|
{
|
||||||
if (current == 0)
|
if (current == 0)
|
||||||
current = effects.size() - 1;
|
current = effects.size() - 1;
|
||||||
else
|
else
|
||||||
--current;
|
--current;
|
||||||
description.setString("Current effect: " + effects[current]->getName());
|
|
||||||
break;
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
// Right arrow key: next shader
|
// Right arrow key: next shader
|
||||||
case sf::Keyboard::Key::Right:
|
case sf::Keyboard::Key::Right:
|
||||||
|
{
|
||||||
if (current == effects.size() - 1)
|
if (current == effects.size() - 1)
|
||||||
current = 0;
|
current = 0;
|
||||||
else
|
else
|
||||||
++current;
|
++current;
|
||||||
description.setString("Current effect: " + effects[current]->getName());
|
|
||||||
break;
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
description.setString("Current effect: " + effectNames[current]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// If the current example was loaded successfully...
|
||||||
|
if (effects[current] != nullptr)
|
||||||
|
{
|
||||||
// Update the current example
|
// Update the current example
|
||||||
const auto [x, y] = sf::Vector2f(sf::Mouse::getPosition(window)).cwiseDiv(sf::Vector2f(window.getSize()));
|
const auto [x, y] = sf::Vector2f(sf::Mouse::getPosition(window)).cwiseDiv(sf::Vector2f(window.getSize()));
|
||||||
effects[current]->update(clock.getElapsedTime().asSeconds(), x, y);
|
effects[current]->update(clock.getElapsedTime().asSeconds(), x, y);
|
||||||
|
|
||||||
// Clear the window
|
// Clear the window
|
||||||
if (effects[current]->getName() == "Edge Post-effect")
|
window.clear(effectNames[current] == "Edge Post-effect" ? sf::Color::White : sf::Color(50, 50, 50));
|
||||||
{
|
|
||||||
window.clear(sf::Color::White);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
window.clear(sf::Color(50, 50, 50));
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw the current example
|
// Draw the current example
|
||||||
window.draw(*effects[current]);
|
window.draw(*effects[current]);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Clear the window to grey to make sure the text is always readable
|
||||||
|
window.clear(sf::Color(50, 50, 50));
|
||||||
|
|
||||||
|
sf::Text error(font, "Shader not\nsupported");
|
||||||
|
error.setPosition({320.f, 200.f});
|
||||||
|
error.setCharacterSize(36);
|
||||||
|
|
||||||
|
window.draw(error);
|
||||||
|
}
|
||||||
|
|
||||||
// Draw the text
|
// Draw the text
|
||||||
window.draw(textBackground);
|
window.draw(textBackground);
|
||||||
|
Loading…
Reference in New Issue
Block a user