mirror of
https://github.com/SFML/SFML.git
synced 2024-11-24 20:31:05 +08:00
520 lines
17 KiB
C++
520 lines
17 KiB
C++
////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics.hpp>
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#include <array>
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#include <iostream>
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#include <optional>
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#include <random>
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#include <string>
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#include <cmath>
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#include <cstdint>
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#include <cstdlib>
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namespace
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{
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std::random_device rd;
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std::mt19937 rng(rd());
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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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// "Pixelate" fragment shader
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////////////////////////////////////////////////////////////
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class Pixelate : public Effect
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{
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public:
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explicit Pixelate(sf::Texture&& texture, sf::Shader&& shader) :
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m_texture(std::move(texture)),
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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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private:
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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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// "Wave" vertex shader + "blur" fragment shader
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////////////////////////////////////////////////////////////
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class WaveBlur : public Effect
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{
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public:
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void update(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 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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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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"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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"Donec fringilla scelerisque mauris et viverra.\n"
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"Maecenas adipiscing ornare scelerisque. Nullam at libero elit.\n"
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"Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.\n"
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"Nullam leo urna, tincidunt id semper eget, ultricies sed mi.\n"
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"Morbi mauris massa, commodo id dignissim vel, lobortis et elit.\n"
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"Fusce vel libero sed neque scelerisque venenatis.\n"
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"Integer mattis tincidunt quam vitae iaculis.\n"
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"Vivamus fringilla sem non velit venenatis fermentum.\n"
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"Vivamus varius tincidunt nisi id vehicula.\n"
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"Integer ullamcorper, enim vitae euismod rutrum, massa nisl semper ipsum,\n"
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"vestibulum sodales sem ante in massa.\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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"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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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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}
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private:
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sf::Text m_text;
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sf::Shader m_shader;
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};
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////////////////////////////////////////////////////////////
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// "Storm" vertex shader + "blink" fragment shader
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////////////////////////////////////////////////////////////
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class StormBlink : public Effect
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{
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public:
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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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explicit StormBlink(sf::Shader&& shader) : m_shader(std::move(shader))
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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> yDistribution(0, 600);
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std::uniform_int_distribution<std::uint16_t> colorDistribution(0, 255);
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// Create the 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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{
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const auto x = xDistribution(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 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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m_points.append({{x, y}, {r, g, b}});
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}
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}
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private:
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sf::VertexArray m_points;
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sf::Shader m_shader;
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};
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////////////////////////////////////////////////////////////
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// "Edge" post-effect fragment shader
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////////////////////////////////////////////////////////////
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class Edge : public Effect
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{
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public:
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void update(float time, float x, float y) override
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{
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m_shader.setUniform("edge_threshold", 1 - (x + y) / 2);
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// Render the updated scene to the off-screen surface
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m_surface.clear(sf::Color::White);
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sf::Sprite backgroundSprite{m_backgroundTexture};
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backgroundSprite.setPosition({135.f, 100.f});
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m_surface.draw(backgroundSprite);
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// Update the position of the moving entities
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constexpr int numEntities = 6;
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for (int i = 0; i < 6; ++i)
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{
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sf::Sprite entity{m_entityTexture, sf::IntRect({96 * i, 0}, {96, 96})};
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entity.setPosition(
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{std::cos(0.25f * (time * static_cast<float>(i) + static_cast<float>(numEntities - i))) * 300 + 350,
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std::sin(0.25f * (time * static_cast<float>(numEntities - i) + static_cast<float>(i))) * 200 + 250});
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m_surface.draw(entity);
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}
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m_surface.display();
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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_surface.getTexture()}, states);
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}
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explicit Edge(sf::RenderTexture&& surface, sf::Texture&& backgroundTexture, sf::Texture&& entityTexture, sf::Shader&& shader) :
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m_surface(std::move(surface)),
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m_backgroundTexture(std::move(backgroundTexture)),
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m_entityTexture(std::move(entityTexture)),
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m_shader(std::move(shader))
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{
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}
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private:
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sf::RenderTexture m_surface;
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sf::Texture m_backgroundTexture;
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sf::Texture m_entityTexture;
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sf::Shader m_shader;
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};
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////////////////////////////////////////////////////////////
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// "Geometry" geometry shader example
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////////////////////////////////////////////////////////////
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class Geometry : public Effect
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{
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public:
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void update(float /* time */, float x, float y) override
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{
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// Reset our transformation matrix
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m_transform = sf::Transform::Identity;
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// Move to the center of the window
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m_transform.translate({400.f, 300.f});
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// Rotate everything based on cursor position
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m_transform.rotate(sf::degrees(x * 360.f));
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// Adjust billboard size to scale between 25 and 75
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const float size = 25 + std::abs(y) * 50;
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// Update the shader parameter
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m_shader.setUniform("size", sf::Vector2f{size, size});
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}
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void draw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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// Prepare the render state
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states.shader = &m_shader;
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states.texture = &m_logoTexture;
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states.transform = m_transform;
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// Draw the point cloud
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target.draw(m_pointCloud, states);
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}
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explicit Geometry(sf::Texture&& logoTexture, sf::Shader&& shader) :
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m_logoTexture(std::move(logoTexture)),
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m_shader(std::move(shader)),
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m_pointCloud(sf::PrimitiveType::Points, 10000)
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{
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// Move the points in the point cloud to random positions
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for (std::size_t i = 0; i < 10000; ++i)
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{
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// Spread the coordinates from -480 to +480 so they'll always fill the viewport at 800x600
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std::uniform_real_distribution<float> positionDistribution(-480, 480);
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m_pointCloud[i].position = {positionDistribution(rng), positionDistribution(rng)};
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}
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}
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private:
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sf::Texture m_logoTexture;
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sf::Transform m_transform;
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sf::Shader m_shader;
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sf::VertexArray m_pointCloud;
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};
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////////////////////////////////////////////////////////////
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// Effect loading factory functions
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////////////////////////////////////////////////////////////
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std::optional<Pixelate> tryLoadPixelate()
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{
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sf::Texture texture;
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if (!texture.loadFromFile("resources/background.jpg"))
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return std::nullopt;
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sf::Shader shader;
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if (!shader.loadFromFile("resources/pixelate.frag", sf::Shader::Type::Fragment))
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return std::nullopt;
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return std::make_optional<Pixelate>(std::move(texture), std::move(shader));
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}
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std::optional<WaveBlur> tryLoadWaveBlur(const sf::Font& font)
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{
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sf::Shader shader;
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if (!shader.loadFromFile("resources/wave.vert", "resources/blur.frag"))
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return std::nullopt;
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return std::make_optional<WaveBlur>(font, std::move(shader));
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}
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std::optional<StormBlink> tryLoadStormBlink()
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{
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sf::Shader shader;
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if (!shader.loadFromFile("resources/storm.vert", "resources/blink.frag"))
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return std::nullopt;
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return std::make_optional<StormBlink>(std::move(shader));
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}
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std::optional<Edge> tryLoadEdge()
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{
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// Create the off-screen surface
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sf::RenderTexture surface;
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if (!surface.resize({800, 600}))
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return std::nullopt;
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surface.setSmooth(true);
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// Load the background texture
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sf::Texture backgroundTexture;
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if (!backgroundTexture.loadFromFile("resources/sfml.png"))
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return std::nullopt;
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backgroundTexture.setSmooth(true);
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// Load the entity texture
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sf::Texture entityTexture;
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if (!entityTexture.loadFromFile("resources/devices.png"))
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return std::nullopt;
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entityTexture.setSmooth(true);
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// Load the shader
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sf::Shader shader;
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if (!shader.loadFromFile("resources/edge.frag", sf::Shader::Type::Fragment))
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return std::nullopt;
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shader.setUniform("texture", sf::Shader::CurrentTexture);
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return std::make_optional<Edge>(std::move(surface), std::move(backgroundTexture), std::move(entityTexture), std::move(shader));
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}
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std::optional<Geometry> tryLoadGeometry()
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{
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// Check if geometry shaders are supported
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if (!sf::Shader::isGeometryAvailable())
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return std::nullopt;
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// Load the logo texture
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sf::Texture logoTexture;
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if (!logoTexture.loadFromFile("resources/logo.png"))
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return std::nullopt;
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logoTexture.setSmooth(true);
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// Load the shader
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sf::Shader shader;
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if (!shader.loadFromFile("resources/billboard.vert", "resources/billboard.geom", "resources/billboard.frag"))
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return std::nullopt;
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shader.setUniform("texture", sf::Shader::CurrentTexture);
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// Set the render resolution (used for proper scaling)
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shader.setUniform("resolution", sf::Vector2f(800, 600));
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return std::make_optional<Geometry>(std::move(logoTexture), std::move(shader));
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}
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} // namespace
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////////////////////////////////////////////////////////////
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/// Entry point of application
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///
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/// \return Application exit code
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///
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////////////////////////////////////////////////////////////
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int main()
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{
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// Exit early if shaders are not available
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if (!sf::Shader::isAvailable())
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{
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std::cerr << "Shaders not supported on current system, aborting" << std::endl;
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return EXIT_FAILURE;
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}
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// Create the main window
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sf::RenderWindow window(sf::VideoMode({800, 600}), "SFML Shader", sf::Style::Titlebar | sf::Style::Close);
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window.setVerticalSyncEnabled(true);
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// Open the application font
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const sf::Font font("resources/tuffy.ttf");
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// Create the effects
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std::optional pixelateEffect = tryLoadPixelate();
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std::optional waveBlurEffect = tryLoadWaveBlur(font);
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std::optional stormBlinkEffect = tryLoadStormBlink();
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std::optional edgeEffect = tryLoadEdge();
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std::optional geometryEffect = tryLoadGeometry();
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const auto optionalToPtr = [](auto& effect) -> Effect* { return effect.has_value() ? &*effect : nullptr; };
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const std::array<Effect*, 5> effects{optionalToPtr(pixelateEffect),
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optionalToPtr(waveBlurEffect),
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optionalToPtr(stormBlinkEffect),
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optionalToPtr(edgeEffect),
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optionalToPtr(geometryEffect)};
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const std::array<std::string, 5>
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effectNames{"Pixelate", "Wave + Blur", "Storm + Blink", "Edge Post-effect", "Geometry Shader Billboards"};
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// Index of currently selected effect
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std::size_t current = 0;
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// Create the messages background
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const sf::Texture textBackgroundTexture("resources/text-background.png");
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sf::Sprite textBackground(textBackgroundTexture);
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textBackground.setPosition({0.f, 520.f});
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textBackground.setColor(sf::Color(255, 255, 255, 200));
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// Create the description text
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sf::Text description(font, "Current effect: " + effectNames[current], 20);
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description.setPosition({10.f, 530.f});
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description.setFillColor(sf::Color(80, 80, 80));
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// Create the instructions text
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sf::Text instructions(font, "Press left and right arrows to change the current shader", 20);
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instructions.setPosition({280.f, 555.f});
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instructions.setFillColor(sf::Color(80, 80, 80));
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// Start the game loop
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const sf::Clock clock;
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while (window.isOpen())
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{
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// Process events
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while (const std::optional event = window.pollEvent())
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{
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// Close window: exit
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if (event->is<sf::Event::Closed>())
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{
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window.close();
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break;
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}
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if (const auto* keyPressed = event->getIf<sf::Event::KeyPressed>())
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{
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switch (keyPressed->code)
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{
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// Escape key: exit
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case sf::Keyboard::Key::Escape:
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{
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window.close();
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break;
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}
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// Left arrow key: previous shader
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case sf::Keyboard::Key::Left:
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{
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if (current == 0)
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current = effects.size() - 1;
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else
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--current;
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break;
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}
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// Right arrow key: next shader
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case sf::Keyboard::Key::Right:
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{
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if (current == effects.size() - 1)
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current = 0;
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else
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++current;
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break;
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}
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default:
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break;
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}
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description.setString("Current effect: " + effectNames[current]);
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}
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}
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// If the current example was loaded successfully...
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if (Effect* currentEffect = effects[current])
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{
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// Update the current example
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const auto [x,
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y] = sf::Vector2f(sf::Mouse::getPosition(window)).componentWiseDiv(sf::Vector2f(window.getSize()));
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currentEffect->update(clock.getElapsedTime().asSeconds(), x, y);
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// Clear the window
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window.clear(currentEffect == &*edgeEffect ? sf::Color::White : sf::Color(50, 50, 50));
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// Draw the current example
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window.draw(*currentEffect);
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}
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else
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{
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// Clear the window to grey to make sure the text is always readable
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window.clear(sf::Color(50, 50, 50));
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sf::Text error(font, "Shader not\nsupported", 36);
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error.setPosition({320.f, 200.f});
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window.draw(error);
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}
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// Draw the text
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window.draw(textBackground);
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window.draw(instructions);
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window.draw(description);
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// Finally, display the rendered frame on screen
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window.display();
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}
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}
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