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https://github.com/SFML/SFML.git
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461 lines
14 KiB
C++
461 lines
14 KiB
C++
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include "Effect.hpp"
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#include <vector>
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#include <cmath>
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const sf::Font* Effect::s_font = NULL;
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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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Pixelate() :
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Effect("pixelate")
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{
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}
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bool onLoad()
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{
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// Load the texture and initialize the sprite
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if (!m_texture.loadFromFile("resources/background.jpg"))
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return false;
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m_sprite.setTexture(m_texture);
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// Load the shader
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if (!m_shader.loadFromFile("resources/pixelate.frag", sf::Shader::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)
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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
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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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private:
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sf::Texture m_texture;
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sf::Sprite m_sprite;
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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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WaveBlur() :
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Effect("wave + blur")
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{
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}
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bool onLoad()
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{
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// Create the text
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m_text.setString("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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m_text.setFont(getFont());
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m_text.setCharacterSize(22);
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m_text.setPosition(30, 20);
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// Load the shader
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if (!m_shader.loadFromFile("resources/wave.vert", "resources/blur.frag"))
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return false;
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return true;
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}
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void onUpdate(float time, float x, float y)
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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
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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::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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StormBlink() :
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Effect("storm + blink")
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{
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}
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bool onLoad()
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{
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// Create the points
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m_points.setPrimitiveType(sf::Points);
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for (int i = 0; i < 40000; ++i)
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{
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float x = static_cast<float>(std::rand() % 800);
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float y = static_cast<float>(std::rand() % 600);
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sf::Uint8 r = std::rand() % 255;
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sf::Uint8 g = std::rand() % 255;
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sf::Uint8 b = std::rand() % 255;
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m_points.append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b)));
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}
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// Load the shader
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if (!m_shader.loadFromFile("resources/storm.vert", "resources/blink.frag"))
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return false;
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return true;
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}
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void onUpdate(float time, float x, float y)
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{
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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
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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::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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Edge() :
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Effect("edge post-effect")
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{
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}
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bool onLoad()
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{
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// Create the off-screen surface
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if (!m_surface.create(800, 600))
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return false;
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m_surface.setSmooth(true);
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// Load the textures
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if (!m_backgroundTexture.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.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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m_backgroundSprite.setTexture(m_backgroundTexture);
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m_backgroundSprite.setPosition(135, 100);
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// Load the moving entities
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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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m_entities.push_back(entity);
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}
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// Load the shader
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if (!m_shader.loadFromFile("resources/edge.frag", sf::Shader::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 time, float x, float y)
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{
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m_shader.setUniform("edge_threshold", 1 - (x + y) / 2);
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// Update the position of the moving entities
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for (std::size_t i = 0; i < m_entities.size(); ++i)
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{
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sf::Vector2f position;
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position.x = std::cos(0.25f * (time * i + (m_entities.size() - i))) * 300 + 350;
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position.y = std::sin(0.25f * (time * (m_entities.size() - i) + i)) * 200 + 250;
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m_entities[i].setPosition(position);
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}
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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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m_surface.draw(m_backgroundSprite);
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for (std::size_t i = 0; i < m_entities.size(); ++i)
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m_surface.draw(m_entities[i]);
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m_surface.display();
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}
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
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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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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::Sprite m_backgroundSprite;
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std::vector<sf::Sprite> m_entities;
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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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Geometry() :
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Effect("geometry shader billboards"),
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m_pointCloud(sf::Points, 10000)
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{
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}
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bool onLoad()
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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 false;
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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
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// So they'll always fill the viewport at 800x600
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m_pointCloud[i].position.x = rand() % 960 - 480.f;
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m_pointCloud[i].position.y = rand() % 960 - 480.f;
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}
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// Load the texture
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if (!m_logoTexture.loadFromFile("resources/logo.png"))
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return false;
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// Load the shader
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if (!m_shader.loadFromFile("resources/billboard.vert", "resources/billboard.geom", "resources/billboard.frag"))
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return false;
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m_shader.setUniform("texture", sf::Shader::CurrentTexture);
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// Set the render resolution (used for proper scaling)
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m_shader.setUniform("resolution", sf::Vector2f(800, 600));
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return true;
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}
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void onUpdate(float time, float x, float y)
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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, 300);
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// Rotate everything based on cursor position
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m_transform.rotate(x * 360.f);
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// Adjust billboard size to scale between 25 and 75
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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 onDraw(sf::RenderTarget& target, sf::RenderStates states) const
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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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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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/// 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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// Create the main window
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sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Shader",
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sf::Style::Titlebar | sf::Style::Close);
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window.setVerticalSyncEnabled(true);
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// Load the application font and pass it to the Effect class
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sf::Font font;
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if (!font.loadFromFile("resources/sansation.ttf"))
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return EXIT_FAILURE;
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Effect::setFont(font);
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// Create the effects
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std::vector<Effect*> effects;
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effects.push_back(new Pixelate);
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effects.push_back(new WaveBlur);
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effects.push_back(new StormBlink);
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effects.push_back(new Edge);
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effects.push_back(new Geometry);
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std::size_t current = 0;
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// Initialize them
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for (std::size_t i = 0; i < effects.size(); ++i)
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effects[i]->load();
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// Create the messages background
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sf::Texture textBackgroundTexture;
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if (!textBackgroundTexture.loadFromFile("resources/text-background.png"))
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return EXIT_FAILURE;
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sf::Sprite textBackground(textBackgroundTexture);
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textBackground.setPosition(0, 520);
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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("Current effect: " + effects[current]->getName(), font, 20);
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description.setPosition(10, 530);
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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("Press left and right arrows to change the current shader", font, 20);
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instructions.setPosition(280, 555);
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instructions.setFillColor(sf::Color(80, 80, 80));
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// Start the game loop
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sf::Clock clock;
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while (window.isOpen())
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{
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// Process events
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sf::Event event;
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while (window.pollEvent(event))
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{
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// Close window: exit
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if (event.type == sf::Event::Closed)
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window.close();
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if (event.type == sf::Event::KeyPressed)
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{
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switch (event.key.code)
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{
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// Escape key: exit
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case sf::Keyboard::Escape:
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window.close();
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break;
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// Left arrow key: previous shader
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case sf::Keyboard::Left:
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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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description.setString("Current effect: " + effects[current]->getName());
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break;
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// Right arrow key: next shader
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case sf::Keyboard::Right:
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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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description.setString("Current effect: " + effects[current]->getName());
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break;
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default:
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break;
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}
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}
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}
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// Update the current example
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float x = static_cast<float>(sf::Mouse::getPosition(window).x) / window.getSize().x;
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float y = static_cast<float>(sf::Mouse::getPosition(window).y) / window.getSize().y;
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effects[current]->update(clock.getElapsedTime().asSeconds(), x, y);
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// Clear the window
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window.clear(sf::Color(255, 128, 0));
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// Draw the current example
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window.draw(*effects[current]);
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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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// delete the effects
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for (std::size_t i = 0; i < effects.size(); ++i)
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delete effects[i];
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return EXIT_SUCCESS;
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}
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