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https://github.com/SFML/SFML.git
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0e2297af28
Renamed the CSFML directory to c Renamed the DSFML directory to d --> bindings must now be updated to match the new organization! git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
251 lines
10 KiB
C#
251 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using SFML;
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using SFML.Graphics;
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using SFML.Window;
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namespace shader
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{
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/// <summary>
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/// A class to simplify shader selection
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/// </summary>
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class ShaderSelector
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{
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// Constructor
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public ShaderSelector(Dictionary<string, Shader> owner)
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{
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myOwner = owner;
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myIterator = owner.GetEnumerator();
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myIterator.MoveNext();
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}
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// Select the next shader
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public void GotoNext()
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{
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if (myIterator.MoveNext() == false)
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{
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myIterator = myOwner.GetEnumerator();
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myIterator.MoveNext();
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}
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}
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// Update the shader parameters
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public void Update(float x, float y)
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{
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if (myIterator.Current.Key == "blur") myIterator.Current.Value.SetParameter("offset", x * y * 0.05f);
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else if (myIterator.Current.Key == "colorize") myIterator.Current.Value.SetParameter("color", 0.3f, x, y);
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else if (myIterator.Current.Key == "fisheye") myIterator.Current.Value.SetParameter("mouse", x, y);
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else if (myIterator.Current.Key == "wave") myIterator.Current.Value.SetParameter("offset", x, y);
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else if (myIterator.Current.Key == "pixelate") myIterator.Current.Value.SetParameter("mouse", x, y);
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}
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// Get the name of the current shader
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public string Name
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{
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get {return myIterator.Current.Key;}
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}
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// Get the current shader
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public Shader Shader
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{
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get {return myIterator.Current.Value;}
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}
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private Dictionary<string, Shader> myOwner;
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private Dictionary<string, Shader>.Enumerator myIterator;
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};
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static class Program
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{
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private static Dictionary<string, Shader> shaders;
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private static ShaderSelector backgroundShader;
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private static ShaderSelector entityShader;
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private static ShaderSelector globalShader;
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private static Text shaderText;
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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static void Main()
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{
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// Create the main window
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RenderWindow window = new RenderWindow(new VideoMode(800, 600), "SFML.Net Shader");
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// Setup event handlers
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window.Closed += new EventHandler(OnClosed);
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window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
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// Check that the system can use shaders
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if (Shader.IsAvailable == false)
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{
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DisplayError(window);
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return;
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}
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// Create the render image
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RenderImage image = new RenderImage(window.Width, window.Height);
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// Load a background image to display
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Sprite background = new Sprite(new Image("resources/background.jpg"));
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background.Image.Smooth = false;
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// Load a sprite which we'll move into the scene
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Sprite entity = new Sprite(new Image("resources/sprite.png"));
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// Load the text font
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Font font = new Font("resources/arial.ttf");
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// Load the image needed for the wave effect
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Image waveImage = new Image("resources/wave.jpg");
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// Load all effects
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shaders = new Dictionary<string, Shader>();
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shaders["nothing"] = new Shader("resources/nothing.sfx");
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shaders["blur"] = new Shader("resources/blur.sfx");
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shaders["colorize"] = new Shader("resources/colorize.sfx");
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shaders["fisheye"] = new Shader("resources/fisheye.sfx");
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shaders["wave"] = new Shader("resources/wave.sfx");
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shaders["pixelate"] = new Shader("resources/pixelate.sfx");
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backgroundShader = new ShaderSelector(shaders);
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entityShader = new ShaderSelector(shaders);
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globalShader = new ShaderSelector(shaders);
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// Do specific initializations
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shaders["nothing"].SetTexture("texture", Shader.CurrentTexture);
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shaders["blur"].SetTexture("texture", Shader.CurrentTexture);
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shaders["blur"].SetParameter("offset", 0.0F);
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shaders["colorize"].SetTexture("texture", Shader.CurrentTexture);
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shaders["colorize"].SetParameter("color", 1.0F, 1.0F, 1.0F);
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shaders["fisheye"].SetTexture("texture", Shader.CurrentTexture);
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shaders["wave"].SetTexture("texture", Shader.CurrentTexture);
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shaders["wave"].SetTexture("wave", waveImage);
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shaders["pixelate"].SetTexture("texture", Shader.CurrentTexture);
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// Define a string for displaying current effect description
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shaderText = new Text();
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shaderText.Font = font;
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shaderText.Size = 20;
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shaderText.Position = new Vector2(5.0F, 0.0F);
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shaderText.Color = new Color(250, 100, 30);
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shaderText.DisplayedString = "Background shader: \"" + backgroundShader.Name + "\"\n" +
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"Flower shader: \"" + entityShader.Name + "\"\n" +
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"Global shader: \"" + globalShader.Name + "\"\n";
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// Define a string for displaying help
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Text infoText = new Text();
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infoText.Font = font;
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infoText.Size = 20;
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infoText.Position = new Vector2(5.0F, 500.0F);
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infoText.Color = new Color(250, 100, 30);
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infoText.DisplayedString = "Move your mouse to change the shaders' parameters\n" +
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"Press numpad 1 to change the background shader\n" +
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"Press numpad 2 to change the flower shader\n" +
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"Press numpad 3 to change the global shader";
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// Start the game loop
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float time = 0.0F;
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while (window.IsOpened())
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{
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// Process events
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window.DispatchEvents();
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// TOFIX -- using window.Input together with image.Draw apparently causes a memory corruption
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// Get the mouse position in the range [0, 1]
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//float x = window.Input.GetMouseX() / (float)window.Width;
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//float y = window.Input.GetMouseY() / (float)window.Height;
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float x = (float)(Math.Cos(time * 1.3) + 1) * 0.5F;
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float y = (float)(Math.Sin(time * 0.8) + 1) * 0.5F;
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// Update the shaders
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backgroundShader.Update(x, y);
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entityShader.Update(x, y);
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globalShader.Update(x, y);
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// Animate the sprite
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time += window.GetFrameTime();
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float entityX = (float)(Math.Cos(time * 1.3) + 1.2) * 300;
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float entityY = (float)(Math.Cos(time * 0.8) + 1.2) * 200;
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entity.Position = new Vector2(entityX, entityY);
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entity.Rotation = time * 100;
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// Draw the background and the moving entity to the render image
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image.Draw(background, backgroundShader.Shader);
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image.Draw(entity, entityShader.Shader);
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image.Display();
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// Draw the contents of the render image to the window
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window.Draw(new Sprite(image.Image), globalShader.Shader);
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// Draw interface texts
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window.Draw(shaderText);
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window.Draw(infoText);
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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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/// <summary>
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/// Fonction called when the post-effects are not supported ;
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/// Display an error message and wait until the user exits
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/// </summary>
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private static void DisplayError(RenderWindow window)
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{
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// Define a string for displaying the error message
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Text error = new Text("Sorry, your system doesn't support shaders");
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error.Position = new Vector2(100.0F, 250.0F);
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error.Color = new Color(200, 100, 150);
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// Start the game loop
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while (window.IsOpened())
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{
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// Process events
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window.DispatchEvents();
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// Clear the window
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window.Clear();
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// Draw the error message
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window.Draw(error);
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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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/// <summary>
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/// Function called when the window is closed
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/// </summary>
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static void OnClosed(object sender, EventArgs e)
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{
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RenderWindow window = (RenderWindow)sender;
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window.Close();
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}
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/// <summary>
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/// Function called when a key is pressed
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/// </summary>
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static void OnKeyPressed(object sender, KeyEventArgs e)
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{
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RenderWindow window = (RenderWindow)sender;
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// Escape key : exit
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if (e.Code == KeyCode.Escape)
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window.Close();
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// Numpad : switch effect
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switch (e.Code)
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{
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case KeyCode.Numpad1 : backgroundShader.GotoNext(); break;
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case KeyCode.Numpad2 : entityShader.GotoNext(); break;
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case KeyCode.Numpad3 : globalShader.GotoNext(); break;
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}
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// Update the text
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shaderText.DisplayedString = "Background shader: \"" + backgroundShader.Name + "\"\n" +
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"Flower shader: \"" + entityShader.Name + "\"\n" +
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"Global shader: \"" + globalShader.Name + "\"\n";
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}
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}
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}
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