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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
118 lines
3.7 KiB
D
118 lines
3.7 KiB
D
module postfx;
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import dsfml.graphics.all;
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import dsfml.system.all;
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import dsfml.window.all;
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const char[][5] EFFECTS = ["nothing", "blur", "colorize", "fisheye", "wave"];
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void main()
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{
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int actualIndex;
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// Check that the system can use post effects
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if (PostFX.canUsePostFX() == false)
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assert(0, "Your system doesn't support Post Effects.");
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// Create the main window
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RenderWindow app = new RenderWindow(VideoMode(800, 600), "SFML PostFX");
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app.setFramerateLimit(100);
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// Load a cute background image to display :)
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Sprite background = new Sprite(new Image("Data/background.jpg"));
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// Load the image needed for the wave effect
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Image WaveImage = new Image("Data/wave.jpg");
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// Load all effects
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PostFX[char[]] Effects;
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foreach(char[] c; EFFECTS)
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{
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Effects[c] = new PostFX("Data/" ~ c ~ ".sfx");
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}
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PostFX currentEffect = Effects[EFFECTS[actualIndex]];
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// Do specific initializations
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Effects["nothing"].setTexture("framebuffer", null);
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Effects["blur"].setTexture("framebuffer", null);
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Effects["blur"].setParameter("offset", 0.f);
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Effects["colorize"].setTexture("framebuffer", null);
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Effects["colorize"].setParameter("color", 1.f, 1.f, 1.f);
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Effects["fisheye"].setTexture("framebuffer", null);
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Effects["wave"].setTexture("framebuffer", null);
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Effects["wave"].setTexture("wave", WaveImage);
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Font f = new Font("Data/cheeseburger.ttf");
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// Define a string for displaying current effect description
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Text curFXStr = new Text("Current effect is " ~ EFFECTS[actualIndex]);
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curFXStr.setFont(f);
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curFXStr.setPosition(20.f, 0.f);
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// Define a string for displaying help
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Text infoStr = new Text("Move your mouse to change the effect parameters\nPress numpad + and - to change effect\nWarning : some effects may not work\ndepending on your graphics card"c);
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infoStr.setFont(f);
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infoStr.setPosition(20.f, 460.f);
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infoStr.setColor(Color(200, 100, 150));
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// Start the game loop
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while (app.isOpened())
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{
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// Process events
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Event evt;
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while (app.getEvent(evt))
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{
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// Close window : exit
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if (evt.Type == Event.EventType.CLOSED ||
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evt.Type == Event.EventType.KEYPRESSED && evt.Key.Code == KeyCode.ESCAPE)
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app.close();
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if (evt.Type == Event.EventType.KEYPRESSED)
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{
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// Add key : next effect
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if (evt.Key.Code == KeyCode.ADD)
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{
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if (actualIndex == 4)
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actualIndex = 0;
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else
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actualIndex++;
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currentEffect = Effects[EFFECTS[actualIndex]];
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curFXStr.setText("Current effect is " ~ EFFECTS[actualIndex]);
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}
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// Subtract key : previous effect
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if (evt.Key.Code == KeyCode.SUBTRACT)
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{
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if (actualIndex == 0)
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actualIndex = 4;
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else
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actualIndex--;
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currentEffect = Effects[EFFECTS[actualIndex]];
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curFXStr.setText("Current effect is " ~ EFFECTS[actualIndex]);
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}
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}
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}
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// Get the mouse position in the range [0, 1]
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float X = app.getInput().getMouseX() / cast(float) app.getWidth();
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float Y = app.getInput().getMouseY() / cast(float) app.getHeight();
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// Update the current effect
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if (EFFECTS[actualIndex] == "blur") currentEffect.setParameter("offset", X * Y * 0.1f);
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else if (EFFECTS[actualIndex] == "colorize") currentEffect.setParameter("color", 0.3f, X, Y);
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else if (EFFECTS[actualIndex] == "fisheye") currentEffect.setParameter("mouse", X, 1.f - Y);
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else if (EFFECTS[actualIndex] == "wave") currentEffect.setParameter("offset", X, Y);
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// Draw background and apply the post-fx
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app.draw(background);
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app.draw(currentEffect);
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// Draw interface strings
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app.draw(curFXStr);
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app.draw(infoStr);
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// Finally, display the rendered frame on screen
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app.display();
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}
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}
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