| 1 | |
| 2 | //////////////////////////////////////////////////////////// |
| 3 | // Headers |
| 4 | //////////////////////////////////////////////////////////// |
| 5 | #include "Effect.hpp" |
| 6 | #include <vector> |
| 7 | #include <cmath> |
| 8 | |
| 9 | |
| 10 | const sf::Font* Effect::s_font = NULL; |
| 11 | |
| 12 | //////////////////////////////////////////////////////////// |
| 13 | // "Pixelate" fragment shader |
| 14 | //////////////////////////////////////////////////////////// |
| 15 | class Pixelate : public Effect |
| 16 | { |
| 17 | public: |
| 18 | |
| 19 | Pixelate() : |
| 20 | Effect("pixelate" ) |
| 21 | { |
| 22 | } |
| 23 | |
| 24 | bool onLoad() |
| 25 | { |
| 26 | // Load the texture and initialize the sprite |
| 27 | if (!m_texture.loadFromFile("resources/background.jpg" )) |
| 28 | return false; |
| 29 | m_sprite.setTexture(m_texture); |
| 30 | |
| 31 | // Load the shader |
| 32 | if (!m_shader.loadFromFile("resources/pixelate.frag" , sf::Shader::Fragment)) |
| 33 | return false; |
| 34 | m_shader.setUniform("texture" , sf::Shader::CurrentTexture); |
| 35 | |
| 36 | return true; |
| 37 | } |
| 38 | |
| 39 | void onUpdate(float, float x, float y) |
| 40 | { |
| 41 | m_shader.setUniform("pixel_threshold" , (x + y) / 30); |
| 42 | } |
| 43 | |
| 44 | void onDraw(sf::RenderTarget& target, sf::RenderStates states) const |
| 45 | { |
| 46 | states.shader = &m_shader; |
| 47 | target.draw(m_sprite, states); |
| 48 | } |
| 49 | |
| 50 | private: |
| 51 | |
| 52 | sf::Texture m_texture; |
| 53 | sf::Sprite m_sprite; |
| 54 | sf::Shader m_shader; |
| 55 | }; |
| 56 | |
| 57 | |
| 58 | //////////////////////////////////////////////////////////// |
| 59 | // "Wave" vertex shader + "blur" fragment shader |
| 60 | //////////////////////////////////////////////////////////// |
| 61 | class WaveBlur : public Effect |
| 62 | { |
| 63 | public: |
| 64 | |
| 65 | WaveBlur() : |
| 66 | Effect("wave + blur" ) |
| 67 | { |
| 68 | } |
| 69 | |
| 70 | bool onLoad() |
| 71 | { |
| 72 | // Create the text |
| 73 | m_text.setString("Praesent suscipit augue in velit pulvinar hendrerit varius purus aliquam.\n" |
| 74 | "Mauris mi odio, bibendum quis fringilla a, laoreet vel orci. Proin vitae vulputate tortor.\n" |
| 75 | "Praesent cursus ultrices justo, ut feugiat ante vehicula quis.\n" |
| 76 | "Donec fringilla scelerisque mauris et viverra.\n" |
| 77 | "Maecenas adipiscing ornare scelerisque. Nullam at libero elit.\n" |
| 78 | "Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.\n" |
| 79 | "Nullam leo urna, tincidunt id semper eget, ultricies sed mi.\n" |
| 80 | "Morbi mauris massa, commodo id dignissim vel, lobortis et elit.\n" |
| 81 | "Fusce vel libero sed neque scelerisque venenatis.\n" |
| 82 | "Integer mattis tincidunt quam vitae iaculis.\n" |
| 83 | "Vivamus fringilla sem non velit venenatis fermentum.\n" |
| 84 | "Vivamus varius tincidunt nisi id vehicula.\n" |
| 85 | "Integer ullamcorper, enim vitae euismod rutrum, massa nisl semper ipsum,\n" |
| 86 | "vestibulum sodales sem ante in massa.\n" |
| 87 | "Vestibulum in augue non felis convallis viverra.\n" |
| 88 | "Mauris ultricies dolor sed massa convallis sed aliquet augue fringilla.\n" |
| 89 | "Duis erat eros, porta in accumsan in, blandit quis sem.\n" |
| 90 | "In hac habitasse platea dictumst. Etiam fringilla est id odio dapibus sit amet semper dui laoreet.\n" ); |
| 91 | m_text.setFont(getFont()); |
| 92 | m_text.setCharacterSize(22); |
| 93 | m_text.setPosition(30, 20); |
| 94 | |
| 95 | // Load the shader |
| 96 | if (!m_shader.loadFromFile("resources/wave.vert" , "resources/blur.frag" )) |
| 97 | return false; |
| 98 | |
| 99 | return true; |
| 100 | } |
| 101 | |
| 102 | void onUpdate(float time, float x, float y) |
| 103 | { |
| 104 | m_shader.setUniform("wave_phase" , time); |
| 105 | m_shader.setUniform("wave_amplitude" , sf::Vector2f(x * 40, y * 40)); |
| 106 | m_shader.setUniform("blur_radius" , (x + y) * 0.008f); |
| 107 | } |
| 108 | |
| 109 | void onDraw(sf::RenderTarget& target, sf::RenderStates states) const |
| 110 | { |
| 111 | states.shader = &m_shader; |
| 112 | target.draw(m_text, states); |
| 113 | } |
| 114 | |
| 115 | private: |
| 116 | |
| 117 | sf::Text m_text; |
| 118 | sf::Shader m_shader; |
| 119 | }; |
| 120 | |
| 121 | |
| 122 | //////////////////////////////////////////////////////////// |
| 123 | // "Storm" vertex shader + "blink" fragment shader |
| 124 | //////////////////////////////////////////////////////////// |
| 125 | class StormBlink : public Effect |
| 126 | { |
| 127 | public: |
| 128 | |
| 129 | StormBlink() : |
| 130 | Effect("storm + blink" ) |
| 131 | { |
| 132 | } |
| 133 | |
| 134 | bool onLoad() |
| 135 | { |
| 136 | // Create the points |
| 137 | m_points.setPrimitiveType(sf::Points); |
| 138 | for (int i = 0; i < 40000; ++i) |
| 139 | { |
| 140 | float x = static_cast<float>(std::rand() % 800); |
| 141 | float y = static_cast<float>(std::rand() % 600); |
| 142 | sf::Uint8 r = std::rand() % 255; |
| 143 | sf::Uint8 g = std::rand() % 255; |
| 144 | sf::Uint8 b = std::rand() % 255; |
| 145 | m_points.append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b))); |
| 146 | } |
| 147 | |
| 148 | // Load the shader |
| 149 | if (!m_shader.loadFromFile("resources/storm.vert" , "resources/blink.frag" )) |
| 150 | return false; |
| 151 | |
| 152 | return true; |
| 153 | } |
| 154 | |
| 155 | void onUpdate(float time, float x, float y) |
| 156 | { |
| 157 | float radius = 200 + std::cos(time) * 150; |
| 158 | m_shader.setUniform("storm_position" , sf::Vector2f(x * 800, y * 600)); |
| 159 | m_shader.setUniform("storm_inner_radius" , radius / 3); |
| 160 | m_shader.setUniform("storm_total_radius" , radius); |
| 161 | m_shader.setUniform("blink_alpha" , 0.5f + std::cos(time * 3) * 0.25f); |
| 162 | } |
| 163 | |
| 164 | void onDraw(sf::RenderTarget& target, sf::RenderStates states) const |
| 165 | { |
| 166 | states.shader = &m_shader; |
| 167 | target.draw(m_points, states); |
| 168 | } |
| 169 | |
| 170 | private: |
| 171 | |
| 172 | sf::VertexArray m_points; |
| 173 | sf::Shader m_shader; |
| 174 | }; |
| 175 | |
| 176 | |
| 177 | //////////////////////////////////////////////////////////// |
| 178 | // "Edge" post-effect fragment shader |
| 179 | //////////////////////////////////////////////////////////// |
| 180 | class Edge : public Effect |
| 181 | { |
| 182 | public: |
| 183 | |
| 184 | Edge() : |
| 185 | Effect("edge post-effect" ) |
| 186 | { |
| 187 | } |
| 188 | |
| 189 | bool onLoad() |
| 190 | { |
| 191 | // Create the off-screen surface |
| 192 | if (!m_surface.create(800, 600)) |
| 193 | return false; |
| 194 | m_surface.setSmooth(true); |
| 195 | |
| 196 | // Load the textures |
| 197 | if (!m_backgroundTexture.loadFromFile("resources/sfml.png" )) |
| 198 | return false; |
| 199 | m_backgroundTexture.setSmooth(true); |
| 200 | if (!m_entityTexture.loadFromFile("resources/devices.png" )) |
| 201 | return false; |
| 202 | m_entityTexture.setSmooth(true); |
| 203 | |
| 204 | // Initialize the background sprite |
| 205 | m_backgroundSprite.setTexture(m_backgroundTexture); |
| 206 | m_backgroundSprite.setPosition(135, 100); |
| 207 | |
| 208 | // Load the moving entities |
| 209 | for (int i = 0; i < 6; ++i) |
| 210 | { |
| 211 | sf::Sprite entity(m_entityTexture, sf::IntRect(96 * i, 0, 96, 96)); |
| 212 | m_entities.push_back(entity); |
| 213 | } |
| 214 | |
| 215 | // Load the shader |
| 216 | if (!m_shader.loadFromFile("resources/edge.frag" , sf::Shader::Fragment)) |
| 217 | return false; |
| 218 | m_shader.setUniform("texture" , sf::Shader::CurrentTexture); |
| 219 | |
| 220 | return true; |
| 221 | } |
| 222 | |
| 223 | void onUpdate(float time, float x, float y) |
| 224 | { |
| 225 | m_shader.setUniform("edge_threshold" , 1 - (x + y) / 2); |
| 226 | |
| 227 | // Update the position of the moving entities |
| 228 | for (std::size_t i = 0; i < m_entities.size(); ++i) |
| 229 | { |
| 230 | sf::Vector2f position; |
| 231 | position.x = std::cos(0.25f * (time * i + (m_entities.size() - i))) * 300 + 350; |
| 232 | position.y = std::sin(0.25f * (time * (m_entities.size() - i) + i)) * 200 + 250; |
| 233 | m_entities[i].setPosition(position); |
| 234 | } |
| 235 | |
| 236 | // Render the updated scene to the off-screen surface |
| 237 | m_surface.clear(sf::Color::White); |
| 238 | m_surface.draw(m_backgroundSprite); |
| 239 | for (std::size_t i = 0; i < m_entities.size(); ++i) |
| 240 | m_surface.draw(m_entities[i]); |
| 241 | m_surface.display(); |
| 242 | } |
| 243 | |
| 244 | void onDraw(sf::RenderTarget& target, sf::RenderStates states) const |
| 245 | { |
| 246 | states.shader = &m_shader; |
| 247 | target.draw(sf::Sprite(m_surface.getTexture()), states); |
| 248 | } |
| 249 | |
| 250 | private: |
| 251 | |
| 252 | sf::RenderTexture m_surface; |
| 253 | sf::Texture m_backgroundTexture; |
| 254 | sf::Texture m_entityTexture; |
| 255 | sf::Sprite m_backgroundSprite; |
| 256 | std::vector<sf::Sprite> m_entities; |
| 257 | sf::Shader m_shader; |
| 258 | }; |
| 259 | |
| 260 | |
| 261 | //////////////////////////////////////////////////////////// |
| 262 | // "Geometry" geometry shader example |
| 263 | //////////////////////////////////////////////////////////// |
| 264 | class Geometry : public Effect |
| 265 | { |
| 266 | public: |
| 267 | |
| 268 | Geometry() : |
| 269 | Effect("geometry shader billboards" ), |
| 270 | m_pointCloud(sf::Points, 10000) |
| 271 | { |
| 272 | } |
| 273 | |
| 274 | bool onLoad() |
| 275 | { |
| 276 | // Check if geometry shaders are supported |
| 277 | if (!sf::Shader::isGeometryAvailable()) |
| 278 | return false; |
| 279 | |
| 280 | // Move the points in the point cloud to random positions |
| 281 | for (std::size_t i = 0; i < 10000; i++) |
| 282 | { |
| 283 | // Spread the coordinates from -480 to +480 |
| 284 | // So they'll always fill the viewport at 800x600 |
| 285 | m_pointCloud[i].position.x = rand() % 960 - 480.f; |
| 286 | m_pointCloud[i].position.y = rand() % 960 - 480.f; |
| 287 | } |
| 288 | |
| 289 | // Load the texture |
| 290 | if (!m_logoTexture.loadFromFile("resources/logo.png" )) |
| 291 | return false; |
| 292 | |
| 293 | // Load the shader |
| 294 | if (!m_shader.loadFromFile("resources/billboard.vert" , "resources/billboard.geom" , "resources/billboard.frag" )) |
| 295 | return false; |
| 296 | m_shader.setUniform("texture" , sf::Shader::CurrentTexture); |
| 297 | |
| 298 | // Set the render resolution (used for proper scaling) |
| 299 | m_shader.setUniform("resolution" , sf::Vector2f(800, 600)); |
| 300 | |
| 301 | return true; |
| 302 | } |
| 303 | |
| 304 | void onUpdate(float time, float x, float y) |
| 305 | { |
| 306 | // Reset our transformation matrix |
| 307 | m_transform = sf::Transform::Identity; |
| 308 | // Move to the center of the window |
| 309 | m_transform.translate(400, 300); |
| 310 | // Rotate everything based on cursor position |
| 311 | m_transform.rotate(x * 360.f); |
| 312 | |
| 313 | // Adjust billboard size to scale between 25 and 75 |
| 314 | float size = 25 + std::abs(y) * 50; |
| 315 | |
| 316 | // Update the shader parameter |
| 317 | m_shader.setUniform("size" , sf::Vector2f(size, size)); |
| 318 | } |
| 319 | |
| 320 | void onDraw(sf::RenderTarget& target, sf::RenderStates states) const |
| 321 | { |
| 322 | // Prepare the render state |
| 323 | states.shader = &m_shader; |
| 324 | states.texture = &m_logoTexture; |
| 325 | states.transform = m_transform; |
| 326 | |
| 327 | // Draw the point cloud |
| 328 | target.draw(m_pointCloud, states); |
| 329 | } |
| 330 | |
| 331 | private: |
| 332 | |
| 333 | sf::Texture m_logoTexture; |
| 334 | sf::Transform m_transform; |
| 335 | sf::Shader m_shader; |
| 336 | sf::VertexArray m_pointCloud; |
| 337 | }; |
| 338 | |
| 339 | |
| 340 | //////////////////////////////////////////////////////////// |
| 341 | /// Entry point of application |
| 342 | /// |
| 343 | /// \return Application exit code |
| 344 | /// |
| 345 | //////////////////////////////////////////////////////////// |
| 346 | int main() |
| 347 | { |
| 348 | // Create the main window |
| 349 | sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Shader" , |
| 350 | sf::Style::Titlebar | sf::Style::Close); |
| 351 | window.setVerticalSyncEnabled(true); |
| 352 | |
| 353 | // Load the application font and pass it to the Effect class |
| 354 | sf::Font font; |
| 355 | if (!font.loadFromFile("resources/sansation.ttf" )) |
| 356 | return EXIT_FAILURE; |
| 357 | Effect::setFont(font); |
| 358 | |
| 359 | // Create the effects |
| 360 | std::vector<Effect*> effects; |
| 361 | effects.push_back(new Pixelate); |
| 362 | effects.push_back(new WaveBlur); |
| 363 | effects.push_back(new StormBlink); |
| 364 | effects.push_back(new Edge); |
| 365 | effects.push_back(new Geometry); |
| 366 | std::size_t current = 0; |
| 367 | |
| 368 | // Initialize them |
| 369 | for (std::size_t i = 0; i < effects.size(); ++i) |
| 370 | effects[i]->load(); |
| 371 | |
| 372 | // Create the messages background |
| 373 | sf::Texture textBackgroundTexture; |
| 374 | if (!textBackgroundTexture.loadFromFile("resources/text-background.png" )) |
| 375 | return EXIT_FAILURE; |
| 376 | sf::Sprite textBackground(textBackgroundTexture); |
| 377 | textBackground.setPosition(0, 520); |
| 378 | textBackground.setColor(sf::Color(255, 255, 255, 200)); |
| 379 | |
| 380 | // Create the description text |
| 381 | sf::Text description("Current effect: " + effects[current]->getName(), font, 20); |
| 382 | description.setPosition(10, 530); |
| 383 | description.setFillColor(sf::Color(80, 80, 80)); |
| 384 | |
| 385 | // Create the instructions text |
| 386 | sf::Text instructions("Press left and right arrows to change the current shader" , font, 20); |
| 387 | instructions.setPosition(280, 555); |
| 388 | instructions.setFillColor(sf::Color(80, 80, 80)); |
| 389 | |
| 390 | // Start the game loop |
| 391 | sf::Clock clock; |
| 392 | while (window.isOpen()) |
| 393 | { |
| 394 | // Process events |
| 395 | sf::Event event; |
| 396 | while (window.pollEvent(event)) |
| 397 | { |
| 398 | // Close window: exit |
| 399 | if (event.type == sf::Event::Closed) |
| 400 | window.close(); |
| 401 | |
| 402 | if (event.type == sf::Event::KeyPressed) |
| 403 | { |
| 404 | switch (event.key.code) |
| 405 | { |
| 406 | // Escape key: exit |
| 407 | case sf::Keyboard::Escape: |
| 408 | window.close(); |
| 409 | break; |
| 410 | |
| 411 | // Left arrow key: previous shader |
| 412 | case sf::Keyboard::Left: |
| 413 | if (current == 0) |
| 414 | current = effects.size() - 1; |
| 415 | else |
| 416 | current--; |
| 417 | description.setString("Current effect: " + effects[current]->getName()); |
| 418 | break; |
| 419 | |
| 420 | // Right arrow key: next shader |
| 421 | case sf::Keyboard::Right: |
| 422 | if (current == effects.size() - 1) |
| 423 | current = 0; |
| 424 | else |
| 425 | current++; |
| 426 | description.setString("Current effect: " + effects[current]->getName()); |
| 427 | break; |
| 428 | |
| 429 | default: |
| 430 | break; |
| 431 | } |
| 432 | } |
| 433 | } |
| 434 | |
| 435 | // Update the current example |
| 436 | float x = static_cast<float>(sf::Mouse::getPosition(window).x) / window.getSize().x; |
| 437 | float y = static_cast<float>(sf::Mouse::getPosition(window).y) / window.getSize().y; |
| 438 | effects[current]->update(clock.getElapsedTime().asSeconds(), x, y); |
| 439 | |
| 440 | // Clear the window |
| 441 | window.clear(sf::Color(255, 128, 0)); |
| 442 | |
| 443 | // Draw the current example |
| 444 | window.draw(*effects[current]); |
| 445 | |
| 446 | // Draw the text |
| 447 | window.draw(textBackground); |
| 448 | window.draw(instructions); |
| 449 | window.draw(description); |
| 450 | |
| 451 | // Finally, display the rendered frame on screen |
| 452 | window.display(); |
| 453 | } |
| 454 | |
| 455 | // delete the effects |
| 456 | for (std::size_t i = 0; i < effects.size(); ++i) |
| 457 | delete effects[i]; |
| 458 | |
| 459 | return EXIT_SUCCESS; |
| 460 | } |
| 461 | |