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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <array>
#include <iostream>
#include <optional>
#include <random>
#include <string>
#include <cmath>
#include <cstdint>
#include <cstdlib>
namespace
{
std::random_device rd;
std::mt19937 rng(rd());
////////////////////////////////////////////////////////////
// Base class for effects
////////////////////////////////////////////////////////////
struct Effect : sf::Drawable
{
virtual void update(float time, float x, float y) = 0;
};
////////////////////////////////////////////////////////////
// "Pixelate" fragment shader
////////////////////////////////////////////////////////////
class Pixelate : public Effect
{
public:
explicit Pixelate(sf::Texture&& texture, sf::Shader&& shader) :
m_texture(std::move(texture)),
m_shader(std::move(shader))
{
m_shader.setUniform("texture", sf::Shader::CurrentTexture);
}
void update(float /* time */, float x, float y) override
{
m_shader.setUniform("pixel_threshold", (x + y) / 30);
}
void draw(sf::RenderTarget& target, sf::RenderStates states) const override
{
states.shader = &m_shader;
target.draw(sf::Sprite{m_texture}, states);
}
private:
sf::Texture m_texture;
sf::Shader m_shader;
};
////////////////////////////////////////////////////////////
// "Wave" vertex shader + "blur" fragment shader
////////////////////////////////////////////////////////////
class WaveBlur : public Effect
{
public:
void update(float time, float x, float y) override
{
m_shader.setUniform("wave_phase", time);
m_shader.setUniform("wave_amplitude", sf::Vector2f(x * 40, y * 40));
m_shader.setUniform("blur_radius", (x + y) * 0.008f);
}
void draw(sf::RenderTarget& target, sf::RenderStates states) const override
{
states.shader = &m_shader;
target.draw(m_text, states);
}
explicit WaveBlur(const sf::Font& font, sf::Shader&& shader) :
m_text(font,
"Praesent suscipit augue in velit pulvinar hendrerit varius purus aliquam.\n"
"Mauris mi odio, bibendum quis fringilla a, laoreet vel orci. Proin vitae vulputate tortor.\n"
"Praesent cursus ultrices justo, ut feugiat ante vehicula quis.\n"
"Donec fringilla scelerisque mauris et viverra.\n"
"Maecenas adipiscing ornare scelerisque. Nullam at libero elit.\n"
"Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.\n"
"Nullam leo urna, tincidunt id semper eget, ultricies sed mi.\n"
"Morbi mauris massa, commodo id dignissim vel, lobortis et elit.\n"
"Fusce vel libero sed neque scelerisque venenatis.\n"
"Integer mattis tincidunt quam vitae iaculis.\n"
"Vivamus fringilla sem non velit venenatis fermentum.\n"
"Vivamus varius tincidunt nisi id vehicula.\n"
"Integer ullamcorper, enim vitae euismod rutrum, massa nisl semper ipsum,\n"
"vestibulum sodales sem ante in massa.\n"
"Vestibulum in augue non felis convallis viverra.\n"
"Mauris ultricies dolor sed massa convallis sed aliquet augue fringilla.\n"
"Duis erat eros, porta in accumsan in, blandit quis sem.\n"
"In hac habitasse platea dictumst. Etiam fringilla est id odio dapibus sit amet semper dui laoreet.\n",
22),
m_shader(std::move(shader))
{
m_text.setPosition({30.f, 20.f});
}
private:
sf::Text m_text;
sf::Shader m_shader;
};
////////////////////////////////////////////////////////////
// "Storm" vertex shader + "blink" fragment shader
////////////////////////////////////////////////////////////
class StormBlink : public Effect
{
public:
void update(float time, float x, float y) override
{
const float radius = 200 + std::cos(time) * 150;
m_shader.setUniform("storm_position", sf::Vector2f(x * 800, y * 600));
m_shader.setUniform("storm_inner_radius", radius / 3);
m_shader.setUniform("storm_total_radius", radius);
m_shader.setUniform("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
}
void draw(sf::RenderTarget& target, sf::RenderStates states) const override
{
states.shader = &m_shader;
target.draw(m_points, states);
}
explicit StormBlink(sf::Shader&& shader) : m_shader(std::move(shader))
{
std::uniform_real_distribution<float> xDistribution(0, 800);
std::uniform_real_distribution<float> yDistribution(0, 600);
std::uniform_int_distribution<std::uint16_t> colorDistribution(0, 255);
// Create the points
m_points.setPrimitiveType(sf::PrimitiveType::Points);
for (int i = 0; i < 40000; ++i)
{
const auto x = xDistribution(rng);
const auto y = yDistribution(rng);
const auto r = static_cast<std::uint8_t>(colorDistribution(rng));
const auto g = static_cast<std::uint8_t>(colorDistribution(rng));
const auto b = static_cast<std::uint8_t>(colorDistribution(rng));
m_points.append({{x, y}, {r, g, b}});
}
}
private:
sf::VertexArray m_points;
sf::Shader m_shader;
};
////////////////////////////////////////////////////////////
// "Edge" post-effect fragment shader
////////////////////////////////////////////////////////////
class Edge : public Effect
{
public:
void update(float time, float x, float y) override
{
m_shader.setUniform("edge_threshold", 1 - (x + y) / 2);
// Render the updated scene to the off-screen surface
m_surface.clear(sf::Color::White);
sf::Sprite backgroundSprite{m_backgroundTexture};
backgroundSprite.setPosition({135.f, 100.f});
m_surface.draw(backgroundSprite);
// Update the position of the moving entities
constexpr int numEntities = 6;
for (int i = 0; i < 6; ++i)
{
sf::Sprite entity{m_entityTexture, sf::IntRect({96 * i, 0}, {96, 96})};
entity.setPosition(
{std::cos(0.25f * (time * static_cast<float>(i) + static_cast<float>(numEntities - i))) * 300 + 350,
std::sin(0.25f * (time * static_cast<float>(numEntities - i) + static_cast<float>(i))) * 200 + 250});
m_surface.draw(entity);
}
m_surface.display();
}
void draw(sf::RenderTarget& target, sf::RenderStates states) const override
{
states.shader = &m_shader;
target.draw(sf::Sprite{m_surface.getTexture()}, states);
}
explicit Edge(sf::RenderTexture&& surface, sf::Texture&& backgroundTexture, sf::Texture&& entityTexture, sf::Shader&& shader) :
m_surface(std::move(surface)),
m_backgroundTexture(std::move(backgroundTexture)),
m_entityTexture(std::move(entityTexture)),
m_shader(std::move(shader))
{
}
private:
sf::RenderTexture m_surface;
sf::Texture m_backgroundTexture;
sf::Texture m_entityTexture;
sf::Shader m_shader;
};
////////////////////////////////////////////////////////////
// "Geometry" geometry shader example
////////////////////////////////////////////////////////////
class Geometry : public Effect
{
public:
void update(float /* time */, float x, float y) override
{
// Reset our transformation matrix
m_transform = sf::Transform::Identity;
// Move to the center of the window
m_transform.translate({400.f, 300.f});
// Rotate everything based on cursor position
m_transform.rotate(sf::degrees(x * 360.f));
// Adjust billboard size to scale between 25 and 75
const float size = 25 + std::abs(y) * 50;
// Update the shader parameter
m_shader.setUniform("size", sf::Vector2f{size, size});
}
void draw(sf::RenderTarget& target, sf::RenderStates states) const override
{
// Prepare the render state
states.shader = &m_shader;
states.texture = &m_logoTexture;
states.transform = m_transform;
// Draw the point cloud
target.draw(m_pointCloud, states);
}
explicit Geometry(sf::Texture&& logoTexture, sf::Shader&& shader) :
m_logoTexture(std::move(logoTexture)),
m_shader(std::move(shader)),
m_pointCloud(sf::PrimitiveType::Points, 10000)
{
// Move the points in the point cloud to random positions
for (std::size_t i = 0; i < 10000; ++i)
{
// Spread the coordinates from -480 to +480 so they'll always fill the viewport at 800x600
std::uniform_real_distribution<float> positionDistribution(-480, 480);
m_pointCloud[i].position = {positionDistribution(rng), positionDistribution(rng)};
}
}
private:
sf::Texture m_logoTexture;
sf::Transform m_transform;
sf::Shader m_shader;
sf::VertexArray m_pointCloud;
};
////////////////////////////////////////////////////////////
// Effect loading factory functions
////////////////////////////////////////////////////////////
std::optional<Pixelate> tryLoadPixelate()
{
sf::Texture texture;
if (!texture.loadFromFile("resources/background.jpg"))
return std::nullopt;
sf::Shader shader;
if (!shader.loadFromFile("resources/pixelate.frag", sf::Shader::Type::Fragment))
return std::nullopt;
return std::make_optional<Pixelate>(std::move(texture), std::move(shader));
}
std::optional<WaveBlur> tryLoadWaveBlur(const sf::Font& font)
{
sf::Shader shader;
if (!shader.loadFromFile("resources/wave.vert", "resources/blur.frag"))
return std::nullopt;
return std::make_optional<WaveBlur>(font, std::move(shader));
}
std::optional<StormBlink> tryLoadStormBlink()
{
sf::Shader shader;
if (!shader.loadFromFile("resources/storm.vert", "resources/blink.frag"))
return std::nullopt;
return std::make_optional<StormBlink>(std::move(shader));
}
std::optional<Edge> tryLoadEdge()
{
// Create the off-screen surface
sf::RenderTexture surface;
if (!surface.resize({800, 600}))
return std::nullopt;
surface.setSmooth(true);
// Load the background texture
sf::Texture backgroundTexture;
if (!backgroundTexture.loadFromFile("resources/sfml.png"))
return std::nullopt;
backgroundTexture.setSmooth(true);
// Load the entity texture
sf::Texture entityTexture;
if (!entityTexture.loadFromFile("resources/devices.png"))
return std::nullopt;
entityTexture.setSmooth(true);
// Load the shader
sf::Shader shader;
if (!shader.loadFromFile("resources/edge.frag", sf::Shader::Type::Fragment))
return std::nullopt;
shader.setUniform("texture", sf::Shader::CurrentTexture);
return std::make_optional<Edge>(std::move(surface), std::move(backgroundTexture), std::move(entityTexture), std::move(shader));
}
std::optional<Geometry> tryLoadGeometry()
{
// Check if geometry shaders are supported
if (!sf::Shader::isGeometryAvailable())
return std::nullopt;
// Load the logo texture
sf::Texture logoTexture;
if (!logoTexture.loadFromFile("resources/logo.png"))
return std::nullopt;
logoTexture.setSmooth(true);
// Load the shader
sf::Shader shader;
if (!shader.loadFromFile("resources/billboard.vert", "resources/billboard.geom", "resources/billboard.frag"))
return std::nullopt;
shader.setUniform("texture", sf::Shader::CurrentTexture);
// Set the render resolution (used for proper scaling)
shader.setUniform("resolution", sf::Vector2f(800, 600));
return std::make_optional<Geometry>(std::move(logoTexture), std::move(shader));
}
} // namespace
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Exit early if shaders are not available
if (!sf::Shader::isAvailable())
{
std::cerr << "Shaders not supported on current system, aborting" << std::endl;
return EXIT_FAILURE;
}
// Create the main window
sf::RenderWindow window(sf::VideoMode({800, 600}), "SFML Shader", sf::Style::Titlebar | sf::Style::Close);
window.setVerticalSyncEnabled(true);
// Open the application font
const sf::Font font("resources/tuffy.ttf");
// Create the effects
std::optional pixelateEffect = tryLoadPixelate();
std::optional waveBlurEffect = tryLoadWaveBlur(font);
std::optional stormBlinkEffect = tryLoadStormBlink();
std::optional edgeEffect = tryLoadEdge();
std::optional geometryEffect = tryLoadGeometry();
const auto optionalToPtr = [](auto& effect) -> Effect* { return effect.has_value() ? &*effect : nullptr; };
const std::array<Effect*, 5> effects{optionalToPtr(pixelateEffect),
optionalToPtr(waveBlurEffect),
optionalToPtr(stormBlinkEffect),
optionalToPtr(edgeEffect),
optionalToPtr(geometryEffect)};
const std::array<std::string, 5>
effectNames{"Pixelate", "Wave + Blur", "Storm + Blink", "Edge Post-effect", "Geometry Shader Billboards"};
// Index of currently selected effect
std::size_t current = 0;
// Create the messages background
const sf::Texture textBackgroundTexture("resources/text-background.png");
sf::Sprite textBackground(textBackgroundTexture);
textBackground.setPosition({0.f, 520.f});
textBackground.setColor(sf::Color(255, 255, 255, 200));
// Create the description text
sf::Text description(font, "Current effect: " + effectNames[current], 20);
description.setPosition({10.f, 530.f});
description.setFillColor(sf::Color(80, 80, 80));
// Create the instructions text
sf::Text instructions(font, "Press left and right arrows to change the current shader", 20);
instructions.setPosition({280.f, 555.f});
instructions.setFillColor(sf::Color(80, 80, 80));
// Start the game loop
const sf::Clock clock;
while (window.isOpen())
{
// Process events
while (const std::optional event = window.pollEvent())
{
// Close window: exit
if (event->is<sf::Event::Closed>())
{
window.close();
break;
}
if (const auto* keyPressed = event->getIf<sf::Event::KeyPressed>())
{
switch (keyPressed->code)
{
// Escape key: exit
case sf::Keyboard::Key::Escape:
{
window.close();
break;
}
// Left arrow key: previous shader
case sf::Keyboard::Key::Left:
{
if (current == 0)
current = effects.size() - 1;
else
--current;
break;
}
// Right arrow key: next shader
case sf::Keyboard::Key::Right:
{
if (current == effects.size() - 1)
current = 0;
else
++current;
break;
}
default:
break;
}
description.setString("Current effect: " + effectNames[current]);
}
}
// If the current example was loaded successfully...
if (Effect* currentEffect = effects[current])
{
// Update the current example
const auto [x,
y] = sf::Vector2f(sf::Mouse::getPosition(window)).componentWiseDiv(sf::Vector2f(window.getSize()));
currentEffect->update(clock.getElapsedTime().asSeconds(), x, y);
// Clear the window
window.clear(currentEffect == &*edgeEffect ? sf::Color::White : sf::Color(50, 50, 50));
// Draw the current example
window.draw(*currentEffect);
}
else
{
// Clear the window to grey to make sure the text is always readable
window.clear(sf::Color(50, 50, 50));
sf::Text error(font, "Shader not\nsupported", 36);
error.setPosition({320.f, 200.f});
window.draw(error);
}
// Draw the text
window.draw(textBackground);
window.draw(instructions);
window.draw(description);
// Finally, display the rendered frame on screen
window.display();
}
}
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