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https://github.com/AntoineHX/LivingMachine.git
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Ajout de la bibli SFML (A)
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88
code/SFML-2.4.2/share/SFML/examples/shader/Effect.hpp
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88
code/SFML-2.4.2/share/SFML/examples/shader/Effect.hpp
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#ifndef EFFECT_HPP
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#define EFFECT_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics.hpp>
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#include <cassert>
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#include <string>
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////////////////////////////////////////////////////////////
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// Base class for effects
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////////////////////////////////////////////////////////////
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class Effect : public sf::Drawable
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{
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public:
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virtual ~Effect()
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{
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}
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static void setFont(const sf::Font& font)
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{
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s_font = &font;
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}
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const std::string& getName() const
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{
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return m_name;
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}
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void load()
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{
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m_isLoaded = sf::Shader::isAvailable() && onLoad();
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}
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void update(float time, float x, float y)
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{
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if (m_isLoaded)
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onUpdate(time, x, y);
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}
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void draw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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if (m_isLoaded)
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{
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onDraw(target, states);
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}
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else
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{
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sf::Text error("Shader not\nsupported", getFont());
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error.setPosition(320.f, 200.f);
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error.setCharacterSize(36);
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target.draw(error, states);
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}
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}
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protected:
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Effect(const std::string& name) :
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m_name(name),
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m_isLoaded(false)
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{
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}
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static const sf::Font& getFont()
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{
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assert(s_font != NULL);
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return *s_font;
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}
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private:
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// Virtual functions to be implemented in derived effects
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virtual bool onLoad() = 0;
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virtual void onUpdate(float time, float x, float y) = 0;
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virtual void onDraw(sf::RenderTarget& target, sf::RenderStates states) const = 0;
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private:
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std::string m_name;
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bool m_isLoaded;
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static const sf::Font* s_font;
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};
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#endif // EFFECT_HPP
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460
code/SFML-2.4.2/share/SFML/examples/shader/Shader.cpp
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460
code/SFML-2.4.2/share/SFML/examples/shader/Shader.cpp
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@ -0,0 +1,460 @@
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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
|
||||
for (std::size_t i = 0; i < effects.size(); ++i)
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effects[i]->load();
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||||
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||||
// Create the messages background
|
||||
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
|
||||
sf::Clock clock;
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||||
while (window.isOpen())
|
||||
{
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||||
// Process events
|
||||
sf::Event event;
|
||||
while (window.pollEvent(event))
|
||||
{
|
||||
// Close window: exit
|
||||
if (event.type == sf::Event::Closed)
|
||||
window.close();
|
||||
|
||||
if (event.type == sf::Event::KeyPressed)
|
||||
{
|
||||
switch (event.key.code)
|
||||
{
|
||||
// Escape key: exit
|
||||
case sf::Keyboard::Escape:
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||||
window.close();
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||||
break;
|
||||
|
||||
// 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
|
||||
current++;
|
||||
description.setString("Current effect: " + effects[current]->getName());
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update the current example
|
||||
float x = static_cast<float>(sf::Mouse::getPosition(window).x) / window.getSize().x;
|
||||
float y = static_cast<float>(sf::Mouse::getPosition(window).y) / window.getSize().y;
|
||||
effects[current]->update(clock.getElapsedTime().asSeconds(), x, y);
|
||||
|
||||
// Clear the window
|
||||
window.clear(sf::Color(255, 128, 0));
|
||||
|
||||
// Draw the current example
|
||||
window.draw(*effects[current]);
|
||||
|
||||
// Draw the text
|
||||
window.draw(textBackground);
|
||||
window.draw(instructions);
|
||||
window.draw(description);
|
||||
|
||||
// Finally, display the rendered frame on screen
|
||||
window.display();
|
||||
}
|
||||
|
||||
// delete the effects
|
||||
for (std::size_t i = 0; i < effects.size(); ++i)
|
||||
delete effects[i];
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
Binary file not shown.
After Width: | Height: | Size: 52 KiB |
|
@ -0,0 +1,11 @@
|
|||
#version 150
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
||||
in vec2 tex_coord;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Read and apply a color from the texture
|
||||
gl_FragColor = texture2D(texture, tex_coord);
|
||||
}
|
|
@ -0,0 +1,56 @@
|
|||
#version 150
|
||||
|
||||
// The render target's resolution (used for scaling)
|
||||
uniform vec2 resolution;
|
||||
|
||||
// The billboards' size
|
||||
uniform vec2 size;
|
||||
|
||||
// Input is the passed point cloud
|
||||
layout (points) in;
|
||||
|
||||
// The output will consist of triangle strips with four vertices each
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
|
||||
// Output texture coordinates
|
||||
out vec2 tex_coord;
|
||||
|
||||
// Main entry point
|
||||
void main()
|
||||
{
|
||||
// Caculate the half width/height of the billboards
|
||||
vec2 half_size = size / 2.f;
|
||||
|
||||
// Scale the size based on resolution (1 would be full width/height)
|
||||
half_size /= resolution;
|
||||
|
||||
// Iterate over all vertices
|
||||
for (int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
// Retrieve the passed vertex position
|
||||
vec2 pos = gl_in[i].gl_Position.xy;
|
||||
|
||||
// Bottom left vertex
|
||||
gl_Position = vec4(pos - half_size, 0.f, 1.f);
|
||||
tex_coord = vec2(1.f, 1.f);
|
||||
EmitVertex();
|
||||
|
||||
// Bottom right vertex
|
||||
gl_Position = vec4(pos.x + half_size.x, pos.y - half_size.y, 0.f, 1.f);
|
||||
tex_coord = vec2(0.f, 1.f);
|
||||
EmitVertex();
|
||||
|
||||
// Top left vertex
|
||||
gl_Position = vec4(pos.x - half_size.x, pos.y + half_size.y, 0.f, 1.f);
|
||||
tex_coord = vec2(1.f, 0.f);
|
||||
EmitVertex();
|
||||
|
||||
// Top right vertex
|
||||
gl_Position = vec4(pos + half_size, 0.f, 1.f);
|
||||
tex_coord = vec2(0.f, 0.f);
|
||||
EmitVertex();
|
||||
|
||||
// And finalize the primitive
|
||||
EndPrimitive();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,5 @@
|
|||
void main()
|
||||
{
|
||||
// Transform the vertex position
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
uniform sampler2D texture;
|
||||
uniform float blink_alpha;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pixel = gl_Color;
|
||||
pixel.a = blink_alpha;
|
||||
gl_FragColor = pixel;
|
||||
}
|
|
@ -0,0 +1,20 @@
|
|||
uniform sampler2D texture;
|
||||
uniform float blur_radius;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 offx = vec2(blur_radius, 0.0);
|
||||
vec2 offy = vec2(0.0, blur_radius);
|
||||
|
||||
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx) * 2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offy) * 2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
|
||||
|
||||
gl_FragColor = gl_Color * (pixel / 16.0);
|
||||
}
|
BIN
code/SFML-2.4.2/share/SFML/examples/shader/resources/devices.png
Normal file
BIN
code/SFML-2.4.2/share/SFML/examples/shader/resources/devices.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 50 KiB |
|
@ -0,0 +1,32 @@
|
|||
uniform sampler2D texture;
|
||||
uniform float edge_threshold;
|
||||
|
||||
void main()
|
||||
{
|
||||
const float offset = 1.0 / 512.0;
|
||||
vec2 offx = vec2(offset, 0.0);
|
||||
vec2 offy = vec2(0.0, offset);
|
||||
|
||||
vec4 hEdge = texture2D(texture, gl_TexCoord[0].xy - offy) * -2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * -1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * -1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
|
||||
|
||||
vec4 vEdge = texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx) * -2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * -1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * -1.0;
|
||||
|
||||
vec3 result = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb);
|
||||
float edge = length(result);
|
||||
vec4 pixel = gl_Color * texture2D(texture, gl_TexCoord[0].xy);
|
||||
if (edge > (edge_threshold * 8.0))
|
||||
pixel.rgb = vec3(0.0, 0.0, 0.0);
|
||||
else
|
||||
pixel.a = edge_threshold;
|
||||
gl_FragColor = pixel;
|
||||
}
|
BIN
code/SFML-2.4.2/share/SFML/examples/shader/resources/logo.png
Normal file
BIN
code/SFML-2.4.2/share/SFML/examples/shader/resources/logo.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 8.6 KiB |
|
@ -0,0 +1,9 @@
|
|||
uniform sampler2D texture;
|
||||
uniform float pixel_threshold;
|
||||
|
||||
void main()
|
||||
{
|
||||
float factor = 1.0 / (pixel_threshold + 0.001);
|
||||
vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor;
|
||||
gl_FragColor = texture2D(texture, pos) * gl_Color;
|
||||
}
|
Binary file not shown.
BIN
code/SFML-2.4.2/share/SFML/examples/shader/resources/sfml.png
Normal file
BIN
code/SFML-2.4.2/share/SFML/examples/shader/resources/sfml.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 25 KiB |
|
@ -0,0 +1,19 @@
|
|||
uniform vec2 storm_position;
|
||||
uniform float storm_total_radius;
|
||||
uniform float storm_inner_radius;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
|
||||
vec2 offset = vertex.xy - storm_position;
|
||||
float len = length(offset);
|
||||
if (len < storm_total_radius)
|
||||
{
|
||||
float push_distance = storm_inner_radius + len / storm_total_radius * (storm_total_radius - storm_inner_radius);
|
||||
vertex.xy = storm_position + normalize(offset) * push_distance;
|
||||
}
|
||||
|
||||
gl_Position = gl_ProjectionMatrix * vertex;
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
Binary file not shown.
After Width: | Height: | Size: 745 B |
|
@ -0,0 +1,15 @@
|
|||
uniform float wave_phase;
|
||||
uniform vec2 wave_amplitude;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 vertex = gl_Vertex;
|
||||
vertex.x += cos(gl_Vertex.y * 0.02 + wave_phase * 3.8) * wave_amplitude.x
|
||||
+ sin(gl_Vertex.y * 0.02 + wave_phase * 6.3) * wave_amplitude.x * 0.3;
|
||||
vertex.y += sin(gl_Vertex.x * 0.02 + wave_phase * 2.4) * wave_amplitude.y
|
||||
+ cos(gl_Vertex.x * 0.02 + wave_phase * 5.2) * wave_amplitude.y * 0.3;
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vertex;
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
BIN
code/SFML-2.4.2/share/SFML/examples/shader/shader
Executable file
BIN
code/SFML-2.4.2/share/SFML/examples/shader/shader
Executable file
Binary file not shown.
BIN
code/SFML-2.4.2/share/SFML/examples/shader/shader-d
Executable file
BIN
code/SFML-2.4.2/share/SFML/examples/shader/shader-d
Executable file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue