Example #1
0
        FadeInShaderScreenEffect(float fadeDuration = 1.0f)
            : timer(fadeDuration)
            , fadeDuration(fadeDuration)
        {
            pixelShader = ScreenEffectsService::FADE_IN_SHADER.get();

            if(pixelShader) {
                pixelShader->setParameter("texture", sf::Shader::CurrentTexture);
                pixelShader->setParameter("fadePercent", (timer / fadeDuration) * 100.0f);
            }
        }
Example #2
0
void	Displayer::drawSprite(sf::Shader& shad, vec2 pos, vec2 size, float time)
{
	sf::RectangleShape	rectangle(size);
	sf::RenderStates	states;

	shad.setParameter("coord", vec2(pos.x, this->_win->getSize().y - pos.y));
	shad.setParameter("resolution", size);
	shad.setParameter("time", time);
	rectangle.move(pos - size / 2.0f);
	states.shader = &shad;
	this->_texture.draw(rectangle, states);
}
Example #3
0
void MapController::LayerDrawable::buildShadow(sf::Shader& blurShader)
{
    const sf::Vector2i texSize(480, 270); //TODO link magic numbers to view size
    m_shadowTexture = std::make_unique<sf::RenderTexture>();
    m_shadowTexture->create(texSize.x, texSize.y);
    m_shadowTexture->setSmooth(true);

    sf::RenderStates states;
    states.transform.scale(0.25f, 0.25f);

    m_shadowTexture->clear(sf::Color::White);
    for (auto& l : m_layerData)
    {
        m_shadowTexture->draw(l.second.vertexArray, states);
    }
    m_shadowTexture->display();

    
    sf::RenderTexture tempRt;
    tempRt.create(texSize.x, texSize.y);
    for (auto i = 0u; i < 2u; ++i)
    {
        blurShader.setParameter("u_diffuse", m_shadowTexture->getTexture());
        blurShader.setParameter("u_offset", sf::Vector2f(1.f / texSize.x, 0.f));
        tempRt.clear(sf::Color::White);
        tempRt.draw(sf::Sprite(m_shadowTexture->getTexture()), &blurShader);
        tempRt.display();

        blurShader.setParameter("u_diffuse", tempRt.getTexture());
        blurShader.setParameter("u_offset", sf::Vector2f(0.f, 1.f / texSize.y));
        m_shadowTexture->clear(sf::Color::White);
        m_shadowTexture->draw(sf::Sprite(tempRt.getTexture()), &blurShader);
        m_shadowTexture->display();
    }

    m_shadowSprite.setTexture(m_shadowTexture->getTexture());
    m_shadowSprite.setScale(4.f, 4.f);
}
Example #4
0
void Game::init()
{
	menu = new Menu(static_cast<sf::Vector2f>(win->getSize()), win);
	highscoreMenu = new SubMenu(static_cast<sf::Vector2f>(win->getSize()), win);
	shipShootBuffer.loadFromFile("Audio/Shoot.wav");
	shipShoot.setBuffer(shipShootBuffer);
	asteroidExplosionBuffer.loadFromFile("Audio/Asteroid Explosion.wav");
	asteroidExplosion.setBuffer(asteroidExplosionBuffer);
	myShader.Vertex;
	myShader.setParameter("colour", sf::Color(0, 0, 0));
	srand(time(NULL)); // seed the random numbers

	lShift = false;
	Escape = false;
	Tab = false;
	Space = false;
	Up = false;
	Down = false;
	LControl = false;

	levelMenu = false;

	level = 2;
	score = 0;
	arial.loadFromFile("arial.ttf");

	float x = rand() % win->getSize().x;
	float y = rand() % win->getSize().y;
	ship = new Ship(x, y, win);

	particleSystem = new ParticleSystem(win);

	asteroidVector.clear();
	smAsteroidVector.clear();

	for (int i = 0; i < MAX_BULLETS; ++i)
	{
		bullet[i] = nullptr;
	}

	build(level);

	return;
}
Example #5
0
void LightDirectionEmission::render(const sf::View &view, sf::RenderTexture &lightTempTexture, sf::RenderTexture &antumbraTempTexture, const std::vector<QuadtreeOccupant*> &shapes, sf::Shader &unshadowShader, float shadowExtension) {
	lightTempTexture.setView(view);

	LightSystem::clear(lightTempTexture, sf::Color::White);

	// Mask off light shape (over-masking - mask too much, reveal penumbra/antumbra afterwards)
	for (int i = 0; i < shapes.size(); i++) {
		LightShape* pLightShape = static_cast<LightShape*>(shapes[i]);

		// Get boundaries
		std::vector<LightSystem::Penumbra> penumbras;
		std::vector<int> innerBoundaryIndices;
		std::vector<int> outerBoundaryIndices;
		std::vector<sf::Vector2f> innerBoundaryVectors;
		std::vector<sf::Vector2f> outerBoundaryVectors;

		LightSystem::getPenumbrasDirection(penumbras, innerBoundaryIndices, innerBoundaryVectors, outerBoundaryIndices, outerBoundaryVectors, pLightShape->_shape, _castDirection, _sourceRadius, _sourceDistance);

		if (innerBoundaryIndices.size() != 2 || outerBoundaryIndices.size() != 2)
			continue;

		LightSystem::clear(antumbraTempTexture, sf::Color::White);

		antumbraTempTexture.setView(view);

		sf::ConvexShape maskShape;

		float maxDist = 0.0f;

		for (int j = 0; j < pLightShape->_shape.getPointCount(); j++)
			maxDist = std::max(maxDist, vectorMagnitude(view.getCenter() - pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(j))));

		float totalShadowExtension = shadowExtension + maxDist;

		maskShape.setPointCount(4);

		maskShape.setPoint(0, pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(innerBoundaryIndices[0])));
		maskShape.setPoint(1, pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(innerBoundaryIndices[1])));
		maskShape.setPoint(2, pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(innerBoundaryIndices[1])) + vectorNormalize(innerBoundaryVectors[1]) * totalShadowExtension);
		maskShape.setPoint(3, pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(innerBoundaryIndices[0])) + vectorNormalize(innerBoundaryVectors[0]) * totalShadowExtension);

		maskShape.setFillColor(sf::Color::Black);

		antumbraTempTexture.draw(maskShape);

		sf::VertexArray vertexArray;

		vertexArray.setPrimitiveType(sf::PrimitiveType::Triangles);

		vertexArray.resize(3);

		{
			sf::RenderStates states;
			states.blendMode = sf::BlendAdd;
			states.shader = &unshadowShader;

			// Unmask with penumbras
			for (int j = 0; j < penumbras.size(); j++) {
				unshadowShader.setParameter("lightBrightness", penumbras[j]._lightBrightness);
				unshadowShader.setParameter("darkBrightness", penumbras[j]._darkBrightness);

				vertexArray[0].position = penumbras[j]._source;
				vertexArray[1].position = penumbras[j]._source + vectorNormalize(penumbras[j]._lightEdge) * totalShadowExtension;
				vertexArray[2].position = penumbras[j]._source + vectorNormalize(penumbras[j]._darkEdge) * totalShadowExtension;

				vertexArray[0].texCoords = sf::Vector2f(0.0f, 1.0f);
				vertexArray[1].texCoords = sf::Vector2f(1.0f, 0.0f);
				vertexArray[2].texCoords = sf::Vector2f(0.0f, 0.0f);

				antumbraTempTexture.draw(vertexArray, states);
			}
		}

		antumbraTempTexture.display();

		// Multiply back to lightTempTexture
		sf::RenderStates antumbraRenderStates;
		antumbraRenderStates.blendMode = sf::BlendMultiply;

		sf::Sprite s;

		s.setTexture(antumbraTempTexture.getTexture());

		lightTempTexture.setView(lightTempTexture.getDefaultView());

		lightTempTexture.draw(s, antumbraRenderStates);

		lightTempTexture.setView(view);
	}

	for (int i = 0; i < shapes.size(); i++) {
		LightShape* pLightShape = static_cast<LightShape*>(shapes[i]);

		if (pLightShape->_renderLightOverShape) {
			pLightShape->_shape.setFillColor(sf::Color::White);

			lightTempTexture.draw(pLightShape->_shape);
		}
	}

	// Multiplicatively blend the light over the shadows
	sf::RenderStates lightRenderStates;
	lightRenderStates.blendMode = sf::BlendMultiply;

	lightTempTexture.setView(lightTempTexture.getDefaultView());

	lightTempTexture.draw(_emissionSprite, lightRenderStates);

	lightTempTexture.display();
}
Example #6
0
void LightPointEmission::render(const sf::View &view, sf::RenderTexture &lightTempTexture, sf::RenderTexture &emissionTempTexture, sf::RenderTexture &antumbraTempTexture, const std::vector<QuadtreeOccupant*> &shapes, sf::Shader &unshadowShader, sf::Shader &lightOverShapeShader) {
	LightSystem::clear(emissionTempTexture, sf::Color::Black);

	emissionTempTexture.setView(view);

	emissionTempTexture.draw(_emissionSprite);

	emissionTempTexture.display();
	
	LightSystem::clear(lightTempTexture, sf::Color::Black);

	lightTempTexture.setView(view);

	lightTempTexture.draw(_emissionSprite);

	sf::Transform t;
	t.translate(_emissionSprite.getPosition());
	t.rotate(_emissionSprite.getRotation());
	t.scale(_emissionSprite.getScale());

	sf::Vector2f castCenter = t.transformPoint(_localCastCenter);

	float shadowExtension = _shadowOverExtendMultiplier * (getAABB().width + getAABB().height);

	struct OuterEdges {
		std::vector<int> _outerBoundaryIndices;
		std::vector<sf::Vector2f> _outerBoundaryVectors;
	};

	std::vector<OuterEdges> outerEdges(shapes.size());

	// Mask off light shape (over-masking - mask too much, reveal penumbra/antumbra afterwards)
	for (unsigned i = 0; i < shapes.size(); i++) {
		LightShape* pLightShape = static_cast<LightShape*>(shapes[i]);

		// Get boundaries
		std::vector<int> innerBoundaryIndices;
		std::vector<sf::Vector2f> innerBoundaryVectors;
		std::vector<LightSystem::Penumbra> penumbras;

		LightSystem::getPenumbrasPoint(penumbras, innerBoundaryIndices, innerBoundaryVectors, outerEdges[i]._outerBoundaryIndices, outerEdges[i]._outerBoundaryVectors, pLightShape->_shape, castCenter, _sourceRadius);

		if (innerBoundaryIndices.size() != 2 || outerEdges[i]._outerBoundaryIndices.size() != 2)
			continue;

		// Render shape
		if (!pLightShape->_renderLightOverShape) {
			pLightShape->_shape.setFillColor(sf::Color::Black);

			lightTempTexture.draw(pLightShape->_shape);
		}

		sf::RenderStates maskRenderStates;
		maskRenderStates.blendMode = sf::BlendNone;

		sf::Vector2f as = pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(outerEdges[i]._outerBoundaryIndices[0]));
		sf::Vector2f bs = pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(outerEdges[i]._outerBoundaryIndices[1]));
		sf::Vector2f ad = outerEdges[i]._outerBoundaryVectors[0];
		sf::Vector2f bd = outerEdges[i]._outerBoundaryVectors[1];

		sf::Vector2f intersectionOuter;

		// Handle antumbras as a seperate case
		if (rayIntersect(as, ad, bs, bd, intersectionOuter)) {
			sf::Vector2f asi = pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(innerBoundaryIndices[0]));
			sf::Vector2f bsi = pLightShape->_shape.getTransform().transformPoint(pLightShape->_shape.getPoint(innerBoundaryIndices[1]));
			sf::Vector2f adi = innerBoundaryVectors[0];
			sf::Vector2f bdi = innerBoundaryVectors[1];

			LightSystem::clear(antumbraTempTexture, sf::Color::White);

			antumbraTempTexture.setView(view);

			sf::Vector2f intersectionInner;

			if (rayIntersect(asi, adi, bsi, bdi, intersectionInner)) {
				sf::ConvexShape maskShape;

				maskShape.setPointCount(3);

				maskShape.setPoint(0, asi);
				maskShape.setPoint(1, bsi);
				maskShape.setPoint(2, intersectionInner);

				maskShape.setFillColor(sf::Color::Black);

				antumbraTempTexture.draw(maskShape);	
			}
			else {
				sf::ConvexShape maskShape;

				maskShape.setPointCount(4);

				maskShape.setPoint(0, asi);
				maskShape.setPoint(1, bsi);
				maskShape.setPoint(2, bsi + vectorNormalize(bdi) * shadowExtension);
				maskShape.setPoint(3, asi + vectorNormalize(adi) * shadowExtension);

				maskShape.setFillColor(sf::Color::Black);

				antumbraTempTexture.draw(maskShape);
			}

			// Add light back for antumbra/penumbras
			sf::VertexArray vertexArray;

			vertexArray.setPrimitiveType(sf::PrimitiveType::Triangles);

			vertexArray.resize(3);

			sf::RenderStates penumbraRenderStates;
			penumbraRenderStates.blendMode = sf::BlendAdd;
			penumbraRenderStates.shader = &unshadowShader;

			// Unmask with penumbras
			for (unsigned j = 0; j < penumbras.size(); j++) {
				unshadowShader.setParameter("lightBrightness", penumbras[j]._lightBrightness);
				unshadowShader.setParameter("darkBrightness", penumbras[j]._darkBrightness);

				vertexArray[0].position = penumbras[j]._source;
				vertexArray[1].position = penumbras[j]._source + vectorNormalize(penumbras[j]._lightEdge) * shadowExtension;
				vertexArray[2].position = penumbras[j]._source + vectorNormalize(penumbras[j]._darkEdge) * shadowExtension;

				vertexArray[0].texCoords = sf::Vector2f(0.0f, 1.0f);
				vertexArray[1].texCoords = sf::Vector2f(1.0f, 0.0f);
				vertexArray[2].texCoords = sf::Vector2f(0.0f, 0.0f);

				antumbraTempTexture.draw(vertexArray, penumbraRenderStates);
			}

			antumbraTempTexture.display();

			// Multiply back to lightTempTexture
			sf::RenderStates antumbraRenderStates;
			antumbraRenderStates.blendMode = sf::BlendMultiply;

			sf::Sprite s;

			s.setTexture(antumbraTempTexture.getTexture());

			lightTempTexture.setView(lightTempTexture.getDefaultView());

			lightTempTexture.draw(s, antumbraRenderStates);

			lightTempTexture.setView(view);
		}
		else {
			sf::ConvexShape maskShape;

			maskShape.setPointCount(4);

			maskShape.setPoint(0, as);
			maskShape.setPoint(1, bs);
			maskShape.setPoint(2, bs + vectorNormalize(bd) * shadowExtension);
			maskShape.setPoint(3, as + vectorNormalize(ad) * shadowExtension);

			maskShape.setFillColor(sf::Color::Black);

			lightTempTexture.draw(maskShape);

			sf::VertexArray vertexArray;

			vertexArray.setPrimitiveType(sf::PrimitiveType::Triangles);

			vertexArray.resize(3);

			sf::RenderStates penumbraRenderStates;
			penumbraRenderStates.blendMode = sf::BlendMultiply;
			penumbraRenderStates.shader = &unshadowShader;

			// Unmask with penumbras
			for (unsigned j = 0; j < penumbras.size(); j++) {
				unshadowShader.setParameter("lightBrightness", penumbras[j]._lightBrightness);
				unshadowShader.setParameter("darkBrightness", penumbras[j]._darkBrightness);

				vertexArray[0].position = penumbras[j]._source;
				vertexArray[1].position = penumbras[j]._source + vectorNormalize(penumbras[j]._lightEdge) * shadowExtension;
				vertexArray[2].position = penumbras[j]._source + vectorNormalize(penumbras[j]._darkEdge) * shadowExtension;

				vertexArray[0].texCoords = sf::Vector2f(0.0f, 1.0f);
				vertexArray[1].texCoords = sf::Vector2f(1.0f, 0.0f);
				vertexArray[2].texCoords = sf::Vector2f(0.0f, 0.0f);

				lightTempTexture.draw(vertexArray, penumbraRenderStates);
			}
		}
	}

	for (unsigned i = 0; i < shapes.size(); i++) {
		LightShape* pLightShape = static_cast<LightShape*>(shapes[i]);

		if (pLightShape->_renderLightOverShape) {
			pLightShape->_shape.setFillColor(sf::Color::White);

			lightTempTexture.draw(pLightShape->_shape, &lightOverShapeShader);
		}
		else {
			pLightShape->_shape.setFillColor(sf::Color::Black);

			lightTempTexture.draw(pLightShape->_shape);
		}
	}

	lightTempTexture.display();
}
Example #7
0
 virtual void render(sf::RenderTarget & target) {
     pixelShader->setParameter("fadePercent", (timer / fadeDuration) * 100.0f);
     target.draw(*inputSprite, pixelShader);
 }