Ajout version Release/x64 avec les libraries x64 et tuning de la version Debug
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								SQCSim2021/external/sfml251/examples/shader/Shader.cpp
									
									
									
									
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								SQCSim2021/external/sfml251/examples/shader/Shader.cpp
									
									
									
									
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							| @@ -0,0 +1,460 @@ | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| // Headers | ||||
| //////////////////////////////////////////////////////////// | ||||
| #include "Effect.hpp" | ||||
| #include <vector> | ||||
| #include <cmath> | ||||
|  | ||||
|  | ||||
| const sf::Font* Effect::s_font = NULL; | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| // "Pixelate" fragment shader | ||||
| //////////////////////////////////////////////////////////// | ||||
| class Pixelate : public Effect | ||||
| { | ||||
| public: | ||||
|  | ||||
|     Pixelate() : | ||||
|     Effect("pixelate") | ||||
|     { | ||||
|     } | ||||
|  | ||||
|     bool onLoad() | ||||
|     { | ||||
|         // Load the texture and initialize the sprite | ||||
|         if (!m_texture.loadFromFile("resources/background.jpg")) | ||||
|             return false; | ||||
|         m_sprite.setTexture(m_texture); | ||||
|  | ||||
|         // Load the shader | ||||
|         if (!m_shader.loadFromFile("resources/pixelate.frag", sf::Shader::Fragment)) | ||||
|             return false; | ||||
|         m_shader.setUniform("texture", sf::Shader::CurrentTexture); | ||||
|  | ||||
|         return true; | ||||
|     } | ||||
|  | ||||
|     void onUpdate(float, float x, float y) | ||||
|     { | ||||
|         m_shader.setUniform("pixel_threshold", (x + y) / 30); | ||||
|     } | ||||
|  | ||||
|     void onDraw(sf::RenderTarget& target, sf::RenderStates states) const | ||||
|     { | ||||
|         states.shader = &m_shader; | ||||
|         target.draw(m_sprite, states); | ||||
|     } | ||||
|  | ||||
| private: | ||||
|  | ||||
|     sf::Texture m_texture; | ||||
|     sf::Sprite m_sprite; | ||||
|     sf::Shader m_shader; | ||||
| }; | ||||
|  | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| // "Wave" vertex shader + "blur" fragment shader | ||||
| //////////////////////////////////////////////////////////// | ||||
| class WaveBlur : public Effect | ||||
| { | ||||
| public: | ||||
|  | ||||
|     WaveBlur() : | ||||
|     Effect("wave + blur") | ||||
|     { | ||||
|     } | ||||
|  | ||||
|     bool onLoad() | ||||
|     { | ||||
|         // Create the text | ||||
|         m_text.setString("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"); | ||||
|         m_text.setFont(getFont()); | ||||
|         m_text.setCharacterSize(22); | ||||
|         m_text.setPosition(30, 20); | ||||
|  | ||||
|         // Load the shader | ||||
|         if (!m_shader.loadFromFile("resources/wave.vert", "resources/blur.frag")) | ||||
|             return false; | ||||
|  | ||||
|         return true; | ||||
|     } | ||||
|  | ||||
|     void onUpdate(float time, float x, float y) | ||||
|     { | ||||
|         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 onDraw(sf::RenderTarget& target, sf::RenderStates states) const | ||||
|     { | ||||
|         states.shader = &m_shader; | ||||
|         target.draw(m_text, states); | ||||
|     } | ||||
|  | ||||
| private: | ||||
|  | ||||
|     sf::Text m_text; | ||||
|     sf::Shader m_shader; | ||||
| }; | ||||
|  | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| // "Storm" vertex shader + "blink" fragment shader | ||||
| //////////////////////////////////////////////////////////// | ||||
| class StormBlink : public Effect | ||||
| { | ||||
| public: | ||||
|  | ||||
|     StormBlink() : | ||||
|     Effect("storm + blink") | ||||
|     { | ||||
|     } | ||||
|  | ||||
|     bool onLoad() | ||||
|     { | ||||
|         // Create the points | ||||
|         m_points.setPrimitiveType(sf::Points); | ||||
|         for (int i = 0; i < 40000; ++i) | ||||
|         { | ||||
|             float x = static_cast<float>(std::rand() % 800); | ||||
|             float y = static_cast<float>(std::rand() % 600); | ||||
|             sf::Uint8 r = std::rand() % 255; | ||||
|             sf::Uint8 g = std::rand() % 255; | ||||
|             sf::Uint8 b = std::rand() % 255; | ||||
|             m_points.append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b))); | ||||
|         } | ||||
|  | ||||
|         // Load the shader | ||||
|         if (!m_shader.loadFromFile("resources/storm.vert", "resources/blink.frag")) | ||||
|             return false; | ||||
|  | ||||
|         return true; | ||||
|     } | ||||
|  | ||||
|     void onUpdate(float time, float x, float y) | ||||
|     { | ||||
|         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 onDraw(sf::RenderTarget& target, sf::RenderStates states) const | ||||
|     { | ||||
|         states.shader = &m_shader; | ||||
|         target.draw(m_points, states); | ||||
|     } | ||||
|  | ||||
| private: | ||||
|  | ||||
|     sf::VertexArray m_points; | ||||
|     sf::Shader m_shader; | ||||
| }; | ||||
|  | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| // "Edge" post-effect fragment shader | ||||
| //////////////////////////////////////////////////////////// | ||||
| class Edge : public Effect | ||||
| { | ||||
| public: | ||||
|  | ||||
|     Edge() : | ||||
|     Effect("edge post-effect") | ||||
|     { | ||||
|     } | ||||
|  | ||||
|     bool onLoad() | ||||
|     { | ||||
|         // Create the off-screen surface | ||||
|         if (!m_surface.create(800, 600)) | ||||
|             return false; | ||||
|         m_surface.setSmooth(true); | ||||
|  | ||||
|         // Load the textures | ||||
|         if (!m_backgroundTexture.loadFromFile("resources/sfml.png")) | ||||
|             return false; | ||||
|         m_backgroundTexture.setSmooth(true); | ||||
|         if (!m_entityTexture.loadFromFile("resources/devices.png")) | ||||
|             return false; | ||||
|         m_entityTexture.setSmooth(true); | ||||
|  | ||||
|         // Initialize the background sprite | ||||
|         m_backgroundSprite.setTexture(m_backgroundTexture); | ||||
|         m_backgroundSprite.setPosition(135, 100); | ||||
|  | ||||
|         // Load the moving entities | ||||
|         for (int i = 0; i < 6; ++i) | ||||
|         { | ||||
|             sf::Sprite entity(m_entityTexture, sf::IntRect(96 * i, 0, 96, 96)); | ||||
|             m_entities.push_back(entity); | ||||
|         } | ||||
|  | ||||
|         // Load the shader | ||||
|         if (!m_shader.loadFromFile("resources/edge.frag", sf::Shader::Fragment)) | ||||
|             return false; | ||||
|         m_shader.setUniform("texture", sf::Shader::CurrentTexture); | ||||
|  | ||||
|         return true; | ||||
|     } | ||||
|  | ||||
|     void onUpdate(float time, float x, float y) | ||||
|     { | ||||
|         m_shader.setUniform("edge_threshold", 1 - (x + y) / 2); | ||||
|  | ||||
|         // Update the position of the moving entities | ||||
|         for (std::size_t i = 0; i < m_entities.size(); ++i) | ||||
|         { | ||||
|             sf::Vector2f position; | ||||
|             position.x = std::cos(0.25f * (time * i + (m_entities.size() - i))) * 300 + 350; | ||||
|             position.y = std::sin(0.25f * (time * (m_entities.size() - i) + i)) * 200 + 250; | ||||
|             m_entities[i].setPosition(position); | ||||
|         } | ||||
|  | ||||
|         // Render the updated scene to the off-screen surface | ||||
|         m_surface.clear(sf::Color::White); | ||||
|         m_surface.draw(m_backgroundSprite); | ||||
|         for (std::size_t i = 0; i < m_entities.size(); ++i) | ||||
|             m_surface.draw(m_entities[i]); | ||||
|         m_surface.display(); | ||||
|     } | ||||
|  | ||||
|     void onDraw(sf::RenderTarget& target, sf::RenderStates states) const | ||||
|     { | ||||
|         states.shader = &m_shader; | ||||
|         target.draw(sf::Sprite(m_surface.getTexture()), states); | ||||
|     } | ||||
|  | ||||
| private: | ||||
|  | ||||
|     sf::RenderTexture m_surface; | ||||
|     sf::Texture m_backgroundTexture; | ||||
|     sf::Texture m_entityTexture; | ||||
|     sf::Sprite m_backgroundSprite; | ||||
|     std::vector<sf::Sprite> m_entities; | ||||
|     sf::Shader m_shader; | ||||
| }; | ||||
|  | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| // "Geometry" geometry shader example | ||||
| //////////////////////////////////////////////////////////// | ||||
| class Geometry : public Effect | ||||
| { | ||||
| public: | ||||
|  | ||||
|     Geometry() : | ||||
|         Effect("geometry shader billboards"), | ||||
|         m_pointCloud(sf::Points, 10000) | ||||
|     { | ||||
|     } | ||||
|  | ||||
|     bool onLoad() | ||||
|     { | ||||
|         // Check if geometry shaders are supported | ||||
|         if (!sf::Shader::isGeometryAvailable()) | ||||
|             return false; | ||||
|  | ||||
|         // 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 | ||||
|             m_pointCloud[i].position.x = rand() % 960 - 480.f; | ||||
|             m_pointCloud[i].position.y = rand() % 960 - 480.f; | ||||
|         } | ||||
|  | ||||
|         // Load the texture | ||||
|         if (!m_logoTexture.loadFromFile("resources/logo.png")) | ||||
|             return false; | ||||
|  | ||||
|         // Load the shader | ||||
|         if (!m_shader.loadFromFile("resources/billboard.vert", "resources/billboard.geom", "resources/billboard.frag")) | ||||
|             return false; | ||||
|         m_shader.setUniform("texture", sf::Shader::CurrentTexture); | ||||
|  | ||||
|         // Set the render resolution (used for proper scaling) | ||||
|         m_shader.setUniform("resolution", sf::Vector2f(800, 600)); | ||||
|  | ||||
|         return true; | ||||
|     } | ||||
|  | ||||
|     void onUpdate(float time, float x, float y) | ||||
|     { | ||||
|         // Reset our transformation matrix | ||||
|         m_transform = sf::Transform::Identity; | ||||
|         // Move to the center of the window | ||||
|         m_transform.translate(400, 300); | ||||
|         // Rotate everything based on cursor position | ||||
|         m_transform.rotate(x * 360.f); | ||||
|  | ||||
|         // Adjust billboard size to scale between 25 and 75 | ||||
|         float size = 25 + std::abs(y) * 50; | ||||
|  | ||||
|         // Update the shader parameter | ||||
|         m_shader.setUniform("size", sf::Vector2f(size, size)); | ||||
|     } | ||||
|  | ||||
|     void onDraw(sf::RenderTarget& target, sf::RenderStates states) const | ||||
|     { | ||||
|         // 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); | ||||
|     } | ||||
|  | ||||
| private: | ||||
|  | ||||
|     sf::Texture m_logoTexture; | ||||
|     sf::Transform m_transform; | ||||
|     sf::Shader m_shader; | ||||
|     sf::VertexArray m_pointCloud; | ||||
| }; | ||||
|  | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| /// Entry point of application | ||||
| /// | ||||
| /// \return Application exit code | ||||
| /// | ||||
| //////////////////////////////////////////////////////////// | ||||
| int main() | ||||
| { | ||||
|     // Create the main window | ||||
|     sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Shader", | ||||
|                             sf::Style::Titlebar | sf::Style::Close); | ||||
|     window.setVerticalSyncEnabled(true); | ||||
|  | ||||
|     // Load the application font and pass it to the Effect class | ||||
|     sf::Font font; | ||||
|     if (!font.loadFromFile("resources/sansation.ttf")) | ||||
|         return EXIT_FAILURE; | ||||
|     Effect::setFont(font); | ||||
|  | ||||
|     // Create the effects | ||||
|     std::vector<Effect*> effects; | ||||
|     effects.push_back(new Pixelate); | ||||
|     effects.push_back(new WaveBlur); | ||||
|     effects.push_back(new StormBlink); | ||||
|     effects.push_back(new Edge); | ||||
|     effects.push_back(new Geometry); | ||||
|     std::size_t current = 0; | ||||
|  | ||||
|     // Initialize them | ||||
|     for (std::size_t i = 0; i < effects.size(); ++i) | ||||
|         effects[i]->load(); | ||||
|  | ||||
|     // Create the messages background | ||||
|     sf::Texture textBackgroundTexture; | ||||
|     if (!textBackgroundTexture.loadFromFile("resources/text-background.png")) | ||||
|         return EXIT_FAILURE; | ||||
|     sf::Sprite textBackground(textBackgroundTexture); | ||||
|     textBackground.setPosition(0, 520); | ||||
|     textBackground.setColor(sf::Color(255, 255, 255, 200)); | ||||
|  | ||||
|     // Create the description text | ||||
|     sf::Text description("Current effect: " + effects[current]->getName(), font, 20); | ||||
|     description.setPosition(10, 530); | ||||
|     description.setFillColor(sf::Color(80, 80, 80)); | ||||
|  | ||||
|     // Create the instructions text | ||||
|     sf::Text instructions("Press left and right arrows to change the current shader", font, 20); | ||||
|     instructions.setPosition(280, 555); | ||||
|     instructions.setFillColor(sf::Color(80, 80, 80)); | ||||
|  | ||||
|     // Start the game loop | ||||
|     sf::Clock clock; | ||||
|     while (window.isOpen()) | ||||
|     { | ||||
|         // 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: | ||||
|                         window.close(); | ||||
|                         break; | ||||
|  | ||||
|                     // Left arrow key: previous shader | ||||
|                     case sf::Keyboard::Left: | ||||
|                         if (current == 0) | ||||
|                             current = effects.size() - 1; | ||||
|                         else | ||||
|                             current--; | ||||
|                         description.setString("Current effect: " + effects[current]->getName()); | ||||
|                         break; | ||||
|  | ||||
|                     // Right arrow key: next shader | ||||
|                     case sf::Keyboard::Right: | ||||
|                         if (current == effects.size() - 1) | ||||
|                             current = 0; | ||||
|                         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; | ||||
| } | ||||
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