imported shader example

master
mitchellhansen 6 years ago
parent b9f51bab09
commit e001f252eb

@ -12,5 +12,6 @@ simple-stopwatch="0.1.4"
ncollide2d = "0.19.1" ncollide2d = "0.19.1"
nalgebra = "0.18.0" nalgebra = "0.18.0"
image = "0.21.2" image = "0.21.2"
rand = "0.6.5"

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@ -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;
}

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@ -6,12 +6,17 @@ extern crate quick_xml;
extern crate sfml; extern crate sfml;
extern crate cgmath; extern crate cgmath;
extern crate image; extern crate image;
extern crate rand;
mod slider; mod slider;
mod timer; mod timer;
mod input; mod input;
mod util; mod util;
use sfml::graphics::*;
use sfml::system::*;
use sfml::window::*;
use crate::timer::Timer; use crate::timer::Timer;
use crate::input::Input; use crate::input::Input;
use crate::slider::Slider; use crate::slider::Slider;
@ -26,6 +31,87 @@ use sfml::graphics::{
use sfml::window::{ Event, Key, Style}; use sfml::window::{ Event, Key, Style};
use sfml::system::Vector2 as sfVec2; use sfml::system::Vector2 as sfVec2;
// The container trait for all the shaders
trait Effect: Drawable {
fn update(&mut self, t: f32, x: f32, y: f32);
fn name(&self) -> &str;
fn as_drawable(&self) -> &Drawable;
}
// ======= LARGE MULTISPRITE SHADER DEMO ===========
struct Edge<'t> {
surface: RenderTexture,
bg_sprite: Sprite<'t>,
entities: Vec<Sprite<'t>>,
shader: Shader<'static>,
}
impl<'t> Edge<'t> {
fn new(bg_texture: &'t Texture, entity_texture: &'t Texture) -> Self {
let mut surface = RenderTexture::new(800, 600, false).unwrap();
surface.set_smooth(true);
let mut bg_sprite = Sprite::with_texture(bg_texture);
bg_sprite.set_position((135., 100.));
let mut entities = Vec::new();
for i in 0..6 {
let mut entity = Sprite::with_texture(entity_texture);
entity.set_texture_rect(&IntRect::new(96 * i, 0, 96, 96));
entities.push(entity);
}
let mut shader = Shader::from_file(None, None, Some("resources/edge.frag")).unwrap();
shader.set_uniform_current_texture("texture");
Self {
surface,
bg_sprite,
entities,
shader,
}
}
}
impl<'t> Drawable for Edge<'t> {
fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
&'a self,
target: &mut RenderTarget,
mut states: RenderStates<'texture, 'shader, 'shader_texture>,
) {
states.shader = Some(&self.shader);
target.draw_with_renderstates(&Sprite::with_texture(self.surface.texture()), states);
}
}
impl<'t> Effect for Edge<'t> {
fn update(&mut self, t: f32, x: f32, y: f32) {
self.shader
.set_uniform_float("edge_threshold", 1. - (x + y) / 2.);
let entities_len = self.entities.len() as f32;
for (i, en) in self.entities.iter_mut().enumerate() {
let pos = (
(0.25 * (t * i as f32 + (entities_len - i as f32))).cos() * 300. + 350.,
(0.25 * (t * (entities_len - i as f32) + i as f32)).cos() * 200. + 250.,
);
en.set_position(pos);
}
self.surface.clear(&Color::WHITE);
self.surface.draw(&self.bg_sprite);
for en in &self.entities {
self.surface.draw(en);
}
self.surface.display();
}
fn as_drawable(&self) -> &Drawable {
self
}
fn name(&self) -> &str {
"edge post-effect"
}
}
fn surrounding_pixels(x: u32, y: u32, img: &DynamicImage) -> Vec<image::Rgba<u8>> { fn surrounding_pixels(x: u32, y: u32, img: &DynamicImage) -> Vec<image::Rgba<u8>> {
let mut pixels: Vec<image::Rgba<u8>> = Vec::new(); let mut pixels: Vec<image::Rgba<u8>> = Vec::new();
@ -96,6 +182,26 @@ fn main() {
let mut timer = Timer::new(); let mut timer = Timer::new();
let mut input = Input::new(); let mut input = Input::new();
//==========================================
let font = Font::from_file("resources/sansation.ttf").unwrap();
let mut bg_texture = Texture::from_file("resources/sfml.png").unwrap();
bg_texture.set_smooth(true);
let mut entity_texture = Texture::from_file("resources/devices.png").unwrap();
entity_texture.set_smooth(true);
let mut effects: [Box<Effect>; 1] = [
Box::new(Edge::new(&bg_texture, &entity_texture)),
];
let mut current = 0;
let text_bg_texture = Texture::from_file("resources/text-background.png").unwrap();
let mut text_bg = Sprite::with_texture(&text_bg_texture);
text_bg.set_position((0., 520.));
text_bg.set_color(&Color::rgba(255, 255, 255, 200));
//==========================================
let mut slider = Slider::new(40.0, None); let mut slider = Slider::new(40.0, None);
@ -141,12 +247,17 @@ fn main() {
accumulator_time -= step_size; accumulator_time -= step_size;
} }
let x = window.mouse_position().x as f32 / window.size().x as f32;
let y = window.mouse_position().y as f32 / window.size().y as f32;
effects[current].update(elapsed_time*1000.0, x, y);
window.clear(&Color::BLACK); window.clear(&Color::BLACK);
window.draw(effects[current].as_drawable());
window.draw(&slider); window.draw(&slider);
window.display(); window.display();
} }
} }

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