Book Image

Mastering SFML Game Development

By : Raimondas Pupius
Book Image

Mastering SFML Game Development

By: Raimondas Pupius

Overview of this book

SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. It provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. This book will help you become an expert of SFML by using all of its features to its full potential. It begins by going over some of the foundational code necessary in order to make our RPG project run. By the end of chapter 3, we will have successfully picked up and deployed a fast and efficient particle system that makes the game look much more ‘alive’. Throughout the next couple of chapters, you will be successfully editing the game maps with ease, all thanks to the custom tools we’re going to be building. From this point on, it’s all about making the game look good. After being introduced to the use of shaders and raw OpenGL, you will be guided through implementing dynamic scene lighting, the use of normal and specular maps, and dynamic soft shadows. However, no project is complete without being optimized first. The very last chapter will wrap up our project by making it lightning fast and efficient.
Table of Contents (17 chapters)
Mastering SFML Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Using shaders


The standardization of the programmable pipeline now means shaders have to be written for certain tasks, including the basic ones. This means that simply submitting our vertex data and rendering it would do nothing, as the two fundamental chunks of the rendering pipeline, the vertex and fragment shaders, are non-existent. In this section, we are going to cover how shaders are loaded, built, and applied to our virtual geometry, in turn producing those glorious pixels on the screen.

Loading shader files

Before we can use shaders, we must first discuss how they are loaded. All we technically need to create a shader is a string, containing all of its code. A very simple helper function can be written to parse a file and return it as a string, as shown here:

inline std::string ReadFile(const std::string& l_filename) { 
  std::ifstream file(l_filename); 
  if (!file.is_open()) { return ""; } 
  std::string output; 
  std::string line; 
  while (std::getline(file, line)) { 
    output...