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 textures


A basic, white triangle is not very exciting to look at. The next obvious improvement to make to our code is making textures available to the fragment shader, so that they can be sampled and applied to our geometry. Unfortunately, OpenGL does not provide a way of actually loading image data, especially since there are so many different formats to keep up with. For that, we are going to use one of our resources listed at the beginning of this chapter, the STB image loader. It is a small, single header C library, used to load image data into a buffer that can later be used by OpenGL, or any other library for that matter.

The texture class

Remember the remark that everything is going to get much easier at this point? It is true. Let us breeze through the texturing process, starting with a class definition for a texture object:

class GL_Texture { 
public: 
  GL_Texture(const std::string& l_fileName); 
  ~GL_Texture(); 
 
  void Bind(unsigned int l_unit); 
private: 
  GLuint m_texture...