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

Storing and drawing primitives


All of our primitive data has to be represented as a set of vertices. Whether we are dealing with a triangle or a sprite on screen, or if it is a huge, complex model of a monster, it can all be broken down to this fundamental type. Let us take a look at a class that represents it:

enum class VertexAttribute{ Position, COUNT }; 
 
struct GL_Vertex { 
  GL_Vertex(const glm::vec3& l_pos): m_pos(l_pos) {} 
 
  glm::vec3 m_pos; // Attribute 1. 
  // ... 
}; 

As you can see, it is only a simple struct that holds a 3D vector that represents a position. Later on, we might want to store other information about a vertex, such as texture coordinates, its color, and so on. These different pieces of information about a specific vertex are usually referred to as attributes. For convenience, we are also enumerating different attributes to make the rest of our code more clear.

Vertex storage

Before any primitives can be drawn, their data must be stored on the GPU. In OpenGL...