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

Adapting classes to use lights


Obviously, each and every single class that does any rendering in our game does it differently. Rendering the same graphics to different types of material maps is no exception to this rule. Let's see how every light-supporting class should implement their respective Draw methods in order to stay in sync with our lighting system.

The Map class

The first class we need to deal with is the Map class. It will be a bit different due to the way it handles the drawing of tiles. So let's take a look at what needs to be added in:

class Map : ..., public LightUser { 
public: 
  ... 
  void Draw(MaterialMapContainer& l_materials, 
    Window& l_window, int l_layer); 
protected: 
  ... 
  Void CheckTextureSizes(int l_fromZ, int l_toZ); 
  std::array<sf::RenderTexture, Sheet::Num_Layers> m_textures; 
  ... 
}; 

So far, so good! The Map class is now using the LightUser interface. The m_textures data member is an established array that existed before all of this...