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

Preparing for additional materials


Drawing basic light streams is fairly nifty. But let's face it, we want to do more than that! Any additional processing is going to require further material information about the surfaces we're working with. As far as storing those materials goes, the Map class needs to allocate additional space for textures that will be used for this purpose:

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

These textures will also need to be checked for incorrect sizes and adjusted if it ever comes to that:

void Map::CheckTextureSizes(int l_fromZ, int l_toZ) { 
  auto realMapSize...