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

Adding shadow casters to entities


Now that we have all of the rendering resolved, we still need to make sure entities can cast shadows. This will be achieved by actually attaching special components to entities that will hold pointers to 3D geometry used during shadow pass. This geometry will obviously need to be updated to match the position of the entities it represents, which is why the component data is going to be accompanied by a separate system, used to actually keep everything synced up.

Adding the shadow caster component

First, because our entities exist within the ECS paradigm, we need to add a component that represents the shadow volume of an entity:

class C_ShadowCaster : public C_Base { 
public: 
  C_ShadowCaster() : C_Base(Component::ShadowCaster), 
    m_shadowCaster(nullptr) {} 
 
  void SetShadowCaster(ShadowCaster* l_caster) { 
    m_shadowCaster = l_caster; 
  } 
  void UpdateCaster(const glm::vec3& l_pos) { 
    m_shadowCaster->m_transform.SetPosition(l_pos); 
  ...