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Mastering SFML Game Development

You're reading from   Mastering SFML Game Development Inject new life and light into your old SFML projects by advancing to the next level.

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781786469885
Length 442 pages
Edition 1st Edition
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Author (1):
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Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
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Toc

Table of Contents (11) Chapters Close

Preface 1. Under the Hood - Setting up the Backend FREE CHAPTER 2. Its Game Time! - Designing the Project 3. Make It Rain! - Building a Particle System 4. Have Thy Gear Ready - Building Game Tools 5. Filling the Tool Belt - a few More Gadgets 6. Adding Some Finishing Touches - Using Shaders 7. One Step Forward, One Level Down - OpenGL Basics 8. Let There Be Light - An Introduction to Advanced Lighting 9. The Speed of Dark - Lighting and Shadows 10. A Chapter You Shouldnt Skip - Final Optimizations

Rendering the shadow maps


We now have everything we need in order to start rendering shadow maps of our scene. Some rather significant changes are going to have to be made to the LightManager class in order to support this functionality, not to mention properly store and use these shadow map textures during later passes. Let's see what changes we need to make in order to make this happen.

Modifying the light manager

First, let's make some adjustments to the light manager class definition. We're going to need a couple of methods to add shadow caster prototypes, add actual shadow casting objects, and render the shadow maps:

class LightManager { 
public: 
  ... 
  const std::string& AddCasterPrototype(const std::string& l_name, 
    std::unique_ptr<ShadowCasterPrototype> l_caster); 
  ShadowCaster* AddShadowCaster(const std::string& l_prototypeName); 
  ShadowCasterPrototype* GetPrototype(const std::string& l_name); 
  ... 
private: 
  ... 
  void DrawShadowMap(GLuint l_shadowShader...
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