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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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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

Specular maps


While normal maps provide us with the possibility of faking how bumpy a surface is, specular maps allow us to do the same with the shininess of a surface. This is what the same segment of the tile sheet we used as an example for a normal map looks like in a specular map:

It's not as complex as a normal map, since it only needs to store one value: the shininess factor. We can leave it up to each light to decide how much shine it will cast upon the scenery by letting it have its own values:

struct LightBase { 
  ... 
  float m_specularExponent = 10.f; 
  float m_specularStrength = 1.f; 
}; 

Adding support for specularity

Similar to normal maps, we need to use the material pass shader to render to a specularity buffer texture:

void Map::Redraw(sf::Vector3i l_from, sf::Vector3i l_to) { 
  ... 
  if (renderer->UseShader("MaterialPass")) { 
    // Material pass. 
    ... 
    auto specMaterial = m_textureManager->GetResource( 
      textureName + "_specular"); 
    for (auto x...
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