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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

Integrating the Renderer class


There is obviously no point in even having the Renderer class, if it is not going to be in its proper place or used at all. Since its only job is to draw things on screen with the correct effect being applied, a fitting place for it would be inside the Window class:

class Window{ 
public: 
  ... 
  Renderer* GetRenderer(); 
  ... 
private: 
  ... 
  Renderer m_renderer; 
}; 

Because outside classes rely on it as well, it is a good idea to provide a getter method for easy retrieval of this object.

Actually integrating it into the rest of the code is surprisingly easy. A good place to start is giving the Renderer access to the Window class like so:

Window::Window(...) : m_renderer(this, l_useShaders) { ... } 

The renderer also has hooks for knowing when we begin and end the drawing process. Luckily, the Window class already supports this idea, so it's really easy to tap into it:

void Window::BeginDraw() { 
 ...
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