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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

Storing and drawing primitives


All of our primitive data has to be represented as a set of vertices. Whether we are dealing with a triangle or a sprite on screen, or if it is a huge, complex model of a monster, it can all be broken down to this fundamental type. Let us take a look at a class that represents it:

enum class VertexAttribute{ Position, COUNT }; 
 
struct GL_Vertex { 
  GL_Vertex(const glm::vec3& l_pos): m_pos(l_pos) {} 
 
  glm::vec3 m_pos; // Attribute 1. 
  // ... 
}; 

As you can see, it is only a simple struct that holds a 3D vector that represents a position. Later on, we might want to store other information about a vertex, such as texture coordinates, its color, and so on. These different pieces of information about a specific vertex are usually referred to as attributes. For convenience, we are also enumerating different attributes to make the rest of our code more clear.

Vertex storage

Before any primitives can be drawn, their data must be stored on the GPU. In OpenGL...

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