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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

Localizing rendering


Shading is a powerful concept. The only problem with injecting a stream of extra-graphical-fanciness to our game at this point is the fact that it is simply not architected to deal with using shaders efficiently. Most, if not all of our classes that do any kind of drawing do so by having direct access to the sf::RenderWindow class, which means they would have to pass in their own shader instances as arguments. This is not efficient, re-usable, or flexible at all. A better approach, such as a separate class dedicated to rendering, is a necessity.

In order to be able to switch from shader to shader with relative ease, we must work on storing them properly within the class:

using ShaderList = std::unordered_map<std::string, 
  std::unique_ptr<sf::Shader>>; 

Because the sf::Shader class is a non-copyable object (inherits from sf::NonCopyable), it is stored as a unique pointer, resulting in avoidance of any and all move semantics. This list of shaders...

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