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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
Languages
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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

Using shaders


The standardization of the programmable pipeline now means shaders have to be written for certain tasks, including the basic ones. This means that simply submitting our vertex data and rendering it would do nothing, as the two fundamental chunks of the rendering pipeline, the vertex and fragment shaders, are non-existent. In this section, we are going to cover how shaders are loaded, built, and applied to our virtual geometry, in turn producing those glorious pixels on the screen.

Loading shader files

Before we can use shaders, we must first discuss how they are loaded. All we technically need to create a shader is a string, containing all of its code. A very simple helper function can be written to parse a file and return it as a string, as shown here:

inline std::string ReadFile(const std::string& l_filename) { 
  std::ifstream file(l_filename); 
  if (!file.is_open()) { return ""; } 
  std::string output; 
  std::string line; 
  while (std::getline(file, line)) { 
    output...
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