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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

Multi-pass shading


Much like C/C++ code, GLSL does support the use of data arrays. Using them can seem like an obvious choice to just push information about multiple light streams into the shader and have it all done in one pass. Unlike C++, however, GLSL needs to know the sizes of these arrays at compile time, which is very much like C. At the time of writing, dynamic size arrays aren't supported. While this information can put a damper on a naive plan of handling multiple light sources with ease, there are still options to choose from, obviously.

One approach to combat this may be to have a very large, statically sized array of data. Only some of that data would be filled in and the shader would process it by looping over the array while using a uniform integer that tells it how many lights were actually passed to it. This idea comes with a few obvious bottlenecks. First, there would be a threshold for the maximum number of light streams allowed on the screen. The second issue is performance...

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