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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

Adapting classes to use lights


Obviously, each and every single class that does any rendering in our game does it differently. Rendering the same graphics to different types of material maps is no exception to this rule. Let's see how every light-supporting class should implement their respective Draw methods in order to stay in sync with our lighting system.

The Map class

The first class we need to deal with is the Map class. It will be a bit different due to the way it handles the drawing of tiles. So let's take a look at what needs to be added in:

class Map : ..., public LightUser { 
public: 
  ... 
  void Draw(MaterialMapContainer& l_materials, 
    Window& l_window, int l_layer); 
protected: 
  ... 
  Void CheckTextureSizes(int l_fromZ, int l_toZ); 
  std::array<sf::RenderTexture, Sheet::Num_Layers> m_textures; 
  ... 
}; 

So far, so good! The Map class is now using the LightUser interface. The m_textures data member is an established array that existed before all of this...

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