Set up project
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commit
5d9d0ef716
4 changed files with 106 additions and 0 deletions
4
.gitignore
vendored
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.gitignore
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build/*
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!build/.keep
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gross
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47
Makefile
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Makefile
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CC = g++ -std=c++17
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CFLAGS = -g -O0 -Wall --pedantic
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LFLAGS = -lsfml-system -lsfml-network -lsfml-window -lsfml-graphics
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RM = rm -f
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SOURCEFILES = cpp
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SRCDIR = src
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TMPDIR = build
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TARGET = gross
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FILES = main
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#SOURCES = $(patsubst %,$(SRCDIR)/%.cpp,$(FILES))
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OBJECTS = $(patsubst %,$(TMPDIR)/%.o,$(FILES))
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DEPS = $(patsubst %,$(TMPDIR)/%.d,$(FILES))
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.PHONY: clean run remake
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all: $(TARGET)
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# run the target
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run: $(TARGET)
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./$<
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# clean up the build directory
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clean:
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$(RM) $(TARGET)
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$(RM) $(OBJECTS)
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$(RM) $(DEPS)
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# clean up and make again
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remake: clean $(TARGET)
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# link the final target
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$(TARGET): $(OBJECTS)
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$(CC) $(OBJECTS) $(LFLAGS) -o $@
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# compiling to .o file
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$(TMPDIR)/%.o: $(SRCDIR)/%.$(SOURCEFILES)
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$(CC) $(CFLAGS) -c $< -o $@
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# generating .d dependency files
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$(TMPDIR)/%.d: $(SRCDIR)/%.$(SOURCEFILES)
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$(CC) $(CFLAGS) -MM $< -MT $(TMPDIR)/$*.o -MF $(TMPDIR)/$*.d
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# using dependency files
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-include $(DEPS)
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0
build/.keep
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0
build/.keep
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55
src/main.cpp
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55
src/main.cpp
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// sample code from http://www.glusoft.com/tuto/SFML-shader-example.php
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#include <SFML/Graphics.hpp>
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#include <iostream>
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int main() {
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const float winW = 800;
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const float winH = 600;
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sf::RenderWindow window(sf::VideoMode(winW, winH), "gross");
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window.setMouseCursorVisible(false); // hide the cursor
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// Create a texture and a sprite for the shader
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sf::Texture tex;
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tex.create(winW, winH);
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sf::Sprite spr(tex);
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sf::Shader shader;
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shader.loadFromFile("fire.glsl", sf::Shader::Fragment); // load the shader
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if (!shader.isAvailable()) {
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std::cout << "The shader is not available\n";
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}
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// Set the resolution parameter (the resoltion is divided to make the fire smaller)
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shader.setParameter("resolution", sf::Vector2f(winW / 2, winH / 2));
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// Use a timer to obtain the time elapsed
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sf::Clock clk;
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clk.restart(); // start the timer
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while (window.isOpen()) {
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// Event handling
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sf::Event event;
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while (window.pollEvent(event)) {
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// Exit the app when a key is pressed
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if (event.type == sf::Event::KeyPressed)
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window.close();
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}
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// Set the others parameters who need to be updated every frames
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shader.setParameter("time", clk.getElapsedTime().asSeconds());
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sf::Vector2i mousePos = sf::Mouse::getPosition(window);
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shader.setParameter("mouse", sf::Vector2f(mousePos.x, mousePos.y - winH/2));
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// Draw the sprite with the shader on it
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window.clear();
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window.draw(spr, &shader);
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window.display();
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}
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return 0;
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}
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