Test compare shader (not working D:)

This commit is contained in:
Joscha 2017-04-24 06:24:41 +00:00
parent 4953051965
commit 74051fe676
2 changed files with 89 additions and 0 deletions

19
compare.glsl Normal file
View file

@ -0,0 +1,19 @@
// Compute the pixelwise diff between two textures.
// Computes the diff for each color chanel separately (r, g, b).
// Assumes both images are not transparent.
// try isampler2D, ivec4 etc.? Probably not
uniform vec2 size;
uniform sampler2D base;
uniform sampler2D curr;
void main(void)
{
vec2 pos = gl_FragCoord.xy/size;
// vec4 color = texture(curr, pos); // fails for some reason!?
// vec4 basecolor = texture(base, pos); // fails too...
// color.xyz = abs(color.xyz - basecolor.xyz);
// gl_FragColor = color;
// gl_FragColor = basecolor;
gl_FragColor = vec4(1.0);
}

View file

@ -42,6 +42,75 @@
* - invisible? * - invisible?
*/ */
int main() {
const float winW = 480;
const float winH = 480;
sf::RenderWindow window(sf::VideoMode(winW, winH), "gross");
window.setMouseCursorVisible(false); // hide the cursor
// load images
sf::Texture base;
sf::Texture comp;
base.loadFromFile("tom-face.png");
comp.loadFromFile("tom-face-christmas.png");
sf::Sprite sprbase(base);
sf::Sprite sprcomp(comp);
sf::Shader compshdr;
compshdr.loadFromFile("compare.glsl", sf::Shader::Fragment);
if (!compshdr.isAvailable()) {
std::cout << "The shader is not available\n";
return 1;
}
compshdr.setUniform("base", base);
compshdr.setUniform("curr", comp);
compshdr.setUniform("size", 240, 240);
// Set the resolution parameter (the resoltion is divided to make the fire smaller)
// shader.setParameter("resolution", sf::Vector2f(winW / 2, winH / 2));
// Use a timer to obtain the time elapsed
// sf::Clock clk;
// clk.restart(); // start the timer
while (window.isOpen()) {
// Event handling
sf::Event event;
while (window.pollEvent(event)) {
// Exit the app when a key is pressed
if (event.type == sf::Event::KeyPressed)
window.close();
}
// Set the others parameters who need to be updated every frames
// shader.setParameter("time", clk.getElapsedTime().asSeconds());
// sf::Vector2i mousePos = sf::Mouse::getPosition(window);
// shader.setParameter("mouse", sf::Vector2f(mousePos.x, mousePos.y - winH));
// Draw the sprites, one with the shader on it
window.clear();
window.draw(sprbase);
sprcomp.setPosition(240, 0);
window.draw(sprcomp);
sprcomp.setPosition(0, 240);
window.draw(sprcomp, &compshdr);
window.display();
}
return 0;
}
// old main - keep for testing purposes
/*
int main() { int main() {
const float winW = 800; const float winW = 800;
const float winH = 600; const float winH = 600;
@ -92,3 +161,4 @@ int main() {
return 0; return 0;
} }
*/