I'm working on a project using SFML where I want to create a visually appealing, fading trail behind a moving object. I've attempted a couple of methods, but each seems to fall short due to what appears to be rounding errors. My issue is that subtracting a small value from the texture's color doesn't result in a complete fade-out over time.
Naive Approach
I tried overlaying a semi-transparent rectangle over my entire scene in each frame, expecting the trail to gradually darken and fade away. Here's the code snippet for this approach:
#include <SFML/Graphics.hpp>
#define W 800
#define H 600
int main() {
sf::RenderWindow window(sf::VideoMode(W, H), "SFML works!");
sf::CircleShape shape(10.f);
shape.setFillColor(sf::Color::Green);
sf::RenderTexture renderTexture;
renderTexture.create(W, H);
renderTexture.clear();
sf::Vector2f p(W/2, H/2);
sf::Vector2f v(0.3, -0.7);
sf::RectangleShape rect(sf::Vector2f(W, H));
rect.setFillColor(sf::Color(0.0, 0, 0, 1));
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
window.clear();
p += v;
if (p.x < 0 or p.x > W) v.x *= -1;
if (p.y < 0 or p.y > H) v.y *= -1;
shape.setPosition(p);
renderTexture.draw(rect);
renderTexture.draw(shape);
renderTexture.display();
sf::Sprite sprite(renderTexture.getTexture());
window.draw(sprite);
window.display();
}
}
This method showed some fading effect, but the trail never completely darkened as expected.
Shader-Based Method
Next, I experimented with a shader-based approach, using two textures and a fragment shader. Here, I noticed that if the coefficient is set to less than -0.002f, the fading trail effect doesn't work as intended, and the trail fails to disappear completely.
#include <SFML/Graphics.hpp>
#define W 800
#define H 600
int main() {
sf::RenderWindow window(sf::VideoMode(W, H), "SFML works!");
sf::CircleShape shape(10.f);
shape.setFillColor(sf::Color::Green);
sf::RenderTexture tex;
tex.create(W, H);
tex.clear();
sf::RenderTexture tex1;
tex1.create(W, H);
tex1.clear();
sf::Vector2f p(W/2, H/2);
sf::Vector2f v(0.3, -0.7);
sf::RectangleShape rect(sf::Vector2f(W, H));
rect.setFillColor(sf::Color(0.0, 0, 0, 1));
sf::Shader shader;
shader.loadFromFile("shader.frag", sf::Shader::Fragment);
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
window.clear();
p += v;
if (p.x < 0 or p.x > W) v.x *= -1;
if (p.y < 0 or p.y > H) v.y *= -1;
shape.setPosition(p);
tex.draw(rect);
tex.draw(shape);
tex.display();
sf::Sprite sprite(tex.getTexture());
tex1.draw(sprite, &shader);
tex1.display();
sf::Sprite sprite1(tex1.getTexture());
tex.clear();
tex.draw(sprite1);
tex.display();
window.draw(sprite1);
window.display();
}
}
Fragment Shader:
uniform sampler2D texture;
void main() {
vec4 texColor = texture2D(texture, gl_TexCoord[0].xy);
gl_FragColor = vec4(texColor.rgb - 0.002f, 0.8);
}
Adding a second fragment shader with a gamma effect on window.draw(sprite1, &gamma); would help, but it relies on the maximum tail length from sprite1, I cannot achieve longer tail
uniform sampler2D texture;
void main() {
vec4 texColor = texture2D(texture, gl_TexCoord[0].xy);
float gamma = 4.1;
gl_FragColor = vec4(pow(texColor.rgb, vec3(1.0/gamma)), texColor.a);
}
Shader + Countdown
Adding an ugly counter on the rendering loop would help, but I am sure this is not the proper approach:
if (i++ > 10) {
i = 0;
tex1.draw(sprite, &shader);
tex1.display();
sf::Sprite sprite1(tex1.getTexture());
tex.clear();
tex.draw(sprite1);
tex.display();
}
window.draw(sprite, &gamma);
window.display();
I'm looking for insights or suggestions on how to effectively create a fading trail effect in SFML. Any help or guidance would be greatly appreciated!



