/**************************************************************************** * Copyright (C) 2015 Dimok * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . ****************************************************************************/ #ifndef __FXAA_SHADER_H_ #define __FXAA_SHADER_H_ #include "VertexShader.h" #include "PixelShader.h" #include "FetchShader.h" class FXAAShader : public Shader { public: static FXAAShader *instance() { if(!shaderInstance) { shaderInstance = new FXAAShader(); } return shaderInstance; } static void destroyInstance() { if(shaderInstance) { delete shaderInstance; shaderInstance = NULL; } } void setShaders(void) const { fetchShader->setShader(); vertexShader.setShader(); pixelShader.setShader(); } void setAttributeBuffer() const { VertexShader::setAttributeBuffer(0, ciPositionVtxsSize, cuVertexAttrSize, posVtxs); VertexShader::setAttributeBuffer(1, ciTexCoordsVtxsSize, cuTexCoordAttrSize, texCoords); } void setResolution(const glm::vec2 & vec) { PixelShader::setUniformReg(resolutionLocation, 4, &vec[0]); } void setTextureAndSampler(const GX2Texture *texture, const GX2Sampler *sampler) const { GX2SetPixelTexture((GX2Texture*)texture, samplerLocation); GX2SetPixelSampler((GX2Sampler*)sampler, samplerLocation); } private: FXAAShader(); virtual ~FXAAShader(); static const u32 cuAttributeCount = 2; static const u32 ciPositionVtxsSize = 4 * cuVertexAttrSize; static const u32 ciTexCoordsVtxsSize = 4 * cuTexCoordAttrSize; static FXAAShader *shaderInstance; FetchShader *fetchShader; VertexShader vertexShader; PixelShader pixelShader; f32 *posVtxs; f32 *texCoords; u32 samplerLocation; u32 positionLocation; u32 texCoordLocation; u32 resolutionLocation; }; #endif // __FXAA_SHADER_H_