GX2_GUI_Template/src/video/shaders/Shader3D.h

120 lines
3.8 KiB
C++

/****************************************************************************
* 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 <http://www.gnu.org/licenses/>.
****************************************************************************/
#ifndef SHADER_3D_H_
#define SHADER_3D_H_
#include "VertexShader.h"
#include "PixelShader.h"
#include "FetchShader.h"
class Shader3D : public Shader
{
private:
Shader3D();
virtual ~Shader3D();
static Shader3D * shaderInstance;
static const unsigned char cuAttributeCount = 2;
static const u32 ciPositionVtxsSize = 4 * cuVertexAttrSize;
static const u32 ciTexCoordsVtxsSize = 4 * cuTexCoordAttrSize;
FetchShader *fetchShader;
VertexShader vertexShader;
PixelShader pixelShader;
f32 *posVtxs;
f32 *texCoords;
u32 modelMatrixLocation;
u32 viewMatrixLocation;
u32 projectionMatrixLocation;
u32 positionLocation;
u32 texCoordLocation;
u32 colorIntensityLocation;
u32 fadeDistanceLocation;
u32 fadeOutLocation;
u32 samplerLocation;
public:
static Shader3D *instance() {
if(!shaderInstance) {
shaderInstance = new Shader3D();
}
return shaderInstance;
}
static void destroyInstance() {
if(shaderInstance) {
delete shaderInstance;
shaderInstance = NULL;
}
}
void setShaders(void) const
{
fetchShader->setShader();
vertexShader.setShader();
pixelShader.setShader();
}
void setAttributeBuffer(const u32 & vtxCount = 0, const f32 * posVtxs_in = NULL, const f32 * texCoords_in = NULL) const
{
if(posVtxs_in && texCoords_in && vtxCount)
{
VertexShader::setAttributeBuffer(0, vtxCount * cuVertexAttrSize, cuVertexAttrSize, posVtxs_in);
VertexShader::setAttributeBuffer(1, vtxCount * cuTexCoordAttrSize, cuTexCoordAttrSize, texCoords_in);
}
else {
//! use default quad vertex and texture coordinates if nothing is passed
VertexShader::setAttributeBuffer(0, ciPositionVtxsSize, cuVertexAttrSize, posVtxs);
VertexShader::setAttributeBuffer(1, ciTexCoordsVtxsSize, cuTexCoordAttrSize, texCoords);
}
}
void setProjectionMtx(const glm::mat4 & mtx)
{
VertexShader::setUniformReg(projectionMatrixLocation, 16, &mtx[0][0]);
}
void setViewMtx(const glm::mat4 & mtx)
{
VertexShader::setUniformReg(viewMatrixLocation, 16, &mtx[0][0]);
}
void setModelViewMtx(const glm::mat4 & mtx)
{
VertexShader::setUniformReg(modelMatrixLocation, 16, &mtx[0][0]);
}
void setColorIntensity(const glm::vec4 & vec)
{
PixelShader::setUniformReg(colorIntensityLocation, 4, &vec[0]);
}
void setAlphaFadeOut(const glm::vec4 & vec)
{
PixelShader::setUniformReg(fadeOutLocation, 4, &vec[0]);
}
void setDistanceFadeOut(const float & value)
{
PixelShader::setUniformReg(fadeDistanceLocation, 4, &value);
}
void setTextureAndSampler(const GX2Texture *texture, const GX2Sampler *sampler) const {
GX2SetPixelTexture((GX2Texture*)texture, samplerLocation);
GX2SetPixelSampler((GX2Sampler*)sampler, samplerLocation);
}
};
#endif // SHADER_3D_H_