libgui-maschell/source/video/shaders/ColorShader.h
2017-10-29 10:28:14 +01:00

101 lines
3.0 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 __COLOR_SHADER_H_
#define __COLOR_SHADER_H_
#include "VertexShader.h"
#include "PixelShader.h"
#include "FetchShader.h"
class ColorShader : public Shader
{
private:
ColorShader();
virtual ~ColorShader();
static const u32 cuAttributeCount = 2;
static const u32 cuPositionVtxsSize = 4 * cuVertexAttrSize;
static ColorShader *shaderInstance;
FetchShader *fetchShader;
VertexShader vertexShader;
PixelShader pixelShader;
f32 *positionVtxs;
u32 angleLocation;
u32 offsetLocation;
u32 scaleLocation;
u32 colorLocation;
u32 colorIntensityLocation;
u32 positionLocation;
public:
static const u32 cuColorVtxsSize = 4 * cuColorAttrSize;
static ColorShader *instance() {
if(!shaderInstance) {
shaderInstance = new ColorShader();
}
return shaderInstance;
}
static void destroyInstance() {
if(shaderInstance) {
delete shaderInstance;
shaderInstance = NULL;
}
}
void setShaders(void) const
{
fetchShader->setShader();
vertexShader.setShader();
pixelShader.setShader();
}
void setAttributeBuffer(const u8 * colorAttr, const f32 * posVtxs_in = NULL, const u32 & vtxCount = 0) const
{
if(posVtxs_in && vtxCount) {
VertexShader::setAttributeBuffer(0, vtxCount * cuVertexAttrSize, cuVertexAttrSize, posVtxs_in);
VertexShader::setAttributeBuffer(1, vtxCount * cuColorAttrSize, cuColorAttrSize, colorAttr);
}
else {
VertexShader::setAttributeBuffer(0, cuPositionVtxsSize, cuVertexAttrSize, positionVtxs);
VertexShader::setAttributeBuffer(1, cuColorVtxsSize, cuColorAttrSize, colorAttr);
}
}
void setAngle(const float & val)
{
VertexShader::setUniformReg(angleLocation, 4, &val);
}
void setOffset(const glm::vec3 & vec)
{
VertexShader::setUniformReg(offsetLocation, 4, &vec[0]);
}
void setScale(const glm::vec3 & vec)
{
VertexShader::setUniformReg(scaleLocation, 4, &vec[0]);
}
void setColorIntensity(const glm::vec4 & vec)
{
PixelShader::setUniformReg(colorIntensityLocation, 4, &vec[0]);
}
};
#endif // __COLOR_SHADER_H_