/**************************************************************************** * 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 __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_