/**************************************************************************** * 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 __TEXTURE_2D_SHADER_H_ #define __TEXTURE_2D_SHADER_H_ #include "VertexShader.h" #include "PixelShader.h" #include "FetchShader.h" class Texture2DShader : public Shader { private: Texture2DShader(); virtual ~Texture2DShader(); static const u32 cuAttributeCount = 2; static const u32 ciPositionVtxsSize = 4 * cuVertexAttrSize; static const u32 ciTexCoordsVtxsSize = 4 * cuTexCoordAttrSize; static Texture2DShader *shaderInstance; FetchShader *fetchShader; VertexShader vertexShader; PixelShader pixelShader; f32 *posVtxs; f32 *texCoords; u32 angleLocation; u32 offsetLocation; u32 scaleLocation; u32 colorIntensityLocation; u32 blurLocation; u32 samplerLocation; u32 positionLocation; u32 texCoordLocation; public: static Texture2DShader *instance() { if(!shaderInstance) { shaderInstance = new Texture2DShader(); } return shaderInstance; } static void destroyInstance() { if(shaderInstance) { delete shaderInstance; shaderInstance = NULL; } } void setShaders(void) const { fetchShader->setShader(); vertexShader.setShader(); pixelShader.setShader(); } void setAttributeBuffer(const f32 * texCoords_in = NULL, const f32 * posVtxs_in = NULL, const u32 & vtxCount = 0) const { if(posVtxs_in && texCoords_in && vtxCount) { VertexShader::setAttributeBuffer(0, vtxCount * cuVertexAttrSize, cuVertexAttrSize, posVtxs_in); VertexShader::setAttributeBuffer(1, vtxCount * cuTexCoordAttrSize, cuTexCoordAttrSize, texCoords_in); } else { VertexShader::setAttributeBuffer(0, ciPositionVtxsSize, cuVertexAttrSize, posVtxs); VertexShader::setAttributeBuffer(1, ciTexCoordsVtxsSize, cuTexCoordAttrSize, texCoords); } } 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]); } void setBlurring(const glm::vec3 & vec) { PixelShader::setUniformReg(blurLocation, 4, &vec[0]); } void setTextureAndSampler(const GX2Texture *texture, const GX2Sampler *sampler) const { GX2SetPixelTexture(texture, samplerLocation); GX2SetPixelSampler(sampler, samplerLocation); } }; #endif // __TEXTURE_2D_SHADER_H_