/**************************************************************************** * 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 SHADER_3D_H_ #define SHADER_3D_H_ #include #include #include class Shader3D : public Shader { private: Shader3D(); virtual ~Shader3D(); static Shader3D *shaderInstance; static const unsigned char cuAttributeCount = 2; static const uint32_t ciPositionVtxsSize = 4 * cuVertexAttrSize; static const uint32_t ciTexCoordsVtxsSize = 4 * cuTexCoordAttrSize; FetchShader *fetchShader; VertexShader vertexShader; PixelShader pixelShader; float *posVtxs; float *texCoords; uint32_t modelMatrixLocation; uint32_t viewMatrixLocation; uint32_t projectionMatrixLocation; uint32_t positionLocation; uint32_t texCoordLocation; uint32_t colorIntensityLocation; uint32_t fadeDistanceLocation; uint32_t fadeOutLocation; uint32_t 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 uint32_t &vtxCount = 0, const float *posVtxs_in = NULL, const float *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_