/**************************************************************************** * 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_FRACTAL_COLOR_H_ #define SHADER_FRACTAL_COLOR_H_ #include #include #include class ShaderFractalColor : public Shader { private: ShaderFractalColor(); virtual ~ShaderFractalColor(); static ShaderFractalColor *shaderInstance; static const unsigned char cuAttributeCount = 3; static const uint32_t ciPositionVtxsSize = 4 * cuVertexAttrSize; static const uint32_t ciTexCoordsVtxsSize = 4 * cuTexCoordAttrSize; static const uint32_t ciColorVtxsSize = 4 * cuColorAttrSize; FetchShader *fetchShader; VertexShader vertexShader; PixelShader pixelShader; float *posVtxs; float *texCoords; uint8_t *colorVtxs; uint32_t modelMatrixLocation; uint32_t viewMatrixLocation; uint32_t projectionMatrixLocation; uint32_t positionLocation; uint32_t colorLocation; uint32_t texCoordLocation; uint32_t blurLocation; uint32_t colorIntensityLocation; uint32_t fadeOutLocation; uint32_t fractalLocation; public: static ShaderFractalColor *instance() { if (!shaderInstance) { shaderInstance = new ShaderFractalColor(); } 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 uint8_t *colorVtxs_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); VertexShader::setAttributeBuffer(2, vtxCount * cuColorAttrSize, cuColorAttrSize, colorVtxs_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); VertexShader::setAttributeBuffer(2, ciColorVtxsSize, cuColorAttrSize, colorVtxs); } } 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 setBlurBorder(const float &blurBorderSize) { PixelShader::setUniformReg(blurLocation, 4, &blurBorderSize); } 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 setFractalColor(const int &fractalColorEnable) { PixelShader::setUniformReg(fractalLocation, 4, &fractalColorEnable); } }; #endif // SHADER_FRACTAL_COLOR_H_