mirror of
https://github.com/wiiu-env/libgui.git
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125 lines
4.1 KiB
C++
125 lines
4.1 KiB
C++
/****************************************************************************
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* Copyright (C) 2015 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#ifndef SHADER_FRACTAL_COLOR_H_
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#define SHADER_FRACTAL_COLOR_H_
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#include "VertexShader.h"
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#include "PixelShader.h"
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#include "FetchShader.h"
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class ShaderFractalColor : public Shader
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{
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private:
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ShaderFractalColor();
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virtual ~ShaderFractalColor();
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static ShaderFractalColor * shaderInstance;
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static const unsigned char cuAttributeCount = 3;
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static const u32 ciPositionVtxsSize = 4 * cuVertexAttrSize;
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static const u32 ciTexCoordsVtxsSize = 4 * cuTexCoordAttrSize;
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static const u32 ciColorVtxsSize = 4 * cuColorAttrSize;
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FetchShader *fetchShader;
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VertexShader vertexShader;
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PixelShader pixelShader;
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f32 *posVtxs;
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f32 *texCoords;
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u8 *colorVtxs;
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u32 modelMatrixLocation;
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u32 viewMatrixLocation;
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u32 projectionMatrixLocation;
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u32 positionLocation;
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u32 colorLocation;
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u32 texCoordLocation;
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u32 blurLocation;
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u32 colorIntensityLocation;
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u32 fadeOutLocation;
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u32 fractalLocation;
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public:
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static ShaderFractalColor *instance() {
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if(!shaderInstance) {
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shaderInstance = new ShaderFractalColor();
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}
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return shaderInstance;
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}
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static void destroyInstance() {
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if(shaderInstance) {
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delete shaderInstance;
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shaderInstance = NULL;
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}
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}
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void setShaders(void) const
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{
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fetchShader->setShader();
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vertexShader.setShader();
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pixelShader.setShader();
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}
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void setAttributeBuffer(const u32 & vtxCount = 0, const f32 * posVtxs_in = NULL, const f32 * texCoords_in = NULL, const u8 * colorVtxs_in = NULL) const
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{
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if(posVtxs_in && texCoords_in && vtxCount)
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{
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VertexShader::setAttributeBuffer(0, vtxCount * cuVertexAttrSize, cuVertexAttrSize, posVtxs_in);
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VertexShader::setAttributeBuffer(1, vtxCount * cuTexCoordAttrSize, cuTexCoordAttrSize, texCoords_in);
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VertexShader::setAttributeBuffer(2, vtxCount * cuColorAttrSize, cuColorAttrSize, colorVtxs_in);
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}
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else {
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//! use default quad vertex and texture coordinates if nothing is passed
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VertexShader::setAttributeBuffer(0, ciPositionVtxsSize, cuVertexAttrSize, posVtxs);
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VertexShader::setAttributeBuffer(1, ciTexCoordsVtxsSize, cuTexCoordAttrSize, texCoords);
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VertexShader::setAttributeBuffer(2, ciColorVtxsSize, cuColorAttrSize, colorVtxs);
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}
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}
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void setProjectionMtx(const glm::mat4 & mtx)
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{
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VertexShader::setUniformReg(projectionMatrixLocation, 16, &mtx[0][0]);
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}
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void setViewMtx(const glm::mat4 & mtx)
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{
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VertexShader::setUniformReg(viewMatrixLocation, 16, &mtx[0][0]);
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}
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void setModelViewMtx(const glm::mat4 & mtx)
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{
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VertexShader::setUniformReg(modelMatrixLocation, 16, &mtx[0][0]);
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}
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void setBlurBorder(const float & blurBorderSize)
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{
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PixelShader::setUniformReg(blurLocation, 4, &blurBorderSize);
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}
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void setColorIntensity(const glm::vec4 & vec)
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{
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PixelShader::setUniformReg(colorIntensityLocation, 4, &vec[0]);
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}
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void setAlphaFadeOut(const glm::vec4 & vec)
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{
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PixelShader::setUniformReg(fadeOutLocation, 4, &vec[0]);
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}
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void setFractalColor(const int & fractalColorEnable)
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{
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PixelShader::setUniformReg(fractalLocation, 4, &fractalColorEnable);
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}
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};
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#endif // SHADER_FRACTAL_COLOR_H_
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