mirror of
https://github.com/wiiu-env/libgui.git
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104 lines
3.6 KiB
C++
104 lines
3.6 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 __TEXTURE_2D_SHADER_H_
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#define __TEXTURE_2D_SHADER_H_
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#include <gui/video/shaders/VertexShader.h>
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#include <gui/video/shaders/PixelShader.h>
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#include <gui/video/shaders/FetchShader.h>
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class Texture2DShader : public Shader {
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private:
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Texture2DShader();
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virtual ~Texture2DShader();
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static const uint32_t cuAttributeCount = 2;
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static const uint32_t ciPositionVtxsSize = 4 * cuVertexAttrSize;
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static const uint32_t ciTexCoordsVtxsSize = 4 * cuTexCoordAttrSize;
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static Texture2DShader *shaderInstance;
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FetchShader *fetchShader;
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VertexShader vertexShader;
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PixelShader pixelShader;
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float *posVtxs;
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float *texCoords;
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uint32_t angleLocation;
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uint32_t offsetLocation;
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uint32_t scaleLocation;
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uint32_t colorIntensityLocation;
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uint32_t blurLocation;
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uint32_t samplerLocation;
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uint32_t positionLocation;
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uint32_t texCoordLocation;
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public:
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static Texture2DShader *instance() {
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if(!shaderInstance) {
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shaderInstance = new Texture2DShader();
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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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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 float * texCoords_in = NULL, const float * posVtxs_in = NULL, const uint32_t & vtxCount = 0) const {
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if(posVtxs_in && texCoords_in && vtxCount) {
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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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} else {
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VertexShader::setAttributeBuffer(0, ciPositionVtxsSize, cuVertexAttrSize, posVtxs);
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VertexShader::setAttributeBuffer(1, ciTexCoordsVtxsSize, cuTexCoordAttrSize, texCoords);
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}
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}
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void setAngle(const float & val) {
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VertexShader::setUniformReg(angleLocation, 4, &val);
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}
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void setOffset(const glm::vec3 & vec) {
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VertexShader::setUniformReg(offsetLocation, 4, &vec[0]);
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}
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void setScale(const glm::vec3 & vec) {
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VertexShader::setUniformReg(scaleLocation, 4, &vec[0]);
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}
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void setColorIntensity(const glm::vec4 & vec) {
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PixelShader::setUniformReg(colorIntensityLocation, 4, &vec[0]);
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}
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void setBlurring(const glm::vec3 & vec) {
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PixelShader::setUniformReg(blurLocation, 4, &vec[0]);
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}
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void setTextureAndSampler(const GX2Texture *texture, const GX2Sampler *sampler) const {
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GX2SetPixelTexture((GX2Texture*)texture, samplerLocation);
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GX2SetPixelSampler((GX2Sampler*)sampler, samplerLocation);
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}
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};
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#endif // __TEXTURE_2D_SHADER_H_
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