mirror of
https://github.com/wiiu-env/libgui.git
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101 lines
3.0 KiB
C++
101 lines
3.0 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 __COLOR_SHADER_H_
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#define __COLOR_SHADER_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 ColorShader : public Shader
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{
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private:
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ColorShader();
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virtual ~ColorShader();
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static const u32 cuAttributeCount = 2;
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static const u32 cuPositionVtxsSize = 4 * cuVertexAttrSize;
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static ColorShader *shaderInstance;
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FetchShader *fetchShader;
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VertexShader vertexShader;
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PixelShader pixelShader;
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f32 *positionVtxs;
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u32 angleLocation;
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u32 offsetLocation;
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u32 scaleLocation;
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u32 colorLocation;
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u32 colorIntensityLocation;
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u32 positionLocation;
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public:
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static const u32 cuColorVtxsSize = 4 * cuColorAttrSize;
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static ColorShader *instance() {
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if(!shaderInstance) {
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shaderInstance = new ColorShader();
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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 u8 * colorAttr, const f32 * posVtxs_in = NULL, const u32 & vtxCount = 0) const
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{
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if(posVtxs_in && vtxCount) {
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VertexShader::setAttributeBuffer(0, vtxCount * cuVertexAttrSize, cuVertexAttrSize, posVtxs_in);
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VertexShader::setAttributeBuffer(1, vtxCount * cuColorAttrSize, cuColorAttrSize, colorAttr);
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}
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else {
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VertexShader::setAttributeBuffer(0, cuPositionVtxsSize, cuVertexAttrSize, positionVtxs);
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VertexShader::setAttributeBuffer(1, cuColorVtxsSize, cuColorAttrSize, colorAttr);
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}
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}
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void setAngle(const float & val)
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{
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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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{
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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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{
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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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{
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PixelShader::setUniformReg(colorIntensityLocation, 4, &vec[0]);
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}
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};
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#endif // __COLOR_SHADER_H_
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