libgui/source/video/shaders/ShaderFractalColor.h
2017-10-29 10:28:14 +01:00

125 lines
4.1 KiB
C++

/****************************************************************************
* 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 <http://www.gnu.org/licenses/>.
****************************************************************************/
#ifndef SHADER_FRACTAL_COLOR_H_
#define SHADER_FRACTAL_COLOR_H_
#include "VertexShader.h"
#include "PixelShader.h"
#include "FetchShader.h"
class ShaderFractalColor : public Shader
{
private:
ShaderFractalColor();
virtual ~ShaderFractalColor();
static ShaderFractalColor * shaderInstance;
static const unsigned char cuAttributeCount = 3;
static const u32 ciPositionVtxsSize = 4 * cuVertexAttrSize;
static const u32 ciTexCoordsVtxsSize = 4 * cuTexCoordAttrSize;
static const u32 ciColorVtxsSize = 4 * cuColorAttrSize;
FetchShader *fetchShader;
VertexShader vertexShader;
PixelShader pixelShader;
f32 *posVtxs;
f32 *texCoords;
u8 *colorVtxs;
u32 modelMatrixLocation;
u32 viewMatrixLocation;
u32 projectionMatrixLocation;
u32 positionLocation;
u32 colorLocation;
u32 texCoordLocation;
u32 blurLocation;
u32 colorIntensityLocation;
u32 fadeOutLocation;
u32 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 u32 & vtxCount = 0, const f32 * posVtxs_in = NULL, const f32 * texCoords_in = NULL, const u8 * 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_