2013-09-01 14:27:21 +00:00
|
|
|
/*
|
|
|
|
** shader.cpp
|
|
|
|
**
|
|
|
|
** This file is part of mkxp.
|
|
|
|
**
|
|
|
|
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
|
|
|
|
**
|
|
|
|
** mkxp 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 2 of the License, or
|
|
|
|
** (at your option) any later version.
|
|
|
|
**
|
|
|
|
** mkxp 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 mkxp. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include "shader.h"
|
|
|
|
|
|
|
|
#include "GL/glew.h"
|
|
|
|
|
|
|
|
#include <QFile>
|
|
|
|
|
|
|
|
#include "../shader/sprite.frag.xxd"
|
|
|
|
#include "../shader/hue.frag.xxd"
|
|
|
|
#include "../shader/trans.frag.xxd"
|
|
|
|
#include "../shader/transSimple.frag.xxd"
|
|
|
|
#include "../shader/bitmapBlit.frag.xxd"
|
|
|
|
|
|
|
|
#define GET_U(name) u_##name = glGetUniformLocation(program, #name)
|
|
|
|
|
|
|
|
FragShader::~FragShader()
|
|
|
|
{
|
|
|
|
glUseProgram(0);
|
|
|
|
glDeleteProgram(program);
|
|
|
|
glDeleteShader(shader);
|
|
|
|
}
|
|
|
|
|
|
|
|
void FragShader::bind()
|
|
|
|
{
|
|
|
|
glUseProgram(program);
|
|
|
|
}
|
|
|
|
|
|
|
|
void FragShader::unbind()
|
|
|
|
{
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
glUseProgram(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void FragShader::init(const unsigned char *source, int length)
|
|
|
|
{
|
|
|
|
GLint success;
|
|
|
|
|
|
|
|
shader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
|
glShaderSource(shader, 1, (const GLchar**) &source, (const GLint*) &length);
|
|
|
|
glCompileShader(shader);
|
|
|
|
|
|
|
|
glGetObjectParameterivARB(shader, GL_COMPILE_STATUS, &success);
|
|
|
|
Q_ASSERT(success);
|
|
|
|
|
|
|
|
program = glCreateProgram();
|
|
|
|
glAttachShader(program, shader);
|
|
|
|
glLinkProgram(program);
|
|
|
|
|
|
|
|
glGetObjectParameterivARB(program, GL_LINK_STATUS, &success);
|
|
|
|
Q_ASSERT(success);
|
|
|
|
}
|
|
|
|
|
|
|
|
void FragShader::initFromFile(const char *filename)
|
|
|
|
{
|
|
|
|
QFile shaderFile(filename);
|
|
|
|
shaderFile.open(QFile::ReadOnly);
|
|
|
|
QByteArray contents = shaderFile.readAll();
|
|
|
|
shaderFile.close();
|
|
|
|
|
|
|
|
init((const unsigned char*) contents.constData(), contents.size());
|
|
|
|
}
|
|
|
|
|
|
|
|
void FragShader::setVec4Uniform(GLint location, const Vec4 &vec)
|
|
|
|
{
|
|
|
|
glUniform4f(location, vec.x, vec.y, vec.z, vec.w);
|
|
|
|
}
|
|
|
|
|
2013-09-06 10:26:41 +00:00
|
|
|
void FragShader::setTexUniform(GLint location, unsigned unitIndex, TEX::ID texture)
|
2013-09-01 14:27:21 +00:00
|
|
|
{
|
|
|
|
GLenum texUnit = GL_TEXTURE0 + unitIndex;
|
|
|
|
|
|
|
|
glActiveTexture(texUnit);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture.gl);
|
|
|
|
glUniform1i(location, unitIndex);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
TransShader::TransShader()
|
|
|
|
{
|
|
|
|
init(shader_trans_frag,
|
|
|
|
shader_trans_frag_len);
|
|
|
|
|
|
|
|
GET_U(currentScene);
|
|
|
|
GET_U(frozenScene);
|
|
|
|
GET_U(transMap);
|
|
|
|
GET_U(prog);
|
|
|
|
GET_U(vague);
|
|
|
|
}
|
|
|
|
|
2013-09-06 10:26:41 +00:00
|
|
|
void TransShader::setCurrentScene(TEX::ID tex)
|
2013-09-01 14:27:21 +00:00
|
|
|
{
|
|
|
|
setTexUniform(u_currentScene, 0, tex);
|
|
|
|
}
|
|
|
|
|
2013-09-06 10:26:41 +00:00
|
|
|
void TransShader::setFrozenScene(TEX::ID tex)
|
2013-09-01 14:27:21 +00:00
|
|
|
{
|
|
|
|
setTexUniform(u_frozenScene, 1, tex);
|
|
|
|
}
|
|
|
|
|
2013-09-06 10:26:41 +00:00
|
|
|
void TransShader::setTransMap(TEX::ID tex)
|
2013-09-01 14:27:21 +00:00
|
|
|
{
|
|
|
|
setTexUniform(u_transMap, 2, tex);
|
|
|
|
}
|
|
|
|
|
|
|
|
void TransShader::setProg(float value)
|
|
|
|
{
|
|
|
|
glUniform1f(u_prog, value);
|
|
|
|
}
|
|
|
|
|
|
|
|
void TransShader::setVague(float value)
|
|
|
|
{
|
|
|
|
glUniform1f(u_vague, value);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
SimpleTransShader::SimpleTransShader()
|
|
|
|
{
|
|
|
|
init(shader_transSimple_frag,
|
|
|
|
shader_transSimple_frag_len);
|
|
|
|
|
|
|
|
GET_U(currentScene);
|
|
|
|
GET_U(frozenScene);
|
|
|
|
GET_U(prog);
|
|
|
|
}
|
|
|
|
|
2013-09-06 10:26:41 +00:00
|
|
|
void SimpleTransShader::setCurrentScene(TEX::ID tex)
|
2013-09-01 14:27:21 +00:00
|
|
|
{
|
|
|
|
setTexUniform(u_currentScene, 0, tex);
|
|
|
|
}
|
|
|
|
|
2013-09-06 10:26:41 +00:00
|
|
|
void SimpleTransShader::setFrozenScene(TEX::ID tex)
|
2013-09-01 14:27:21 +00:00
|
|
|
{
|
|
|
|
setTexUniform(u_frozenScene, 1, tex);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SimpleTransShader::setProg(float value)
|
|
|
|
{
|
|
|
|
glUniform1f(u_prog, value);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
SpriteShader::SpriteShader()
|
|
|
|
{
|
|
|
|
init(shader_sprite_frag,
|
|
|
|
shader_sprite_frag_len);
|
|
|
|
|
|
|
|
GET_U(tone);
|
|
|
|
GET_U(color);
|
|
|
|
GET_U(flash);
|
|
|
|
GET_U(opacity);
|
|
|
|
GET_U(bushDepth);
|
|
|
|
GET_U(bushOpacity);
|
|
|
|
|
|
|
|
bind();
|
|
|
|
resetUniforms();
|
|
|
|
unbind();
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpriteShader::resetUniforms()
|
|
|
|
{
|
|
|
|
setTone(Vec4());
|
|
|
|
setColor(Vec4());
|
|
|
|
setFlash(Vec4());
|
|
|
|
setOpacity(1);
|
|
|
|
setBushDepth(0);
|
|
|
|
setBushOpacity(0.5);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpriteShader::setTone(const Vec4 &tone)
|
|
|
|
{
|
|
|
|
setVec4Uniform(u_tone, tone);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpriteShader::setColor(const Vec4 &color)
|
|
|
|
{
|
|
|
|
setVec4Uniform(u_color, color);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpriteShader::setFlash(const Vec4 &flash)
|
|
|
|
{
|
|
|
|
setVec4Uniform(u_flash, flash);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpriteShader::setOpacity(float value)
|
|
|
|
{
|
|
|
|
glUniform1f(u_opacity, value);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpriteShader::setBushDepth(float value)
|
|
|
|
{
|
|
|
|
glUniform1f(u_bushDepth, value);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpriteShader::setBushOpacity(float value)
|
|
|
|
{
|
|
|
|
glUniform1f(u_bushOpacity, value);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
HueShader::HueShader()
|
|
|
|
{
|
|
|
|
init(shader_hue_frag,
|
|
|
|
shader_hue_frag_len);
|
|
|
|
|
|
|
|
GET_U(hueAdjust);
|
|
|
|
GET_U(inputTexture);
|
|
|
|
}
|
|
|
|
|
|
|
|
void HueShader::setHueAdjust(float value)
|
|
|
|
{
|
|
|
|
glUniform1f(u_hueAdjust, value);
|
|
|
|
}
|
|
|
|
|
2013-09-06 10:26:41 +00:00
|
|
|
void HueShader::setInputTexture(TEX::ID tex)
|
2013-09-01 14:27:21 +00:00
|
|
|
{
|
|
|
|
setTexUniform(u_inputTexture, 0, tex);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
BltShader::BltShader()
|
|
|
|
{
|
|
|
|
init(shader_bitmapBlit_frag,
|
|
|
|
shader_bitmapBlit_frag_len);
|
|
|
|
|
|
|
|
GET_U(source);
|
|
|
|
GET_U(destination);
|
|
|
|
GET_U(subRect);
|
|
|
|
GET_U(opacity);
|
|
|
|
}
|
|
|
|
|
|
|
|
void BltShader::setSource()
|
|
|
|
{
|
|
|
|
glUniform1i(u_source, 0);
|
|
|
|
}
|
|
|
|
|
2013-09-06 10:26:41 +00:00
|
|
|
void BltShader::setDestination(const TEX::ID value)
|
2013-09-01 14:27:21 +00:00
|
|
|
{
|
|
|
|
setTexUniform(u_destination, 1, value);
|
|
|
|
}
|
|
|
|
|
|
|
|
void BltShader::setSubRect(const FloatRect &value)
|
|
|
|
{
|
|
|
|
glUniform4f(u_subRect, value.x, value.y, value.w, value.h);
|
|
|
|
}
|
|
|
|
|
|
|
|
void BltShader::setOpacity(float value)
|
|
|
|
{
|
|
|
|
glUniform1f(u_opacity, value);
|
|
|
|
}
|