Initial commit
This commit is contained in:
commit
ff25887f41
119 changed files with 24901 additions and 0 deletions
270
src/shader.cpp
Normal file
270
src/shader.cpp
Normal file
|
@ -0,0 +1,270 @@
|
|||
/*
|
||||
** 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);
|
||||
}
|
||||
|
||||
void FragShader::setTexUniform(GLint location, unsigned unitIndex, Tex::ID texture)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
void TransShader::setCurrentScene(Tex::ID tex)
|
||||
{
|
||||
setTexUniform(u_currentScene, 0, tex);
|
||||
}
|
||||
|
||||
void TransShader::setFrozenScene(Tex::ID tex)
|
||||
{
|
||||
setTexUniform(u_frozenScene, 1, tex);
|
||||
}
|
||||
|
||||
void TransShader::setTransMap(Tex::ID tex)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
void SimpleTransShader::setCurrentScene(Tex::ID tex)
|
||||
{
|
||||
setTexUniform(u_currentScene, 0, tex);
|
||||
}
|
||||
|
||||
void SimpleTransShader::setFrozenScene(Tex::ID tex)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
void HueShader::setInputTexture(Tex::ID tex)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
void BltShader::setDestination(const Tex::ID value)
|
||||
{
|
||||
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);
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue