mkxp-freebird/src/shader.h

331 lines
5.8 KiB
C++

/*
** shader.h
**
** 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/>.
*/
#ifndef SHADER_H
#define SHADER_H
#include "etc-internal.h"
#include "gl-util.h"
#include "glstate.h"
class Shader
{
public:
void bind();
static void unbind();
enum Attribute
{
Position = 0,
TexCoord = 1,
Color = 2
};
protected:
Shader();
~Shader();
void init(const unsigned char *vert, int vertSize,
const unsigned char *frag, int fragSize,
const char *vertName, const char *fragName,
const char *programName);
void initFromFile(const char *vertFile, const char *fragFile,
const char *programName);
static void setVec4Uniform(GLint location, const Vec4 &vec);
static void setTexUniform(GLint location, unsigned unitIndex, TEX::ID texture);
GLuint vertShader, fragShader;
GLuint program;
};
class ShaderBase : public Shader
{
public:
struct GLProjMat : public GLProperty<Vec2i>
{
private:
void apply(const Vec2i &value);
GLint u_mat;
friend class ShaderBase;
};
/* Stack is not used (only 'set()') */
GLProjMat projMat;
/* Retrieves the current glState.viewport size,
* calculates the corresponding ortho projection matrix
* and loads it into the shaders uniform */
void applyViewportProj();
void setTexSize(const Vec2i &value);
void setTranslation(const Vec2i &value);
protected:
void init();
GLint u_texSizeInv, u_translation;
};
class FlatColorShader : public ShaderBase
{
public:
FlatColorShader();
void setColor(const Vec4 &value);
private:
GLint u_color;
};
class SimpleShader : public ShaderBase
{
public:
SimpleShader();
void setTexOffsetX(int value);
private:
GLint u_texOffsetX;
};
class SimpleColorShader : public ShaderBase
{
public:
SimpleColorShader();
};
class SimpleAlphaShader : public ShaderBase
{
public:
SimpleAlphaShader();
};
class SimpleSpriteShader : public ShaderBase
{
public:
SimpleSpriteShader();
void setSpriteMat(const float value[16]);
private:
GLint u_spriteMat;
};
class AlphaSpriteShader : public ShaderBase
{
public:
AlphaSpriteShader();
void setSpriteMat(const float value[16]);
void setAlpha(float value);
private:
GLint u_spriteMat, u_alpha;
};
class TransShader : public ShaderBase
{
public:
TransShader();
void setCurrentScene(TEX::ID tex);
void setFrozenScene(TEX::ID tex);
void setTransMap(TEX::ID tex);
void setProg(float value);
void setVague(float value);
private:
GLint u_currentScene, u_frozenScene, u_transMap, u_prog, u_vague;
};
class SimpleTransShader : public ShaderBase
{
public:
SimpleTransShader();
void setCurrentScene(TEX::ID tex);
void setFrozenScene(TEX::ID tex);
void setProg(float value);
private:
GLint u_currentScene, u_frozenScene, u_prog;
};
class SpriteShader : public ShaderBase
{
public:
SpriteShader();
void setSpriteMat(const float value[16]);
void setTone(const Vec4 &value);
void setColor(const Vec4 &value);
void setOpacity(float value);
void setBushDepth(float value);
void setBushOpacity(float value);
private:
GLint u_spriteMat, u_tone, u_opacity, u_color, u_bushDepth, u_bushOpacity;
};
class PlaneShader : public ShaderBase
{
public:
PlaneShader();
void setTone(const Vec4 &value);
void setColor(const Vec4 &value);
void setFlash(const Vec4 &value);
void setOpacity(float value);
private:
GLint u_tone, u_color, u_flash, u_opacity;
};
class GrayShader : public ShaderBase
{
public:
GrayShader();
void setGray(float value);
private:
GLint u_gray;
};
class TilemapShader : public ShaderBase
{
public:
TilemapShader();
void setAniIndex(int value);
private:
GLint u_aniIndex;
};
class FlashMapShader : public ShaderBase
{
public:
FlashMapShader();
void setAlpha(float value);
private:
GLint u_alpha;
};
class HueShader : public ShaderBase
{
public:
HueShader();
void setHueAdjust(float value);
void setInputTexture(TEX::ID tex);
private:
GLint u_hueAdjust, u_inputTexture;
};
class SimpleMatrixShader : public ShaderBase
{
public:
SimpleMatrixShader();
void setMatrix(const float value[16]);
private:
GLint u_matrix;
};
/* Gaussian blur */
struct BlurShader
{
class HPass : public ShaderBase
{
public:
HPass();
};
class VPass : public ShaderBase
{
public:
VPass();
};
HPass pass1;
VPass pass2;
};
class TilemapVXShader : public ShaderBase
{
public:
TilemapVXShader();
void setAniOffset(const Vec2 &value);
private:
GLint u_aniOffset;
};
/* Bitmap blit */
class BltShader : public ShaderBase
{
public:
BltShader();
void setSource();
void setDestination(const TEX::ID value);
void setDestCoorF(const Vec2 &value);
void setSubRect(const FloatRect &value);
void setOpacity(float value);
private:
GLint u_source, u_destination, u_subRect, u_opacity;
};
/* Global object containing all available shaders */
struct ShaderSet
{
FlatColorShader flatColor;
SimpleShader simple;
SimpleColorShader simpleColor;
SimpleAlphaShader simpleAlpha;
SimpleSpriteShader simpleSprite;
AlphaSpriteShader alphaSprite;
SpriteShader sprite;
PlaneShader plane;
GrayShader gray;
TilemapShader tilemap;
FlashMapShader flashMap;
TransShader trans;
SimpleTransShader simpleTrans;
HueShader hue;
BltShader blt;
SimpleMatrixShader simpleMatrix;
BlurShader blur;
TilemapVXShader tilemapVX;
};
#endif // SHADER_H