2013-09-01 14:27:21 +00:00
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/*
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** shader.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp 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 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp 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 mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "shader.h"
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2013-10-09 10:30:33 +00:00
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#include "sharedstate.h"
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2013-09-23 05:15:01 +00:00
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#include "glstate.h"
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2013-12-30 00:38:10 +00:00
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#include "exception.h"
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2013-09-01 14:27:21 +00:00
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2013-12-11 19:46:54 +00:00
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#include <assert.h>
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2014-07-19 14:26:42 +00:00
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#include <string.h>
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2013-12-30 00:38:10 +00:00
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#include <iostream>
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2013-09-01 14:27:21 +00:00
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2014-12-23 17:33:33 +00:00
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#include "common.h.xxd"
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2014-11-30 16:50:24 +00:00
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#include "sprite.frag.xxd"
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#include "hue.frag.xxd"
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#include "trans.frag.xxd"
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#include "transSimple.frag.xxd"
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#include "bitmapBlit.frag.xxd"
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#include "plane.frag.xxd"
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2014-12-23 17:56:00 +00:00
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#include "gray.frag.xxd"
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#include "flatColor.frag.xxd"
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2014-11-30 16:50:24 +00:00
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#include "simple.frag.xxd"
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#include "simpleColor.frag.xxd"
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#include "simpleAlpha.frag.xxd"
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2014-12-23 16:52:32 +00:00
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#include "simpleAlphaUni.frag.xxd"
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2014-11-30 16:50:24 +00:00
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#include "flashMap.frag.xxd"
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2014-12-23 17:56:00 +00:00
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#include "minimal.vert.xxd"
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2014-11-30 16:50:24 +00:00
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#include "simple.vert.xxd"
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#include "simpleColor.vert.xxd"
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#include "sprite.vert.xxd"
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#include "tilemap.vert.xxd"
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#include "blur.frag.xxd"
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#include "simpleMatrix.vert.xxd"
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#include "blurH.vert.xxd"
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#include "blurV.vert.xxd"
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#include "tilemapvx.vert.xxd"
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2013-09-23 05:15:01 +00:00
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2013-12-30 00:38:10 +00:00
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#define INIT_SHADER(vert, frag, name) \
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2013-10-09 10:26:42 +00:00
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{ \
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2013-12-30 00:38:10 +00:00
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Shader::init(shader_##vert##_vert, shader_##vert##_vert_len, shader_##frag##_frag, shader_##frag##_frag_len, \
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#vert, #frag, #name); \
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2013-10-09 10:26:42 +00:00
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}
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2014-05-30 21:01:35 +00:00
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#define GET_U(name) u_##name = gl.GetUniformLocation(program, #name)
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2013-09-01 14:27:21 +00:00
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2013-12-30 00:38:10 +00:00
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static void printShaderLog(GLuint shader)
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{
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GLint logLength;
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2014-05-30 21:01:35 +00:00
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gl.GetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
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2013-12-30 00:38:10 +00:00
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std::string log(logLength, '\0');
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2014-05-30 21:01:35 +00:00
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gl.GetShaderInfoLog(shader, log.size(), 0, &log[0]);
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2013-12-30 00:38:10 +00:00
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std::clog << "Shader log:\n" << log;
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}
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static void printProgramLog(GLuint program)
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{
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GLint logLength;
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2014-05-30 21:01:35 +00:00
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gl.GetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
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2013-12-30 00:38:10 +00:00
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std::string log(logLength, '\0');
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2014-05-30 21:01:35 +00:00
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gl.GetProgramInfoLog(program, log.size(), 0, &log[0]);
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2013-12-30 00:38:10 +00:00
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std::clog << "Program log:\n" << log;
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}
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2013-09-23 05:15:01 +00:00
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Shader::Shader()
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{
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2014-05-30 21:01:35 +00:00
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vertShader = gl.CreateShader(GL_VERTEX_SHADER);
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fragShader = gl.CreateShader(GL_FRAGMENT_SHADER);
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2013-09-23 05:15:01 +00:00
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2014-05-30 21:01:35 +00:00
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program = gl.CreateProgram();
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2013-09-23 05:15:01 +00:00
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}
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Shader::~Shader()
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2013-09-01 14:27:21 +00:00
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{
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2014-05-30 21:01:35 +00:00
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gl.UseProgram(0);
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gl.DeleteProgram(program);
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gl.DeleteShader(vertShader);
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gl.DeleteShader(fragShader);
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2013-09-01 14:27:21 +00:00
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}
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2013-09-23 05:15:01 +00:00
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void Shader::bind()
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2013-09-01 14:27:21 +00:00
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{
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2014-01-19 23:57:40 +00:00
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glState.program.set(program);
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2013-09-01 14:27:21 +00:00
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}
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2013-09-23 05:15:01 +00:00
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void Shader::unbind()
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2013-09-01 14:27:21 +00:00
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{
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2014-05-30 21:01:35 +00:00
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gl.ActiveTexture(GL_TEXTURE0);
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2014-01-19 23:57:40 +00:00
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glState.program.set(0);
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2013-09-01 14:27:21 +00:00
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}
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2014-12-23 17:33:33 +00:00
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static void setupShaderSource(GLuint shader, GLenum type,
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const unsigned char *body, int bodySize)
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2014-07-19 14:26:42 +00:00
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{
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2014-12-23 17:33:33 +00:00
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static const char glesDefine[] = "#define GLSLES\n";
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static const char fragDefine[] = "#define FRAGMENT_SHADER\n";
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const GLchar *shaderSrc[4];
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GLint shaderSrcSize[4];
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size_t i = 0;
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2014-07-19 14:26:42 +00:00
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if (gl.glsles)
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{
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2014-12-23 17:33:33 +00:00
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shaderSrc[i] = glesDefine;
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shaderSrcSize[i] = sizeof(glesDefine)-1;
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++i;
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2014-07-19 14:26:42 +00:00
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}
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2014-12-23 17:33:33 +00:00
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if (type == GL_FRAGMENT_SHADER)
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2014-07-19 14:26:42 +00:00
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{
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2014-12-23 17:33:33 +00:00
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shaderSrc[i] = fragDefine;
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shaderSrcSize[i] = sizeof(fragDefine)-1;
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++i;
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2014-07-19 14:26:42 +00:00
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}
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2014-12-23 17:33:33 +00:00
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shaderSrc[i] = (const GLchar*) shader_common_h;
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shaderSrcSize[i] = shader_common_h_len;
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++i;
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shaderSrc[i] = (const GLchar*) body;
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shaderSrcSize[i] = bodySize;
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++i;
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gl.ShaderSource(shader, i, shaderSrc, shaderSrcSize);
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2014-07-19 14:26:42 +00:00
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}
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2013-09-23 05:15:01 +00:00
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void Shader::init(const unsigned char *vert, int vertSize,
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2013-12-30 00:38:10 +00:00
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const unsigned char *frag, int fragSize,
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const char *vertName, const char *fragName,
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const char *programName)
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2013-09-01 14:27:21 +00:00
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{
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GLint success;
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2013-09-23 05:15:01 +00:00
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/* Compile vertex shader */
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2014-12-23 17:33:33 +00:00
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setupShaderSource(vertShader, GL_VERTEX_SHADER, vert, vertSize);
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2014-05-30 21:01:35 +00:00
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gl.CompileShader(vertShader);
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2013-09-01 14:27:21 +00:00
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2014-07-14 02:13:15 +00:00
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gl.GetShaderiv(vertShader, GL_COMPILE_STATUS, &success);
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2013-12-30 00:38:10 +00:00
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if (!success)
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{
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printShaderLog(vertShader);
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throw Exception(Exception::MKXPError,
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"GLSL: An error occured while compiling vertex shader '%s' in program '%s'",
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vertName, programName);
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}
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2013-09-01 14:27:21 +00:00
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2013-09-23 05:15:01 +00:00
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/* Compile fragment shader */
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2014-12-23 17:33:33 +00:00
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setupShaderSource(fragShader, GL_FRAGMENT_SHADER, frag, fragSize);
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2014-05-30 21:01:35 +00:00
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gl.CompileShader(fragShader);
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2013-09-23 05:15:01 +00:00
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2014-07-14 02:13:15 +00:00
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gl.GetShaderiv(fragShader, GL_COMPILE_STATUS, &success);
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2013-12-30 00:38:10 +00:00
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if (!success)
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{
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printShaderLog(fragShader);
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throw Exception(Exception::MKXPError,
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"GLSL: An error occured while compiling fragment shader '%s' in program '%s'",
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fragName, programName);
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}
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2013-09-23 05:15:01 +00:00
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/* Link shader program */
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2014-05-30 21:01:35 +00:00
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gl.AttachShader(program, vertShader);
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gl.AttachShader(program, fragShader);
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2013-09-23 05:15:01 +00:00
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2014-05-30 21:01:35 +00:00
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gl.BindAttribLocation(program, Position, "position");
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gl.BindAttribLocation(program, TexCoord, "texCoord");
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gl.BindAttribLocation(program, Color, "color");
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2013-09-23 05:15:01 +00:00
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2014-05-30 21:01:35 +00:00
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gl.LinkProgram(program);
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2013-09-01 14:27:21 +00:00
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2014-07-14 02:13:15 +00:00
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gl.GetProgramiv(program, GL_LINK_STATUS, &success);
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2013-12-30 00:38:10 +00:00
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if (!success)
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{
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printProgramLog(program);
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throw Exception(Exception::MKXPError,
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"GLSL: An error occured while linking program '%s' (vertex '%s', fragment '%s')",
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programName, vertName, fragName);
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}
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2013-09-01 14:27:21 +00:00
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}
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2013-12-30 00:38:10 +00:00
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void Shader::initFromFile(const char *_vertFile, const char *_fragFile,
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const char *programName)
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2013-09-01 14:27:21 +00:00
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{
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2013-12-11 19:46:54 +00:00
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std::string vertContents, fragContents;
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readFile(_vertFile, vertContents);
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readFile(_fragFile, fragContents);
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init((const unsigned char*) vertContents.c_str(), vertContents.size(),
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2013-12-30 00:38:10 +00:00
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(const unsigned char*) fragContents.c_str(), fragContents.size(),
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_vertFile, _fragFile, programName);
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2013-09-01 14:27:21 +00:00
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}
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2013-09-23 05:15:01 +00:00
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void Shader::setVec4Uniform(GLint location, const Vec4 &vec)
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2013-09-01 14:27:21 +00:00
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{
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2014-05-30 21:01:35 +00:00
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gl.Uniform4f(location, vec.x, vec.y, vec.z, vec.w);
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2013-09-01 14:27:21 +00:00
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}
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2013-09-23 05:15:01 +00:00
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void Shader::setTexUniform(GLint location, unsigned unitIndex, TEX::ID texture)
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2013-09-01 14:27:21 +00:00
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{
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GLenum texUnit = GL_TEXTURE0 + unitIndex;
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2014-05-30 21:01:35 +00:00
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gl.ActiveTexture(texUnit);
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gl.BindTexture(GL_TEXTURE_2D, texture.gl);
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gl.Uniform1i(location, unitIndex);
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gl.ActiveTexture(GL_TEXTURE0);
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2013-09-01 14:27:21 +00:00
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}
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2013-09-23 05:15:01 +00:00
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void ShaderBase::GLProjMat::apply(const Vec2i &value)
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{
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/* glOrtho replacement */
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const float a = 2.f / value.x;
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const float b = 2.f / value.y;
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const float c = -2.f;
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GLfloat mat[16] =
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{
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a, 0, 0, 0,
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0, b, 0, 0,
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0, 0, c, 0,
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-1, -1, -1, 1
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};
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2014-05-30 21:01:35 +00:00
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gl.UniformMatrix4fv(u_mat, 1, GL_FALSE, mat);
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2013-09-23 05:15:01 +00:00
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}
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void ShaderBase::init()
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{
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GET_U(texSizeInv);
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GET_U(translation);
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2014-05-30 21:01:35 +00:00
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projMat.u_mat = gl.GetUniformLocation(program, "projMat");
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2013-09-23 05:15:01 +00:00
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}
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void ShaderBase::applyViewportProj()
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{
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const IntRect &vp = glState.viewport.get();
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projMat.set(Vec2i(vp.w, vp.h));
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}
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void ShaderBase::setTexSize(const Vec2i &value)
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{
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2014-05-30 21:01:35 +00:00
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gl.Uniform2f(u_texSizeInv, 1.f / value.x, 1.f / value.y);
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2013-09-23 05:15:01 +00:00
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}
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void ShaderBase::setTranslation(const Vec2i &value)
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{
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2014-05-30 21:01:35 +00:00
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gl.Uniform2f(u_translation, value.x, value.y);
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2013-09-23 05:15:01 +00:00
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}
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2014-12-23 17:56:00 +00:00
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FlatColorShader::FlatColorShader()
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{
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INIT_SHADER(minimal, flatColor, FlatColorShader);
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ShaderBase::init();
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GET_U(color);
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}
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void FlatColorShader::setColor(const Vec4 &value)
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{
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setVec4Uniform(u_color, value);
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}
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2013-09-23 05:15:01 +00:00
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SimpleShader::SimpleShader()
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{
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2013-12-30 00:38:10 +00:00
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INIT_SHADER(simple, simple, SimpleShader);
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2013-09-23 05:15:01 +00:00
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ShaderBase::init();
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GET_U(texOffsetX);
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}
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void SimpleShader::setTexOffsetX(int value)
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{
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2014-05-30 21:01:35 +00:00
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gl.Uniform1f(u_texOffsetX, value);
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2013-09-23 05:15:01 +00:00
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}
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SimpleColorShader::SimpleColorShader()
|
|
|
|
{
|
2013-12-30 00:38:10 +00:00
|
|
|
INIT_SHADER(simpleColor, simpleColor, SimpleColorShader);
|
2013-09-23 05:15:01 +00:00
|
|
|
|
|
|
|
ShaderBase::init();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
SimpleAlphaShader::SimpleAlphaShader()
|
|
|
|
{
|
2013-12-30 00:38:10 +00:00
|
|
|
INIT_SHADER(simpleColor, simpleAlpha, SimpleAlphaShader);
|
2013-09-23 05:15:01 +00:00
|
|
|
|
|
|
|
ShaderBase::init();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
SimpleSpriteShader::SimpleSpriteShader()
|
|
|
|
{
|
2013-12-30 00:38:10 +00:00
|
|
|
INIT_SHADER(sprite, simple, SimpleSpriteShader);
|
2013-09-23 05:15:01 +00:00
|
|
|
|
|
|
|
ShaderBase::init();
|
|
|
|
|
|
|
|
GET_U(spriteMat);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SimpleSpriteShader::setSpriteMat(const float value[16])
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.UniformMatrix4fv(u_spriteMat, 1, GL_FALSE, value);
|
2013-09-23 05:15:01 +00:00
|
|
|
}
|
|
|
|
|
2013-09-01 14:27:21 +00:00
|
|
|
|
2014-12-23 16:52:32 +00:00
|
|
|
AlphaSpriteShader::AlphaSpriteShader()
|
|
|
|
{
|
|
|
|
INIT_SHADER(sprite, simpleAlphaUni, AlphaSpriteShader);
|
|
|
|
|
|
|
|
ShaderBase::init();
|
|
|
|
|
|
|
|
GET_U(spriteMat);
|
|
|
|
GET_U(alpha);
|
|
|
|
}
|
|
|
|
|
|
|
|
void AlphaSpriteShader::setSpriteMat(const float value[16])
|
|
|
|
{
|
|
|
|
gl.UniformMatrix4fv(u_spriteMat, 1, GL_FALSE, value);
|
|
|
|
}
|
|
|
|
|
|
|
|
void AlphaSpriteShader::setAlpha(float value)
|
|
|
|
{
|
|
|
|
gl.Uniform1f(u_alpha, value);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2013-09-01 14:27:21 +00:00
|
|
|
TransShader::TransShader()
|
|
|
|
{
|
2013-12-30 00:38:10 +00:00
|
|
|
INIT_SHADER(simple, trans, TransShader);
|
2013-09-23 05:15:01 +00:00
|
|
|
|
|
|
|
ShaderBase::init();
|
2013-09-01 14:27:21 +00:00
|
|
|
|
|
|
|
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
|
|
|
{
|
2014-07-16 02:48:40 +00:00
|
|
|
setTexUniform(u_currentScene, 1, tex);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
2013-09-06 10:26:41 +00:00
|
|
|
void TransShader::setFrozenScene(TEX::ID tex)
|
2013-09-01 14:27:21 +00:00
|
|
|
{
|
2014-07-16 02:48:40 +00:00
|
|
|
setTexUniform(u_frozenScene, 2, tex);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
2013-09-06 10:26:41 +00:00
|
|
|
void TransShader::setTransMap(TEX::ID tex)
|
2013-09-01 14:27:21 +00:00
|
|
|
{
|
2014-07-16 02:48:40 +00:00
|
|
|
setTexUniform(u_transMap, 3, tex);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void TransShader::setProg(float value)
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.Uniform1f(u_prog, value);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void TransShader::setVague(float value)
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.Uniform1f(u_vague, value);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
SimpleTransShader::SimpleTransShader()
|
|
|
|
{
|
2013-12-30 00:38:10 +00:00
|
|
|
INIT_SHADER(simple, transSimple, SimpleTransShader);
|
2013-09-23 05:15:01 +00:00
|
|
|
|
|
|
|
ShaderBase::init();
|
2013-09-01 14:27:21 +00:00
|
|
|
|
|
|
|
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
|
|
|
{
|
2014-07-16 02:48:40 +00:00
|
|
|
setTexUniform(u_currentScene, 1, tex);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
2013-09-06 10:26:41 +00:00
|
|
|
void SimpleTransShader::setFrozenScene(TEX::ID tex)
|
2013-09-01 14:27:21 +00:00
|
|
|
{
|
2014-07-16 02:48:40 +00:00
|
|
|
setTexUniform(u_frozenScene, 2, tex);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void SimpleTransShader::setProg(float value)
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.Uniform1f(u_prog, value);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
SpriteShader::SpriteShader()
|
|
|
|
{
|
2013-12-30 00:38:10 +00:00
|
|
|
INIT_SHADER(sprite, sprite, SpriteShader);
|
2013-09-23 05:15:01 +00:00
|
|
|
|
|
|
|
ShaderBase::init();
|
2013-09-01 14:27:21 +00:00
|
|
|
|
2013-09-23 05:15:01 +00:00
|
|
|
GET_U(spriteMat);
|
2013-09-01 14:27:21 +00:00
|
|
|
GET_U(tone);
|
|
|
|
GET_U(color);
|
|
|
|
GET_U(opacity);
|
|
|
|
GET_U(bushDepth);
|
|
|
|
GET_U(bushOpacity);
|
|
|
|
}
|
|
|
|
|
2013-09-23 05:15:01 +00:00
|
|
|
void SpriteShader::setSpriteMat(const float value[16])
|
2013-09-01 14:27:21 +00:00
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.UniformMatrix4fv(u_spriteMat, 1, GL_FALSE, value);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void SpriteShader::setTone(const Vec4 &tone)
|
|
|
|
{
|
|
|
|
setVec4Uniform(u_tone, tone);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpriteShader::setColor(const Vec4 &color)
|
|
|
|
{
|
|
|
|
setVec4Uniform(u_color, color);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpriteShader::setOpacity(float value)
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.Uniform1f(u_opacity, value);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void SpriteShader::setBushDepth(float value)
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.Uniform1f(u_bushDepth, value);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void SpriteShader::setBushOpacity(float value)
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.Uniform1f(u_bushOpacity, value);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2013-09-23 05:15:01 +00:00
|
|
|
PlaneShader::PlaneShader()
|
|
|
|
{
|
2013-12-30 00:38:10 +00:00
|
|
|
INIT_SHADER(simple, plane, PlaneShader);
|
2013-09-23 05:15:01 +00:00
|
|
|
|
|
|
|
ShaderBase::init();
|
|
|
|
|
|
|
|
GET_U(tone);
|
|
|
|
GET_U(color);
|
|
|
|
GET_U(flash);
|
|
|
|
GET_U(opacity);
|
|
|
|
}
|
|
|
|
|
|
|
|
void PlaneShader::setTone(const Vec4 &tone)
|
|
|
|
{
|
|
|
|
setVec4Uniform(u_tone, tone);
|
|
|
|
}
|
|
|
|
|
|
|
|
void PlaneShader::setColor(const Vec4 &color)
|
|
|
|
{
|
|
|
|
setVec4Uniform(u_color, color);
|
|
|
|
}
|
|
|
|
|
|
|
|
void PlaneShader::setFlash(const Vec4 &flash)
|
|
|
|
{
|
|
|
|
setVec4Uniform(u_flash, flash);
|
|
|
|
}
|
|
|
|
|
|
|
|
void PlaneShader::setOpacity(float value)
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.Uniform1f(u_opacity, value);
|
2013-09-23 05:15:01 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2014-12-23 17:56:00 +00:00
|
|
|
GrayShader::GrayShader()
|
|
|
|
{
|
|
|
|
INIT_SHADER(simple, gray, GrayShader);
|
|
|
|
|
|
|
|
ShaderBase::init();
|
|
|
|
|
|
|
|
GET_U(gray);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GrayShader::setGray(float value)
|
|
|
|
{
|
|
|
|
gl.Uniform1f(u_gray, value);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
Tilemap: Use vertex shader based autotile animation strategy
Previously, we would just stuff the entire tilemap vertex data
four times into the buffers, with only the autotile vertices
offset according to the animation frame. This meant we could
prepare the buffers once, and then just bind a different offset
for each animation frame without any shader changes, but it also
lead to a huge amount of data being duplicated (and blowing up
the buffer sizes).
The new method only requires one buffer, and instead animates by
recognizing vertices belonging to autotiles in a custom vertex
shader, which offsets them on the fly according to the animation
index.
With giant tilemaps, this method would turn out to be a little
less efficient, but considering the Tilemap is planned to be
rewritten to only hold the range of tiles visible on the screen
in its buffers, the on the fly offsetting will become neglient,
while at the same time the amount of data we have to send to the
GPU everytime the tilemap is updated is greatly reduced; so a
net win in the end.
2014-07-06 17:44:19 +00:00
|
|
|
TilemapShader::TilemapShader()
|
|
|
|
{
|
|
|
|
INIT_SHADER(tilemap, simple, TilemapShader);
|
|
|
|
|
|
|
|
ShaderBase::init();
|
|
|
|
|
|
|
|
GET_U(aniIndex);
|
|
|
|
}
|
|
|
|
|
|
|
|
void TilemapShader::setAniIndex(int value)
|
|
|
|
{
|
|
|
|
gl.Uniform1f(u_aniIndex, value);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2013-09-23 06:27:28 +00:00
|
|
|
FlashMapShader::FlashMapShader()
|
|
|
|
{
|
2013-12-30 00:38:10 +00:00
|
|
|
INIT_SHADER(simpleColor, flashMap, FlashMapShader);
|
2013-09-23 06:27:28 +00:00
|
|
|
|
|
|
|
ShaderBase::init();
|
|
|
|
|
|
|
|
GET_U(alpha);
|
|
|
|
}
|
|
|
|
|
|
|
|
void FlashMapShader::setAlpha(float value)
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.Uniform1f(u_alpha, value);
|
2013-09-23 06:27:28 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2013-09-01 14:27:21 +00:00
|
|
|
HueShader::HueShader()
|
|
|
|
{
|
2013-12-30 00:38:10 +00:00
|
|
|
INIT_SHADER(simple, hue, HueShader);
|
2013-09-23 05:15:01 +00:00
|
|
|
|
|
|
|
ShaderBase::init();
|
2013-09-01 14:27:21 +00:00
|
|
|
|
|
|
|
GET_U(hueAdjust);
|
|
|
|
}
|
|
|
|
|
|
|
|
void HueShader::setHueAdjust(float value)
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.Uniform1f(u_hueAdjust, value);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2013-10-02 20:40:09 +00:00
|
|
|
SimpleMatrixShader::SimpleMatrixShader()
|
|
|
|
{
|
2013-12-30 00:38:10 +00:00
|
|
|
INIT_SHADER(simpleMatrix, simpleAlpha, SimpleMatrixShader);
|
2013-10-02 20:40:09 +00:00
|
|
|
|
|
|
|
ShaderBase::init();
|
|
|
|
|
|
|
|
GET_U(matrix);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SimpleMatrixShader::setMatrix(const float value[16])
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.UniformMatrix4fv(u_matrix, 1, GL_FALSE, value);
|
2013-10-02 20:40:09 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2013-10-01 16:10:43 +00:00
|
|
|
BlurShader::HPass::HPass()
|
|
|
|
{
|
2013-12-30 00:38:10 +00:00
|
|
|
INIT_SHADER(blurH, blur, BlurShader::HPass);
|
2013-10-01 16:10:43 +00:00
|
|
|
|
|
|
|
ShaderBase::init();
|
|
|
|
}
|
|
|
|
|
|
|
|
BlurShader::VPass::VPass()
|
|
|
|
{
|
2013-12-30 00:38:10 +00:00
|
|
|
INIT_SHADER(blurV, blur, BlurShader::VPass);
|
2013-10-01 16:10:43 +00:00
|
|
|
|
|
|
|
ShaderBase::init();
|
|
|
|
}
|
|
|
|
|
2014-08-15 11:59:28 +00:00
|
|
|
|
|
|
|
TilemapVXShader::TilemapVXShader()
|
|
|
|
{
|
|
|
|
INIT_SHADER(tilemapvx, simple, TilemapVXShader);
|
|
|
|
|
|
|
|
ShaderBase::init();
|
|
|
|
|
|
|
|
GET_U(aniOffset);
|
|
|
|
}
|
|
|
|
|
|
|
|
void TilemapVXShader::setAniOffset(const Vec2 &value)
|
|
|
|
{
|
|
|
|
gl.Uniform2f(u_aniOffset, value.x, value.y);
|
|
|
|
}
|
|
|
|
|
2013-10-01 16:10:43 +00:00
|
|
|
|
2013-09-01 14:27:21 +00:00
|
|
|
BltShader::BltShader()
|
|
|
|
{
|
2013-12-30 00:38:10 +00:00
|
|
|
INIT_SHADER(simple, bitmapBlit, BltShader);
|
2013-09-23 05:15:01 +00:00
|
|
|
|
|
|
|
ShaderBase::init();
|
2013-09-01 14:27:21 +00:00
|
|
|
|
|
|
|
GET_U(source);
|
|
|
|
GET_U(destination);
|
|
|
|
GET_U(subRect);
|
|
|
|
GET_U(opacity);
|
|
|
|
}
|
|
|
|
|
|
|
|
void BltShader::setSource()
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.Uniform1i(u_source, 0);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
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)
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.Uniform4f(u_subRect, value.x, value.y, value.w, value.h);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void BltShader::setOpacity(float value)
|
|
|
|
{
|
2014-05-30 21:01:35 +00:00
|
|
|
gl.Uniform1f(u_opacity, value);
|
2013-09-01 14:27:21 +00:00
|
|
|
}
|