mkxp/src/shader.cpp

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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);
}
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);
}