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Aquaria/BBGE/AfterEffect.h

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef __after_effect__
#define __after_effect__
#include "Core.h"
class Shader;
class Effect
{
public:
Effect();
virtual ~Effect(){}
virtual void go(){}
virtual void update(float dt, Vector ** drawGrid, int xDivs, int yDivs){}
bool done;
Vector position;
protected:
float rate;
};
class ShockEffect : public Effect
{
public:
ShockEffect(Vector position, Vector originalCenter, float nAmplitude, float nAmpDecay, float nFrequency,float nWaveLength, float timeMultiplier=1.0) : Effect()
{
this->originalCenter = originalCenter;
this->position = position;
amplitude = nAmplitude;
frequency = nFrequency;
waveLength = nWaveLength;
rate = nAmpDecay;
currentDistance = 0;
this->timeMultiplier = timeMultiplier;
}
float timeMultiplier;
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void update(float dt, Vector ** drawGrid, int xDivs, int yDivs);
float waveLength;
float amplitude;
float frequency;
Vector centerPoint;
Vector originalCenter;
float currentDistance;
};
class RippleEffect : public Effect
{
public:
RippleEffect();
void update(float dt, Vector ** drawGrid, int xDivs, int yDivs);
float time;
};
class AfterEffectManager
{
public:
AfterEffectManager(int xDivs, int yDivs);
~AfterEffectManager();
void addEffect(Effect *e);
void destroyEffect(int id);
void update(float dt);
void clear();
void deleteEffects();
void resetGrid();
void render() const;
void renderGrid() const;
void renderGridPoints() const;
void loadShaders();
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void unloadShaders(); // unloads shaders but keeps code and data intact, so that they can be reloaded.
void deleteShaders();
void unloadDevice();
void reloadDevice();
void updateDevice();
std::vector<Effect*> effects;
std::vector<int> openSpots;
bool active;
bool bRenderGridPoints;
int numEffects;
int xDivs, yDivs;
int screenWidth, screenHeight;
int textureWidth, textureHeight;
Vector ** drawGrid;
// returns handle > 0 on success
int loadShaderFile(const char *vert, const char *frag);
int loadShaderSrc(const char *vert, const char *frag);
Shader *getShaderPtr(int handle);
void setShaderPipelineSize(size_t size);
bool setShaderPipelinePos(int handle, size_t pos);
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void deleteShader(int handle);
protected:
void _updateScreenSize();
int _insertShader(Shader *sh);
std::vector<Shader*> shaderPipeline; // Shaders are applied in this order. Can contain the same pointer more than once.
std::vector<Shader*> loadedShaders;
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FrameBuffer backupBuffer;
};
#endif