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Aquaria/BBGE/AfterEffect.cpp

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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.
*/
#include "AfterEffect.h"
#include "RenderBase.h"
#include "Shader.h"
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#include <assert.h>
Effect::Effect()
{
done = false;
rate = 1;
}
AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
{
active = false;
numEffects = 0;
shaderPipeline.resize(10, 0);
this->xDivs = xDivs;
this->yDivs = yDivs;
updateDevice();
loadShaders();
}
void AfterEffectManager::loadShaders()
{
deleteShaders();
// ...Load shaders here...
}
AfterEffectManager::~AfterEffectManager()
{
deleteEffects();
deleteShaders();
}
void AfterEffectManager::deleteEffects()
{
for (size_t i = 0; i < effects.size(); i++)
{
if (effects[i])
{
delete effects[i];
}
}
effects.clear();
numEffects=0;
openSpots.clear();
}
void AfterEffectManager::beginCapture()
{
assert(core->frameBuffer.isInited());
core->frameBuffer.pushCapture(0);
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
}
void AfterEffectManager::endCapture()
{
core->frameBuffer.popCapture();
}
void AfterEffectManager::deleteShaders()
{
for(size_t i = 0; i < shaderPipeline.size(); ++i)
shaderPipeline[i] = 0;
for(size_t i = 0; i < loadedShaders.size(); ++i)
{
if(loadedShaders[i])
{
delete loadedShaders[i];
loadedShaders[i] = 0;
}
}
}
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void AfterEffectManager::unloadShaders()
{
for(size_t i = 0; i < loadedShaders.size(); ++i)
if(loadedShaders[i])
loadedShaders[i]->unload();
}
void AfterEffectManager::clear()
{
deleteEffects();
resetGrid();
}
void AfterEffectManager::update(float dt)
{
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if (core->particlesPaused) return;
const size_t N = effects.size();
if(!N && !active)
return;
resetGrid();
bool isactive = false;
for (size_t i = 0; i < N; i++)
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{
Effect *e = effects[i];
if (e)
{
isactive = true;
e->update(dt, grid.array2d(), xDivs, yDivs);
if (e->done)
{
numEffects--;
destroyEffect(i);
}
}
}
grid.updateVBO();
// FIXME: active if FBO is there and (effects exist or shaders exist)
active = isactive && core->frameBuffer.isInited();
}
void AfterEffectManager::resetGrid()
{
grid.reset01();
}
void AfterEffectManager::destroyEffect(int id)
{
delete effects[id];
effects[id] = 0;
openSpots.push_back(id);
}
void AfterEffectManager::render(const RenderState& rs, unsigned fboPageWithImage) const
{
assert(core->frameBuffer.isInited());
glPushMatrix();
rs.gpu.setBlend(BLEND_DISABLED);
glTranslatef(core->cameraPos.x, core->cameraPos.y, 0);
glScalef(core->invGlobalScale, core->invGlobalScale,0);
glColor4f(1,1,1,1);
renderGrid(rs, fboPageWithImage);
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glPopMatrix();
}
void AfterEffectManager::renderGrid(const RenderState& rs, unsigned fbPage) const
{
size_t firstShader, lastShader;
Shader *activeShader = NULL;
for (size_t i = 0; i < shaderPipeline.size(); ++i)
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{
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if(shaderPipeline[i] && shaderPipeline[i]->isLoaded())
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{
if(!activeShader)
{
firstShader = i;
activeShader = shaderPipeline[i];
}
lastShader = i;
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}
}
// Disable blending so we don't need to clear the framebuffers
rs.gpu.setBlend(BLEND_DISABLED);
int vw = core->getVirtualWidth();
int vh = core->getVirtualHeight();
int offx = -core->getVirtualOffX();
int offy = -core->getVirtualOffY();
const FrameBuffer * const fb = &core->frameBuffer;
// STARTING POINT: game image was just rendered into fb(0), use that as starting point
fb->bindTexture(fbPage);
if(activeShader)
{
activeShader->setInt("tex", 0);
activeShader->bind();
// Unless this is the last pass, render to fb(1)
if(firstShader != lastShader)
fb->pushCapture(1 - fbPage);
}
// verts are in 0..1, transform so that we cover the entire screen
glTranslatef(offx, offy, 0);
glScalef(vw, vh, 1);
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if(active)
{
grid.render(rs);
//renderGridPoints(rs);
}
else
core->blitQuad.render(rs);
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if (activeShader)
{
activeShader->unbind();
if(firstShader != lastShader)
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{
// From here on: secondary shader passes.
// We just outputted to the backup buffer...
unsigned pageOut = 1 - fbPage;
for(size_t i = firstShader + 1; i <= lastShader; ++i)
{
unsigned pageIn = 1 - pageOut;
activeShader = shaderPipeline[i];
if(!(activeShader && activeShader->isLoaded()))
continue;
// Swap and exchange framebuffers. The old output buffer serves as texture input for the other one
pageOut = pageIn;
// If this is the last pass, do not render to a frame buffer again
if(i == lastShader)
fb->popCapture();
else
fb->replaceCapture(pageOut);
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fb->bindTexture(pageIn);
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activeShader->bind();
activeShader->setInt("tex", 0);
core->blitQuad.render(rs);
activeShader->unbind();
}
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}
}
RenderObject::lastTextureApplied = 0;
glBindTexture(GL_TEXTURE_2D, 0);
}
void AfterEffectManager::renderGridPoints(const RenderState& rs) const
{
grid.renderDebugPoints(rs);
}
void AfterEffectManager::unloadDevice()
{
grid.dropBuffers();
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unloadShaders();
}
void AfterEffectManager::_updateScreenSize()
{
screenWidth = core->getWindowWidth();
screenHeight = core->getWindowHeight();
grid.setTexCoords(core->blitQuad.getTexCoords());
}
void AfterEffectManager::updateDevice()
{
_updateScreenSize();
_initGrid();
}
void AfterEffectManager::reloadDevice()
{
_updateScreenSize();
_initGrid();
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for (size_t i = 0; i < loadedShaders.size(); ++i)
{
if (Shader *sh = loadedShaders[i])
{
sh->reload();
if (!sh->isLoaded())
{
debugLog("AfterEffect::reloadDevice(): Failed to reload shader");
loadedShaders[i] = 0;
for(size_t j = 0; j < shaderPipeline.size(); ++j)
if(sh == shaderPipeline[j])
shaderPipeline[j] = 0;
delete sh;
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}
}
}
}
void AfterEffectManager::addEffect(Effect *e)
{
if (!openSpots.empty())
{
int i = openSpots.back();
openSpots.pop_back();
effects[i] = e;
}
else
{
effects.push_back(e);
}
numEffects++;
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e->position.x /= screenWidth;
e->position.y /= screenHeight;
}
void ShockEffect::update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs)
{
dt *= timeMultiplier;
Effect::update(dt, grid, xDivs, yDivs);
const Vector centerPoint = position - ((core->screenCenter-originalCenter)*core->globalScale.x)/core->width;
amplitude-=dt*rate;
currentDistance+=dt*frequency;
const float distFromCamp = 4;
const float adjWaveLength = waveLength/distFromCamp;
const float adjAmplitude = amplitude/distFromCamp;
const float invAdjVaveLen = -1.0f / adjWaveLength;
const float dist = currentDistance*adjWaveLength;
if (amplitude < 0)
done=true;
for (int y = 1; y < (yDivs-1); y++)
{
Vector *row = grid.row(y);
for (int x = 1; x < (xDivs-1); x++)
{
float xDist = (centerPoint.x - row[x].x)/.75f; // factor for 4:3 internal resolution
float yDist = centerPoint.y - row[x].y;
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float tDist = sqrtf(xDist*xDist+yDist*yDist);
if (tDist < dist)
{
const float a = tDist * invAdjVaveLen + currentDistance;
row[x].x += adjAmplitude*sinf(a)*.75f;
row[x].y += adjAmplitude*cosf(a);
}
}
}
}
int AfterEffectManager::loadShaderFile(const char *vert, const char *frag)
{
Shader *sh = new Shader();
sh->load(vert, frag);
if(!sh->isLoaded())
{
delete sh;
return 0;
}
return _insertShader(sh);
}
int AfterEffectManager::loadShaderSrc(const char *vert, const char *frag)
{
Shader *sh = new Shader();
sh->loadSrc(vert, frag);
if(!sh->isLoaded())
{
delete sh;
return 0;
}
return _insertShader(sh);
}
Shader *AfterEffectManager::getShaderPtr(int handle)
{
size_t idx = handle - 1;
return idx < loadedShaders.size() ? loadedShaders[idx] : 0;
}
void AfterEffectManager::setShaderPipelineSize(size_t size)
{
shaderPipeline.resize(size, 0);
}
bool AfterEffectManager::setShaderPipelinePos(int handle, size_t pos)
{
if(pos < shaderPipeline.size())
{
shaderPipeline[pos] = getShaderPtr(handle);
return true;
}
return false;
}
// returns handle (= index + 1)
int AfterEffectManager::_insertShader(Shader *sh)
{
for(size_t i = 0; i < loadedShaders.size(); ++i)
{
if(!loadedShaders[i])
{
loadedShaders[i] = sh;
return i+1;
}
}
loadedShaders.push_back(sh);
return loadedShaders.size();
}
void AfterEffectManager::_initGrid()
{
if(xDivs && yDivs)
grid.init(xDivs, yDivs);
else
grid.dropBuffers();
}
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void AfterEffectManager::deleteShader(int handle)
{
Shader *sh = getShaderPtr(handle);
if(!sh)
return;
for(size_t i = 0; i < shaderPipeline.size(); ++i)
if(shaderPipeline[i] == sh)
shaderPipeline[i] = 0;
size_t idx = handle - 1;
loadedShaders[idx] = 0;
delete sh;
}