/* 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 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; 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(); void renderGrid(); void renderGridPoints(); void loadShaders(); void unloadShaders(); // unloads shaders but keeps code and data intact, so that they can be reloaded. void deleteShaders(); void unloadDevice(); void reloadDevice(); std::vector effects; std::vector 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); void deleteShader(int handle); protected: int _insertShader(Shader *sh); std::vector shaderPipeline; // Shaders are applied in this order. Can contain the same pointer more than once. std::vector loadedShaders; FrameBuffer backupBuffer; }; #endif