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836de14093
This allows attaching multiple shader programs, processing the entire screen as texture. Chaining shaders works, each shader will use the output of the previous shader as input.
121 lines
2.5 KiB
C++
121 lines
2.5 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef __after_effect__
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#define __after_effect__
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#include "Core.h"
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class Effect
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{
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public:
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Effect();
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virtual void go(){}
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virtual void update(float dt, Vector ** drawGrid, int xDivs, int yDivs){}
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bool done;
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Vector position;
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protected:
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float rate;
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};
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class ShockEffect : public Effect
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{
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public:
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ShockEffect(Vector position, Vector originalCenter, float nAmplitude, float nAmpDecay, float nFrequency,float nWaveLength, float timeMultiplier=1.0) : Effect()
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{
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this->originalCenter = originalCenter;
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this->position = position;
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amplitude = nAmplitude;
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frequency = nFrequency;
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waveLength = nWaveLength;
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rate = nAmpDecay;
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currentDistance = 0;
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this->timeMultiplier = timeMultiplier;
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}
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float timeMultiplier;
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//void go();
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void update(float dt, Vector ** drawGrid, int xDivs, int yDivs);
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float waveLength;
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float amplitude;
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float frequency;
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Vector centerPoint;
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Vector originalCenter;
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float currentDistance;
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};
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class RippleEffect : public Effect
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{
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public:
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RippleEffect();
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void update(float dt, Vector ** drawGrid, int xDivs, int yDivs);
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float time;
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};
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class AfterEffectManager
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{
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public:
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AfterEffectManager(int xDivs, int yDivs);
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~AfterEffectManager();
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void addEffect(Effect *e);
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void destroyEffect(int id);
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void update(float dt);
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void clear();
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void deleteEffects();
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void resetGrid();
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void render();
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void renderGrid();
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void renderGridPoints();
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void loadShaders();
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void deleteShaders();
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void unloadDevice();
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void reloadDevice();
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std::vector<Effect*> effects;
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std::queue<int> openSpots;
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bool active;
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bool bRenderGridPoints;
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int numEffects;
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int xDivs, yDivs;
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int screenWidth, screenHeight;
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int textureWidth, textureHeight;
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std::vector<Shader*> scriptShader;
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Vector ** drawGrid;
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FrameBuffer backupBuffer;
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};
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#endif
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