mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-28 15:55:51 +00:00
134 lines
3 KiB
C++
134 lines
3 KiB
C++
/*
|
|
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 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 go();
|
|
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<Effect*> effects;
|
|
std::queue<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);
|
|
void deleteShader(int handle);
|
|
|
|
protected:
|
|
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;
|
|
FrameBuffer backupBuffer;
|
|
|
|
};
|
|
|
|
|
|
#endif
|
|
|
|
|