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Aquaria/BBGE/AfterEffect.h
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

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 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::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);
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