mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
470 lines
9.3 KiB
C++
470 lines
9.3 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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#include "AfterEffect.h"
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#include "RenderBase.h"
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#include "Shader.h"
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#include <assert.h>
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Effect::Effect()
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{
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done = false;
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rate = 1;
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}
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AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
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{
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active = false;
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numEffects = 0;
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shaderPipeline.resize(10, 0);
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this->xDivs = xDivs;
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this->yDivs = yDivs;
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updateDevice();
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loadShaders();
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}
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void AfterEffectManager::loadShaders()
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{
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deleteShaders();
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// ...Load shaders here...
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}
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AfterEffectManager::~AfterEffectManager()
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{
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deleteEffects();
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deleteShaders();
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}
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void AfterEffectManager::deleteEffects()
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{
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for (size_t i = 0; i < effects.size(); i++)
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{
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if (effects[i])
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{
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delete effects[i];
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}
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}
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effects.clear();
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numEffects=0;
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openSpots.clear();
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}
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void AfterEffectManager::deleteShaders()
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{
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for(size_t i = 0; i < shaderPipeline.size(); ++i)
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shaderPipeline[i] = 0;
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for(size_t i = 0; i < loadedShaders.size(); ++i)
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{
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if(loadedShaders[i])
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{
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delete loadedShaders[i];
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loadedShaders[i] = 0;
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}
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}
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}
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void AfterEffectManager::unloadShaders()
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{
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for(size_t i = 0; i < loadedShaders.size(); ++i)
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if(loadedShaders[i])
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loadedShaders[i]->unload();
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}
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void AfterEffectManager::clear()
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{
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deleteEffects();
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resetGrid();
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}
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void AfterEffectManager::update(float dt)
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{
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if (core->particlesPaused) return;
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const size_t N = effects.size();
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if(!N && !active)
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return;
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resetGrid();
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bool isactive = false;
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for (size_t i = 0; i < N; i++)
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{
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Effect *e = effects[i];
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if (e)
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{
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isactive = true;
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e->update(dt, grid.array2d(), xDivs, yDivs);
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if (e->done)
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{
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numEffects--;
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destroyEffect(i);
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}
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}
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}
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grid.updateVBO();
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// FIXME: active if FBO is there and (effects exist or shaders exist)
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active = isactive && core->frameBuffer.isInited();
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}
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void AfterEffectManager::resetGrid()
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{
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grid.reset01();
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}
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void AfterEffectManager::destroyEffect(int id)
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{
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delete effects[id];
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effects[id] = 0;
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openSpots.push_back(id);
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}
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void AfterEffectManager::render(const RenderState& rs) const
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{
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assert(core->frameBuffer.isInited());
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glPushMatrix();
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glDisable (GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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core->frameBuffer.endCapture();
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glTranslatef(core->cameraPos.x, core->cameraPos.y, 0);
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glScalef(core->invGlobalScale, core->invGlobalScale,0);
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glColor4f(1,1,1,1);
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renderGrid(rs);
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glPopMatrix();
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}
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void AfterEffectManager::renderGrid(const RenderState& rs) const
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{
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int firstShader = -1;
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int lastShader = -1;
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Shader *activeShader = 0;
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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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{
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if(firstShader < 0)
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{
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firstShader = i;
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activeShader = shaderPipeline[i];
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}
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lastShader = i;
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}
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}
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int vw = core->getVirtualWidth();
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int vh = core->getVirtualHeight();
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int offx = -core->getVirtualOffX();
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int offy = -core->getVirtualOffY();
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core->frameBuffer.bindTexture();
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if(activeShader)
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{
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activeShader->bind();
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activeShader->setInt("tex", 0);
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if(firstShader != lastShader)
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backupBuffer.startCapture();
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}
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// verts are in 0..1, transform so that we cover the entire screen
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glTranslatef(offx, offy, 0);
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glScalef(vw, vh, 1);
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if(active)
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{
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grid.render(rs);
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//renderGridPoints(rs);
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}
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else
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blitQuad.render(rs);
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if (activeShader)
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activeShader->unbind();
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if(firstShader != lastShader)
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{
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// From here on: secondary shader passes.
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// We just outputted to the backup buffer...
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const FrameBuffer *fbIn = &core->frameBuffer;
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const FrameBuffer *fbOut = &backupBuffer;
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const float percentX = (float)screenWidth/(float)textureWidth;
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const float percentY = (float)screenHeight/(float)textureHeight;
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for(int i = firstShader + 1; i <= lastShader; ++i)
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{
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activeShader = shaderPipeline[i];
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if(!(activeShader && activeShader->isLoaded()))
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continue;
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// Swap and exchange framebuffers. The old output buffer serves as texture input for the other one
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fbOut->endCapture();
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std::swap(fbIn, fbOut);
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fbIn->bindTexture();
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// If this is the last pass, do not render to a frame buffer again
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if(i != lastShader)
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fbOut->startCapture();
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activeShader->bind();
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activeShader->setInt("tex", 0);
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blitQuad.render(rs);
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activeShader->unbind();
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}
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}
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RenderObject::lastTextureApplied = 0;
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void AfterEffectManager::renderGridPoints(const RenderState& rs) const
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{
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grid.renderDebugPoints(rs);
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}
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void AfterEffectManager::unloadDevice()
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{
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backupBuffer.unloadDevice();
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grid.dropBuffers();
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blitQuad.dropBuffers();
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unloadShaders();
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}
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void AfterEffectManager::_updateScreenSize()
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{
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screenWidth = core->getWindowWidth();
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screenHeight = core->getWindowHeight();
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if (core->frameBuffer.isInited())
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{
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textureWidth = core->frameBuffer.getTexWidth();
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textureHeight = core->frameBuffer.getTexHeight();
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}
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else
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{
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textureWidth = screenWidth;
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sizePowerOf2Texture(textureWidth);
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textureHeight = screenHeight;
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sizePowerOf2Texture(textureHeight);
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}
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const float percentX = (float)screenWidth/(float)textureWidth;
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const float percentY = (float)screenHeight/(float)textureHeight;
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TexCoordBox tc = { 0, percentY, percentX, 0 }; // Y is upside down
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grid.setTexCoords(tc);
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blitQuad.setTexCoords(tc);
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}
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void AfterEffectManager::updateDevice()
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{
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_updateScreenSize();
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backupBuffer.init(-1, -1, true);
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_initGrid();
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}
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void AfterEffectManager::reloadDevice()
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{
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_updateScreenSize();
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backupBuffer.reloadDevice();
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_initGrid();
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for (size_t i = 0; i < loadedShaders.size(); ++i)
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{
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if (Shader *sh = loadedShaders[i])
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{
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sh->reload();
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if (!sh->isLoaded())
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{
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debugLog("AfterEffect::reloadDevice(): Failed to reload shader");
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loadedShaders[i] = 0;
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for(size_t j = 0; j < shaderPipeline.size(); ++j)
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if(sh == shaderPipeline[j])
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shaderPipeline[j] = 0;
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delete sh;
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}
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}
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}
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}
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void AfterEffectManager::addEffect(Effect *e)
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{
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if (!openSpots.empty())
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{
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int i = openSpots.back();
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openSpots.pop_back();
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effects[i] = e;
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}
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else
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{
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effects.push_back(e);
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}
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numEffects++;
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e->position.x /= screenWidth;
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e->position.y /= screenHeight;
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}
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void ShockEffect::update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs)
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{
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dt *= timeMultiplier;
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Effect::update(dt, grid, xDivs, yDivs);
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const Vector centerPoint = position - ((core->screenCenter-originalCenter)*core->globalScale.x)/core->width;
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amplitude-=dt*rate;
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currentDistance+=dt*frequency;
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const float distFromCamp = 4;
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const float adjWaveLength = waveLength/distFromCamp;
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const float adjAmplitude = amplitude/distFromCamp;
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const float invAdjVaveLen = -1.0f / adjWaveLength;
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const float dist = currentDistance*adjWaveLength;
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if (amplitude < 0)
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done=true;
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for (int y = 1; y < (yDivs-1); y++)
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{
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Vector *row = grid.row(y);
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for (int x = 1; x < (xDivs-1); x++)
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{
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float xDist = (centerPoint.x - row[x].x)/.75f; // factor for 4:3 internal resolution
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float yDist = centerPoint.y - row[x].y;
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float tDist = sqrtf(xDist*xDist+yDist*yDist);
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if (tDist < dist)
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{
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const float a = tDist * invAdjVaveLen + currentDistance;
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row[x].x += adjAmplitude*sinf(a)*.75f;
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row[x].y += adjAmplitude*cosf(a);
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}
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}
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}
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}
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int AfterEffectManager::loadShaderFile(const char *vert, const char *frag)
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{
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Shader *sh = new Shader();
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sh->load(vert, frag);
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if(!sh->isLoaded())
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{
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delete sh;
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return 0;
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}
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return _insertShader(sh);
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}
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int AfterEffectManager::loadShaderSrc(const char *vert, const char *frag)
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{
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Shader *sh = new Shader();
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sh->loadSrc(vert, frag);
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if(!sh->isLoaded())
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{
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delete sh;
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return 0;
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}
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return _insertShader(sh);
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}
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Shader *AfterEffectManager::getShaderPtr(int handle)
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{
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size_t idx = handle - 1;
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return idx < loadedShaders.size() ? loadedShaders[idx] : 0;
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}
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void AfterEffectManager::setShaderPipelineSize(size_t size)
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{
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shaderPipeline.resize(size, 0);
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}
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bool AfterEffectManager::setShaderPipelinePos(int handle, size_t pos)
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{
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if(pos < shaderPipeline.size())
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{
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shaderPipeline[pos] = getShaderPtr(handle);
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return true;
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}
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return false;
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}
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// returns handle (= index + 1)
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int AfterEffectManager::_insertShader(Shader *sh)
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{
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for(size_t i = 0; i < loadedShaders.size(); ++i)
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{
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if(!loadedShaders[i])
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{
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loadedShaders[i] = sh;
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return i+1;
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}
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}
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loadedShaders.push_back(sh);
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return loadedShaders.size();
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}
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void AfterEffectManager::_initGrid()
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{
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if(xDivs && yDivs)
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grid.init(xDivs, yDivs);
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else
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grid.dropBuffers();
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blitQuad.init(2, 2);
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blitQuad.reset01();
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blitQuad.updateVBO(); // never changed afterwards
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}
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void AfterEffectManager::deleteShader(int handle)
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{
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Shader *sh = getShaderPtr(handle);
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if(!sh)
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return;
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for(size_t i = 0; i < shaderPipeline.size(); ++i)
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if(shaderPipeline[i] == sh)
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shaderPipeline[i] = 0;
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size_t idx = handle - 1;
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loadedShaders[idx] = 0;
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delete sh;
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}
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