mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 12:03:51 +00:00
cc78b300cc
- fully uses RenderGrid now, no more immediate mode - remove RippleEffect because it was unused - Don't render the grid if no effects are active. Sames some GPU time. - Fix ShockEffect math, broken 2 commits ago
125 lines
3.1 KiB
C++
125 lines
3.1 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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#include "RenderGrid.h"
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class Shader;
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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 ~Effect(){}
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virtual void go(){}
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virtual void update(float dt, Array2d<Vector>& grid, 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 update(float dt, Array2d<Vector>& grid, int xDivs, int yDivs) OVERRIDE;
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float waveLength;
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float amplitude;
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float frequency;
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Vector originalCenter;
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float currentDistance;
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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(const RenderState& rs) const;
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void renderGrid(const RenderState& rs) const;
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void renderGridPoints(const RenderState& rs) const;
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void loadShaders();
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void unloadShaders(); // unloads shaders but keeps code and data intact, so that they can be reloaded.
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void deleteShaders();
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void unloadDevice();
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void reloadDevice();
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void updateDevice();
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// returns handle > 0 on success
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int loadShaderFile(const char *vert, const char *frag);
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int loadShaderSrc(const char *vert, const char *frag);
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Shader *getShaderPtr(int handle);
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void setShaderPipelineSize(size_t size);
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bool setShaderPipelinePos(int handle, size_t pos);
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void deleteShader(int handle);
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protected:
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void _updateScreenSize();
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int _insertShader(Shader *sh);
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void _initGrid();
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RenderGrid grid, blitQuad;
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bool active;
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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<Effect*> effects;
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std::vector<int> openSpots;
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std::vector<Shader*> shaderPipeline; // Shaders are applied in this order. Can contain the same pointer more than once.
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std::vector<Shader*> loadedShaders;
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FrameBuffer backupBuffer;
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};
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#endif
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