mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-25 22:25:46 +00:00
651 lines
16 KiB
C++
651 lines
16 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 "math.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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bRenderGridPoints = true;
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shaderPipeline.resize(10, 0);
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screenWidth = core->getWindowWidth();
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screenHeight = core->getWindowHeight();
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this->xDivs = 0;
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this->yDivs = 0;
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drawGrid = 0;
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this->xDivs = xDivs;
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this->yDivs = yDivs;
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reloadDevice();
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if (xDivs != 0 && yDivs != 0)
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{
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drawGrid = new Vector * [xDivs];
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for (int i = 0; i < xDivs; i++)
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{
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drawGrid[i] = new Vector [yDivs];
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}
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}
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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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if (drawGrid)
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{
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int i;
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for (i = 0; i < xDivs; i++)
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{
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delete[] drawGrid[i];
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}
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delete[] drawGrid;
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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 (int 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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while (!openSpots.empty())
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openSpots.pop();
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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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resetGrid();
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if (core->frameBuffer.isInited())
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active = true;
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else
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active = false;
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for (int i = 0; i < effects.size(); 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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active = true;
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e->update(dt, drawGrid, 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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}
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void AfterEffectManager::resetGrid()
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{
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for (int i = 0; i < xDivs; i++)
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{
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for (int j = 0; j < yDivs; j++)
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{
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drawGrid[i][j].x = i/(float)(xDivs-1);
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drawGrid[i][j].y = j/(float)(yDivs-1);
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}
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}
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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(id);
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}
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void AfterEffectManager::render()
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{
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assert(core->frameBuffer.isInited());
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#ifdef BBGE_BUILD_OPENGL
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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();
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//renderGridPoints();
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glPopMatrix();
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#endif
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}
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void AfterEffectManager::renderGrid()
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{
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#ifdef BBGE_BUILD_OPENGL
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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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screenWidth = core->getWindowWidth();
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screenHeight = core->getWindowHeight();
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float percentX, percentY;
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percentX = (float)screenWidth/(float)textureWidth;
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percentY = (float)screenHeight/(float)textureHeight;
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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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//float div = xDivs;
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for (int i = 0; i < (xDivs-1); i++)
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{
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for (int j = 0; j < (yDivs-1); j++)
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{
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glBegin(GL_QUADS);
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//glColor3f(i/div, i/div, i/div);
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glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
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glVertex2f(offx + vw*drawGrid[i][j].x, offy + vh*drawGrid[i][j].y);
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glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,(float)(screenHeight/(yDivs-1))/16);
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glVertex2f(offx + vw*drawGrid[i][j+1].x, offy + vh*drawGrid[i][j+1].y);
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glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,(float)(screenHeight/(yDivs-1))/16);
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glVertex2f(offx + vw*drawGrid[i+1][j+1].x, offy + vh*drawGrid[i+1][j+1].y);
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glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,0);
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glVertex2f(offx + vw*drawGrid[i+1][j].x, offy + vh*drawGrid[i+1][j].y);
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glEnd();
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}
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}
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if (activeShader)
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activeShader->unbind();
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float width2 = float(vw)/2;
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float height2 = float(vh)/2;
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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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FrameBuffer *fbIn = &core->frameBuffer;
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FrameBuffer *fbOut = &backupBuffer;
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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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// note that offx, offy are negative here!
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glBegin(GL_QUADS);
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glTexCoord2d(0.0f, 0.0f);
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glVertex3f(offx, vh+offy, 0.0f);
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glTexCoord2d(percentX, 0.0f);
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glVertex3f( vw+offx, vh+offy, 0.0f);
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glTexCoord2d(percentX, percentY);
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glVertex3f( vw+offx, offy, 0.0f);
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glTexCoord2d(0.0f, percentY);
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glVertex3f(offx, offy, 0.0f);
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glEnd();
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activeShader->unbind();
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}
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}
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// uncomment to render grid points
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/*
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glBindTexture(GL_TEXTURE_2D, 0);
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glPointSize(2);
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glColor4f(1, 0, 0, 0.5);
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for (int i = 0; i < (xDivs-1); i++)
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{
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for (int j = 0; j < (yDivs-1); j++)
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{
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glBegin(GL_POINTS);
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//glColor3f(i/div, i/div, i/div);
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glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
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glVertex2f(800*drawGrid[i][j].x, 600*drawGrid[i][j].y);
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glTexCoord2f(i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,i/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,(float)(screenHeight/(yDivs-1))/16);
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glVertex2f(800*drawGrid[i][j+1].x, 600*drawGrid[i][j+1].y);
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glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j+1)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,(float)(screenHeight/(yDivs-1))/16);
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glVertex2f(800*drawGrid[i+1][j+1].x, 600*drawGrid[i+1][j+1].y);
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glTexCoord2f((i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE0_ARB,(i+1)/(float)(xDivs-1)*percentX, 1*percentY-(j)/(float)(yDivs-1)*percentY);
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//glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(float)(screenWidth/(xDivs-1))/16,0);
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glVertex2f(800*drawGrid[i+1][j].x, 600*drawGrid[i+1][j].y);
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glEnd();
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}
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}
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*/
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//glDisable(GL_TEXTURE_2D);
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RenderObject::lastTextureApplied = 0;
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glBindTexture(GL_TEXTURE_2D, 0);
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//bwShader.unbind();
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//glActiveTextureARB(GL_TEXTURE0_ARB);
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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//if (bRenderGridPoints)
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// renderGridPoints();
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#endif
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}
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void AfterEffectManager::renderGridPoints()
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{
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#ifdef BBGE_BUILD_OPENGL
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glColor4f(0.0f,0.0f,0.0f,1.0f);
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for (int i = 0; i < (xDivs); i++)
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{
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for (int j = 0; j < (yDivs); j++)
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{
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glBegin(GL_QUADS);
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glVertex2f(screenWidth*drawGrid[i][j].x-3, screenHeight*drawGrid[i][j].y-3);
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glVertex2f(screenWidth*drawGrid[i][j].x-3, screenHeight*drawGrid[i][j].y+3);
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glVertex2f(screenWidth*drawGrid[i][j].x+3, screenHeight*drawGrid[i][j].y+3);
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glVertex2f(screenWidth*drawGrid[i][j].x+3, screenHeight*drawGrid[i][j].y-3);
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glEnd();
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}
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}
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#endif
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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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unloadShaders();
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}
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void AfterEffectManager::reloadDevice()
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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.getWidth();
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textureHeight = core->frameBuffer.getHeight();
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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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if(backupBuffer.isInited())
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backupBuffer.reloadDevice();
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else
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backupBuffer.init(-1, -1, true);
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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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delete sh;
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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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}
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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.front();
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openSpots.pop();
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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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//float lowest = 9999;
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Vector base(0,0,0);
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//Vector *newPos = &base;
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//Vector *v;
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e->position.x /= screenWidth;
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//e->position.x *= xDivs;
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e->position.y /= screenHeight;
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//e->position.y *= yDivs;
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/*
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for (int x = 1; x < xDivs-1; x++)
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{
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for (int y = 1; y < yDivs-1; y++)
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{
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v = &drawGrid[x][y];
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float dist = (v->x - e->position.x)*(v->x - e->position.x)+(v->y - e->position.y)*(v->y - e->position.y);
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if (dist < lowest)
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{
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lowest = dist;
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newPos = &drawGrid[x][y];
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}
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}
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}
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e->position = Vector(newPos->x, newPos->y, newPos->z);
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*/
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}
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void ShockEffect::update(float dt, Vector ** drawGrid, int xDivs, int yDivs)
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{
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dt *= timeMultiplier;
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Effect::update(dt, drawGrid, xDivs, yDivs);
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//GLdouble sx, sy,sz;
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/*
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gluProject(position.x,position.y,position.z,
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nCameraPointer->modelMatrix,nCameraPointer->projMatrix,nCameraPointer->viewport,
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&sx,&sy,&sz); // Find out where the light is on the screen.
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centerPoint.Set(sx/(float)nCameraPointer->viewport[2],1-sy/(float)nCameraPointer->viewport[3],sz);
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*/
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centerPoint = position;
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centerPoint -= ((core->screenCenter-originalCenter)*core->globalScale.x)/core->width;
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//centerPoint = position/xDivs;
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//centerPoint = drawGrid[xDivs/2][yDivs/2];
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float xDist,yDist,tDist;
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amplitude-=dt*rate;
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currentDistance+=dt*frequency;
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//float distFromCamp =(core->cameraPos - position).getLength2D();//v3dDist(nCameraPointer->pos, position);
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//if (distFromCamp < 4)
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float distFromCamp = 4;
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float adjWaveLength = waveLength/distFromCamp;
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float adjAmplitude = amplitude/distFromCamp;
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if (amplitude < 0)
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done=true;
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for (int i = 1; i < (xDivs-1); i++)
|
|
{
|
|
for (int j = 1; j < (yDivs-1); j++)
|
|
{
|
|
/*
|
|
Vector p = getNearestPointOnLine(centerPoint, centerPoint + Vector(-200, -200), Vector(drawGrid[i][j].x*core->width, drawGrid[i][j].y*core->height));
|
|
|
|
p.x /= core->width;
|
|
p.y /= core->height;
|
|
*/
|
|
|
|
xDist = (centerPoint.x - drawGrid[i][j].x)/.75;
|
|
yDist = centerPoint.y - drawGrid[i][j].y;
|
|
|
|
/*
|
|
xDist = (p.x - drawGrid[i][j].x)/.75;
|
|
yDist = p.y - drawGrid[i][j].y;
|
|
*/
|
|
|
|
//xDist = 1;
|
|
//yDist = 2;
|
|
tDist = sqrtf(xDist*xDist+yDist*yDist);
|
|
|
|
//drawGrid[i][j].x += (rand()%100)/10000.0f;
|
|
//drawGrid[i][j].y += (rand()%100)/10000.0f;
|
|
|
|
|
|
if (tDist < currentDistance*adjWaveLength)
|
|
{
|
|
//drawGrid[i][j].x += rand()%50;
|
|
//drawGrid[i][j].y += rand()%50;
|
|
drawGrid[i][j].x += adjAmplitude*sinf(-tDist/adjWaveLength+currentDistance)*.75f;
|
|
drawGrid[i][j].y += adjAmplitude*cosf(-tDist/adjWaveLength+currentDistance);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
RippleEffect::RippleEffect() : Effect()
|
|
{
|
|
time = 0;
|
|
}
|
|
|
|
void RippleEffect::update(float dt, Vector ** drawGrid, int xDivs, int yDivs)
|
|
{
|
|
/*
|
|
// whole screen roll
|
|
time += dt;
|
|
float amp = 0.01;
|
|
for (int i = 0; i < (xDivs-1); i++)
|
|
{
|
|
for (int j = 0; j < (yDivs-1); j++)
|
|
{
|
|
float offset = +i/float(xDivs) +j/float(xDivs);
|
|
//drawGrid[i][j].x += sinf(time+offset)*amp;
|
|
drawGrid[i][j].y += cosf((time+offset)*2.5f)*amp;
|
|
}
|
|
}
|
|
*/
|
|
time += dt*0.5f;
|
|
float amp = 0.002;
|
|
for (int i = 0; i < (xDivs-1); i++)
|
|
{
|
|
for (int j = 0; j < (yDivs-1); j++)
|
|
{
|
|
float offset = i/float(xDivs) + (core->screenCenter.x/float(core->width)/2) +j/float(xDivs) + (core->screenCenter.y/float(core->height)/2);
|
|
//drawGrid[i][j].x += sinf(time+offset)*amp;
|
|
drawGrid[i][j].x += sinf((time+offset)*7.5f)*(amp*0.5f);
|
|
drawGrid[i][j].y += cosf((time+offset)*7.5f)*amp;
|
|
}
|
|
}
|
|
}
|
|
|
|
int AfterEffectManager::loadShaderFile(const char *vert, const char *frag)
|
|
{
|
|
Shader *sh = new Shader();
|
|
sh->load(vert, frag);
|
|
if(!sh->isLoaded())
|
|
{
|
|
delete sh;
|
|
return 0;
|
|
}
|
|
return _insertShader(sh);
|
|
}
|
|
|
|
int AfterEffectManager::loadShaderSrc(const char *vert, const char *frag)
|
|
{
|
|
Shader *sh = new Shader();
|
|
sh->loadSrc(vert, frag);
|
|
if(!sh->isLoaded())
|
|
{
|
|
delete sh;
|
|
return 0;
|
|
}
|
|
return _insertShader(sh);
|
|
}
|
|
|
|
Shader *AfterEffectManager::getShaderPtr(int handle)
|
|
{
|
|
size_t idx = handle - 1;
|
|
return idx < loadedShaders.size() ? loadedShaders[idx] : 0;
|
|
}
|
|
|
|
void AfterEffectManager::setShaderPipelineSize(size_t size)
|
|
{
|
|
shaderPipeline.resize(size, 0);
|
|
}
|
|
|
|
bool AfterEffectManager::setShaderPipelinePos(int handle, size_t pos)
|
|
{
|
|
if(pos < shaderPipeline.size())
|
|
{
|
|
shaderPipeline[pos] = getShaderPtr(handle);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// returns handle (= index + 1)
|
|
int AfterEffectManager::_insertShader(Shader *sh)
|
|
{
|
|
for(size_t i = 0; i < loadedShaders.size(); ++i)
|
|
{
|
|
if(!loadedShaders[i])
|
|
{
|
|
loadedShaders[i] = sh;
|
|
return i+1;
|
|
}
|
|
}
|
|
loadedShaders.push_back(sh);
|
|
return loadedShaders.size();
|
|
}
|
|
|
|
void AfterEffectManager::deleteShader(int handle)
|
|
{
|
|
Shader *sh = getShaderPtr(handle);
|
|
if(!sh)
|
|
return;
|
|
|
|
for(size_t i = 0; i < shaderPipeline.size(); ++i)
|
|
if(shaderPipeline[i] == sh)
|
|
shaderPipeline[i] = 0;
|
|
|
|
size_t idx = handle - 1;
|
|
loadedShaders[idx] = 0;
|
|
delete sh;
|
|
}
|
|
|