tibia-client/src/framework/graphics/paintershaderprogram.cpp

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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "paintershaderprogram.h"
#include "painter.h"
#include "texture.h"
#include "texturemanager.h"
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#include <framework/core/clock.h>
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PainterShaderProgram::PainterShaderProgram()
{
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m_startTime = g_clock.seconds();
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m_opacity = 1;
m_color = Color::white;
m_time = 0;
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}
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bool PainterShaderProgram::link()
{
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m_startTime = g_clock.seconds();
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bindAttributeLocation(VERTEX_ATTR, "a_vertex");
bindAttributeLocation(TEXCOORD_ATTR, "a_texCoord");
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if(ShaderProgram::link()) {
bindUniformLocation(PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
bindUniformLocation(TEXTURE_MATRIX_UNIFORM, "textureMatrix");
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bindUniformLocation(COLOR_UNIFORM, "color");
bindUniformLocation(OPACITY_UNIFORM, "opacity");
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bindUniformLocation(TIME_UNIFORM, "time");
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bindUniformLocation(TEX0_UNIFORM, "tex0");
bindUniformLocation(TEX1_UNIFORM, "tex1");
bind();
setUniformValue(PROJECTION_MATRIX_UNIFORM, m_projectionMatrix);
setUniformValue(TEXTURE_MATRIX_UNIFORM, m_textureMatrix);
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setUniformValue(COLOR_UNIFORM, m_color);
setUniformValue(OPACITY_UNIFORM, m_opacity);
setUniformValue(TIME_UNIFORM, m_time);
setUniformValue(TEX0_UNIFORM, 0);
setUniformValue(TEX1_UNIFORM, 1);
release();
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return true;
}
return false;
}
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void PainterShaderProgram::setProjectionMatrix(const Matrix3& projectionMatrix)
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{
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if(projectionMatrix == m_projectionMatrix)
return;
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bind();
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setUniformValue(PROJECTION_MATRIX_UNIFORM, projectionMatrix);
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m_projectionMatrix = projectionMatrix;
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}
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void PainterShaderProgram::setTextureMatrix(const Matrix3& textureMatrix)
{
if(textureMatrix == m_textureMatrix)
return;
bind();
setUniformValue(TEXTURE_MATRIX_UNIFORM, textureMatrix);
m_textureMatrix = textureMatrix;
}
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void PainterShaderProgram::setColor(const Color& color)
{
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if(color == m_color)
return;
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bind();
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setUniformValue(COLOR_UNIFORM, color);
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m_color = color;
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}
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void PainterShaderProgram::setOpacity(float opacity)
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{
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if(m_opacity == opacity)
return;
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bind();
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setUniformValue(OPACITY_UNIFORM, opacity);
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m_opacity = opacity;
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}
void PainterShaderProgram::updateTime()
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{
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float time = g_clock.seconds() - m_startTime;
if(m_time == time)
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return;
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bind();
setUniformValue(TIME_UNIFORM, time);
m_time = time;
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}