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()
{
m_textures.fill(std::make_tuple(-1, 0));
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m_startTime = g_clock.time();
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m_lastTexture = -1;
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}
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bool PainterShaderProgram::link()
{
bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
bindAttributeLocation(TEXTURE_COORDS_ATTR, "textureCoord");
if(ShaderProgram::link()) {
bindUniformLocation(PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
bindUniformLocation(TEXTURE_TRANSFORM_MATRIX_UNIFORM, "textureTransformMatrix");
bindUniformLocation(COLOR_UNIFORM, "color");
bindUniformLocation(OPACITY_UNIFORM, "opacity");
bindUniformLocation(TEXTURE_UNIFORM, "texture");
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bindUniformLocation(TIME_UNIFORM, "time");
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return true;
}
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m_startTime = g_clock.time();
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return false;
}
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void PainterShaderProgram::setProjectionMatrix(const Matrix3& projectionMatrix)
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{
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bind();
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setUniformValue(PROJECTION_MATRIX_UNIFORM, projectionMatrix);
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}
void PainterShaderProgram::setColor(const Color& color)
{
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bind();
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setUniformValue(COLOR_UNIFORM, color);
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}
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void PainterShaderProgram::setOpacity(float opacity)
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{
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bind();
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setUniformValue(OPACITY_UNIFORM, opacity);
}
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void PainterShaderProgram::setUniformTexture(int location, const TexturePtr& texture, int index)
{
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assert(index >= 0 && index <= 1);
m_textures[index] = std::make_tuple(location, texture ? texture->getId() : 0);
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m_lastTexture = std::max(m_lastTexture, index);
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}
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void PainterShaderProgram::setTexture(const TexturePtr& texture)
{
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if(!texture)
return;
bind();
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setUniformTexture(TEXTURE_UNIFORM, texture, 0);
setUniformValue(TEXTURE_TRANSFORM_MATRIX_UNIFORM, texture->getTransformMatrix());
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}
void PainterShaderProgram::draw(CoordsBuffer& coordsBuffer, DrawMode drawMode)
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{
bind();
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setUniformValue(TIME_UNIFORM, g_clock.timeElapsed(m_startTime));
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int vertexCount = coordsBuffer.getVertexCount();
if(vertexCount == 0)
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return;
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coordsBuffer.updateCaches();
bool hardwareCached = coordsBuffer.isHardwareCached();
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enableAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR);
if(hardwareCached)
coordsBuffer.getHardwareVertexBuffer()->bind();
setAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR, hardwareCached ? 0 : coordsBuffer.getVertexBuffer(), 2);
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bool hasTexture = coordsBuffer.getTextureVertexCount() != 0;
if(hasTexture) {
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enableAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR);
if(hardwareCached)
coordsBuffer.getHardwareTextureVertexBuffer()->bind();
setAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR, hardwareCached ? 0 : coordsBuffer.getTextureVertexBuffer(), 2);
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}
if(hardwareCached)
HardwareBuffer::unbind(HardwareBuffer::VertexBuffer);
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for(int i=m_lastTexture;i>=0;--i) {
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int location = std::get<0>(m_textures[i]);
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uint id = std::get<1>(m_textures[i]);
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setUniformValue(location, i);
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if(m_lastTexture > 0)
glActiveTexture(GL_TEXTURE0+i);
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glBindTexture(GL_TEXTURE_2D, id);
}
glDrawArrays(drawMode, 0, vertexCount);
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disableAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR);
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if(hasTexture)
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disableAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR);
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}
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