/* * Copyright (c) 2010-2013 OTClient * * 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" #include "graphics.h" #include #include PainterShaderProgram::PainterShaderProgram() { m_startTime = g_clock.seconds(); m_opacity = 1; m_color = Color::white; m_time = 0; } void PainterShaderProgram::setupUniforms() { bindUniformLocation(PROJECTION_MATRIX_UNIFORM, "u_ProjectionMatrix"); bindUniformLocation(TEXTURE_MATRIX_UNIFORM, "u_TextureMatrix"); bindUniformLocation(COLOR_UNIFORM, "u_Color"); bindUniformLocation(OPACITY_UNIFORM, "u_Opacity"); bindUniformLocation(TIME_UNIFORM, "u_Time"); bindUniformLocation(TEX0_UNIFORM, "u_Tex0"); bindUniformLocation(TEX1_UNIFORM, "u_Tex1"); bindUniformLocation(RESOLUTION_UNIFORM, "u_Resolution"); setUniformValue(PROJECTION_MATRIX_UNIFORM, m_projectionMatrix); setUniformValue(TEXTURE_MATRIX_UNIFORM, m_textureMatrix); setUniformValue(COLOR_UNIFORM, m_color); setUniformValue(OPACITY_UNIFORM, m_opacity); setUniformValue(TIME_UNIFORM, m_time); setUniformValue(TEX0_UNIFORM, 0); setUniformValue(TEX1_UNIFORM, 1); setUniformValue(RESOLUTION_UNIFORM, (float)m_resolution.width(), (float)m_resolution.height()); } bool PainterShaderProgram::link() { m_startTime = g_clock.seconds(); bindAttributeLocation(VERTEX_ATTR, "a_Vertex"); bindAttributeLocation(TEXCOORD_ATTR, "a_TexCoord"); if(ShaderProgram::link()) { bind(); setupUniforms(); release(); return true; } return false; } void PainterShaderProgram::setProjectionMatrix(const Matrix3& projectionMatrix) { if(projectionMatrix == m_projectionMatrix) return; bind(); setUniformValue(PROJECTION_MATRIX_UNIFORM, projectionMatrix); m_projectionMatrix = projectionMatrix; } void PainterShaderProgram::setTextureMatrix(const Matrix3& textureMatrix) { if(textureMatrix == m_textureMatrix) return; bind(); setUniformValue(TEXTURE_MATRIX_UNIFORM, textureMatrix); m_textureMatrix = textureMatrix; } void PainterShaderProgram::setColor(const Color& color) { if(color == m_color) return; bind(); setUniformValue(COLOR_UNIFORM, color); m_color = color; } void PainterShaderProgram::setOpacity(float opacity) { if(m_opacity == opacity) return; bind(); setUniformValue(OPACITY_UNIFORM, opacity); m_opacity = opacity; } void PainterShaderProgram::setResolution(const Size& resolution) { if(m_resolution == resolution) return; bind(); setUniformValue(RESOLUTION_UNIFORM, (float)resolution.width(), (float)resolution.height()); m_resolution = resolution; } void PainterShaderProgram::updateTime() { float time = g_clock.seconds() - m_startTime; if(m_time == time) return; bind(); setUniformValue(TIME_UNIFORM, time); m_time = time; } void PainterShaderProgram::addMultiTexture(const std::string& file) { if(m_multiTextures.size() > 3) g_logger.error("cannot add more multi textures to shader, the max is 3"); TexturePtr texture = g_textures.getTexture(file); if(!texture) return; texture->setSmooth(true); texture->setRepeat(true); m_multiTextures.push_back(texture); } void PainterShaderProgram::bindMultiTextures() { if(m_multiTextures.size() == 0) return; int i=1; for(const TexturePtr& tex : m_multiTextures) { glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, tex->getId()); } glActiveTexture(GL_TEXTURE0); }