mirror of
https://github.com/brunoherbelin/vimix.git
synced 2025-12-05 15:30:00 +01:00
152 lines
3.8 KiB
C++
152 lines
3.8 KiB
C++
#include <glad/glad.h>
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#include "defines.h"
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#include "Visitor.h"
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#include "Resource.h"
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#include "rsc/fonts/IconsFontAwesome5.h"
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#include "ImageShader.h"
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ShadingProgram imageShadingProgram("shaders/image.vs", "shaders/image.fs");
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ShadingProgram imageAlphaProgram ("shaders/image.vs", "shaders/imageblending.fs");
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const char* MaskShader::mask_names[3] = { ICON_FA_EXPAND, ICON_FA_EDIT, ICON_FA_SHAPES };
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const char* MaskShader::mask_shapes[5] = { "Elipse", "Oblong", "Rectangle", "Horizontal", "Vertical" };
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std::vector< ShadingProgram* > MaskShader::mask_programs;
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ImageShader::ImageShader(): Shader(), stipple(0.0)
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{
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// static program shader
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program_ = &imageShadingProgram;
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// reset instance
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reset();
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}
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void ImageShader::use()
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{
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Shader::use();
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// set stippling
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program_->setUniform("stipple", stipple);
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// setup mask texture
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glActiveTexture(GL_TEXTURE1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture (GL_TEXTURE_2D, mask_texture);
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glActiveTexture(GL_TEXTURE0);
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}
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void ImageShader::reset()
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{
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Shader::reset();
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// default mask
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mask_texture = Resource::getTextureWhite();
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// no stippling
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stipple = 0.f;
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}
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void ImageShader::operator = (const ImageShader &S)
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{
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Shader::operator =(S);
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mask_texture = S.mask_texture;
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stipple = S.stipple;
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}
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void ImageShader::accept(Visitor& v) {
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Shader::accept(v);
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v.visit(*this);
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}
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AlphaShader::AlphaShader(): ImageShader()
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{
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// to inverse alpha mode, use dedicated shading program
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program_ = &imageAlphaProgram;
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// reset instance
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reset();
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blending = Shader::BLEND_NONE;
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}
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MaskShader::MaskShader(): Shader(), mode(0)
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{
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// first initialization
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if ( mask_programs.empty() ) {
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mask_programs.push_back(new ShadingProgram("shaders/simple.vs", "shaders/simple.fs"));
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mask_programs.push_back(new ShadingProgram("shaders/image.vs", "shaders/mask_draw.fs"));
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mask_programs.push_back(new ShadingProgram("shaders/simple.vs", "shaders/mask_elipse.fs"));
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mask_programs.push_back(new ShadingProgram("shaders/simple.vs", "shaders/mask_round.fs"));
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mask_programs.push_back(new ShadingProgram("shaders/simple.vs", "shaders/mask_box.fs"));
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mask_programs.push_back(new ShadingProgram("shaders/simple.vs", "shaders/mask_horizontal.fs"));
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mask_programs.push_back(new ShadingProgram("shaders/simple.vs", "shaders/mask_vertical.fs"));
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}
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// reset instance
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reset();
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// static program shader
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program_ = mask_programs[0];
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}
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void MaskShader::use()
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{
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// select program to use
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mode = CLAMP(mode, 0, 2);
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shape = CLAMP(shape, 0, 4);
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program_ = mode < 2 ? mask_programs[mode] : mask_programs[shape+2] ;
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// actual use of shader program
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Shader::use();
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// shape parameters
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size = shape < HORIZONTAL ? glm::max(glm::abs(size), glm::vec2(0.2)) : size;
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program_->setUniform("size", size);
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program_->setUniform("blur", blur);
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// brush parameters
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program_->setUniform("cursor", cursor);
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program_->setUniform("brush", brush);
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program_->setUniform("option", option);
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program_->setUniform("effect", effect);
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}
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void MaskShader::reset()
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{
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Shader::reset();
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// default mask
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mode = 0;
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// default shape
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shape = 0;
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blur = 0.5f;
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size = glm::vec2(1.f, 1.f);
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// default brush
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cursor = glm::vec4(-10.f, -10.f, 1.f, 1.f);
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brush = glm::vec3(0.5f, 0.1f, 0.f);
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option = 0;
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effect = 0;
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}
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void MaskShader::operator = (const MaskShader &S)
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{
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Shader::operator =(S);
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mode = S.mode;
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shape = S.shape;
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blur = S.blur;
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size = S.size;
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}
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void MaskShader::accept(Visitor& v) {
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Shader::accept(v);
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v.visit(*this);
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}
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