Files
vimix/ImageShader.cpp

67 lines
1.9 KiB
C++

#include <glad/glad.h>
#include "defines.h"
#include "Visitor.h"
#include "ImageShader.h"
#include "Resource.h"
ShadingProgram imageShadingProgram("shaders/image.vs", "shaders/image.fs");
const char* ImageShader::mask_names[10] = { "None", "Vignette", "Halo", "Circle", "Round", "Top", "Botton", "Left", "Right", "Custom" };
std::vector< uint > ImageShader::mask_presets;
ImageShader::ImageShader()
{
// first initialization
if ( mask_presets.empty() ) {
mask_presets.push_back(Resource::getTextureWhite());
mask_presets.push_back(Resource::getTextureDDS("images/mask_vignette.dds"));
mask_presets.push_back(Resource::getTextureDDS("images/mask_halo.dds"));
mask_presets.push_back(Resource::getTextureDDS("images/mask_circle.dds"));
mask_presets.push_back(Resource::getTextureDDS("images/mask_roundcorner.dds"));
mask_presets.push_back(Resource::getTextureDDS("images/mask_linear_top.dds"));
mask_presets.push_back(Resource::getTextureDDS("images/mask_linear_bottom.dds"));
mask_presets.push_back(Resource::getTextureDDS("images/mask_linear_left.dds"));
mask_presets.push_back(Resource::getTextureDDS("images/mask_linear_right.dds"));
}
// static program shader
program_ = &imageShadingProgram;
// reset instance
reset();
}
void ImageShader::use()
{
Shader::use();
program_->setUniform("stipple", stipple);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mask);
glActiveTexture(GL_TEXTURE0);
}
void ImageShader::reset()
{
Shader::reset();
// setup double texturing
program_->use();
program_->setUniform("iChannel0", 0);
program_->setUniform("iChannel1", 1);
program_->enduse();
// default mask (channel1)
mask = mask_presets[0];
// no stippling
stipple = 0.f;
}
void ImageShader::accept(Visitor& v) {
Shader::accept(v);
v.visit(*this);
}