Files
vimix/ImageShader.cpp
brunoherbelin 066b40723f Stabilized implementation of fading control, with change of view and
trigger of smooth transition. Bugfix with image processing shader
change.
2020-07-30 23:24:59 +02:00

80 lines
2.5 KiB
C++

#include <glad/glad.h>
#include "defines.h"
#include "Visitor.h"
#include "ImageShader.h"
#include "Resource.h"
static ShadingProgram imageShadingProgram("shaders/image.vs", "shaders/image.fs");
const char* ImageShader::mask_names[11] = { "None", "Glow", "Halo", "Circle", "Round", "Vignette", "Top", "Botton", "Left", "Right", "Custom" };
std::vector< uint > ImageShader::mask_presets;
ImageShader::ImageShader(): Shader(), custom_textureindex(0)
{
// first initialization
if ( mask_presets.empty() ) {
mask_presets.push_back(Resource::getTextureWhite());
mask_presets.push_back(Resource::getTextureImage("images/mask_glow.png"));
mask_presets.push_back(Resource::getTextureImage("images/mask_halo.png"));
mask_presets.push_back(Resource::getTextureImage("images/mask_circle.png"));
mask_presets.push_back(Resource::getTextureImage("images/mask_roundcorner.png"));
mask_presets.push_back(Resource::getTextureImage("images/mask_vignette.png"));
mask_presets.push_back(Resource::getTextureImage("images/mask_linear_top.png"));
mask_presets.push_back(Resource::getTextureImage("images/mask_linear_bottom.png"));
mask_presets.push_back(Resource::getTextureImage("images/mask_linear_left.png"));
mask_presets.push_back(Resource::getTextureImage("images/mask_linear_right.png"));
}
// static program shader
program_ = &imageShadingProgram;
// reset instance
reset();
}
void ImageShader::use()
{
Shader::use();
program_->setUniform("stipple", stipple);
glActiveTexture(GL_TEXTURE1);
if ( mask < 10 ) {
glBindTexture(GL_TEXTURE_2D, mask_presets[mask]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
else
glBindTexture(GL_TEXTURE_2D, custom_textureindex);
glActiveTexture(GL_TEXTURE0);
}
void ImageShader::reset()
{
Shader::reset();
// default mask
mask = 0;
custom_textureindex = mask_presets[0];
// no stippling
stipple = 0.f;
}
void ImageShader::operator = (const ImageShader &S )
{
Shader::operator =(S);
mask = S.mask;
custom_textureindex = S.custom_textureindex;
stipple = S.stipple;
}
void ImageShader::accept(Visitor& v) {
Shader::accept(v);
v.visit(*this);
}