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https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
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387 lines
8 KiB
C++
387 lines
8 KiB
C++
/*
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** shader.h
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef SHADER_H
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#define SHADER_H
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#include "etc-internal.h"
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#include "gl-util.h"
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#include "glstate.h"
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class Shader{
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public:
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void bind();
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static void unbind();
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enum Attribute{
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Position = 0,
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TexCoord = 1,
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Color = 2
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};
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protected:
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Shader();
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~Shader();
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void init(const unsigned char *vert, int vertSize, const unsigned char *frag, int fragSize, const char *vertName, const char *fragName, const char *programName);
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void initFromFile(const char *vertFile, const char *fragFile, const char *programName);
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static void setVec4Uniform(GLint location, const Vec4 &vec);
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static void setTexUniform(GLint location, unsigned unitIndex, TEX::ID texture);
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GLuint vertShader, fragShader;
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GLuint program;
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};
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class ShaderBase : public Shader{
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public:
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struct GLProjMat : public GLProperty<Vec2i>{
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private:
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void apply(const Vec2i &value);
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GLint u_mat;
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friend class ShaderBase;
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};
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/* Stack is not used (only 'set()') */
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GLProjMat projMat;
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/* Retrieves the current glState.viewport size,
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* calculates the corresponding ortho projection matrix
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* and loads it into the shaders uniform */
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void applyViewportProj();
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void setTexSize(const Vec2i &value);
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void setTranslation(const Vec2i &value);
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void setTime(float value);
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protected:
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void init();
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GLint u_texSizeInv, u_translation;
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private:
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GLint u_uTime;
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};
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class FlatColorShader : public ShaderBase{
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public:
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FlatColorShader();
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void setColor(const Vec4 &value);
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private:
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GLint u_color;
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};
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class SimpleShader : public ShaderBase{
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public:
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SimpleShader();
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void setTexOffsetX(int value);
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private:
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GLint u_texOffsetX;
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};
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class DynamicLightShader : public ShaderBase{
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public:
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DynamicLightShader();
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void setWallMapTexture(TEX::ID texture);
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void setWallMapResolution(int x, int y);
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void setCameraPosition(int x, int y);
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void setTileMapOffset(int x, int y);
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void setLightSources(std::vector<LightSource> sources);
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void setAmbient(float power);
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private:
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GLint u_wallMapTexture, u_wallMapResolution, u_cameraPosition, u_tileMapOffset, u_lightSources, u_lightSourcesCount, u_lightSourcesColors, u_ambientLight;
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};
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class SimpleColorShader : public ShaderBase{
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public:
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SimpleColorShader();
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};
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class SimpleAlphaShader : public ShaderBase{
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public:
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SimpleAlphaShader();
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};
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class SimpleSpriteShader : public ShaderBase{
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public:
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SimpleSpriteShader();
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void setSpriteMat(const float value[16]);
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private:
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GLint u_spriteMat;
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};
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class AlphaSpriteShader : public ShaderBase{
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public:
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AlphaSpriteShader();
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void setSpriteMat(const float value[16]);
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void setAlpha(float value);
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private:
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GLint u_spriteMat, u_alpha;
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};
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class TransShader : public ShaderBase{
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public:
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TransShader();
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void setCurrentScene(TEX::ID tex);
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void setFrozenScene(TEX::ID tex);
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void setTransMap(TEX::ID tex);
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void setProg(float value);
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void setVague(float value);
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private:
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GLint u_currentScene, u_frozenScene, u_transMap, u_prog, u_vague;
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};
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class SimpleTransShader : public ShaderBase{
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public:
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SimpleTransShader();
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void setCurrentScene(TEX::ID tex);
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void setFrozenScene(TEX::ID tex);
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void setProg(float value);
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private:
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GLint u_currentScene, u_frozenScene, u_prog;
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};
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class SpriteShaderBase : public ShaderBase{
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public:
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void SpriteShaderInit();
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void setSpriteMat(const float value[16]);
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void setTone(const Vec4 &value);
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void setColor(const Vec4 &value);
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void setModulate(const Vec4 &value);
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void setOpacity(float value);
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void setBushDepth(float value);
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void setBushOpacity(float value);
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private:
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GLint u_spriteMat, u_tone, u_opacity, u_color, u_modulate, u_bushDepth, u_bushOpacity;
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};
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class SpriteShader : public SpriteShaderBase{
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public:
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SpriteShader();
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};
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class WMShader : public SpriteShaderBase{
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public:
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WMShader();
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};
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class WaterShader : public SpriteShaderBase{
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public:
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WaterShader();
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void setNoiseTexture(TEX::ID texture);
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private:
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GLint u_noiseTexture;
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};
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class CRTShader : public SpriteShaderBase{
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public:
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CRTShader();
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};
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class TilemapWaterShader : public ShaderBase{
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public:
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TilemapWaterShader();
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void setAniIndex(int value);
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void setOffset(const Vec2i &value);
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void setNoiseTexture(TEX::ID texture);
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private:
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GLint u_aniIndex, u_offset, u_noiseTexture;
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};
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class PlaneShader : public ShaderBase{
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public:
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PlaneShader();
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void setTone(const Vec4 &value);
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void setColor(const Vec4 &value);
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void setFlash(const Vec4 &value);
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void setOpacity(float value);
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private:
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GLint u_tone, u_color, u_flash, u_opacity;
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};
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class GrayShader : public ShaderBase{
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public:
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GrayShader();
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void setGray(float value);
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private:
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GLint u_gray;
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};
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class TilemapShader : public ShaderBase{
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public:
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TilemapShader();
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void setAniIndex(int value);
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private:
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GLint u_aniIndex;
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};
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class FlashMapShader : public ShaderBase{
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public:
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FlashMapShader();
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void setAlpha(float value);
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private:
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GLint u_alpha;
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};
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class HueShader : public ShaderBase{
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public:
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HueShader();
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void setHueAdjust(float value);
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private:
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GLint u_hueAdjust;
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};
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class SimpleMatrixShader : public ShaderBase{
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public:
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SimpleMatrixShader();
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void setMatrix(const float value[16]);
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private:
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GLint u_matrix;
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};
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/* Gaussian blur */
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struct BlurShader{
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class HPass : public ShaderBase{
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public:
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HPass();
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};
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class VPass : public ShaderBase{
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public:
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VPass();
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};
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HPass pass1;
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VPass pass2;
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};
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class TilemapVXShader : public ShaderBase{
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public:
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TilemapVXShader();
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void setAniOffset(const Vec2 &value);
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private:
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GLint u_aniOffset;
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};
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/* Bitmap blit */
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class BltShader : public ShaderBase{
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public:
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BltShader();
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void setSource();
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void setDestination(const TEX::ID value);
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void setDestCoorF(const Vec2 &value);
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void setSubRect(const FloatRect &value);
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void setOpacity(float value);
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private:
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GLint u_source, u_destination, u_subRect, u_opacity;
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};
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/* Obscured graphic */
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class ObscuredShader : public ShaderBase{
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public:
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ObscuredShader();
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void setObscured(const TEX::ID value);
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private:
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GLint u_obscured;
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};
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/* Global object containing all available shaders */
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// Name C++ Class In ruby const name
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#define SHADER_LIST(X) \
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X(flatColor, FlatColorShader, Flat) \
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X(simple, SimpleShader, Simple) \
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X(simpleColor, SimpleColorShader, SimpleColor) \
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X(simpleAlpha, SimpleAlphaShader, SimpleAlpha) \
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X(simpleSprite, SimpleSpriteShader, SimpleSprite) \
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X(alphaSprite, AlphaSpriteShader, AlphaSprite) \
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X(sprite, SpriteShader, Sprite) \
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X(worldMachine, WMShader, WorldMachine) \
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X(water, WaterShader, Water) \
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X(crt, CRTShader, CRT) \
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X(tilemapWater, TilemapWaterShader, TilemapWater) \
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X(plane, PlaneShader, Plane) \
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X(gray, GrayShader, Gray) \
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X(tilemap, TilemapShader, TileMap) \
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X(flashMap, FlashMapShader, Flash) \
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X(trans, TransShader, Trans) \
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X(simpleTrans, SimpleTransShader, SimpleTrans) \
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X(hue, HueShader, Hue) \
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X(blt, BltShader, Blt) \
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X(simpleMatrix, SimpleMatrixShader, SimpleMatrix) \
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X(blur, BlurShader, Blur) \
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X(obscured, ObscuredShader, Obscured) \
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X(dynamicLight, DynamicLightShader, DynamicLight)
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struct ShaderSet{
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#define DECLARE_SHADER(name, type, rb) type name;
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SHADER_LIST(DECLARE_SHADER)
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#undef DECLARE_SHADER
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};
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enum ShaderType{
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#define DECLARE_ENUM(name, type, rb) SHADER_##name,
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SHADER_LIST(DECLARE_ENUM)
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#undef DECLARE_ENUM
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SHADER_COUNT
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};
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#endif // SHADER_H
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