114 lines
2.4 KiB
C++
114 lines
2.4 KiB
C++
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/*
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* ShaderEngine.hpp
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*
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* Created on: Jul 18, 2008
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* Author: pete
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*/
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#ifndef SHADERENGINE_HPP_
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#define SHADERENGINE_HPP_
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#include "Common.hpp"
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#ifdef USE_GLES1
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#include <GLES/gl.h>
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#else
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#ifdef __APPLE__
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#else
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#include <GL/gl.h>
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#include <GL/glu.h>
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#endif
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#endif
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#ifdef USE_CG
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#include <Cg/cg.h> /* Can't include this? Is Cg Toolkit installed! */
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#include <Cg/cgGL.h>
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#endif
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#include "Pipeline.hpp"
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#include "PipelineContext.hpp"
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class ShaderEngine;
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#include "TextureManager.hpp"
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#include <cstdlib>
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#include <iostream>
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#include <map>
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#include "Shader.hpp"
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class ShaderEngine
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{
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#ifdef USE_CG
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unsigned int mainTextureId;
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int texsize;
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float aspect;
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BeatDetect *beatDetect;
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TextureManager *textureManager;
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GLuint noise_texture_lq_lite;
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GLuint noise_texture_lq;
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GLuint noise_texture_mq;
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GLuint noise_texture_hq;
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GLuint noise_texture_perlin;
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GLuint noise_texture_lq_vol;
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GLuint noise_texture_hq_vol;
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bool blur1_enabled;
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bool blur2_enabled;
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bool blur3_enabled;
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GLuint blur1_tex;
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GLuint blur2_tex;
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GLuint blur3_tex;
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float rand_preset[4];
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CGcontext myCgContext;
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CGprofile myCgProfile;
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CGprogram blur1Program;
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CGprogram blur2Program;
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bool enabled;
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std::map<Shader*,CGprogram> programs;
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std::string cgTemplate;
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std::string blurProgram;
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bool LoadCgProgram(Shader &shader);
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bool checkForCgCompileError(const char *situation);
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void checkForCgError(const char *situation);
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void SetupCg();
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void SetupCgVariables(CGprogram program, const Pipeline &pipeline, const PipelineContext &pipelineContext);
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void SetupCgQVariables(CGprogram program, const Pipeline &pipeline);
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void SetupUserTexture(CGprogram program, const UserTexture* texture);
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void SetupUserTextureState(const UserTexture* texture);
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#endif
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public:
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ShaderEngine();
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virtual ~ShaderEngine();
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#ifdef USE_CG
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void RenderBlurTextures(const Pipeline &pipeline, const PipelineContext &pipelineContext, const int texsize);
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void loadShader(Shader &shader);
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void setParams(const int texsize, const unsigned int texId, const float aspect, BeatDetect *beatDetect, TextureManager *textureManager);
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void enableShader(Shader &shader, const Pipeline &pipeline, const PipelineContext &pipelineContext);
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void disableShader();
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void reset();
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void setAspect(float aspect);
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std::string profileName;
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#endif
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};
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#endif /* SHADERENGINE_HPP_ */
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