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//
// libavg - Media Playback Engine.
// Copyright (C) 2003-2014 Ulrich von Zadow
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Current versions can be found at www.libavg.de
//
#ifndef _StandardShader_H_
#define _StandardShader_H_
#include "../api.h"
#include "OGLHelper.h"
#include "OGLShader.h"
#include "GLShaderParam.h"
#include "GLTexture.h"
#include "../base/GLMHelper.h"
#include <boost/shared_ptr.hpp>
#include <string>
namespace avg {
class StandardShader;
typedef boost::shared_ptr<StandardShader> StandardShaderPtr;
class AVG_API StandardShader {
public:
static StandardShaderPtr get();
StandardShader();
virtual ~StandardShader();
void activate();
void setTransform(const glm::mat4& transform);
void setColorModel(int model);
void setAlpha(float alpha);
void setUntextured();
void setColorspaceMatrix(const glm::mat4& mat);
void disableColorspaceMatrix();
void setGamma(const glm::vec4& gamma);
void setPremultipliedAlpha(bool bPremultipliedAlpha);
void setMask(bool bUseMask, const glm::vec2& maskPos = glm::vec2(0,0),
const glm::vec2& maskSize = glm::vec2(0,0));
const OGLShaderPtr& getShader() const;
void dump() const;
private:
void generateWhiteTexture();
bool useMinimalShader() const;
GLTexturePtr m_pWhiteTex;
glm::mat4 m_Transform;
int m_ColorModel;
float m_Alpha;
bool m_bUseColorCoeff;
glm::mat4 m_ColorMatrix;
glm::vec4 m_Gamma;
bool m_bPremultipliedAlpha;
bool m_bUseMask;
glm::vec2 m_MaskPos;
glm::vec2 m_MaskSize;
OGLShaderPtr m_pShader;
OGLShaderPtr m_pMinimalShader;
IntGLShaderParamPtr m_pColorModelParam;
FloatGLShaderParamPtr m_pAlphaParam;
Vec4fGLShaderParamPtr m_pColorCoeff0Param;
Vec4fGLShaderParamPtr m_pColorCoeff1Param;
Vec4fGLShaderParamPtr m_pColorCoeff2Param;
Vec4fGLShaderParamPtr m_pColorCoeff3Param;
Vec4fGLShaderParamPtr m_pGammaParam;
IntGLShaderParamPtr m_pUseColorCoeffParam;
IntGLShaderParamPtr m_pPremultipliedAlphaParam;
IntGLShaderParamPtr m_pUseMaskParam;
Vec2fGLShaderParamPtr m_pMaskPosParam;
Vec2fGLShaderParamPtr m_pMaskSizeParam;
FloatGLShaderParamPtr m_pMinimalAlphaParam;
};
}
#endif
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