ludum_dare_44/src/pinball/shaders/GlowShader.cpp
2024-08-07 04:45:37 +00:00

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2.4 KiB
C++

/*******************************************************************************
*
* Copyright (c) 2018 Gnarly Narwhal
*
* -----------------------------------------------------------------------------
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files(the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*******************************************************************************/
#include <iostream>
#include "../../geno/gl/GenoGL.h"
#include "GlowShader.h"
GlowShader::GlowShader() :
GenoMvpShader("res/shaders/GlowShader/GlowShaderv.gls",
"res/shaders/GlowShader/GlowShaderf.gls",
GENO_SHADER_STRING_IS_PATH) {
resolutionLoc = glGetUniformLocation(program, "resolution");
horizontalLoc = glGetUniformLocation(program, "horizontal");
brightnessLoc = glGetUniformLocation(program, "brightness");
distanceLoc = glGetUniformLocation(program, "distance");
uint32 texLoc = glGetUniformLocation(program, "tex");
uint32 backgroundLoc = glGetUniformLocation(program, "background");
enable();
glUniform1i(texLoc, 0);
glUniform1i(backgroundLoc, 1);
}
void GlowShader::setResolution(float width, float height) {
glUniform2f(resolutionLoc, width, height);
}
void GlowShader::setHorizontal(bool horizontal) {
glUniform1i(horizontalLoc, horizontal);
}
void GlowShader::setBrightness(float brightness) {
glUniform1f(brightnessLoc, brightness);
}
void GlowShader::setDistance(float distance) {
glUniform1f(distanceLoc, distance);
}
GlowShader::~GlowShader() {}