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#include "FtpDataChannel.hpp" #include "Engine/Log.hpp" #include "Ftp.hpp" namespace acid { FtpDataChannel::FtpDataChannel(Ftp &owner) : ftp(owner) { } FtpResponse FtpDataChannel::Open(Mode mode) { // Open a data connection in active mode (we connect to the server). auto response = ftp.SendCommand("PASV"); if (...
#pragma once #include "Network/Tcp/TcpSocket.hpp" namespace acid { class Ftp; class FtpResponse; /** * @brief Utility class for exchanging datas with the server on the data channel. */ class ACID_EXPORT FtpDataChannel { public: /** * @brief Enumeration of transfer modes. */ enum class Mode { /// Binary mod...
#include "FtpResponse.hpp" namespace acid { FtpResponse::FtpResponse(Status code, std::string message) : status(code), message(std::move(message)) { } bool FtpResponse::IsOk() const { return static_cast<uint32_t>(status) < 400; } }
#pragma once #include <string> #include "Export.hpp" namespace acid { /** * @brief Define a FTP response. */ class ACID_EXPORT FtpResponse { public: /** * @brief Status codes possibly returned by a FTP response. */ enum class Status { // 1xx: the requested action is being initiated, expect another reply be...
#include "FtpResponseDirectory.hpp" namespace acid { FtpResponseDirectory::FtpResponseDirectory(const FtpResponse &response) : FtpResponse(response) { if (IsOk()) { // Extract the directory from the server response auto begin = GetFullMessage().find('"', 0); auto end = GetFullMessage().find('"', begin + 1); ...
#pragma once #include "FtpResponse.hpp" namespace acid { /** * @brief Specialization of FTP response returning a directory. */ class ACID_EXPORT FtpResponseDirectory : public FtpResponse { public: /** * Default constructor. * @param response Source response. */ FtpResponseDirectory(const FtpResponse &respon...
#include "FtpResponseListing.hpp" namespace acid { FtpResponseListing::FtpResponseListing(const FtpResponse &response, const std::string &data) : FtpResponse(response) { if (IsOk()) { // Fill the array of strings std::string::size_type lastPos = 0; for (auto pos = data.find("\r\n"); pos != std::string::npos; ...
#pragma once #include <vector> #include "FtpResponse.hpp" namespace acid { /** * @brief Specialization of FTP response returning a filename listing. */ class ACID_EXPORT FtpResponseListing : public FtpResponse { public: /** * Default constructor. * @param response Source response. * @param data Data contain...
#include "Http.hpp" #include "Engine/Log.hpp" #include "Utils/String.hpp" namespace acid { Http::Http() { } Http::Http(const std::string &host, uint16_t port) : port(port) { SetHost(host, port); } void Http::SetHost(const std::string &host, uint16_t port) { // Check the protocol. if (String::Lowercase(host.subs...
#pragma once #include "Network/Tcp/TcpSocket.hpp" #include "Network/IpAddress.hpp" #include "HttpRequest.hpp" #include "HttpResponse.hpp" namespace acid { /** * @brief A very simple HTTP client that allows you to communicate with a web server. * You can retrieve web pages, send data to an interactive resource, * d...
#include "HttpRequest.hpp" #include "Utils/String.hpp" namespace acid { HttpRequest::HttpRequest(const std::string &uri, Method method, const std::string &body) : method(method), majorVersion(1), minorVersion(0) { SetUri(uri); SetBody(body); } void HttpRequest::SetField(const std::string &field, const std::stri...
#pragma once #include <string> #include <map> #include "Export.hpp" namespace acid { /** * @brief Defines a HTTP request. */ class ACID_EXPORT HttpRequest { friend class Http; public: /** * @brief Enumerate the available HTTP methods for a request, https://developer.mozilla.org/en-US/docs/Web/HTTP/Methods. *...
#include "HttpResponse.hpp" #include <limits> #include "Utils/String.hpp" namespace acid { HttpResponse::HttpResponse() : status(Status::ConnectionFailed), majorVersion(0), minorVersion(0) { } std::string HttpResponse::GetField(const std::string &field) const { auto it = fields.find(String::Lowercase(field)); ...
#pragma once #include <string> #include <map> #include "Export.hpp" namespace acid { /** * @brief Defines a HTTP response. */ class ACID_EXPORT HttpResponse { friend class Http; public: /** * Enumerate all the valid status codes for a response. */ enum class Status { /// Most common code returned when ope...
#include "TcpListener.hpp" #ifdef ACID_BUILD_WINDOWS #include <WinSock2.h> #else #include <netinet/in.h> #endif #include "Engine/Log.hpp" #include "TcpSocket.hpp" namespace acid { TcpListener::TcpListener() : Socket(Type::Tcp) { } uint16_t TcpListener::GetLocalPort() const { if (GetHandle() != InvalidSocketHandle...
#pragma once #include "Network/Socket.hpp" #include "Network/IpAddress.hpp" namespace acid { class TcpSocket; /** * @brief A listener socket is a special type of socket that listens to a given port * and waits for connections on that port. This is all it can do. * * When a new connection is received, you must ca...
#include "TcpSocket.hpp" #include <cstring> #ifdef ACID_BUILD_WINDOWS #include <WinSock2.h> #else #include <sys/select.h> #include <netinet/in.h> #endif #include "Engine/Log.hpp" #include "Network/IpAddress.hpp" #include "Network/Packet.hpp" #ifdef _MSC_VER #pragma warning(disable: 4127) // "conditional expression i...
#pragma once #include <vector> #include "Maths/Time.hpp" #include "Network/Socket.hpp" namespace acid { class IpAddress; class Packet; /** * @brief TCP is a connected protocol, which means that a TCP socket can only communicate with * the host it is connected to. It can't send or receive anything if it is not con...
#include "UdpSocket.hpp" #ifdef ACID_BUILD_WINDOWS #include <WinSock2.h> #else #include <netinet/in.h> #endif #include "Engine/Log.hpp" #include "Network/IpAddress.hpp" #include "Network/Packet.hpp" namespace acid { static const uint32_t MAX_DATAGRAM_SIZE = 65507; UdpSocket::UdpSocket() : Socket(Type::Udp), buffe...
#pragma once #include <vector> #include "Network/Socket.hpp" #include "Network/IpAddress.hpp" namespace acid { class Packet; /** * @brief A UDP socket is a connectionless socket. Instead of connecting once to a remote host, * like TCP sockets, it can send to and receive from any host at any time. * * It is a da...
#include "Particle.hpp" #include "Scenes/Scenes.hpp" namespace acid { constexpr static float FADE_TIME = 1.0f; Particle::Particle(std::shared_ptr<ParticleType> particleType, const Vector3f &position, const Vector3f &velocity, float lifeLength, float stageCycles, float rotation, float scale, float gravityEffect) : ...
#pragma once #include "Maths/Vector2.hpp" #include "Maths/Vector3.hpp" #include "ParticleType.hpp" namespace acid { /** * @brief A instance of a particle type. */ class ACID_EXPORT Particle final { friend class ParticleType; public: /** * Creates a new particle object. * @param particleType The particle ty...
#include "Particles.hpp" #include "Scenes/Scenes.hpp" namespace acid { Particles::Particles() { } void Particles::Update() { if (Scenes::Get()->GetScene()->IsPaused()) return; for (auto it = particles.begin(); it != particles.end();) { for (auto it1 = (*it).second.begin(); it1 != (*it).second.end();) { (*it1...
#pragma once #include "Scenes/System.hpp" #include "Particle.hpp" namespace acid { /** * @brief A manager that manages particles. */ class ACID_EXPORT Particles : public System { public: using ParticlesContainer = std::map<std::shared_ptr<ParticleType>, std::vector<Particle>>; Particles(); void Update() overri...
#include "ParticlesSubrender.hpp" #include "Scenes/Scenes.hpp" #include "Models/Vertex3d.hpp" #include "Particles.hpp" namespace acid { ParticlesSubrender::ParticlesSubrender(const Pipeline::Stage &pipelineStage) : Subrender(pipelineStage), pipeline(pipelineStage, {"Shaders/Particles/Particle.vert", "Shaders/Partic...
#pragma once #include "Graphics/Subrender.hpp" #include "Graphics/Buffers/UniformHandler.hpp" #include "Graphics/Pipelines/PipelineGraphics.hpp" namespace acid { class ACID_EXPORT ParticlesSubrender : public Subrender { public: explicit ParticlesSubrender(const Pipeline::Stage &pipelineStage); void Render(const Co...
#include "ParticleSystem.hpp" #include "Maths/Maths.hpp" #include "Maths/Transform.hpp" #include "Scenes/Entity.hpp" #include "Particles.hpp" #include "Scenes/Scenes.hpp" namespace acid { ParticleSystem::ParticleSystem(std::vector<std::shared_ptr<ParticleType>> types, std::vector<std::unique_ptr<Emitter>> &&emitters,...
#pragma once #include "Maths/Vector3.hpp" #include "Maths/ElapsedTime.hpp" #include "Scenes/Component.hpp" #include "Emitters/Emitter.hpp" #include "Particle.hpp" #include "ParticleType.hpp" namespace acid { /** * @brief A system of particles. */ class ACID_EXPORT ParticleSystem : public Component::Registrar<Par...
#include "ParticleType.hpp" #include "Resources/Resources.hpp" #include "Maths/Maths.hpp" #include "Models/Shapes/RectangleModel.hpp" #include "Scenes/Scenes.hpp" #include "Particle.hpp" namespace acid { static const uint32_t MAX_INSTANCES = 1024; //static const uint32_t INSTANCE_STEPS = 128; static const float FRUST...
#pragma once #include "Maths/Colour.hpp" #include "Maths/Matrix4.hpp" #include "Maths/Vector4.hpp" #include "Maths/Vector3.hpp" #include "Models/Model.hpp" #include "Graphics/Buffers/InstanceBuffer.hpp" #include "Graphics/Descriptors/DescriptorsHandler.hpp" #include "Graphics/Pipelines/PipelineGraphics.hpp" #include "...
#include "CircleEmitter.hpp" #include "Scenes/Entity.hpp" namespace acid { CircleEmitter::CircleEmitter(float radius, const Vector3f &heading) : radius(radius), heading(heading.Normalize()) { } Vector3f CircleEmitter::GeneratePosition() const { Vector3f direction; do { auto randomVector = RandomUnitVector(); ...
#pragma once #include "Emitter.hpp" namespace acid { class ACID_EXPORT CircleEmitter : public Emitter::Registrar<CircleEmitter> { inline static const bool Registered = Register("circle"); public: explicit CircleEmitter(float radius = 1.0f, const Vector3f &heading = Vector3f::Up); Vector3f GeneratePosition() co...
#pragma once #include "Utils/StreamFactory.hpp" #include "Maths/Vector3.hpp" namespace acid { /** * @brief Component interface that defines a emitter volume. */ class ACID_EXPORT Emitter : public StreamFactory<Emitter> { public: virtual ~Emitter() = default; /** * Creates a new objects position. * @return Th...
#include "LineEmitter.hpp" #include "Maths/Maths.hpp" #include "Scenes/Entity.hpp" namespace acid { LineEmitter::LineEmitter(float length, const Vector3f &axis) : length(length), axis(axis.Normalize()) { } Vector3f LineEmitter::GeneratePosition() const { return axis * length * Maths::Random(-0.5f, 0.5f); } const...
#pragma once #include "Emitter.hpp" namespace acid { class ACID_EXPORT LineEmitter : public Emitter::Registrar<LineEmitter> { inline static const bool Registered = Register("line"); public: explicit LineEmitter(float length = 1.0f, const Vector3f &axis = Vector3f::Right); Vector3f GeneratePosition() const over...
#include "PointEmitter.hpp" #include "Scenes/Entity.hpp" namespace acid { PointEmitter::PointEmitter() { } Vector3f PointEmitter::GeneratePosition() const { return point; } const Node &operator>>(const Node &node, PointEmitter &emitter) { node["point"].Get(emitter.point); return node; } Node &operator<<(Node...
#pragma once #include "Emitter.hpp" namespace acid { class ACID_EXPORT PointEmitter : public Emitter::Registrar<PointEmitter> { inline static const bool Registered = Register("point"); public: PointEmitter(); Vector3f GeneratePosition() const override; const Vector3f &GetPoint() const { return point; } void...
#include "SphereEmitter.hpp" #include "Maths/Maths.hpp" #include "Maths/Vector2.hpp" namespace acid { SphereEmitter::SphereEmitter(float radius) : radius(radius) { } Vector3f SphereEmitter::GeneratePosition() const { auto a = Maths::Random(0.0f, 1.0f); auto b = Maths::Random(0.0f, 1.0f); if (a > b) std::swap(a...
#pragma once #include "Emitter.hpp" namespace acid { class ACID_EXPORT SphereEmitter : public Emitter::Registrar<SphereEmitter> { inline static const bool Registered = Register("sphere"); public: explicit SphereEmitter(float radius = 1.0f); Vector3f GeneratePosition() const override; float GetRadius() const ...
#include "CollisionObject.hpp" #include <BulletCollision/CollisionShapes/btCompoundShape.h> #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h> #include "Colliders/Collider.hpp" namespace acid { CollisionObject::CollisionObject(std::vector<std::unique_ptr<Collider>> &&colliders, float mass, float friction, c...
#pragma once #include "Utils/NonCopyable.hpp" #include "Colliders/Collider.hpp" #include "Force.hpp" class btTransform; class btCollisionShape; class btCollisionObject; namespace acid { class Frustum; /** * @brief Represents a object in a scene effected by physics. */ class ACID_EXPORT CollisionObject : public vi...
#include "Force.hpp" namespace acid { Force::Force(const Vector3f &force, const Vector3f &position) : force(force), neverExpires(true), position(position) { } Force::Force(const Vector3f &force, const Time &time, const Vector3f &position) : force(force), neverExpires(false), timeLeft(time), position(position) ...
#pragma once #include "Maths/Vector3.hpp" #include "Maths/Time.hpp" namespace acid { /** * @brief Represents a force that is attached to a {@link Rigidbody}. */ class ACID_EXPORT Force { public: /** * Creates a new force that never times-out. * @param force The vector of the force is applied. * @param positi...
#include "Frustum.hpp" namespace acid { void Frustum::Update(const Matrix4 &view, const Matrix4 &projection) { std::array<float, 16> clip; clip[0] = view[0][0] * projection[0][0] + view[0][1] * projection[1][0] + view[0][2] * projection[2][0] + view[0][3] * projection[3][0]; clip[1] = view[0][0] * projection[0][1]...
#pragma once #include <array> #include "Maths/Matrix4.hpp" namespace acid { /** * @brief Represents the region of space in the modeled world that may appear on the screen. */ class ACID_EXPORT Frustum { public: Frustum() = default; /** * Updates a frustum from the view and projection matrix. * @param view T...
#include "KinematicCharacter.hpp" #include <BulletCollision/CollisionDispatch/btGhostObject.h> #include <BulletCollision/CollisionShapes/btCompoundShape.h> #include <BulletSoftBody/btSoftRigidDynamicsWorld.h> #include <BulletDynamics/Character/btKinematicCharacterController.h> #include "Maths/Transform.hpp" #include "...
#pragma once #include "Maths/Vector3.hpp" #include "Scenes/Component.hpp" #include "Colliders/Collider.hpp" #include "CollisionObject.hpp" class btPairCachingGhostObject; class btKinematicCharacterController; namespace acid { /** * @brief Represents a kinematic character controller. */ class ACID_EXPORT KinematicC...
#include "Physics.hpp" #include <iterator> #include <BulletCollision/BroadphaseCollision/btBroadphaseInterface.h> #include <BulletCollision/BroadphaseCollision/btDbvtBroadphase.h> #include <BulletCollision/CollisionDispatch/btCollisionDispatcher.h> #include <BulletCollision/CollisionDispatch/btCollisionObject.h> #inc...
#pragma once #include <set> #include <memory> #include "Maths/Vector3.hpp" #include "Scenes/System.hpp" class btCollisionObject; class btCollisionConfiguration; class btBroadphaseInterface; class btCollisionDispatcher; class btConstraintSolver; class btDiscreteDynamicsWorld; namespace acid { class Entity; class Col...
#include "Ray.hpp" namespace acid { Ray::Ray(bool useMouse, const Vector2f &screenStart) : useMouse(useMouse), screenStart(screenStart) { } void Ray::Update(const Vector3f &currentPosition, const Vector2f &mousePosition, const Matrix4 &viewMatrix, const Matrix4 &projectionMatrix) { origin = currentPosition; if (...
#pragma once #include "Maths/Matrix4.hpp" #include "Maths/Vector2.hpp" #include "Maths/Vector3.hpp" #include "Maths/Vector4.hpp" namespace acid { /** * @brief Class that represents a 3 dimensional ray. */ class ACID_EXPORT Ray { public: /** * Creates a new ray. * @param useMouse If the ray will use the mouse c...
#include "Rigidbody.hpp" #include <BulletCollision/CollisionShapes/btCollisionShape.h> #include <BulletCollision/CollisionShapes/btCompoundShape.h> #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h> #include <BulletDynamics/Dynamics/btRigidBody.h> #include <LinearMath/btDefaultMotionState.h> #include "Maths/...
#pragma once #include "Maths/Vector3.hpp" #include "Scenes/Component.hpp" #include "CollisionObject.hpp" struct btDefaultMotionState; class btRigidBody; namespace acid { /** * @brief Represents a object in a scene effected by physics. */ class ACID_EXPORT Rigidbody : public Component::Registrar<Rigidbody>, publ...
#include "CapsuleCollider.hpp" #include <BulletCollision/CollisionShapes/btCapsuleShape.h> namespace acid { CapsuleCollider::CapsuleCollider(float radius, float height, const Transform &localTransform) : //Collider(localTransform), shape(std::make_unique<btCapsuleShape>(radius, height)), radius(radius), height(he...
#pragma once #include "Collider.hpp" class btCapsuleShape; namespace acid { class ACID_EXPORT CapsuleCollider : public Collider::Registrar<CapsuleCollider> { inline static const bool Registered = Register("capsule"); public: explicit CapsuleCollider(float radius = 0.5f, float height = 1.0f, const Transform &localT...
#include "Collider.hpp" #include <BulletCollision/CollisionShapes/btCollisionShape.h> #include "Maths/Transform.hpp" namespace acid { Collider::Collider(const Transform &localTransform) : localTransform(localTransform) { } void Collider::SetLocalTransform(const Transform &localTransform) { this->localTransform = l...
#pragma once #include <rocket.hpp> #include "Maths/Transform.hpp" #include "Maths/Quaternion.hpp" #include "Utils/StreamFactory.hpp" class btCollisionShape; class btVector3; class btQuaternion; class btTransform; namespace acid { /** * @brief Class that represents a physics shape. */ class ACID_EXPORT Collider : ...
#include "ConeCollider.hpp" #include <BulletCollision/CollisionShapes/btConeShape.h> namespace acid { ConeCollider::ConeCollider(float radius, float height, const Transform &localTransform) : //Collider(localTransform), shape(std::make_unique<btConeShape>(radius, height)), radius(radius), height(height) { this->...
#pragma once #include "Collider.hpp" class btConeShape; namespace acid { class ACID_EXPORT ConeCollider : public Collider::Registrar<ConeCollider> { inline static const bool Registered = Register("cone"); public: explicit ConeCollider(float radius = 1.0f, float height = 1.0f, const Transform &localTransform = {});...
#include "ConvexHullCollider.hpp" #include <BulletCollision/CollisionShapes/btConvexHullShape.h> #include "Meshes/Mesh.hpp" namespace acid { ConvexHullCollider::ConvexHullCollider(const std::vector<float> &pointCloud, const Transform &localTransform) /*: Collider(localTransform)*/ { this->localTransform = localTran...
#pragma once #include "Models/Model.hpp" #include "Collider.hpp" class btConvexHullShape; namespace acid { class ACID_EXPORT ConvexHullCollider : public Collider::Registrar<ConvexHullCollider> { inline static const bool Registered = Register("convexHull"); public: explicit ConvexHullCollider(const std::vector<floa...
#include "CubeCollider.hpp" #include <BulletCollision/CollisionShapes/btBoxShape.h> namespace acid { CubeCollider::CubeCollider(const Vector3f &extents, const Transform &localTransform) : //Collider(localTransform), shape(std::make_unique<btBoxShape>(Convert(extents / 2.0f))), extents(extents) { this->localTransf...
#pragma once #include "Collider.hpp" class btBoxShape; namespace acid { class ACID_EXPORT CubeCollider : public Collider::Registrar<CubeCollider> { inline static const bool Registered = Register("cube"); public: explicit CubeCollider(const Vector3f &extents = Vector3f(1.0f), const Transform &localTransform = {}); ...
#include "CylinderCollider.hpp" #include <BulletCollision/CollisionShapes/btCylinderShape.h> namespace acid { CylinderCollider::CylinderCollider(float radius, float height, const Transform &localTransform) : //Collider(localTransform), shape(std::make_unique<btCylinderShape>(btVector3(radius, height / 2.0f, radius)...
#pragma once #include "Collider.hpp" class btCylinderShape; namespace acid { class ACID_EXPORT CylinderCollider : public Collider::Registrar<CylinderCollider> { inline static const bool Registered = Register("cylinder"); public: explicit CylinderCollider(float radius = 1.0f, float height = 1.0f, const Transform &l...
#include "HeightfieldCollider.hpp" #include <BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h> namespace acid { HeightfieldCollider::HeightfieldCollider(int32_t heightStickWidth, int32_t heightStickLength, const void *heightfieldData, float minHeight, float maxHeight, bool flipQuadEdges, const Transform &...
#pragma once #include "Collider.hpp" class btHeightfieldTerrainShape; namespace acid { class ACID_EXPORT HeightfieldCollider : public Collider::Registrar<HeightfieldCollider> { inline static const bool Registered = Register("heightfield"); public: explicit HeightfieldCollider(int32_t heightStickWidth = 100, int32_...
#include "SphereCollider.hpp" #include <BulletCollision/CollisionShapes/btSphereShape.h> namespace acid { SphereCollider::SphereCollider(float radius, const Transform &localTransform) : //Collider(localTransform), shape(std::make_unique<btSphereShape>(radius)), radius(radius) { this->localTransform = localTransfo...
#pragma once #include "Collider.hpp" class btSphereShape; namespace acid { class ACID_EXPORT SphereCollider : public Collider::Registrar<SphereCollider> { inline static const bool Registered = Register("sphere"); public: explicit SphereCollider(float radius = 0.5f, const Transform &localTransform = {}); ~SphereCo...
#include "Post/PostFilter.hpp" namespace acid { PostFilter::PostFilter(const Pipeline::Stage &pipelineStage, const std::vector<std::filesystem::path> &shaderStages, const std::vector<Shader::Define> &defines) : Subrender(pipelineStage), pipeline(pipelineStage, shaderStages, {}, defines, PipelineGraphics::Mode::Polyg...
#pragma once #include "Graphics/Subrender.hpp" #include "Graphics/Graphics.hpp" #include "Graphics/Descriptors/DescriptorsHandler.hpp" #include "Graphics/Pipelines/PipelineGraphics.hpp" namespace acid { /** * @brief Represents a post effect pipeline. */ class ACID_EXPORT PostFilter : public Subrender { public: /**...
#pragma once #include "Graphics/Subrender.hpp" namespace acid { /** * @brief Represents a system of post effects. */ class ACID_EXPORT PostPipeline : public Subrender { public: /** * Creates a new post pipeline. * @param pipelineStage The pipelines graphics stage. */ explicit PostPipeline(const Pipeline::St...
#include "DeferredSubrender.hpp" #include "Files/File.hpp" #include "Files/Json/Json.hpp" #include "Lights/Light.hpp" #include "Models/Vertex3d.hpp" #include "Shadows/Shadows.hpp" #include "Resources/Resources.hpp" #include "Graphics/Pipelines/PipelineCompute.hpp" #include "Graphics/Graphics.hpp" #include "Scenes/Scen...
#pragma once #include "Utils/Future.hpp" #include "Lights/Fog.hpp" #include "Maths/Vector3.hpp" #include "Graphics/Subrender.hpp" #include "Graphics/Descriptors/DescriptorsHandler.hpp" #include "Graphics/Buffers/UniformHandler.hpp" #include "Graphics/Images/ImageCube.hpp" #include "Graphics/Pipelines/PipelineGraphics....
#include "BlitFilter.hpp" namespace acid { BlitFilter::BlitFilter(const Pipeline::Stage &pipelineStage) : PostFilter(pipelineStage, {"Shaders/Post/Default.vert", "Shaders/Post/Blit.frag"}) { } void BlitFilter::Render(const CommandBuffer &commandBuffer) { // Updates descriptors. descriptorSet.Push("samplerColour", ...
#pragma once #include <Post/PostFilter.hpp> namespace acid { class ACID_EXPORT BlitFilter : public PostFilter { public: explicit BlitFilter(const Pipeline::Stage &pipelineStage); void Render(const CommandBuffer &commandBuffer) override; }; }
#include "BlurFilter.hpp" #include "Graphics/Graphics.hpp" namespace acid { BlurFilter::BlurFilter(const Pipeline::Stage &pipelineStage, const Vector2f &direction, Type type) : PostFilter(pipelineStage, {"Shaders/Post/Default.vert", "Shaders/Post/Blur.frag"}, GetDefines(type)), type(type), direction(direction) { }...
#pragma once #include "Maths/Vector2.hpp" #include "Post/PostFilter.hpp" namespace acid { class ACID_EXPORT BlurFilter : public PostFilter { public: enum class Type { _5 = 5, _9 = 9, _13 = 13 }; explicit BlurFilter(const Pipeline::Stage &pipelineStage, const Vector2f &direction, Type type = Type::_9); voi...
#include "CrtFilter.hpp" #include "Graphics/Graphics.hpp" namespace acid { CrtFilter::CrtFilter(const Pipeline::Stage &pipelineStage, const Colour &screenColour, float curveAmountX, float curveAmountY, float scanLineSize, float scanIntensity) : PostFilter(pipelineStage, {"Shaders/Post/Default.vert", "Shaders/Post/C...
#pragma once #include "Maths/Colour.hpp" #include "Post/PostFilter.hpp" namespace acid { class ACID_EXPORT CrtFilter : public PostFilter { public: explicit CrtFilter(const Pipeline::Stage &pipelineStage, const Colour &screenColour = Colour(0.5f, 1.0f, 0.5f), float curveAmountX = 0.1f, float curveAmountY = 0.1f, fl...
#include "DarkenFilter.hpp" namespace acid { DarkenFilter::DarkenFilter(const Pipeline::Stage &pipelineStage, float factor) : PostFilter(pipelineStage, {"Shaders/Post/Default.vert", "Shaders/Post/Darken.frag"}), factor(factor) { } void DarkenFilter::Render(const CommandBuffer &commandBuffer) { // Updates uniforms....
#pragma once #include "Post/PostFilter.hpp" namespace acid { class ACID_EXPORT DarkenFilter : public PostFilter { public: explicit DarkenFilter(const Pipeline::Stage &pipelineStage, float factor = 0.5f); void Render(const CommandBuffer &commandBuffer) override; float GetFactor() const { return factor; } void Se...
#include "DefaultFilter.hpp" namespace acid { DefaultFilter::DefaultFilter(const Pipeline::Stage &pipelineStage, bool lastFilter) : PostFilter(pipelineStage, {"Shaders/Post/Default.vert", "Shaders/Post/Default.frag"}), lastFilter(lastFilter) { } void DefaultFilter::Render(const CommandBuffer &commandBuffer) { // U...
#pragma once #include "Post/PostFilter.hpp" namespace acid { class ACID_EXPORT DefaultFilter : public PostFilter { public: explicit DefaultFilter(const Pipeline::Stage &pipelineStage, bool lastFilter = false); void Render(const CommandBuffer &commandBuffer) override; private: bool lastFilter; }; }
#include "DofFilter.hpp" #include "Graphics/Graphics.hpp" #include "Scenes/Scenes.hpp" namespace acid { DofFilter::DofFilter(const Pipeline::Stage &pipelineStage, BlurPipeline *pipelineBlur, float focusPoint, float nearField, float nearTransition, float farField, float farTransition) : PostFilter(pipelineStage, {"S...
#pragma once #include "Post/PostFilter.hpp" #include "Post/Pipelines/BlurPipeline.hpp" namespace acid { class ACID_EXPORT DofFilter : public PostFilter { public: explicit DofFilter(const Pipeline::Stage &pipelineStage, BlurPipeline *pipelineBlur, float focusPoint = 8.24f, float nearField = 0.3f, float nearTransiti...
#include "EmbossFilter.hpp" namespace acid { EmbossFilter::EmbossFilter(const Pipeline::Stage &pipelineStage) : PostFilter(pipelineStage, {"Shaders/Post/Default.vert", "Shaders/Post/Emboss.frag"}) { } void EmbossFilter::Render(const CommandBuffer &commandBuffer) { // Updates descriptors. PushConditional("writeColo...
#pragma once #include "Post/PostFilter.hpp" namespace acid { class ACID_EXPORT EmbossFilter : public PostFilter { public: explicit EmbossFilter(const Pipeline::Stage &pipelineStage); void Render(const CommandBuffer &commandBuffer) override; }; }
#include "FxaaFilter.hpp" namespace acid { FxaaFilter::FxaaFilter(const Pipeline::Stage &pipelineStage, float spanMax) : PostFilter(pipelineStage, {"Shaders/Post/Default.vert", "Shaders/Post/Fxaa.frag"}), spanMax(spanMax) { } void FxaaFilter::Render(const CommandBuffer &commandBuffer) { // Updates uniforms. pushS...
#pragma once #include "Post/PostFilter.hpp" namespace acid { class ACID_EXPORT FxaaFilter : public PostFilter { public: explicit FxaaFilter(const Pipeline::Stage &pipelineStage, float spanMax = 8.0f); void Render(const CommandBuffer &commandBuffer) override; float GetSpanMax() const { return spanMax; } void Set...
#include "GrainFilter.hpp" namespace acid { GrainFilter::GrainFilter(const Pipeline::Stage &pipelineStage, float strength) : PostFilter(pipelineStage, {"Shaders/Post/Default.vert", "Shaders/Post/Grain.frag"}), strength(strength) { } void GrainFilter::Render(const CommandBuffer &commandBuffer) { // Updates uniforms...
#pragma once #include "Post/PostFilter.hpp" namespace acid { class ACID_EXPORT GrainFilter : public PostFilter { public: explicit GrainFilter(const Pipeline::Stage &pipelineStage, float strength = 2.3f); void Render(const CommandBuffer &commandBuffer) override; float GetStrength() const { return strength; } voi...
#include "GreyFilter.hpp" namespace acid { GreyFilter::GreyFilter(const Pipeline::Stage &pipelineStage) : PostFilter(pipelineStage, {"Shaders/Post/Default.vert", "Shaders/Post/Grey.frag"}) { } void GreyFilter::Render(const CommandBuffer &commandBuffer) { // Updates descriptors. PushConditional("writeColour", "samp...
#pragma once #include "Post/PostFilter.hpp" namespace acid { class ACID_EXPORT GreyFilter : public PostFilter { public: explicit GreyFilter(const Pipeline::Stage &pipelineStage); void Render(const CommandBuffer &commandBuffer) override; }; }
#include "LensflareFilter.hpp" #include "Scenes/Scenes.hpp" namespace acid { LensflareFilter::LensflareFilter(const Pipeline::Stage &pipelineStage) : PostFilter(pipelineStage, {"Shaders/Post/Default.vert", "Shaders/Post/Lensflare.frag"}) { } void LensflareFilter::Render(const CommandBuffer &commandBuffer) { // Upd...
#pragma once #include "Maths/Vector3.hpp" #include "Post/PostFilter.hpp" namespace acid { class ACID_EXPORT LensflareFilter : public PostFilter { public: explicit LensflareFilter(const Pipeline::Stage &pipelineStage); void Render(const CommandBuffer &commandBuffer) override; const Vector3f &GetSunPosition() cons...
#include "NegativeFilter.hpp" namespace acid { NegativeFilter::NegativeFilter(const Pipeline::Stage &pipelineStage) : PostFilter(pipelineStage, {"Shaders/Post/Default.vert", "Shaders/Post/Negative.frag"}) { } void NegativeFilter::Render(const CommandBuffer &commandBuffer) { // Updates descriptors. PushConditional(...
#pragma once #include "Post/PostFilter.hpp" namespace acid { class ACID_EXPORT NegativeFilter : public PostFilter { public: explicit NegativeFilter(const Pipeline::Stage &pipelineStage); void Render(const CommandBuffer &commandBuffer) override; }; }
#include "PixelFilter.hpp" namespace acid { PixelFilter::PixelFilter(const Pipeline::Stage &pipelineStage, float pixelSize) : PostFilter(pipelineStage, {"Shaders/Post/Default.vert", "Shaders/Post/Pixel.frag"}), pixelSize(pixelSize) { } void PixelFilter::Render(const CommandBuffer &commandBuffer) { // Updates unifo...
#pragma once #include "Post/PostFilter.hpp" namespace acid { class ACID_EXPORT PixelFilter : public PostFilter { public: explicit PixelFilter(const Pipeline::Stage &pipelineStage, float pixelSize = 2.0f); void Render(const CommandBuffer &commandBuffer) override; float GetPixelSize() const { return pixelSize; } ...