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Aquaria/BBGE/Effects.cpp

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Effects.h"
#include "RenderBase.h"
#include "Core.h"
#include <assert.h>
PostProcessingFX::PostProcessingFX()
{
blendType = 0;
layer = renderLayer = 0;
intensity = 0.1;
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blurTimes = 12;
radialBlurColor = Vector(1,1,1);
for (int i = 0; i < FXT_MAX; i++)
enabled[i] = false;
}
void PostProcessingFX::init()
{
}
void PostProcessingFX::update(float dt)
{
}
void PostProcessingFX::preRender()
{
}
void PostProcessingFX::toggle(FXTypes type)
{
enabled[int(type)] = !enabled[int(type)];
}
void PostProcessingFX::enable(FXTypes type)
{
enabled[int(type)] = true;
}
bool PostProcessingFX::isEnabled(FXTypes type)
{
return enabled[int(type)];
}
void PostProcessingFX::disable(FXTypes type)
{
enabled[int(type)] = false;
}
void PostProcessingFX::render()
{
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if(!core->frameBuffer.isEnabled())
return;
for (int i = 0; i < FXT_MAX; i++)
{
if (enabled[i])
{
glPushMatrix();
FXTypes type = (FXTypes)i;
switch(type)
{
case FXT_RADIALBLUR:
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float windowW = core->getWindowWidth();
float windowH = core->getWindowHeight();
float textureW = core->frameBuffer.getWidth();
float textureH = core->frameBuffer.getHeight();
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float alpha = intensity;
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float offX = -(core->getVirtualOffX() * windowW / core->getVirtualWidth());
float offY = -(core->getVirtualOffY() * windowH / core->getVirtualHeight());
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float width2 = windowW / 2;
float height2 = windowH / 2;
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float pw = float(windowW)/float(textureW);
float ph = float(windowH)/float(textureH);
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glLoadIdentity();
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glTranslatef(width2 + offX, height2 + offY, 0);
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glEnable(GL_TEXTURE_2D);
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core->frameBuffer.bindTexture();
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glEnable(GL_BLEND);
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if (blendType == 1)
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
else
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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float percentX = pw, percentY = ph;
float inc = 0.01;
float spost = 0.0f; // Starting Texture Coordinate Offset
float alphadec = alpha / blurTimes;
glBegin(GL_QUADS); // Begin Drawing Quads
for (int num = 0;num < blurTimes; num++) // Number Of Times To Render Blur
{
glColor4f(radialBlurColor.x, radialBlurColor.y, radialBlurColor.z, alpha); // Set The Alpha Value (Starts At 0.2)
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glTexCoord2d(spost, spost);
glVertex3f(-width2, height2, 0.0);
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glTexCoord2d(percentX-spost, spost);
glVertex3f( width2, height2, 0.0);
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glTexCoord2d(percentX-spost, percentY-spost);
glVertex3f( width2, -height2, 0.0);
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glTexCoord2d(spost, percentY-spost);
glVertex3f(-width2, -height2, 0.0);
spost += inc; // Gradually Increase spost (Zooming Closer To Texture Center)
alpha -= alphadec; // Gradually Decrease alpha (Gradually Fading Image Out)
}
glEnd();
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glColor4f(1,1,1,1);
glBindTexture(GL_TEXTURE_2D, 0);
RenderObject::lastTextureApplied = 0;
break;
}
glPopMatrix();
}
}
}