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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 <assert.h>
#include "Effects.h"
#include "Core.h"
int quality = 64;
GLuint blurTexture;
GLuint emptyTexture() // Create An Empty Texture
{
GLuint txtnumber=0; // Texture ID
unsigned int* data; // Stored Data
// Create Storage Space For Texture Data (128x128x4)
data = (unsigned int*)new GLuint[((quality * quality)* 4 * sizeof(unsigned int))];
memset(data, 0, ((quality * quality)* 4 * sizeof(unsigned int))); // Clear Storage Memory
#ifdef BBGE_BUILD_OPENGL
glGenTextures(1, &txtnumber); // Create 1 Texture
glBindTexture(GL_TEXTURE_2D, txtnumber); // Bind The Texture
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 4, quality, quality, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data); // Build Texture Using Information In data
#endif
delete [] data; // Release data
return txtnumber; // Return The Texture ID
}
PostProcessingFX::PostProcessingFX()
{
renderLayerStart = 1;
renderLayerEnd = 19;
#ifdef BBGE_BUILD_OPENGL
format = GL_LUMINANCE;
#endif
//GL_INTENSITY
//GL_RGB
//GL_LUMINANCE
blendType = 0;
layer = renderLayer = 0;
intensity = 0.1;
radialBlurColor = Vector(1,1,1);
for (int i = 0; i < FXT_MAX; i++)
enabled[i] = false;
}
void PostProcessingFX::init(FXTypes type)
{
enabled[(int)type] = true;
if (type == FXT_RADIALBLUR)
blurTexture = emptyTexture();
}
void PostProcessingFX::update(float dt)
{
}
void PostProcessingFX::setRenderLayerRange(int start, int end)
{
renderLayerStart = start;
renderLayerEnd = end;
}
void PostProcessingFX::preRender()
{
for (int i = 0; i < FXT_MAX; i++)
{
if (enabled[i])
{
FXTypes type = (FXTypes)i;
switch(type)
{
case FXT_RADIALBLUR:
if (core->frameBuffer.isInited())
{
}
else
{
#ifdef BBGE_BUILD_OPENGL
glViewport(0,0,quality,quality); // Set Our Viewport (Match Texture Size;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And Depth Buffer
core->render(renderLayerStart, renderLayerEnd);
glBindTexture(GL_TEXTURE_2D,blurTexture);
glCopyTexImage2D(GL_TEXTURE_2D, 0, format, 0, 0, quality, quality, 0);
glViewport(0, 0, core->width, core->height);
/*
glBindTexture(GL_TEXTURE_2D,blurTexture); // Bind To The Blur Texture
// Copy Our ViewPort To The Blur Texture (From 0,0 To 128,128... No Border)
glCopyTexImage2D(GL_TEXTURE_2D, 0, format, 0, 0, quality, quality, 0);
*/
//GL_INTENSITY
//GL_RGB
//GL_LUMINANCE
//glClearColor(0.0f, 0.0f, 0.5f, 0.5); // Set The Clear Color To Medium Blue
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And Depth Buffer
#endif
}
break;
}
}
}
}
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()
{
for (int i = 0; i < FXT_MAX; i++)
{
if (enabled[i])
{
#ifdef BBGE_BUILD_OPENGL
glPushMatrix();
FXTypes type = (FXTypes)i;
switch(type)
{
case FXT_RADIALBLUR:
/*
float percentX = (float)core->width/(float)quality;
float percentY = (float)core->height/(float)quality;
*/
/*
float percentX = (float)quality/(float)core->width;
float percentY = (float)quality/(float)core->height;
*/
float percentX = 1.0;
float percentY = 1.0;
/*
std::ostringstream os;
os << "p(" << percentX << ", " << percentY << ")";
debugLog(os.str());
*/
glLoadIdentity();
int times = 12;
float inc = 0.01;
float spost = 0.0f; // Starting Texture Coordinate Offset
float alphainc = 0.9f / times; // Fade Speed For Alpha Blending
//float alpha = 0.1f; // Starting Alpha Value
float alpha = intensity;
glEnable(GL_TEXTURE_2D); // Enable 2D Texture Mapping
if (blendType == 1)
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set Blending Mode
else
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set Blending Mode
glEnable(GL_BLEND); // Enable Blending
if (core->frameBuffer.isInited())
core->frameBuffer.bindTexture();
else
glBindTexture(GL_TEXTURE_2D,blurTexture); // Bind To The Blur Texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
alphainc = alpha / times; // alphainc=0.2f / Times To Render Blur
glBegin(GL_QUADS); // Begin Drawing Quads
for (int num = 0;num < times;num++) // Number Of Times To Render Blur
{
glColor4f(radialBlurColor.x, radialBlurColor.y, radialBlurColor.z, alpha); // Set The Alpha Value (Starts At 0.2)
glTexCoord2f(0+spost,percentY-spost); // Texture Coordinate ( 0, 1 )
glVertex2f(0,0); // First Vertex ( 0, 0 )
glTexCoord2f(0+spost,0+spost); // Texture Coordinate ( 0, 0 )
glVertex2f(0,core->height); // Second Vertex ( 0, 480 )
glTexCoord2f(percentX-spost,0+spost); // Texture Coordinate ( 1, 0 )
glVertex2f(core->width,core->height); // Third Vertex ( 640, 480 )
glTexCoord2f(percentX-spost,percentY-spost); // Texture Coordinate ( 1, 1 )
glVertex2f(core->width,0); // Fourth Vertex ( 640, 0 )
spost += inc; // Gradually Increase spost (Zooming Closer To Texture Center)
alpha = alpha - alphainc; // Gradually Decrease alpha (Gradually Fading Image Out)
}
glEnd();
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D,0);
glColor4f(1,1,1,1);
//glDisable(GL_TEXTURE_2D);
// Done Drawing Quads
/*
glDisable(GL_TEXTURE_2D); // Disable 2D Texture Mapping
glDisable(GL_BLEND); // Disable Blending
glBindTexture(GL_TEXTURE_2D,0); // Unbind The Blur Texture
*/
break;
}
glPopMatrix();
#endif
}
}
}
/*
GLuint blurTexture;
GLuint emptyTexture() // Create An Empty Texture
{
GLuint txtnumber; // Texture ID
unsigned int* data; // Stored Data
// Create Storage Space For Texture Data (128x128x4)
data = (unsigned int*)new GLuint[((128 * 128)* 4 * sizeof(unsigned int))];
ZeroMemory(data,((128 * 128)* 4 * sizeof(unsigned int))); // Clear Storage Memory
glGenTextures(1, &txtnumber); // Create 1 Texture
glBindTexture(GL_TEXTURE_2D, txtnumber); // Bind The Texture
glTexImage2D(GL_TEXTURE_2D, 0, 4, 128, 128, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data); // Build Texture Using Information In data
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
delete [] data; // Release data
return txtnumber; // Return The Texture ID
}
PostProcessingFX::PostProcessingFX()
{
}
void PostProcessingFX::init(FXTypes type)
{
if (type == FXT_RADIALBLUR)
{
blurTexture = emptyTexture();
}
enabled[(int)type] = true;
}
void PostProcessingFX::shutdown(FXTypes type)
{
enabled[int(type)] = false;
}
void PostProcessingFX::preRender()
{
for (int i = 0; i < FXT_MAX; i++)
{
if (enabled[i])
{
FXTType type = (FXType)i;
switch(type)
{
case FXT_RADIALBLUR:
glViewport(0,0,128,128); // Set Our Viewport (Match Texture Size;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And Depth Buffer
core->render();
glBindTexture(GL_TEXTURE_2D,BlurTexture); // Bind To The Blur Texture
// Copy Our ViewPort To The Blur Texture (From 0,0 To 128,128... No Border)
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0, 128, 128, 0);
glClearColor(0.0f, 0.0f, 0.5f, 0.5); // Set The Clear Color To Medium Blue
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And Depth Buffer
glViewport(0, 0, 800, 600);
break;
}
}
}
}
void PostProcessingFX::render()
{
for (int i = 0; i < FXT_MAX; i++)
{
if (enabled[i])
{
FXTType type = (FXType)i;
switch(type)
{
case FXT_RADIALBLUR:
glBegin(GL_QUADS);
glEnd();
break;
}
}
}
}
*/