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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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139
BBGE/BloomEffect.cpp
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139
BBGE/BloomEffect.cpp
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/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "BloomEffect.h"
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#include "Core.h"
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BloomEffect::BloomEffect() : RenderObject()
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{
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active = false;
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followCamera = 1;
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cull = 0;
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stretch = 0;
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startLayer = endLayer = -1;
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texID = 0;
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format = GL_LUMINANCE;
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useFrameBuffer = true;
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}
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void BloomEffect::init(int quality, int startLayer, int endLayer)
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{
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this->startLayer = startLayer;
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this->endLayer = endLayer;
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this->quality = quality;
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if (useFrameBuffer)
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{
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if (frameBuffer.init(quality, quality))
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active = true;
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else
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{
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active = false;
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useFrameBuffer = false;
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}
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}
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else
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{
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texID = generateEmptyTexture(quality);
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}
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}
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void BloomEffect::unloadDevice()
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{
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if (frameBuffer.isInited())
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frameBuffer.unloadDevice();
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}
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void BloomEffect::reloadDevice()
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{
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if (frameBuffer.isInited())
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frameBuffer.reloadDevice();
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}
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void BloomEffect::render()
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{
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if (active && frameBuffer.isInited())
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{
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// get
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glViewport(0,0,quality,quality);
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frameBuffer.startCapture();
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glClearColor(0,0,0,1);
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glClear(GL_COLOR_BUFFER_BIT);
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core->render(startLayer, endLayer, false);
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if (useFrameBuffer)
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{
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frameBuffer.endCapture();
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D,texID);
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glCopyTexImage2D(GL_TEXTURE_2D, 0, format, 0, 0, quality, quality, 0);
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}
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core->setClearColor(core->getClearColor());
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glViewport(0, 0, core->width, core->height);
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// render
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glEnable(GL_TEXTURE_2D);
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if (useFrameBuffer)
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frameBuffer.bindTexture();
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else
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glBindTexture(GL_TEXTURE_2D,texID);
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glPushMatrix();
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glLoadIdentity();
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//glScalef(scale.x, scale.y, 0);
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float spost = 0.0;
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int x=0,y=0;
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x = -core->getVirtualOffX()*2;
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y = -core->getVirtualOffY()*2;
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applyBlendType();
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glColor4f(color.x, color.y, color.z, alpha.x*alphaMod);
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glBegin(GL_QUADS); // Begin Drawing Quads
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glTexCoord2f(0,1); // Texture Coordinate ( 0, 1 )
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glVertex2f(x-stretch,y-stretch); // First Vertex ( 0, 0 )
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glTexCoord2f(0,0); // Texture Coordinate ( 0, 0 )
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glVertex2f(x-stretch,core->height+stretch); // Second Vertex ( 0, 480 )
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glTexCoord2f(1,0); // Texture Coordinate ( 1, 0 )
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glVertex2f(core->width+stretch,core->height+stretch); // Third Vertex ( 640, 480 )
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glTexCoord2f(1,1); // Texture Coordinate ( 1, 1 )
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glVertex2f(core->width+stretch,y-stretch); // Fourth Vertex ( 640, 0 )
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glEnd();
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glPopMatrix();
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glBindTexture(GL_TEXTURE_2D, 0);
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RenderObject::lastTextureApplied = 0;
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}
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}
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