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temp commit - work on shaders

This commit is contained in:
fgenesis 2013-06-15 00:58:32 +02:00
commit 3485199bec
7 changed files with 75 additions and 192 deletions

View file

@ -32,10 +32,9 @@ Effect::Effect()
AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
{
active = false;
activeShader = AS_NONE;
numEffects = 0;
bRenderGridPoints = true;
scriptShader = 0;
scriptShader.resize(10, 0);
screenWidth = core->getWindowWidth();
screenHeight = core->getWindowHeight();
@ -44,46 +43,11 @@ AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
this->yDivs = 0;
drawGrid = 0;
#ifdef BBGE_BUILD_OPENGL
this->xDivs = xDivs;
this->yDivs = yDivs;
//cameraPointer = nCameraPointer;
//Asssuming the resolutions values are > 256 and < 2048
//Set the texture heights and widths
if (core->frameBuffer.isInited())
{
textureWidth = core->frameBuffer.getWidth();
textureHeight = core->frameBuffer.getHeight();
}
else
{
if (screenWidth <= 512)
textureWidth = 512;
else if (screenWidth <= 1024)
textureWidth = 1024;
else
textureWidth = 2048;
if (screenHeight <= 512)
textureHeight = 512;
else if (screenHeight <= 1024)
textureHeight = 1024;
else
textureHeight = 2048;
}
//create our texture
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D,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, 3, textureWidth, textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#endif
//BuildMip();
reloadDevice();
if (xDivs != 0 && yDivs != 0)
{
@ -99,14 +63,6 @@ AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
void AfterEffectManager::loadShaders()
{
/*
blurShader.load("data/shaders/stan.vert", "data/shaders/blur.frag");
bwShader.load("data/shaders/stan.vert", "data/shaders/bw.frag");
washoutShader.load("data/shaders/stan.vert", "data/shaders/washout.frag");
//motionBlurShader.load("data/shaders/stan.vert", "data/shaders/hoblur.frag");
motionBlurShader.load("data/shaders/stan.vert", "data/shaders/blur.frag");
glowShader.load("data/shaders/stan.vert", "data/shaders/glow.frag");
*/
}
AfterEffectManager::~AfterEffectManager()
@ -191,29 +147,6 @@ void AfterEffectManager::destroyEffect(int id)
openSpots.push(id);
}
void AfterEffectManager::capture()
{
/*
#ifdef BBGE_BUILD_OPENGL
glBindTexture(GL_TEXTURE_2D,texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screenWidth, screenHeight);
#endif
*/
if (core->frameBuffer.isInited())
{
core->frameBuffer.endCapture();
//core->enable2D(core->pixelScale);
}
else
{
#ifdef BBGE_BUILD_OPENGL
glBindTexture(GL_TEXTURE_2D,texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screenWidth, screenHeight);
#endif
}
//glDisable(GL_TEXTURE_2D);
}
void AfterEffectManager::render()
{
#ifdef BBGE_BUILD_OPENGL
@ -225,7 +158,7 @@ void AfterEffectManager::render()
glDisable (GL_ALPHA_TEST);
glDisable(GL_BLEND);
capture();
core->frameBuffer.endCapture();
glTranslatef(core->cameraPos.x, core->cameraPos.y, 0);
glScalef(core->invGlobalScale, core->invGlobalScale,0);
/*
@ -241,48 +174,33 @@ void AfterEffectManager::render()
#endif
}
void AfterEffectManager::setActiveShader(ActiveShader as)
{
activeShader = as;
}
void AfterEffectManager::renderGrid()
{
#ifdef BBGE_BUILD_OPENGL
//glBindTexture(GL_TEXTURE_2D, texture);
int shadersOn = 0;
int firstShader = -1;
int lastShader = -1;
for (size_t i = 0; i < scriptShader.size(); ++i)
{
if(scriptShader[i])
{
++shadersOn;
if(firstShader < 0)
firstShader = i;
lastShader = i;
}
}
if (core->frameBuffer.isInited())
core->frameBuffer.bindTexture();
else
glBindTexture(GL_TEXTURE_2D, texture);
//bwShader.bind();
Shader *activeShader=0;
if (core->frameBuffer.isInited())
{
switch(this->activeShader)
{
case AS_BLUR:
activeShader = &blurShader;
break;
case AS_BW:
activeShader = &bwShader;
break;
case AS_WASHOUT:
activeShader = &washoutShader;
break;
case AS_MOTIONBLUR:
activeShader = &motionBlurShader;
break;
case AS_GLOW:
activeShader = &glowShader;
break;
}
if(scriptShader)
activeShader = scriptShader;
if(scriptShader.size() && scriptShader[0])
activeShader = scriptShader[0];
}
@ -359,6 +277,40 @@ void AfterEffectManager::renderGrid()
}
}
if (activeShader)
activeShader->unbind();
float width2 = float(vw)/2;
float height2 = float(vh)/2;
/*
for(size_t i = 1; i < scriptShader.size(); ++i)
{
if(scriptShader[i])
{
if (core->frameBuffer.isInited())
core->frameBuffer.startCapture();
scriptShader[i]->bind();
scriptShader[i]->setInt("tex", 0);
glBegin(GL_QUADS);
glTexCoord2d(0.0f, 0.0f);
glVertex3f(-width2, height2, 0.0f);
glTexCoord2d(percentX, 0.0f);
glVertex3f( width2, height2, 0.0f);
glTexCoord2d(percentX, percentY);
glVertex3f( width2, -height2, 0.0f);
glTexCoord2d(0.0f, percentY);
glVertex3f(-width2, -height2, 0.0f);
glEnd();
scriptShader[i]->unbind();
capture();
}
}
*/
// uncomment to render grid points
/*
glBindTexture(GL_TEXTURE_2D, 0);
@ -394,9 +346,6 @@ void AfterEffectManager::renderGrid()
//glDisable(GL_TEXTURE_2D);
RenderObject::lastTextureApplied = 0;
glBindTexture(GL_TEXTURE_2D, 0);
if (activeShader)
activeShader->unbind();
//bwShader.unbind();
//glActiveTextureARB(GL_TEXTURE0_ARB);
@ -427,8 +376,7 @@ void AfterEffectManager::renderGridPoints()
void AfterEffectManager::unloadDevice()
{
if (texture)
glDeleteTextures(1,&texture);
backupBuffer.unloadDevice();
}
void AfterEffectManager::reloadDevice()
@ -443,22 +391,16 @@ void AfterEffectManager::reloadDevice()
}
else
{
if (screenWidth <= 1024)
textureWidth = 1024;
else
textureWidth = 2048;
if (screenHeight <= 1024)
textureHeight = 1024;
else
textureHeight = 2048;
textureWidth = screenWidth;
sizePowerOf2Texture(textureWidth);
textureHeight = screenHeight;
sizePowerOf2Texture(textureHeight);
}
//create our texture
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D,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, 3, textureWidth, textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
if(backupBuffer.isInited())
backupBuffer.reloadDevice();
else
backupBuffer.init(-1, -1, true);
}
void AfterEffectManager::addEffect(Effect *e)