mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
139 lines
3.1 KiB
C++
139 lines
3.1 KiB
C++
/*
|
|
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 "BloomEffect.h"
|
|
#include "Core.h"
|
|
|
|
BloomEffect::BloomEffect() : RenderObject()
|
|
{
|
|
active = false;
|
|
followCamera = 1;
|
|
cull = 0;
|
|
stretch = 0;
|
|
startLayer = endLayer = -1;
|
|
|
|
texID = 0;
|
|
format = GL_LUMINANCE;
|
|
|
|
useFrameBuffer = true;
|
|
}
|
|
|
|
void BloomEffect::init(int quality, int startLayer, int endLayer)
|
|
{
|
|
this->startLayer = startLayer;
|
|
this->endLayer = endLayer;
|
|
this->quality = quality;
|
|
|
|
if (useFrameBuffer)
|
|
{
|
|
if (frameBuffer.init(quality, quality))
|
|
active = true;
|
|
else
|
|
{
|
|
active = false;
|
|
useFrameBuffer = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
texID = generateEmptyTexture(quality);
|
|
}
|
|
}
|
|
|
|
void BloomEffect::unloadDevice()
|
|
{
|
|
if (frameBuffer.isInited())
|
|
frameBuffer.unloadDevice();
|
|
}
|
|
|
|
void BloomEffect::reloadDevice()
|
|
{
|
|
if (frameBuffer.isInited())
|
|
frameBuffer.reloadDevice();
|
|
}
|
|
|
|
void BloomEffect::render()
|
|
{
|
|
if (active && frameBuffer.isInited())
|
|
{
|
|
// get
|
|
glViewport(0,0,quality,quality);
|
|
|
|
frameBuffer.startCapture();
|
|
|
|
glClearColor(0,0,0,1);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
core->render(startLayer, endLayer, false);
|
|
|
|
if (useFrameBuffer)
|
|
{
|
|
frameBuffer.endCapture();
|
|
}
|
|
else
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D,texID);
|
|
glCopyTexImage2D(GL_TEXTURE_2D, 0, format, 0, 0, quality, quality, 0);
|
|
}
|
|
|
|
core->setClearColor(core->getClearColor());
|
|
glViewport(0, 0, core->width, core->height);
|
|
|
|
|
|
// render
|
|
glEnable(GL_TEXTURE_2D);
|
|
if (useFrameBuffer)
|
|
frameBuffer.bindTexture();
|
|
else
|
|
glBindTexture(GL_TEXTURE_2D,texID);
|
|
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
//glScalef(scale.x, scale.y, 0);
|
|
|
|
float spost = 0.0;
|
|
|
|
|
|
int x=0,y=0;
|
|
x = -core->getVirtualOffX()*2;
|
|
y = -core->getVirtualOffY()*2;
|
|
applyBlendType();
|
|
glColor4f(color.x, color.y, color.z, alpha.x*alphaMod);
|
|
glBegin(GL_QUADS); // Begin Drawing Quads
|
|
|
|
glTexCoord2f(0,1); // Texture Coordinate ( 0, 1 )
|
|
glVertex2f(x-stretch,y-stretch); // First Vertex ( 0, 0 )
|
|
glTexCoord2f(0,0); // Texture Coordinate ( 0, 0 )
|
|
glVertex2f(x-stretch,core->height+stretch); // Second Vertex ( 0, 480 )
|
|
|
|
glTexCoord2f(1,0); // Texture Coordinate ( 1, 0 )
|
|
glVertex2f(core->width+stretch,core->height+stretch); // Third Vertex ( 640, 480 )
|
|
|
|
glTexCoord2f(1,1); // Texture Coordinate ( 1, 1 )
|
|
glVertex2f(core->width+stretch,y-stretch); // Fourth Vertex ( 640, 0 )
|
|
glEnd();
|
|
|
|
glPopMatrix();
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
RenderObject::lastTextureApplied = 0;
|
|
}
|
|
}
|
|
|