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Aquaria/BBGE/Effects.cpp
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

162 lines
3.6 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 "Effects.h"
#include "RenderBase.h"
#include "Core.h"
#include <assert.h>
PostProcessingFX::PostProcessingFX()
{
blendType = 0;
layer = renderLayer = 0;
intensity = 0.1;
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()
{
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:
float windowW = core->getWindowWidth();
float windowH = core->getWindowHeight();
float textureW = core->frameBuffer.getWidth();
float textureH = core->frameBuffer.getHeight();
float alpha = intensity;
float offX = -(core->getVirtualOffX() * windowW / core->getVirtualWidth());
float offY = -(core->getVirtualOffY() * windowH / core->getVirtualHeight());
float width2 = windowW / 2;
float height2 = windowH / 2;
float pw = float(windowW)/float(textureW);
float ph = float(windowH)/float(textureH);
glLoadIdentity();
glTranslatef(width2 + offX, height2 + offY, 0);
glEnable(GL_TEXTURE_2D);
core->frameBuffer.bindTexture();
glEnable(GL_BLEND);
if (blendType == 1)
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
else
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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)
glTexCoord2d(spost, spost);
glVertex3f(-width2, height2, 0.0);
glTexCoord2d(percentX-spost, spost);
glVertex3f( width2, height2, 0.0);
glTexCoord2d(percentX-spost, percentY-spost);
glVertex3f( width2, -height2, 0.0);
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();
glColor4f(1,1,1,1);
glBindTexture(GL_TEXTURE_2D, 0);
RenderObject::lastTextureApplied = 0;
break;
}
glPopMatrix();
}
}
}