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Aquaria/BBGE/BloomEffect.cpp

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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;
}
}