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author | Fox Caminiti <fox@foxcam.net> | 2022-12-16 20:16:43 -0500 |
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committer | Fox Caminiti <fox@foxcam.net> | 2022-12-16 20:16:43 -0500 |
commit | bedd6906eabdd513042d6a178d4dc56a3a41d1d3 (patch) | |
tree | 2bcbd3e46ae61e583707a2ccc5b3f5cfeacb61a8 /src/effects_gl.cpp | |
parent | cdb9e1f7240cb0716b7d99df5e1fd7c3fc3407a8 (diff) |
v3, file/build organization
Diffstat (limited to 'src/effects_gl.cpp')
-rw-r--r-- | src/effects_gl.cpp | 103 |
1 files changed, 103 insertions, 0 deletions
diff --git a/src/effects_gl.cpp b/src/effects_gl.cpp new file mode 100644 index 0000000..c3ff444 --- /dev/null +++ b/src/effects_gl.cpp @@ -0,0 +1,103 @@ +void GL_UpdateTexture(gl_effect_layer *Test, void *Data, uint16 Width, uint16 Height, uint16 BytesPerPixel, bool32 Multisample); +static uint16 Effect_GL_InitShader(const char *Effect); +static void GL_BindDefaultVertexArrays(); + +void Effect_GL_Start(gl_effect_layer *Test, int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, uint16 ShaderProgram) +{ + GL_UpdateTexture(Test, EffectBitmapAddress, Width, Height, BytesPerPixel, 0); + + GL_BindDefaultVertexArrays(); + + glUseProgram(ShaderProgram); + + glBindFramebuffer(GL_FRAMEBUFFER, Test->FramebufferObject); + glBindRenderbuffer(GL_RENDERBUFFER, Test->Color_Renderbuffer); + + glBindTexture(GL_TEXTURE_2D, Test->Texture); + int ByteFlag = (BytesPerPixel == 4) ? GL_RGBA : GL_RGBA16; + int ByteFlag2 = (BytesPerPixel == 4) ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT; + glTexImage2D(GL_TEXTURE_2D, 0, ByteFlag, Width, Height, 0, GL_RGBA, + ByteFlag2, EffectBitmapAddress); +} + +void Effect_GL_DrawColor(int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, + uint16 ShaderProgram, v4 Color) +{ + gl_effect_layer Test = {}; + + int ByteFlag = (BytesPerPixel == 4) ? GL_RGBA : GL_RGBA16; + int ByteFlag2 = (BytesPerPixel == 4) ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT; + Effect_GL_Start(&Test, Width, Height, BytesPerPixel, EffectBitmapAddress, ShaderProgram); + + int Uniform = glGetUniformLocation(ShaderProgram, "Color"); + glUniform4f(Uniform, Color.r, Color.g, Color.b, Color.a); + + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); + glReadPixels(0, 0, Width, Height, GL_RGBA, ByteFlag2, EffectBitmapAddress); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + GL_DeleteHWBuffer(&Test); +} + +void Effect_GL_GaussianBlur(int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, + uint16 ShaderProgram, real32 Radius) +{ + gl_effect_layer Test = {}; + + int ByteFlag = (BytesPerPixel == 4) ? GL_RGBA : GL_RGBA16; + int ByteFlag2 = (BytesPerPixel == 4) ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT; + Effect_GL_Start(&Test, Width, Height, BytesPerPixel, EffectBitmapAddress, ShaderProgram); + + // horizontal pass + int Uniform = glGetUniformLocation(ShaderProgram, "Radius"); + glUniform1f(Uniform, Radius + 1.60f); + Uniform = glGetUniformLocation(ShaderProgram, "Direction"); + glUniform2f(Uniform, 1.0f, 0.0f); + + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); + glReadPixels(0, 0, Width, Height, GL_RGBA, ByteFlag2, EffectBitmapAddress); + // + + // vertical pass + glTexImage2D(GL_TEXTURE_2D, 0, ByteFlag, Width, Height, 0, GL_RGBA, + ByteFlag2, EffectBitmapAddress); + + Radius = glGetUniformLocation(ShaderProgram, "Direction"); + glUniform2f(Uniform, 0.0f, 1.0f); + + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); + glReadPixels(0, 0, Width, Height, GL_RGBA, ByteFlag2, EffectBitmapAddress); + // + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + GL_DeleteHWBuffer(&Test); +} + +void Effect_GL_Levels(int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, + uint16 ShaderProgram, real32 Min, real32 Mid, real32 Max, v4 ColMin, v4 ColMid, v4 ColMax) +{ + gl_effect_layer Test = {}; + + int ByteFlag = (BytesPerPixel == 4) ? GL_RGBA : GL_RGBA16; + int ByteFlag2 = (BytesPerPixel == 4) ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT; + Effect_GL_Start(&Test, Width, Height, BytesPerPixel, EffectBitmapAddress, ShaderProgram); + + int Uniform = glGetUniformLocation(ShaderProgram, "Start"); + glUniform1f(Uniform, Min); + Uniform = glGetUniformLocation(ShaderProgram, "Mid"); + glUniform1f(Uniform, Mid); + Uniform = glGetUniformLocation(ShaderProgram, "End"); + glUniform1f(Uniform, Max); + Uniform = glGetUniformLocation(ShaderProgram, "StartCol"); + glUniform4f(Uniform, ColMin.r, ColMin.g, ColMin.b, ColMin.a); + Uniform = glGetUniformLocation(ShaderProgram, "MidCol"); + glUniform4f(Uniform, ColMid.r, ColMid.g, ColMid.b, ColMid.a); + Uniform = glGetUniformLocation(ShaderProgram, "EndCol"); + glUniform4f(Uniform, ColMax.r, ColMax.g, ColMax.b, ColMax.a); + + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); + glReadPixels(0, 0, Width, Height, GL_RGBA, ByteFlag2, EffectBitmapAddress); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + GL_DeleteHWBuffer(&Test); +} |