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-rw-r--r--src/effects_gl.cpp103
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);
+}