From bc5375149c0ecb416848a2d3657ea41ae97177b3 Mon Sep 17 00:00:00 2001 From: Fox Caminiti Date: Wed, 10 Aug 2022 21:24:03 -0400 Subject: path rasterization started with opengl --- effects.cpp | 12 +++++++++--- 1 file changed, 9 insertions(+), 3 deletions(-) (limited to 'effects.cpp') diff --git a/effects.cpp b/effects.cpp index d006941..67f0887 100644 --- a/effects.cpp +++ b/effects.cpp @@ -201,7 +201,8 @@ Levels(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, property_c Assert(&BitmapInfo->Test); gl_effect_layer Test = BitmapInfo->Test; - glBindRenderbuffer(GL_RENDERBUFFER, Test.RBO); + // glBindRenderbuffer(GL_RENDERBUFFER, Test.RBO); + /* glUseProgram(TGL.ShaderProgram); int vertexColorLocation = glGetUniformLocation(TGL.ShaderProgram, "Start"); @@ -216,6 +217,7 @@ Levels(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, property_c glUniform4f(vertexColorLocation, Mid.r, Mid.g, Mid.b, Mid.a); vertexColorLocation = glGetUniformLocation(TGL.ShaderProgram, "EndCol"); glUniform4f(vertexColorLocation, End.r, End.g, End.b, End.a); + */ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); @@ -233,13 +235,15 @@ GaussianBlur(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, prop real32 Radius = Property[0].CurrentValue.f; gl_effect_layer *Test = &BitmapInfo->Test; - glBindRenderbuffer(GL_RENDERBUFFER, Test->RBO); + // glBindRenderbuffer(GL_RENDERBUFFER, Test->RBO); + /* glUseProgram(TGL.ShaderProgram); int vertexColorLocation = glGetUniformLocation(TGL.ShaderProgram, "Radius"); glUniform1f(vertexColorLocation, Radius + 1.60f); vertexColorLocation = glGetUniformLocation(TGL.ShaderProgram, "Direction"); glUniform2f(vertexColorLocation, 1.0f, 0.0f); + */ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); @@ -250,11 +254,13 @@ GaussianBlur(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, prop glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, &Data[0]); TestGL_InitTexture(&BitmapInfo->Test, Data, Width, Height); - glBindRenderbuffer(GL_RENDERBUFFER, Test->RBO); + // glBindRenderbuffer(GL_RENDERBUFFER, Test->RBO); + /* glUseProgram(TGL.ShaderProgram); vertexColorLocation = glGetUniformLocation(TGL.ShaderProgram, "Direction"); glUniform2f(vertexColorLocation, 0.0f, 1.0f); + */ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, &Data[0]); -- cgit v1.2.3