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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);
}
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