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57 lines
2.3 KiB
57 lines
2.3 KiB
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
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* in compliance with the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software distributed under the License
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* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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* or implied. See the License for the specific language governing permissions and limitations under
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* the License.
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*/
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#include "BlurMeshNode.h"
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BlurMeshNode::BlurMeshNode(const Mesh* mesh, GLuint fboTexId, GLuint tmpTexId1, GLuint tmpTexId2,
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float width, float height) :
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MeshNode(mesh), mFboTexId(fboTexId), mTmpTexId1(tmpTexId1), mTmpTexId2(tmpTexId2),
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mWidth(width), mHeight(height) {
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}
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void BlurMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
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int textureUniformHandle = glGetUniformLocation(program.mProgramId, "u_Texture");
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int scaleUniformHandle = glGetUniformLocation(program.mProgramId, "u_Scale");
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int positionHandle = glGetAttribLocation(program.mProgramId, "a_Position");
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int texCoordHandle = glGetAttribLocation(program.mProgramId, "a_TexCoordinate");
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glEnableVertexAttribArray(positionHandle);
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glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices);
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glEnableVertexAttribArray(texCoordHandle);
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glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords);
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// Blur X
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTmpTexId1, 0);
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glActiveTexture (GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mFboTexId);
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glUniform1i(textureUniformHandle, 0);
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glUniform2f(scaleUniformHandle, 1.0f / mWidth, 0);
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glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
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// Blur Y
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTmpTexId2, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mTmpTexId1);
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glUniform1i(textureUniformHandle, 0);
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glUniform2f(scaleUniformHandle, 0, 1.0f / mHeight);
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glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
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}
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void BlurMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
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}
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