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218 lines
7.1 KiB
C++
218 lines
7.1 KiB
C++
//
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// GlowEffect.cpp
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// interface
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//
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// Created by Andrzej Kapolka on 8/7/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// include this before QGLWidget, which includes an earlier version of OpenGL
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#include "InterfaceConfig.h"
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#include <QOpenGLFramebufferObject>
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#include "Application.h"
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#include "GlowEffect.h"
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#include "ProgramObject.h"
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GlowEffect::GlowEffect() : _renderMode(BLUR_ADD_MODE) {
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}
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static ProgramObject* createProgram(const QString& name) {
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ProgramObject* program = new ProgramObject();
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program->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/" + name + ".frag");
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program->link();
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program->bind();
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program->setUniformValue("originalTexture", 0);
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program->release();
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return program;
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}
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void GlowEffect::init() {
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switchToResourcesParentIfRequired();
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_addProgram = createProgram("glow_add");
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_horizontalBlurProgram = createProgram("horizontal_blur");
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_verticalBlurAddProgram = createProgram("vertical_blur_add");
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_verticalBlurProgram = createProgram("vertical_blur");
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_addSeparateProgram = createProgram("glow_add_separate");
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_diffuseProgram = createProgram("diffuse");
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_verticalBlurAddProgram->bind();
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_verticalBlurAddProgram->setUniformValue("horizontallyBlurredTexture", 1);
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_verticalBlurAddProgram->release();
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_addSeparateProgram->bind();
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_addSeparateProgram->setUniformValue("blurredTexture", 1);
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_addSeparateProgram->release();
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_diffuseProgram->bind();
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_diffuseProgram->setUniformValue("diffusedTexture", 1);
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_diffuseProgram->release();
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}
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void GlowEffect::prepare() {
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Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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_isEmpty = true;
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}
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void GlowEffect::begin(float intensity) {
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glBlendColor(0.0f, 0.0f, 0.0f, intensity);
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_isEmpty = false;
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}
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void GlowEffect::end() {
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glBlendColor(0.0f, 0.0f, 0.0f, 0.0f);
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}
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static void renderFullscreenQuad() {
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(-1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex2f(1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex2f(1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex2f(-1.0f, 1.0f);
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glEnd();
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}
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void GlowEffect::render() {
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QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject();
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primaryFBO->release();
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glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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if (_isEmpty) {
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// copy the primary to the screen
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if (QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) {
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QOpenGLFramebufferObject::blitFramebuffer(NULL, primaryFBO);
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} else {
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glColor3f(1.0f, 1.0f, 1.0f);
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renderFullscreenQuad();
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_LIGHTING);
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}
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} else if (_renderMode == ADD_MODE) {
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_addProgram->bind();
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renderFullscreenQuad();
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_addProgram->release();
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} else if (_renderMode == DIFFUSE_ADD_MODE) {
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// diffuse into the secondary/tertiary (alternating between frames)
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QOpenGLFramebufferObject* oldDiffusedFBO =
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Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject();
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QOpenGLFramebufferObject* newDiffusedFBO =
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Application::getInstance()->getTextureCache()->getTertiaryFramebufferObject();
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if ((_isOddFrame = !_isOddFrame)) {
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qSwap(oldDiffusedFBO, newDiffusedFBO);
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}
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newDiffusedFBO->bind();
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, oldDiffusedFBO->texture());
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_diffuseProgram->bind();
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renderFullscreenQuad();
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_diffuseProgram->release();
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newDiffusedFBO->release();
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// add diffused texture to the primary
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glBindTexture(GL_TEXTURE_2D, newDiffusedFBO->texture());
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_addSeparateProgram->bind();
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renderFullscreenQuad();
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_addSeparateProgram->release();
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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} else { // _renderMode == BLUR_ADD_MODE || _renderMode == BLUR_PERSIST_ADD_MODE
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// render the primary to the secondary with the horizontal blur
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QOpenGLFramebufferObject* secondaryFBO =
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Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject();
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secondaryFBO->bind();
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_horizontalBlurProgram->bind();
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renderFullscreenQuad();
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_horizontalBlurProgram->release();
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secondaryFBO->release();
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if (_renderMode == BLUR_ADD_MODE) {
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// render the secondary to the screen with the vertical blur
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
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_verticalBlurAddProgram->bind();
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renderFullscreenQuad();
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_verticalBlurAddProgram->release();
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} else { // _renderMode == BLUR_PERSIST_ADD_MODE
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// render the secondary to the tertiary with horizontal blur and persistence
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QOpenGLFramebufferObject* tertiaryFBO =
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Application::getInstance()->getTextureCache()->getTertiaryFramebufferObject();
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tertiaryFBO->bind();
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_CONSTANT_ALPHA, GL_CONSTANT_ALPHA);
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const float PERSISTENCE_SMOOTHING = 0.9f;
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glBlendColor(0.0f, 0.0f, 0.0f, PERSISTENCE_SMOOTHING);
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glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
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_verticalBlurProgram->bind();
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renderFullscreenQuad();
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_verticalBlurProgram->release();
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glBlendColor(0.0f, 0.0f, 0.0f, 0.0f);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
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glDisable(GL_BLEND);
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// now add the tertiary to the primary buffer
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tertiaryFBO->release();
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glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, tertiaryFBO->texture());
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_addSeparateProgram->bind();
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renderFullscreenQuad();
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_addSeparateProgram->release();
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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}
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void GlowEffect::cycleRenderMode() {
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_renderMode = (RenderMode)((_renderMode + 1) % RENDER_MODE_COUNT);
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}
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