bloom shader
This commit is contained in:
parent
b5cf4ad2c4
commit
5ec386b35f
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@ -1,5 +1,40 @@
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uniform sampler2D texture;
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varying vec2 textureCoords;
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void main()
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{
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vec4 sum = vec4(0);
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vec2 texcoord = textureCoords;
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int j;
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int i;
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for( i= -4 ;i < 4; i++)
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{
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for (j = -3; j < 3; j++)
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{
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sum += texture2D(texture, texcoord + vec2(j, i)*0.004) * 0.25;
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}
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}
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if (texture2D(texture, texcoord).r < 0.3)
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{
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gl_FragColor = sum*sum*0.012 + texture2D(texture, texcoord);
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}
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else
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{
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if (texture2D(texture, texcoord).r < 0.5)
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{
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gl_FragColor = sum*sum*0.009 + texture2D(texture, texcoord);
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}
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else
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{
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gl_FragColor = sum*sum*0.0075 + texture2D(texture, texcoord);
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}
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}
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}
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/*
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uniform sampler2D texture;
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varying vec2 textureCoords;
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uniform vec4 color;
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uniform float opacity;
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@ -35,7 +70,7 @@ void main (void)
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vec2 uv = textureCoords.st;
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gl_FragColor = PostFX(texture, uv, ticks) * opacity;
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}
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*/
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/*
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uniform float opacity;
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vec4 calculatePixel();
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@ -27,7 +27,7 @@ void CoordsBuffer::clear()
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m_destRects.reset();
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m_srcRects.reset();
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m_textureCoords.clear();
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m_vertexCoords.clear();
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m_vertices.clear();
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m_updateCache = true;
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}
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@ -97,11 +97,11 @@ void CoordsBuffer::cacheVertexArrays()
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int numDestRects = m_destRects.size();
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int numSrcRects = m_srcRects.size();
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m_vertexCoords.clear();
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m_vertices.clear();
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m_textureCoords.clear();
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for(int i=0;i<numDestRects;++i) {
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m_vertexCoords.addRect(m_destRects[i]);
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m_vertices.addRect(m_destRects[i]);
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if(numSrcRects == numDestRects)
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m_textureCoords.addRect(m_srcRects[i]);
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}
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@ -40,14 +40,15 @@ public:
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void cacheVertexArrays();
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GLfloat *getVertexCoords() const { return m_vertexCoords.vertexArray(); }
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GLfloat *getTextureCoords() const { return m_textureCoords.vertexArray(); }
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int getVertexCount() const { return m_vertexCoords.vertexCount(); }
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GLfloat *getVertices() const { return m_vertices.vertices(); }
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GLfloat *getTextureCoords() const { return m_textureCoords.vertices(); }
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int getVertexCount() const { return m_vertices.vertexCount(); }
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int getTextureCoordsCount() const { return m_textureCoords.vertexCount(); }
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private:
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DataBuffer<Rect> m_destRects;
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DataBuffer<Rect> m_srcRects;
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VertexArray m_vertexCoords;
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VertexArray m_vertices;
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VertexArray m_textureCoords;
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Boolean<true> m_updateCache;
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};
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@ -36,30 +36,15 @@ void Painter::init()
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setOpacity(255);
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setCompositionMode(CompositionMode_SourceOver);
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PainterShaderProgramPtr program = PainterShaderProgramPtr(new PainterShaderProgram);
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program->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
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program->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslTextureSrcFragmentShader);
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program->bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
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program->bindAttributeLocation(TEXTURE_COORDS_ATTR, "textureCoord");
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assert(program->link());
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program->bindUniformLocation(PainterShaderProgram::PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
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program->bindUniformLocation(PainterShaderProgram::TEXTURE_TRANSFORM_MATRIX_UNIFORM, "textureTransformMatrix");
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program->bindUniformLocation(PainterShaderProgram::COLOR_UNIFORM, "color");
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program->bindUniformLocation(PainterShaderProgram::OPACITY_UNIFORM, "opacity");
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program->bindUniformLocation(PainterShaderProgram::TEXTURE_UNIFORM, "texture");
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program->bindUniformLocation(PainterShaderProgram::TICKS_UNIFORM, "ticks");
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m_drawTexturedProgram = program;
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m_drawTexturedProgram = PainterShaderProgramPtr(new PainterShaderProgram);
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m_drawTexturedProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
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m_drawTexturedProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslTextureSrcFragmentShader);
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assert(m_drawTexturedProgram->link());
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program = PainterShaderProgramPtr(new PainterShaderProgram);
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program->addShaderFromSourceCode(Shader::Vertex, glslMainVertexShader + glslPositionOnlyVertexShader);
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program->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslSolidColorFragmentShader);
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program->bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
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assert(program->link());
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program->bindUniformLocation(PainterShaderProgram::PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
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program->bindUniformLocation(PainterShaderProgram::COLOR_UNIFORM, "color");
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program->bindUniformLocation(PainterShaderProgram::OPACITY_UNIFORM, "opacity");
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program->bindUniformLocation(PainterShaderProgram::TICKS_UNIFORM, "ticks");
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m_drawSolidColorProgram = program;
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m_drawSolidColorProgram = PainterShaderProgramPtr(new PainterShaderProgram);
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m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Vertex, glslMainVertexShader + glslPositionOnlyVertexShader);
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m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslSolidColorFragmentShader);
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assert(m_drawSolidColorProgram->link());
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}
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void Painter::terminate()
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@ -97,38 +82,23 @@ void Painter::updateProjectionMatrix(const Size& viewportSize, bool inverseYAxis
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}
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}
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void Painter::drawCoords(CoordsBuffer& coordsBuffer)
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void Painter::drawProgram(const PainterShaderProgramPtr& program, CoordsBuffer& coordsBuffer, PainterShaderProgram::DrawMode drawMode)
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{
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coordsBuffer.cacheVertexArrays();
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if(coordsBuffer.getVertexCount() < 3)
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if(coordsBuffer.getVertexCount() == 0)
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return;
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m_drawSolidColorProgram->prepareForDraw();
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m_drawSolidColorProgram->setProjectionMatrix(m_projectionMatrix);
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m_drawSolidColorProgram->setOpacity(m_currentOpacity);
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m_drawSolidColorProgram->setColor(m_currentColor);
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m_drawSolidColorProgram->setVertexCoords(coordsBuffer.getVertexCoords());
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m_drawSolidColorProgram->drawTriangles(coordsBuffer.getVertexCount());
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m_drawSolidColorProgram->releaseFromDraw();
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program->setProjectionMatrix(m_projectionMatrix);
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program->setOpacity(m_currentOpacity);
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program->setColor(m_currentColor);
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program->draw(coordsBuffer, drawMode);
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}
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void Painter::drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture)
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{
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coordsBuffer.cacheVertexArrays();
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if(coordsBuffer.getVertexCount() < 3)
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return;
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m_drawTexturedProgram->prepareForDraw();
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m_drawTexturedProgram->setProjectionMatrix(m_projectionMatrix);
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m_drawTexturedProgram->setOpacity(m_currentOpacity);
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m_drawTexturedProgram->setColor(m_currentColor);
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m_drawTexturedProgram->setTexture(texture);
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m_drawTexturedProgram->setVertexCoords(coordsBuffer.getVertexCoords());
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m_drawTexturedProgram->setTextureCoords(coordsBuffer.getTextureCoords());
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m_drawTexturedProgram->drawTriangles(coordsBuffer.getVertexCount());
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m_drawTexturedProgram->releaseFromDraw();
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PainterShaderProgramPtr program = m_customProgram ? m_customProgram : m_drawTexturedProgram;
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program->setTexture(texture);
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drawProgram(program, coordsBuffer);
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}
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void Painter::drawTexturedRect(const Rect& dest, const TexturePtr& texture)
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@ -163,7 +133,7 @@ void Painter::drawFilledRect(const Rect& dest)
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m_coordsBuffer.clear();
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m_coordsBuffer.addRect(dest);
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drawCoords(m_coordsBuffer);
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drawProgram(m_customProgram ? m_customProgram : m_drawSolidColorProgram, m_coordsBuffer);
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}
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void Painter::drawBoundingRect(const Rect& dest, int innerLineWidth)
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@ -173,7 +143,12 @@ void Painter::drawBoundingRect(const Rect& dest, int innerLineWidth)
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m_coordsBuffer.clear();
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m_coordsBuffer.addBoudingRect(dest, innerLineWidth);
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drawCoords(m_coordsBuffer);
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drawProgram(m_customProgram ? m_customProgram : m_drawSolidColorProgram, m_coordsBuffer);
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}
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void Painter::setCustomProgram(PainterShaderProgramPtr program)
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{
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m_customProgram = program;
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}
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void Painter::setCompositionMode(Painter::CompositionMode compositionMode)
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@ -26,6 +26,7 @@
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#include "declarations.h"
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#include <framework/util/databuffer.h>
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#include "coordsbuffer.h"
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#include "paintershaderprogram.h"
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class Painter
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{
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@ -40,9 +41,8 @@ public:
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void updateProjectionMatrix(const Size& viewportSize, bool inverseYAxis = false);
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void drawCoords(CoordsBuffer& coordsBuffer);
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void drawProgram(const PainterShaderProgramPtr& program, CoordsBuffer& coordsBuffer, PainterShaderProgram::DrawMode drawMode = PainterShaderProgram::Triangles);
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void drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture);
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void drawTexturedRect(const Rect& dest, const TexturePtr& texture);
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void drawTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src);
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void drawRepeatedTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src);
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@ -55,6 +55,8 @@ public:
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void setOpacity(int opacity) { m_currentOpacity = opacity / 255.0f; }
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int getOpacity() { return m_currentOpacity * 255.0f; }
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void setCustomProgram(PainterShaderProgramPtr program);
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void releaseCustomProgram() { m_customProgram = nullptr; }
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void setCompositionMode(CompositionMode compositionMode);
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GLfloat *getProjectionMatrix() { return (GLfloat*)m_projectionMatrix; }
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private:
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PainterShaderProgramPtr m_drawTexturedProgram;
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PainterShaderProgramPtr m_drawSolidColorProgram;
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PainterShaderProgramPtr m_customProgram;
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GLfloat m_projectionMatrix[3][3];
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Color m_currentColor;
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GLfloat m_currentOpacity;
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@ -26,13 +26,31 @@
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#include "texturemanager.h"
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#include <framework/core/clock.h>
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bool PainterShaderProgram::link()
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{
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bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
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bindAttributeLocation(TEXTURE_COORDS_ATTR, "textureCoord");
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if(ShaderProgram::link()) {
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bindUniformLocation(PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
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bindUniformLocation(TEXTURE_TRANSFORM_MATRIX_UNIFORM, "textureTransformMatrix");
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bindUniformLocation(COLOR_UNIFORM, "color");
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bindUniformLocation(OPACITY_UNIFORM, "opacity");
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bindUniformLocation(TEXTURE_UNIFORM, "texture");
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bindUniformLocation(TICKS_UNIFORM, "ticks");
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return true;
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}
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return false;
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}
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void PainterShaderProgram::setProjectionMatrix(float projectionMatrix[3][3])
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{
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bind();
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setUniformValue(PROJECTION_MATRIX_UNIFORM, projectionMatrix, true);
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}
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void PainterShaderProgram::setColor(const Color& color)
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{
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bind();
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setUniformValue(COLOR_UNIFORM,
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color.r() / 255.0f,
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color.g() / 255.0f,
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@ -42,11 +60,15 @@ void PainterShaderProgram::setColor(const Color& color)
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void PainterShaderProgram::setOpacity(GLfloat opacity)
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{
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bind();
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setUniformValue(OPACITY_UNIFORM, opacity);
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}
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void PainterShaderProgram::setTexture(const TexturePtr& texture)
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{
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if(!texture)
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return;
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float w = texture->getGlSize().width();
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float h = texture->getGlSize().height();
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@ -55,52 +77,45 @@ void PainterShaderProgram::setTexture(const TexturePtr& texture)
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{ 0.0f, 1.0f/h }
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};
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bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture->getId());
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setUniformValue(TEXTURE_UNIFORM, 0);
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setUniformValue(TEXTURE_TRANSFORM_MATRIX_UNIFORM, textureTransformMatrix, true);
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}
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void PainterShaderProgram::setVertexCoords(const GLfloat *vertices)
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{
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enableAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR);
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setAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR, vertices, 2);
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}
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void PainterShaderProgram::setTextureCoords(const GLfloat *textureCoords)
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{
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enableAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR);
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setAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR, textureCoords, 2);
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m_mustDisableTexCoordsArray = true;
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}
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void PainterShaderProgram::prepareForDraw()
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void PainterShaderProgram::draw(const CoordsBuffer& coordsBuffer, DrawMode drawMode)
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{
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assert(bind());
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setUniformValue(TICKS_UNIFORM, (GLfloat)g_clock.ticks());
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}
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void PainterShaderProgram::drawTriangleStrip(int numVertices)
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{
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glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices);
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}
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int numVertices = coordsBuffer.getVertexCount();
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if(numVertices == 0)
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return;
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void PainterShaderProgram::drawTriangles(int numVertices)
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{
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glDrawArrays(GL_TRIANGLES, 0, numVertices);
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}
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void PainterShaderProgram::releaseFromDraw()
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{
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if(m_mustDisableTexCoordsArray) {
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disableAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR);
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m_mustDisableTexCoordsArray = false;
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bool mustDisableVertexArray = false;
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if(coordsBuffer.getVertexCount() > 0) {
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enableAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR);
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setAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR, coordsBuffer.getVertices(), 2);
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mustDisableVertexArray = true;
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}
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if(m_mustDisableVertexArray) {
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bool mustDisableTexCoordsArray = false;
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if(coordsBuffer.getTextureCoords() > 0) {
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enableAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR);
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setAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR, coordsBuffer.getTextureCoords(), 2);
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mustDisableTexCoordsArray = true;
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}
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glDrawArrays(drawMode, 0, numVertices);
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if(mustDisableVertexArray)
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disableAttributeArray(PainterShaderProgram::VERTEX_COORDS_ATTR);
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m_mustDisableVertexArray = false;
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}
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if(mustDisableTexCoordsArray)
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disableAttributeArray(PainterShaderProgram::TEXTURE_COORDS_ATTR);
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//release();
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}
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@ -24,10 +24,10 @@
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#define PAINTERSHADER_H
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#include "shaderprogram.h"
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#include "coordsbuffer.h"
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class PainterShaderProgram : public ShaderProgram
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{
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public:
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enum {
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VERTEX_COORDS_ATTR = 0,
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TEXTURE_COORDS_ATTR = 1,
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TEXTURE_UNIFORM = 4,
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TICKS_UNIFORM = 5
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};
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public:
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enum DrawMode {
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Triangles = GL_TRIANGLES,
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TriangleStrip = GL_TRIANGLE_STRIP
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};
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bool link();
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void setProjectionMatrix(GLfloat projectionMatrix[3][3]);
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void setColor(const Color& color);
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void setOpacity(GLfloat opacity);
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void setTexture(const TexturePtr& texture);
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void setVertexCoords(const GLfloat *vertices);
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void setTextureCoords(const GLfloat *textureCoords);
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void prepareForDraw();
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void drawTriangleStrip(int numVertices);
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void drawTriangles(int numVertices);
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void releaseFromDraw();
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void draw(const CoordsBuffer& coordsBuffer, DrawMode drawMode = Triangles);
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private:
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Boolean<false> m_mustDisableVertexArray;
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Boolean<false> m_mustDisableTexCoordsArray;
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DrawMode m_drawMode;
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};
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#endif
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@ -39,7 +39,7 @@ public:
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bool addShaderFromSourceFile(Shader::ShaderType shaderType, const std::string& sourceFile);
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void removeShader(const ShaderPtr& shader);
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void removeAllShaders();
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bool link();
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virtual bool link();
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bool bind();
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void release();
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std::string log();
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@ -57,7 +57,7 @@ public:
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}
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void clear() { m_buffer.reset(); }
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GLfloat *vertexArray() const { return m_buffer.data(); }
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GLfloat *vertices() const { return m_buffer.data(); }
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int vertexCount() const { return m_buffer.size() / 2; }
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private:
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@ -48,15 +48,7 @@ void Map::draw(const Rect& rect)
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program = PainterShaderProgramPtr(new PainterShaderProgram);
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program->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
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program->addShaderFromSourceFile(Shader::Fragment, "/shadertest.frag");
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program->bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
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program->bindAttributeLocation(TEXTURE_COORDS_ATTR, "textureCoord");
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assert(program->link());
|
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program->bindUniformLocation(PainterShaderProgram::PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
|
||||
program->bindUniformLocation(PainterShaderProgram::TEXTURE_TRANSFORM_MATRIX_UNIFORM, "textureTransformMatrix");
|
||||
program->bindUniformLocation(PainterShaderProgram::COLOR_UNIFORM, "color");
|
||||
program->bindUniformLocation(PainterShaderProgram::OPACITY_UNIFORM, "opacity");
|
||||
program->bindUniformLocation(PainterShaderProgram::TEXTURE_UNIFORM, "texture");
|
||||
program->bindUniformLocation(PainterShaderProgram::TICKS_UNIFORM, "ticks");
|
||||
}
|
||||
|
||||
g_painter.setColor(Fw::white);
|
||||
|
@ -100,22 +92,11 @@ void Map::draw(const Rect& rect)
|
|||
|
||||
m_framebuffer->release();
|
||||
|
||||
//g_painter.setColor(Fw::white);
|
||||
//m_framebuffer->draw(rect);
|
||||
|
||||
|
||||
CoordsBuffer coordsBuffer;
|
||||
coordsBuffer.addRect(rect, Rect(0,0,m_framebuffer->getTexture()->getSize()));
|
||||
coordsBuffer.cacheVertexArrays();
|
||||
program->prepareForDraw();
|
||||
program->setProjectionMatrix((GLfloat (*)[3])g_painter.getProjectionMatrix());
|
||||
program->setOpacity(1.0f);
|
||||
program->setColor(Fw::white);
|
||||
program->setTexture(m_framebuffer->getTexture());
|
||||
program->setVertexCoords(coordsBuffer.getVertexCoords());
|
||||
program->setTextureCoords(coordsBuffer.getTextureCoords());
|
||||
program->drawTriangles(coordsBuffer.getVertexCount());
|
||||
program->releaseFromDraw();
|
||||
g_painter.setCustomProgram(program);
|
||||
g_painter.setColor(Fw::white);
|
||||
m_framebuffer->draw(rect);
|
||||
g_painter.releaseCustomProgram();
|
||||
|
||||
// calculate stretch factor
|
||||
float horizontalStretchFactor = rect.width() / (float)(m_visibleSize.width() * NUM_TILE_PIXELS);
|
||||
|
|
Loading…
Reference in New Issue