void App::render_bloom_combine(clan::Canvas &canvas, clan::Texture2D &tex_base, clan::Texture2D &tex_bloom, clan::ProgramObject &program_object) { canvas.flush(); clan::GraphicContext gc = canvas.get_gc(); gc.set_texture(0, tex_base); gc.set_texture(1, tex_bloom); gc.set_program_object(program_object); program_object.set_uniform1i(("BaseTexture"), 0); program_object.set_uniform1f(("BaseIntensity"), base_intensity); program_object.set_uniform1f(("BaseSaturation"), base_saturation); program_object.set_uniform1i(("BloomTexture"), 1); program_object.set_uniform1f(("BloomIntensity"), bloom_intensity); program_object.set_uniform1f(("BloomSaturation"), bloom_saturation); program_object.set_uniform_matrix("cl_ModelViewProjectionMatrix", canvas.get_projection() * canvas.get_transform()); draw_texture(gc, clan::Rectf(0,0,canvas.get_width(),canvas.get_height()), clan::Rectf(0.0f, 0.0f, 1.0f, 1.0f)); gc.reset_program_object(); gc.reset_texture(0); gc.reset_texture(1); }
void App::set_user_projection(clan::Canvas &canvas, clan::Sizef &area_size, Options *options) { canvas.get_gc().set_viewport(clan::Rectf(0, 0, area_size)); float lens_zoom = 3.2f; float lens_near = 0.1f; float lens_far = 10000.0f; float lens_aspect = 1.0f; float fov = 2.0f * atan2(1.0f, lens_zoom); float aspect = 1.0f; aspect = ( area_size.width * lens_aspect) / area_size.height; fov = (fov * 180.0f) / clan::PI; clan::Mat4f projection_matrix = clan::Mat4f::perspective( fov, aspect, lens_near, lens_far, clan::handed_left, clan::clip_negative_positive_w); canvas.set_projection(projection_matrix); clan::Mat4f modelview_matrix = clan::Mat4f::identity(); modelview_matrix.translate_self(-1.0f, 1.0, lens_zoom); modelview_matrix = modelview_matrix * clan::Mat4f::rotate(clan::Angle((float) -options->grid_angle, clan::angle_degrees), 1.0f, 0.0f, 0.0f, false); modelview_matrix.scale_self(2.0f / area_size.width, -2.0f / area_size.height, 1.0f); canvas.set_modelview(modelview_matrix); }
void App::render_gaussian_blur(clan::Canvas &canvas, float blur_amount, clan::Texture2D &source_texture, clan::ProgramObject &program_object, float dx, float dy) { uniforms.sample[0].weight = compute_gaussian(0, blur_amount); uniforms.sample[0].offset_x = 0.0f; uniforms.sample[0].offset_y = 0.0f; float totalWeights = uniforms.sample[0].weight; for (int i = 0; i < sampleCount / 2; i++) { float weight = compute_gaussian(i + 1.0f, blur_amount); uniforms.sample[i * 2 + 1].weight = weight; uniforms.sample[i * 2 + 2].weight = weight; totalWeights += weight * 2; float sampleOffset = i * 2 + 1.5f; clan::Vec2f delta(dx * sampleOffset, dy * sampleOffset); uniforms.sample[i * 2 + 1].offset_x = delta.x; uniforms.sample[i * 2 + 1].offset_y = delta.y; uniforms.sample[i * 2 + 2].offset_x = -delta.x; uniforms.sample[i * 2 + 2].offset_y = -delta.y; } for (int i = 0; i < sampleCount; i++) { uniforms.sample[i].weight /= totalWeights; } canvas.flush(); clan::GraphicContext gc = canvas.get_gc(); gc.set_texture(0, source_texture); gc.set_program_object(program_object); uniforms.cl_ModelViewProjectionMatrix = canvas.get_projection() * canvas.get_transform(); gpu_uniforms.upload_data(gc, &uniforms, 1); gc.set_uniform_buffer(0, gpu_uniforms); draw_texture(gc, clan::Rectf(0,0,canvas.get_width(),canvas.get_height()), clan::Rectf(0.0f, 0.0f, 1.0f, 1.0f)); gc.reset_program_object(); gc.reset_texture(0); }
void App::render_shockwave(clan::Canvas &canvas, clan::Texture2D &source_texture, clan::ProgramObject &program_object) { canvas.flush(); clan::GraphicContext gc = canvas.get_gc(); gc.set_texture(0, source_texture); gc.set_program_object(program_object); uniforms.cl_ModelViewProjectionMatrix = canvas.get_projection() * canvas.get_modelview(); gpu_uniforms.upload_data(gc, &uniforms, 1); gc.set_uniform_buffer(0, gpu_uniforms); draw_texture(gc, clan::Rectf(0,0,canvas.get_width(),canvas.get_height()), clan::Rectf(0.0f, 0.0f, 1.0f, 1.0f)); gc.reset_program_object(); gc.reset_texture(0); }
void App::render_extract_highlights(clan::Canvas &canvas, clan::Texture2D &source_texture, clan::ProgramObject &program_object) { canvas.flush(); clan::GraphicContext gc = canvas.get_gc(); gc.set_texture(0, source_texture); gc.set_program_object(program_object); program_object.set_uniform1i(("SourceTexture"), 0); program_object.set_uniform1f(("Threshold"), highlight_threshold); program_object.set_uniform_matrix("cl_ModelViewProjectionMatrix", canvas.get_projection() * canvas.get_transform()); draw_texture(gc, clan::Rectf(0,0,canvas.get_width(),canvas.get_height()), clan::Rectf(0.0f, 0.0f, 1.0f, 1.0f)); gc.reset_program_object(); gc.reset_texture(0); }