Пример #1
0
glue_static void glueStrobo(float t, float br, float times, float fadespeed) {
    float br2;

    br2=clamp(1.0-fmod(t, 1.0/times)*times*fadespeed)*br;

    glueSetmatrices2d(0);

    glDisable(GL_FOG);
    glueDisabletexture();
    glDisable(GL_CULL_FACE);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_LIGHTING);
    glEnable(GL_BLEND);
    glBlendFunc(GL_ONE, GL_ONE);

    glColor4f(br2, br2, br2, 1);

    glBegin(GL_POLYGON);
    glVertex2f(-1,  1);
    glVertex2f( 1,  1);
    glVertex2f( 1, -1);
    glVertex2f(-1, -1);
    glEnd();

}
Пример #2
0
glue_static void glueShowalphabuffer(void) {

    glueSet2d(0);
    //glDisable(GL_TEXTURE_2D);
    glueDisabletexture();
    glColor4f(1, 1, 1, 1);

    glEnable(GL_BLEND);
    glBlendFunc(GL_DST_ALPHA, GL_ZERO);

    glue2dquad();
}
Пример #3
0
glue_static void glueBackgroundcolor(float r, float g, float b, float a, int flags) {

    gluePush();
    glueSet2d(flags);
    glueDisabletexture();
    renderflags(flags);
    glColor4f(r, g, b, a);

    glBegin(GL_QUADS);
    glVertex2f(-1, -1);
    glVertex2f( 1, -1);
    glVertex2f( 1,  1);
    glVertex2f(-1,  1);
    glEnd();

    gluePop();
}
Пример #4
0
glue_static void glueBackground(float *col, int flags) {

    gluePush();
    glueSet2d(flags);
    glueDisabletexture();

    glColor4f(col[0], col[1], col[2], col[3]);

    glBegin(GL_POLYGON);
    glVertex2f(-1,  1);
    glVertex2f( 1,  1);
    glVertex2f( 1, -1);
    glVertex2f(-1, -1);
    glEnd();

    gluePop();
}
Пример #5
0
void blurfilter(Framebuffer *src, Framebuffer *work, float pixel, int rad, float minus) {
  int x;

  glMatrixMode(GL_PROJECTION);
  glPushMatrix();
  glMatrixMode(GL_MODELVIEW);
  glPushMatrix();

  glueBeginrender(work);
  gluePrepareflags(0);
  glClear(GL_COLOR_BUFFER_BIT);
  glueSet2d(GLUE_NO_DEPTH);
  glueDisabletexture();

  glUseProgramObjectARB(shader_blur);
  glueGlsl_bindtex(shader_blur, "t_color", src->texnum, 0, GL_TEXTURE_2D, GLUE_CLAMP|GLUE_NO_MIPMAP);
	glUniform2fARB(glGetUniformLocationARB(shader_blur, "direction"), pixel/src->xres, 0.0);
	glUniform1iARB(glGetUniformLocationARB(shader_blur, "radius"), rad);
	glUniform1fARB(glGetUniformLocationARB(shader_blur, "minus"), minus);
  glue2dquad();
  glUseProgramObjectARB(0);
  glueEndrender();

  glClear(GL_COLOR_BUFFER_BIT);
  glueSet2d(GLUE_NO_DEPTH);

  glUseProgramObjectARB(shader_blur);
  glueGlsl_bindtex(shader_blur, "t_color", work->texnum, 0, GL_TEXTURE_2D, GLUE_CLAMP|GLUE_NO_MIPMAP);
	glUniform2fARB(glGetUniformLocationARB(shader_blur, "direction"), 0, pixel/work->yres);
  float radmultiplier=(float)work->yres/(float)src->yres;
//  glueNoticef("blur multiplier shit %5.2f", radmultiplier);
	glUniform1iARB(glGetUniformLocationARB(shader_blur, "radius"), rad*radmultiplier);
  glue2dquad();
  glUseProgramObjectARB(0);

  glMatrixMode(GL_PROJECTION);
  glPopMatrix();
  glMatrixMode(GL_MODELVIEW);
  glPopMatrix();
}
Пример #6
0
glue_static void gluePrepareflags2(float *col) {

    glFrontFace(GL_CCW);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    renderflags(0);
    glueDisabletexture();

    glDisable(GL_LIGHTING);
    glDisable(GL_FOG);

    glColor4f(1, 1, 1, 1);
    glColorMask(1, 1, 1, 1);

    if (col!=0) glueClear(col);

    //glueFC=0;
    //glueVC=0;
    tinydebugline=0;
    tinyinfoline=0;
}
Пример #7
0
glue_static void gluePrepareflags(float *col) {
    float amb[]= {0, 0, 0, 1.0};
    float dif[]= {0.8, 0.8, 0.8, 1.0};
    float spec[]= {0.0, 0.0, 0.0, 1.0};
//  static int frame=0;

    glFrontFace(GL_CCW);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);
    glDisable(GL_LIGHTING);
    glDisable(GL_BLEND);
    glDisable(GL_FOG);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    glDisable(GL_TEXTURE_GEN_Q);
    glDisable(GL_TEXTURE_GEN_R);
    glDisable(GL_TEXTURE_GEN_S);
    glDisable(GL_TEXTURE_GEN_T);
    //glDisable(GL_TEXTURE_1D);
    //glDisable(GL_TEXTURE_2D);
    glShadeModel(GL_SMOOTH);
    glEnable(GL_NORMALIZE);
    glDisable(GL_AUTO_NORMAL);
    glEnable(GL_ALPHA_TEST);
    glAlphaFunc(GL_ALWAYS, 0);
    glDisable(GL_COLOR_MATERIAL);
    glDisable(GL_DITHER);
    glDisable(GL_LINE_SMOOTH);
    //glEnable(GL_POLYGON_SMOOTH);
    glDisable(GL_POLYGON_SMOOTH);
    glDisable(GL_POINT_SMOOTH);
    glDisable(GL_SCISSOR_TEST);
    glDisable(GL_STENCIL_TEST);
    glDisable(GL_LINE_STIPPLE);
    glDisable(GL_LOGIC_OP);
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
    glDisable(GL_CLIP_PLANE0);
    glDisable(GL_CLIP_PLANE1);
    glDisable(GL_CLIP_PLANE2);
    glDisable(GL_CLIP_PLANE3);
    glDisable(GL_CLIP_PLANE4);
    glDisable(GL_CLIP_PLANE5);
    glColor4f(1, 1, 1, 1);
    glDepthMask(1);
    glColorMask(1, 1, 1, 1);

    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, dif);
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
    glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, spec);
    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0);
    //glDisable(GL_LIGHT_MODEL_LOCAL_VIEWER);
    //glDisable(GL_LIGHT_MODEL_TWO_SIDE);

// if (GLUE_CUBEMAP_OK) {
//   glDisable(GL_TEXTURE_CUBE_MAP_ARB);
// }
    glueDisabletexture();

    if (glueMultisample==1) glEnable(GL_MULTISAMPLE_ARB);


    if (col!=0) glueClear(col);

    //glueFC=0;
    //glueVC=0;

    tinydebugline=0;
    tinyinfoline=0;
}