示例#1
0
/*---------------------------------------------------------------------------
   Class specific setup function for the effects assets.
  ---------------------------------------------------------------------------*/
void FilterNMap::Assets(Buffers &Buffer)
   {
   if (!Ready()) {return;}

   Depth.Create(Buffer.GetDepthResolution(), Buffer.GetDepthDataType());
   Depth.ClearData();
   Depth.Buffer(false);

   Model.Plane(1, Mesh::ModeSolid);
   Model.Buffer(false);

   File::Text Text;
   std::string CodeVert, CodeFrag;
   Text.Load(CodeVert, File::Path::Shader(File::FilterNMapVert));
   Text.Load(CodeFrag, File::Path::Shader(File::FilterNMapFrag));
   Program.Attach(CodeVert, Shader::ShaderVert);
   Program.Attach(CodeFrag, Shader::ShaderFrag);
   Program.Buffer(false);

   Program.Bind();
   glUniform1i(glGetUniformLocation(Program.ID(), "Texture"), 0);   //Texture unit 0
   Program.Unbind();

   GLenum Error = glGetError();
   if (Error != GL_NO_ERROR) {throw dexception("OpenGL generated an error: %s", Debug::ErrorGL(Error));}
   }
示例#2
0
/*---------------------------------------------------------------------------
   Tests the selected input texture and changes configuration if the 
   resolutions do not match. The function does nothing for identical 
   configurations.
  ---------------------------------------------------------------------------*/
void Filter::Change(Buffers &Buffer)
   {
   vector2u Res[2];
   Texture::TexType Type[2];

   switch (Select)
      {
      case Filter::SelectVideo : 
         Res[0] = Buffer.GetVideoResolution();
         Res[1] = Video.Resolution();
         Type[0] = Buffer.GetVideoDataType();
         Type[1] = Video.DataType();
         break;

      case Filter::SelectDepth : 
         Res[0] = Buffer.GetDepthResolution();
         Res[1] = Depth.Resolution();
         Type[0] = Buffer.GetDepthDataType();
         Type[1] = Depth.DataType();
         break;

      default : throw dexception("Invalid Select enumeration.");
      }

   if (Res[0].U < 1 || Res[0].V < 1) {return;}
   
   if (Res[0].U != Res[1].U || Res[0].V != Res[1].V || Type[0] != Type[1])
      {
      Setup(Buffer);
      Assets(Buffer);
      }
   }
示例#3
0
/*---------------------------------------------------------------------------
   Class specific setup function for the effects assets.
  ---------------------------------------------------------------------------*/
void FilterPalette::Assets(Buffers &Buffer)
   {
   if (!Ready()) {return;}

   Depth.Create(Buffer.GetDepthResolution(), Buffer.GetDepthDataType());
   Depth.ClearData();
   Depth.Buffer(false);

   Model.Plane(1, Mesh::ModeSolid);
   Model.Buffer(false);

   File::PNG PNG;
   PNG.Load(Palette, File::Path::Shader(File::TexturePalette));
   Palette.SetMinFilter(Texture::MinNearest); //Disable filtering for palette texture in order to prevent bleeding into adjacent tables
   Palette.SetMagFilter(Texture::MagNearest);
   Palette.Buffer(false);

   File::Text Text;
   std::string CodeVert, CodeFrag;
   Text.Load(CodeVert, File::Path::Shader(File::FilterPaletteVert));
   Text.Load(CodeFrag, File::Path::Shader(File::FilterPaletteFrag));
   Program.Attach(CodeVert, Shader::ShaderVert);
   Program.Attach(CodeFrag, Shader::ShaderFrag);
   Program.Buffer(false);

   //Convert table selector to normalised texture coordinates
   float Select = (float)(Palette.Resolution().V - 1);
   if (Select > Math::feps) {Select = (float)Type / Select;}

   Program.Bind();
   glUniform1f(glGetUniformLocation(Program.ID(), "Select"), Select); 
   glUniform1i(glGetUniformLocation(Program.ID(), "Texture"), 0);   //Texture unit 0
   glUniform1i(glGetUniformLocation(Program.ID(), "Palette"), 1);   //Texture unit 1
   Program.Unbind();

   GLenum Error = glGetError();
   if (Error != GL_NO_ERROR) {throw dexception("OpenGL generated an error: %s", Debug::ErrorGL(Error));}
   }
示例#4
0
/*---------------------------------------------------------------------------
   Class specific setup function for the effects assets.
  ---------------------------------------------------------------------------*/
void FilterLines::Assets(Buffers &Buffer)
   {
   if (!Ready()) {return;}

   GLint Count = 0;
   glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &Count);
   if (Count < 1) {throw dexception("Current OpenGL context does not support vertex texture image units.");}

   vector2u Res = Buffer.GetDepthResolution();
   Depth.Create(Res, Buffer.GetDepthDataType());
   Depth.ClearData();
   Depth.Buffer(false);

   Model.Plane(1, Mesh::ModeSolid);
   Model.Buffer(false);

   File::PNG PNG;
   PNG.Load(Lines, File::Path::Texture(File::TextureLines));
   Lines.SetWrap(true);
   Lines.Buffer(false);

   File::Text Text;
   std::string CodeVert, CodeFrag;
   Text.Load(CodeVert, File::Path::Shader(File::FilterLinesVert));
   Text.Load(CodeFrag, File::Path::Shader(File::FilterLinesFrag));
   Program.Attach(CodeVert, Shader::ShaderVert);
   Program.Attach(CodeFrag, Shader::ShaderFrag);
   Program.Buffer(false);

   Program.Bind();
   glUniform1i(glGetUniformLocation(Program.ID(), "Texture"), 0);   //Texture unit 0
   glUniform1i(glGetUniformLocation(Program.ID(), "Lines"), 1);   //Texture unit 1
   glUniform1f(glGetUniformLocation(Program.ID(), "Scale"), (float)Res.V / 12.0f); //Scale factor for the line texture sampler
   Program.Unbind();

   GLenum Error = glGetError();
   if (Error != GL_NO_ERROR) {throw dexception("OpenGL generated an error: %s", Debug::ErrorGL(Error));}
   }
示例#5
0
/*---------------------------------------------------------------------------
   Class specific setup function for the effects assets.
  ---------------------------------------------------------------------------*/
void FilterSolids::Assets(Buffers &Buffer)
   {
   if (!Ready()) {return;}

   vector2u Res = Buffer.GetDepthResolution();
   Depth.Create(Res, Buffer.GetDepthDataType());
   Depth.ClearData();
   Depth.Buffer(false);

   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   glPushMatrix();
   Light.SetPosition(vector4f(0.5f, -0.5f, Near + 1.0f, 0.0f));
   Light.Buffer(0);
   glPopMatrix();

   Grid = Res / GridDiv;
   Grid = Grid.Clamp(GridMin, GridMax);
   GridNorm = cast_vector2(float, Grid);
   GridNorm = GridNorm.Rcp();
   uint GridSmallest = Math::Min(Grid.U, Grid.V);

   Offset = cast_vector2(float, Grid);
   Offset = (Offset - 1.0f) * 0.5f;

   //Geometry subdivisions for curved solids
   uint PolyDiv = (Math::Min(Res.U, Res.V) / GridSmallest) / PolyDivPixels;
   PolyDiv = Math::Clamp(PolyDiv, PolyDivMin, PolyDivMax);

   File::Text Text;
   std::string CodeVert, CodeFrag;

   switch (Type)
      {
      case FilterSolids::Cubes :
         Model.Cube(1, Mesh::ModeSolid);
         Text.Load(CodeVert, File::Path::Shader(File::FilterSolidsDepthVert));
         EnableVideo = false;
         EnableDepth = true;
         EnableCal = false;
         Mat.SetShininess(0.0f);
         break;

      case FilterSolids::Spheres :
         Model.Sphere(PolyDiv, Mesh::ModeSolid);
         Text.Load(CodeVert, File::Path::Shader(File::FilterSolidsDepthVert));
         EnableVideo = false;
         EnableDepth = true;
         EnableCal = false;
         break;

      case FilterSolids::CubesTinted :
         Model.Cube(1, Mesh::ModeSolid);
         Text.Load(CodeVert, File::Path::Shader(File::FilterSolidsVideoVert));
         Video.Create(Buffer.GetVideoResolution(), Buffer.GetVideoDataType());
         Video.ClearData();
         Video.Buffer(false);
         EnableVideo = true;
         EnableDepth = true;
         EnableCal = true;
         Mat.SetShininess(0.0f);
         break;

      case FilterSolids::SpheresTinted :
         Model.Sphere(PolyDiv, Mesh::ModeSolid);
         Text.Load(CodeVert, File::Path::Shader(File::FilterSolidsVideoVert));
         Video.Create(Buffer.GetVideoResolution(), Buffer.GetVideoDataType());
         Video.ClearData();
         Video.Buffer(false);
         EnableVideo = true;
         EnableDepth = true;
         EnableCal = true;
         break;

      case FilterSolids::CubesFar :
         Model.Cube(1, Mesh::ModeSolid);
         Text.Load(CodeVert, File::Path::Shader(File::FilterSolidsDepthVert));
         EnableVideo = false;
         EnableDepth = true;
         EnableCal = false;
         Mat.SetShininess(0.0f);
         Far = -1000.0f;
         break;

      case FilterSolids::SpheresFar :
         Model.Sphere(PolyDiv, Mesh::ModeSolid);
         Text.Load(CodeVert, File::Path::Shader(File::FilterSolidsDepthVert));
         EnableVideo = false;
         EnableDepth = true;
         EnableCal = false;
         Far = -1000.0f;
         break;

      default : dexception("Unknown filter enumeration type.");
      }

   Range = Math::Abs(Far - Near);

   Model.Buffer(false);

   Text.Load(CodeFrag, File::Path::Shader(File::FilterSolidsFrag));
   Program.Attach(CodeVert, Shader::ShaderVert);
   Program.Attach(CodeFrag, Shader::ShaderFrag);
   Program.Buffer(false);

   Program.Bind();
   glUniform1f(glGetUniformLocation(Program.ID(), "Range"), Math::Abs(Range));
   glUniform1i(glGetUniformLocation(Program.ID(), "Depth"), 0);   //Texture unit 0
   glUniform1i(glGetUniformLocation(Program.ID(), "Video"), 1);   //Texture unit 1
   UID = glGetUniformLocation(Program.ID(), "TexCoord");
   glUniform2f(UID, 0.0f, 0.0f);
   Program.Unbind();

   //Projection matrix
   MP = MP.Identity();
   MP = MP.Frustum(-Ratio.X, Ratio.X, -Ratio.Y, Ratio.Y, Math::Abs(Near), Math::Abs(Far));

   //Modelview matrix
   float Scale = 1.0f / (float)GridSmallest;
   MV = MV.Identity();
   MV = MV.Scale(Scale, Scale, Scale);
   MV = MV.Translate(0.0f, 0.0f, (Near - Scale - 0.01f) / Scale);

   GLenum Error = glGetError();
   if (Error != GL_NO_ERROR) {throw dexception("OpenGL generated an error: %s", Debug::ErrorGL(Error));}
   }