QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) { PerformanceTimer perfTimer("glowEffect"); TextureCache* textureCache = DependencyManager::get<TextureCache>(); QOpenGLFramebufferObject* primaryFBO = textureCache->getPrimaryFramebufferObject(); primaryFBO->release(); glBindTexture(GL_TEXTURE_2D, primaryFBO->texture()); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); QOpenGLFramebufferObject* destFBO = toTexture ? textureCache->getSecondaryFramebufferObject() : NULL; if (!Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect) || _isEmpty) { // copy the primary to the screen if (destFBO && QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) { QOpenGLFramebufferObject::blitFramebuffer(destFBO, primaryFBO); } else { maybeBind(destFBO); if (!destFBO) { glViewport(0, 0, Application::getInstance()->getGLWidget()->getDeviceWidth(), Application::getInstance()->getGLWidget()->getDeviceHeight()); } glEnable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); glColor3f(1.0f, 1.0f, 1.0f); renderFullscreenQuad(); glDisable(GL_TEXTURE_2D); glEnable(GL_LIGHTING); maybeRelease(destFBO); } } else { // diffuse into the secondary/tertiary (alternating between frames) QOpenGLFramebufferObject* oldDiffusedFBO = textureCache->getSecondaryFramebufferObject(); QOpenGLFramebufferObject* newDiffusedFBO = textureCache->getTertiaryFramebufferObject(); if (_isOddFrame) { qSwap(oldDiffusedFBO, newDiffusedFBO); } newDiffusedFBO->bind(); if (_isFirstFrame) { glClear(GL_COLOR_BUFFER_BIT); } else { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, oldDiffusedFBO->texture()); _diffuseProgram->bind(); QSize size = primaryFBO->size(); _diffuseProgram->setUniformValue(_diffusionScaleLocation, 1.0f / size.width(), 1.0f / size.height()); renderFullscreenQuad(); _diffuseProgram->release(); } newDiffusedFBO->release(); // add diffused texture to the primary glBindTexture(GL_TEXTURE_2D, newDiffusedFBO->texture()); if (toTexture) { destFBO = oldDiffusedFBO; } maybeBind(destFBO); if (!destFBO) { glViewport(0, 0, Application::getInstance()->getGLWidget()->getDeviceWidth(), Application::getInstance()->getGLWidget()->getDeviceHeight()); } _addSeparateProgram->bind(); renderFullscreenQuad(); _addSeparateProgram->release(); maybeRelease(destFBO); glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE0); } glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glBindTexture(GL_TEXTURE_2D, 0); _isFirstFrame = false; return destFBO; }