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/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
* in compliance with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License
* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
* or implied. See the License for the specific language governing permissions and limitations under
* the License.
*/
#include "BlurMeshNode.h"
BlurMeshNode::BlurMeshNode(const Mesh* mesh, GLuint fboTexId, GLuint tmpTexId1, GLuint tmpTexId2,
float width, float height) :
MeshNode(mesh), mFboTexId(fboTexId), mTmpTexId1(tmpTexId1), mTmpTexId2(tmpTexId2),
mWidth(width), mHeight(height) {
}
void BlurMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
int textureUniformHandle = glGetUniformLocation(program.mProgramId, "u_Texture");
int scaleUniformHandle = glGetUniformLocation(program.mProgramId, "u_Scale");
int positionHandle = glGetAttribLocation(program.mProgramId, "a_Position");
int texCoordHandle = glGetAttribLocation(program.mProgramId, "a_TexCoordinate");
glEnableVertexAttribArray(positionHandle);
glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices);
glEnableVertexAttribArray(texCoordHandle);
glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords);
// Blur X
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTmpTexId1, 0);
glActiveTexture (GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mFboTexId);
glUniform1i(textureUniformHandle, 0);
glUniform2f(scaleUniformHandle, 1.0f / mWidth, 0);
glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
// Blur Y
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTmpTexId2, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTmpTexId1);
glUniform1i(textureUniformHandle, 0);
glUniform2f(scaleUniformHandle, 0, 1.0f / mHeight);
glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
}
void BlurMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
}