1 /*
2 * Copyright (C) 2013 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
5 * in compliance with the License. You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software distributed under the License
10 * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
11 * or implied. See the License for the specific language governing permissions and limitations under
12 * the License.
13 */
14
15 #include "BlurMeshNode.h"
16
BlurMeshNode(const Mesh * mesh,GLuint fboTexId,GLuint tmpTexId1,GLuint tmpTexId2,float width,float height)17 BlurMeshNode::BlurMeshNode(const Mesh* mesh, GLuint fboTexId, GLuint tmpTexId1, GLuint tmpTexId2,
18 float width, float height) :
19 MeshNode(mesh), mFboTexId(fboTexId), mTmpTexId1(tmpTexId1), mTmpTexId2(tmpTexId2),
20 mWidth(width), mHeight(height) {
21 }
22
before(Program & program,Matrix & model,Matrix & view,Matrix & projection)23 void BlurMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
24 int textureUniformHandle = glGetUniformLocation(program.mProgramId, "u_Texture");
25 int scaleUniformHandle = glGetUniformLocation(program.mProgramId, "u_Scale");
26 int positionHandle = glGetAttribLocation(program.mProgramId, "a_Position");
27 int texCoordHandle = glGetAttribLocation(program.mProgramId, "a_TexCoordinate");
28
29 glEnableVertexAttribArray(positionHandle);
30 glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices);
31 glEnableVertexAttribArray(texCoordHandle);
32 glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords);
33
34 // Blur X
35 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTmpTexId1, 0);
36 glActiveTexture (GL_TEXTURE0);
37 glBindTexture(GL_TEXTURE_2D, mFboTexId);
38 glUniform1i(textureUniformHandle, 0);
39
40 glUniform2f(scaleUniformHandle, 1.0f / mWidth, 0);
41
42 glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
43
44 // Blur Y
45 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTmpTexId2, 0);
46 glActiveTexture(GL_TEXTURE0);
47 glBindTexture(GL_TEXTURE_2D, mTmpTexId1);
48 glUniform1i(textureUniformHandle, 0);
49
50 glUniform2f(scaleUniformHandle, 0, 1.0f / mHeight);
51
52 glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
53 }
54
after(Program & program,Matrix & model,Matrix & view,Matrix & projection)55 void BlurMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
56 }
57