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