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 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 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 55 void BlurMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) { 56 } 57