/* * 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) { }