| /* |
| * 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) { |
| } |