Clementine-audio-player-Mac.../3rdparty/libprojectm/Renderer/ShaderEngine.cpp

697 lines
23 KiB
C++

/*
* ShaderEngine.cpp
*
* Created on: Jul 18, 2008
* Author: pete
*/
#include <fstream>
#include "PerlinNoise.hpp"
#include "ShaderEngine.hpp"
#include "BeatDetect.hpp"
ShaderEngine::ShaderEngine()
{
#ifdef USE_CG
SetupCg();
#endif
}
ShaderEngine::~ShaderEngine()
{
// TODO Auto-generated destructor stub
}
#ifdef USE_CG
void ShaderEngine::setParams(const int texsize, const unsigned int texId, const float aspect, BeatDetect *beatDetect,
TextureManager *textureManager)
{
mainTextureId = texId;
this->beatDetect = beatDetect;
this->textureManager = textureManager;
this->aspect = aspect;
this->texsize = texsize;
textureManager->setTexture("main", texId, texsize, texsize);
glGenTextures(1, &blur1_tex);
glBindTexture(GL_TEXTURE_2D, blur1_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texsize/2, texsize/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenTextures(1, &blur2_tex);
glBindTexture(GL_TEXTURE_2D, blur2_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texsize / 4, texsize / 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenTextures(1, &blur3_tex);
glBindTexture(GL_TEXTURE_2D, blur3_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texsize / 8, texsize / 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
blur1_enabled = false;
blur2_enabled = false;
blur3_enabled = false;
//std::cout << "Generating Noise Textures" << std::endl;
PerlinNoise noise;
glGenTextures(1, &noise_texture_lq_lite);
glBindTexture(GL_TEXTURE_2D, noise_texture_lq_lite);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_lq_lite);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noise_lq_lite", noise_texture_lq_lite, 32, 32);
glGenTextures(1, &noise_texture_lq);
glBindTexture(GL_TEXTURE_2D, noise_texture_lq);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 256, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_lq);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noise_lq", noise_texture_lq, 256, 256);
glGenTextures(1, &noise_texture_mq);
glBindTexture(GL_TEXTURE_2D, noise_texture_mq);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 256, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_mq);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noise_mq", noise_texture_mq, 256, 256);
glGenTextures(1, &noise_texture_hq);
glBindTexture(GL_TEXTURE_2D, noise_texture_hq);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 256, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_hq);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noise_hq", noise_texture_hq, 256, 256);
glGenTextures(1, &noise_texture_perlin);
glBindTexture(GL_TEXTURE_2D, noise_texture_perlin);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 512, 512, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_perlin);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noise_perlin", noise_texture_perlin, 512, 512);
/*
glGenTextures( 1, &noise_texture_lq_vol );
glBindTexture( GL_TEXTURE_3D, noise_texture_lq_vol );
glTexImage3D(GL_TEXTURE_3D,0,4,32,32,32,0,GL_LUMINANCE,GL_FLOAT,noise.noise_lq_vol);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noisevol_lq", noise_texture_lq_vol, 256, 256);
glGenTextures( 1, &noise_texture_hq_vol );
glBindTexture( GL_TEXTURE_3D, noise_texture_hq_vol );
glTexImage3D(GL_TEXTURE_3D,0,4,32,32,32,0,GL_LUMINANCE,GL_FLOAT,noise.noise_hq_vol);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noisevol_hq", noise_texture_hq_vol, 8, 8);
*/
}
bool ShaderEngine::LoadCgProgram(Shader &shader)
{
//if (p != NULL) cgDestroyProgram(p);
//p = NULL;
std::string program = shader.programSource;
if (program.length() > 0)
{
size_t found = program.rfind('}');
if (found != std::string::npos)
{
//std::cout << "last '}' found at: " << int(found) << std::endl;
program.replace(int(found), 1, "OUT.color.xyz=ret.xyz;\nOUT.color.w=1;\nreturn OUT;\n}");
}
else
return false;
found = program.rfind('{');
if (found != std::string::npos)
{
//std::cout << "first '{' found at: " << int(found) << std::endl;
program.replace(int(found), 1, "{\nfloat rad=getrad;\nfloat ang=getang;\n");
}
else
return false;
found = program.find("shader_body");
if (found != std::string::npos)
{
//std::cout << "first 'shader_body' found at: " << int(found) << std::endl;
program.replace(int(found), 11, "outtype projectm(float2 uv : TEXCOORD0)\n");
}
else
return false;
shader.textures.clear();
found = 0;
found = program.find("sampler_", found);
while (found != std::string::npos)
{
found += 8;
size_t end = program.find_first_of(" ;,\n\r)", found);
if (end != std::string::npos)
{
std::string sampler = program.substr((int) found, (int) end - found);
UserTexture* texture = new UserTexture(sampler);
texture->texID = textureManager->getTexture(texture->name);
if (texture->texID != 0)
{
texture->width = textureManager->getTextureWidth(texture->name);
texture->height = textureManager->getTextureHeight(texture->name);
}
else
{
if (sampler.substr(0, 4) == "rand")
{
std::string random_name = textureManager->getRandomTextureName(texture->name);
if (random_name.size() > 0)
{
texture->texID = textureManager->getTexture(random_name);
texture->width = textureManager->getTextureWidth(random_name);
texture->height = textureManager->getTextureHeight(random_name);
}
}
else
{
std::string extensions[6];
extensions[0] = ".jpg";
extensions[1] = ".dds";
extensions[2] = ".png";
extensions[3] = ".tga";
extensions[4] = ".bmp";
extensions[5] = ".dib";
for (int x = 0; x < 6; x++)
{
std::string filename = texture->name + extensions[x];
texture->texID = textureManager->getTexture(filename);
if (texture->texID != 0)
{
texture->width = textureManager->getTextureWidth(filename);
texture->height = textureManager->getTextureHeight(filename);
break;
}
}
}
}
if (texture->texID != 0 && shader.textures.find(texture->qname) == shader.textures.end())
shader.textures[texture->qname] = texture;
else
delete (texture);
}
found = program.find("sampler_", found);
}
textureManager->clearRandomTextures();
found = 0;
found = program.find("texsize_", found);
while (found != std::string::npos)
{
found += 8;
size_t end = program.find_first_of(" ;.,\n\r)", found);
if (end != std::string::npos)
{
std::string tex = program.substr((int) found, (int) end - found);
if (shader.textures.find(tex) != shader.textures.end())
{
UserTexture* texture = shader.textures[tex];
texture->texsizeDefined = true;
//std::cout << "texsize_" << tex << " found" << std::endl;
}
}
found = program.find("texsize_", found);
}
found = program.find("GetBlur3");
if (found != std::string::npos)
blur1_enabled = blur2_enabled = blur3_enabled = true;
else
{
found = program.find("GetBlur2");
if (found != std::string::npos)
blur1_enabled = blur2_enabled = true;
else
{
found = program.find("GetBlur1");
if (found != std::string::npos)
blur1_enabled = true;
}
}
std::string temp;
temp.append(cgTemplate);
temp.append(program);
//std::cout << "Cg: Compilation Results:" << std::endl << std::endl;
//std::cout << program << std::endl;
CGprogram p = cgCreateProgram(myCgContext, CG_SOURCE, temp.c_str(),//temp.c_str(),
myCgProfile, "projectm", NULL);
checkForCgCompileError("creating shader program");
if (p == NULL)
return false;
cgGLLoadProgram(p);
if (checkForCgCompileError("loading shader program"))
{
p = NULL;
return false;
}
programs[&shader] = p;
return true;
}
else
return false;
}
bool ShaderEngine::checkForCgCompileError(const char *situation)
{
CGerror error;
const char *string = cgGetLastErrorString(&error);
error = cgGetError();
if (error != CG_NO_ERROR)
{
std::cout << "Cg: Compilation Error" << std::endl;
std::cout << "Cg: %" << situation << " - " << string << std::endl;
if (error == CG_COMPILER_ERROR)
{
std::cout << "Cg: " << cgGetLastListing(myCgContext) << std::endl;
}
return true;
}
return false;
}
void ShaderEngine::checkForCgError(const char *situation)
{
CGerror error;
const char *string = cgGetLastErrorString(&error);
if (error != CG_NO_ERROR)
{
std::cout << "Cg: %" << situation << " - " << string << std::endl;
if (error == CG_COMPILER_ERROR)
{
std::cout << "Cg: " << cgGetLastListing(myCgContext) << std::endl;
}
exit(1);
}
}
void ShaderEngine::SetupCg()
{
std::string line;
std::ifstream myfile(CMAKE_INSTALL_PREFIX "/share/projectM/shaders/projectM.cg");
if (myfile.is_open())
{
while (!myfile.eof())
{
std::getline(myfile, line);
cgTemplate.append(line + "\n");
}
myfile.close();
}
else
std::cout << "Unable to load shader template \"" << CMAKE_INSTALL_PREFIX "/share/projectM/shaders/projectM.cg\"" << std::endl;
std::ifstream myfile2(CMAKE_INSTALL_PREFIX "/share/projectM/shaders/blur.cg");
if (myfile2.is_open())
{
while (!myfile2.eof())
{
std::getline(myfile2, line);
blurProgram.append(line + "\n");
}
myfile2.close();
}
else
std::cout << "Unable to load blur template" << std::endl;
myCgContext = cgCreateContext();
checkForCgError("creating context");
cgGLSetDebugMode(CG_FALSE);
cgSetParameterSettingMode(myCgContext, CG_DEFERRED_PARAMETER_SETTING);
myCgProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
cgGLSetOptimalOptions(myCgProfile);
checkForCgError("selecting fragment profile");
profileName = cgGetProfileString(myCgProfile);
std::cout << "Cg: Initialized profile: " << profileName << std::endl;
//std::cout<< blurProgram.c_str()<<std::endl;
blur1Program = cgCreateProgram(myCgContext, CG_SOURCE, blurProgram.c_str(), myCgProfile, "blur1", NULL);
checkForCgCompileError("creating blur1 program");
if (blur1Program == NULL)
exit(1);
cgGLLoadProgram(blur1Program);
checkForCgError("loading blur1 program");
blur2Program = cgCreateProgram(myCgContext, CG_SOURCE, blurProgram.c_str(), myCgProfile, "blurVert", NULL);
checkForCgCompileError("creating blur2 program");
if (blur2Program == NULL)
exit(1);
cgGLLoadProgram(blur2Program);
checkForCgError("loading blur2 program");
}
void ShaderEngine::SetupCgVariables(CGprogram program, const Pipeline &pipeline, const PipelineContext &context)
{
float slow_roam_cos[4] = { 0.5 + 0.5 * cos(context.time * 0.005), 0.5 + 0.5 * cos(context.time * 0.008), 0.5 + 0.5 * cos(context.time * 0.013), 0.5 + 0.5 * cos(context.time * 0.022) };
float roam_cos[4] = { 0.5 + 0.5 * cos(context.time * 0.3), 0.5 + 0.5 * cos(context.time * 1.3), 0.5 + 0.5 * cos(context.time * 5), 0.5 + 0.5 * cos(context.time * 20) };
float slow_roam_sin[4] = { 0.5 + 0.5 * sin(context.time * 0.005), 0.5 + 0.5 * sin(context.time * 0.008), 0.5 + 0.5 * sin(context.time * 0.013), 0.5 + 0.5 * sin(context.time * 0.022) };
float roam_sin[4] = { 0.5 + 0.5 * sin(context.time * 0.3), 0.5 + 0.5 * sin(context.time * 1.3), 0.5 + 0.5 * sin(context.time * 5), 0.5 + 0.5 * sin(context.time * 20) };
cgGLSetParameter4fv(cgGetNamedParameter(program, "slow_roam_cos"), slow_roam_cos);
cgGLSetParameter4fv(cgGetNamedParameter(program, "roam_cos"), roam_cos);
cgGLSetParameter4fv(cgGetNamedParameter(program, "slow_roam_sin"), slow_roam_sin);
cgGLSetParameter4fv(cgGetNamedParameter(program, "roam_sin"), roam_sin);
cgGLSetParameter1f(cgGetNamedParameter(program, "time"), context.time);
cgGLSetParameter4f(cgGetNamedParameter(program, "rand_preset"), rand_preset[0], rand_preset[1], rand_preset[2], rand_preset[3]);
cgGLSetParameter4f(cgGetNamedParameter(program, "rand_frame"), (rand() % 100) * .01, (rand() % 100) * .01, (rand()% 100) * .01, (rand() % 100) * .01);
cgGLSetParameter1f(cgGetNamedParameter(program, "fps"), context.fps);
cgGLSetParameter1f(cgGetNamedParameter(program, "frame"), context.frame);
cgGLSetParameter1f(cgGetNamedParameter(program, "progress"), context.progress);
cgGLSetParameter1f(cgGetNamedParameter(program, "blur1_min"), pipeline.blur1n);
cgGLSetParameter1f(cgGetNamedParameter(program, "blur1_max"), pipeline.blur1x);
cgGLSetParameter1f(cgGetNamedParameter(program, "blur2_min"), pipeline.blur2n);
cgGLSetParameter1f(cgGetNamedParameter(program, "blur2_max"), pipeline.blur2x);
cgGLSetParameter1f(cgGetNamedParameter(program, "blur3_min"), pipeline.blur3n);
cgGLSetParameter1f(cgGetNamedParameter(program, "blur3_max"), pipeline.blur3x);
cgGLSetParameter1f(cgGetNamedParameter(program, "bass"), beatDetect->bass);
cgGLSetParameter1f(cgGetNamedParameter(program, "mid"), beatDetect->mid);
cgGLSetParameter1f(cgGetNamedParameter(program, "treb"), beatDetect->treb);
cgGLSetParameter1f(cgGetNamedParameter(program, "bass_att"), beatDetect->bass_att);
cgGLSetParameter1f(cgGetNamedParameter(program, "mid_att"), beatDetect->mid_att);
cgGLSetParameter1f(cgGetNamedParameter(program, "treb_att"), beatDetect->treb_att);
cgGLSetParameter1f(cgGetNamedParameter(program, "vol"), beatDetect->vol);
cgGLSetParameter1f(cgGetNamedParameter(program, "vol_att"), beatDetect->vol);
cgGLSetParameter4f(cgGetNamedParameter(program, "texsize"), texsize, texsize, 1 / (float) texsize, 1
/ (float) texsize);
cgGLSetParameter4f(cgGetNamedParameter(program, "aspect"), 1 / aspect, 1, aspect, 1);
if (blur1_enabled)
{
cgGLSetTextureParameter(cgGetNamedParameter(program, "sampler_blur1"), blur1_tex);
cgGLEnableTextureParameter(cgGetNamedParameter(program, "sampler_blur1"));
}
if (blur2_enabled)
{
cgGLSetTextureParameter(cgGetNamedParameter(program, "sampler_blur2"), blur2_tex);
cgGLEnableTextureParameter(cgGetNamedParameter(program, "sampler_blur2"));
}
if (blur3_enabled)
{
cgGLSetTextureParameter(cgGetNamedParameter(program, "sampler_blur3"), blur3_tex);
cgGLEnableTextureParameter(cgGetNamedParameter(program, "sampler_blur3"));
}
}
void ShaderEngine::SetupUserTexture(CGprogram program, const UserTexture* texture)
{
std::string samplerName = "sampler_" + texture->qname;
CGparameter param = cgGetNamedParameter(program, samplerName.c_str());
checkForCgError("getting parameter");
cgGLSetTextureParameter(param, texture->texID);
checkForCgError("setting parameter");
cgGLEnableTextureParameter(param);
checkForCgError("enabling parameter");
//std::cout<<texture->texID<<" "<<samplerName<<std::endl;
if (texture->texsizeDefined)
{
std::string texsizeName = "texsize_" + texture->name;
cgGLSetParameter4f(cgGetNamedParameter(program, texsizeName.c_str()), texture->width, texture->height, 1
/ (float) texture->width, 1 / (float) texture->height);
checkForCgError("setting parameter texsize");
}
}
void ShaderEngine::SetupUserTextureState( const UserTexture* texture)
{
glBindTexture(GL_TEXTURE_2D, texture->texID);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, texture->bilinear ? GL_LINEAR : GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texture->bilinear ? GL_LINEAR : GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, texture->wrap ? GL_REPEAT : GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, texture->wrap ? GL_REPEAT : GL_CLAMP);
}
void ShaderEngine::SetupCgQVariables(CGprogram program, const Pipeline &q)
{
cgGLSetParameter4f(cgGetNamedParameter(program, "_qa"), q.q[0], q.q[1], q.q[2], q.q[3]);
cgGLSetParameter4f(cgGetNamedParameter(program, "_qb"), q.q[4], q.q[5], q.q[6], q.q[7]);
cgGLSetParameter4f(cgGetNamedParameter(program, "_qc"), q.q[8], q.q[9], q.q[10], q.q[11]);
cgGLSetParameter4f(cgGetNamedParameter(program, "_qd"), q.q[12], q.q[13], q.q[14], q.q[15]);
cgGLSetParameter4f(cgGetNamedParameter(program, "_qe"), q.q[16], q.q[17], q.q[18], q.q[19]);
cgGLSetParameter4f(cgGetNamedParameter(program, "_qf"), q.q[20], q.q[21], q.q[22], q.q[23]);
cgGLSetParameter4f(cgGetNamedParameter(program, "_qg"), q.q[24], q.q[25], q.q[26], q.q[27]);
cgGLSetParameter4f(cgGetNamedParameter(program, "_qh"), q.q[28], q.q[29], q.q[30], q.q[31]);
}
void ShaderEngine::setAspect(float aspect)
{
this->aspect = aspect;
}
void ShaderEngine::RenderBlurTextures(const Pipeline &pipeline, const PipelineContext &pipelineContext,
const int texsize)
{
if (blur1_enabled || blur2_enabled || blur3_enabled)
{
float tex[4][2] =
{
{ 0, 1 },
{ 0, 0 },
{ 1, 0 },
{ 1, 1 } };
glBlendFunc(GL_ONE, GL_ZERO);
glColor4f(1.0, 1.0, 1.0, 1.0f);
glBindTexture(GL_TEXTURE_2D, mainTextureId);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, tex);
cgGLEnableProfile(myCgProfile);
checkForCgError("enabling profile");
if (blur1_enabled)
{
cgGLSetParameter4f(cgGetNamedParameter(blur1Program, "srctexsize"), texsize/2, texsize/2, 2 / (float) texsize,
2 / (float) texsize);
cgGLSetParameter4f(cgGetNamedParameter(blur2Program, "srctexsize"), texsize/2 , texsize/2, 2 / (float) texsize,
2 / (float) texsize);
float pointsold[4][2] =
{
{ 0, 1 },
{ 0, 0 },
{ 1, 0 },
{ 1, 1 } };
float points[4][2] =
{
{ 0, 0.5 },
{ 0, 0 },
{ 0.5, 0 },
{ 0.5, 0.5 } };
cgGLBindProgram(blur1Program);
checkForCgError("binding blur1 program");
glVertexPointer(2, GL_FLOAT, 0, points);
glBlendFunc(GL_ONE,GL_ZERO);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindTexture(GL_TEXTURE_2D, blur1_tex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize/2, texsize/2);
}
if (blur2_enabled)
{
cgGLSetParameter4f(cgGetNamedParameter(blur1Program, "srctexsize"), texsize/2, texsize/2, 2 / (float) texsize,
2 / (float) texsize);
cgGLSetParameter4f(cgGetNamedParameter(blur2Program, "srctexsize"), texsize/2, texsize/2, 2 / (float) texsize,
2 / (float) texsize);
float points[4][2] =
{
{ 0, 0.25 },
{ 0, 0 },
{ 0.25, 0 },
{ 0.25, 0.25 } };
glVertexPointer(2, GL_FLOAT, 0, points);
glBlendFunc(GL_ONE,GL_ZERO);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindTexture(GL_TEXTURE_2D, blur2_tex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize/4, texsize/4);
}
if (blur3_enabled)
{
cgGLSetParameter4f(cgGetNamedParameter(blur2Program, "srctexsize"), texsize/4, texsize/4, 4 / (float) texsize,
4/ (float) texsize);
cgGLSetParameter4f(cgGetNamedParameter(blur2Program, "srctexsize"), texsize / 4, texsize / 4, 4
/ (float) texsize, 4 / (float) texsize);
float points[4][2] =
{
{ 0, 0.125 },
{ 0, 0 },
{ 0.125, 0 },
{ 0.125, 0.125 } };
glVertexPointer(2, GL_FLOAT, 0, points);
glBlendFunc(GL_ONE,GL_ZERO);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindTexture(GL_TEXTURE_2D, blur3_tex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize/8, texsize/8);
}
cgGLUnbindProgram(myCgProfile);
checkForCgError("unbinding blur2 program");
cgGLDisableProfile(myCgProfile);
checkForCgError("disabling blur profile");
glDisable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
void ShaderEngine::loadShader(Shader &shader)
{
if (shader.enabled)
{
cgDestroyProgram(programs[&shader]);
programs.erase(&shader);
}
shader.enabled = LoadCgProgram(shader);
}
void ShaderEngine::disableShader()
{
if (enabled)
{
cgGLUnbindProgram(myCgProfile);
checkForCgError("disabling fragment profile");
cgGLDisableProfile(myCgProfile);
checkForCgError("disabling fragment profile");
}
enabled = false;
}
void ShaderEngine::enableShader(Shader &shader, const Pipeline &pipeline, const PipelineContext &pipelineContext)
{
enabled = false;
if (shader.enabled)
{
for (std::map<std::string, UserTexture*>::const_iterator pos = shader.textures.begin(); pos != shader.textures.end(); ++pos)
SetupUserTextureState( pos->second);
CGprogram program = programs[&shader];
for (std::map<std::string, UserTexture*>::const_iterator pos = shader.textures.begin(); pos
!= shader.textures.end(); ++pos)
SetupUserTexture(program, pos->second);
cgGLEnableProfile(myCgProfile);
checkForCgError("enabling warp profile");
cgGLBindProgram(program);
checkForCgError("binding warp program");
SetupCgVariables(program, pipeline, pipelineContext);
SetupCgQVariables(program, pipeline);
enabled = true;
}
}
void ShaderEngine::reset()
{
rand_preset[0] = (rand() % 100) * .01;
rand_preset[1] = (rand() % 100) * .01;
rand_preset[2] = (rand() % 100) * .01;
rand_preset[3] = (rand() % 100) * .01;
}
#endif