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-rw-r--r--src/graphics/GPUShadowFilter.cpp136
1 files changed, 136 insertions, 0 deletions
diff --git a/src/graphics/GPUShadowFilter.cpp b/src/graphics/GPUShadowFilter.cpp
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+//
+// libavg - Media Playback Engine.
+// Copyright (C) 2003-2014 Ulrich von Zadow
+//
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Lesser General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Lesser General Public License for more details.
+//
+// You should have received a copy of the GNU Lesser General Public
+// License along with this library; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+//
+// Current versions can be found at www.libavg.de
+//
+
+#include "GPUShadowFilter.h"
+#include "Bitmap.h"
+#include "ShaderRegistry.h"
+#include "OGLShader.h"
+#include "ImagingProjection.h"
+
+#include "../base/ObjectCounter.h"
+#include "../base/MathHelper.h"
+#include "../base/Exception.h"
+
+#include <string.h>
+#include <iostream>
+
+#define SHADERID_HORIZ "horizshadow"
+#define SHADERID_VERT "vertshadow"
+
+using namespace std;
+
+namespace avg {
+
+GPUShadowFilter::GPUShadowFilter(const IntPoint& size, const glm::vec2& offset,
+ float stdDev, float opacity, const Pixel32& color)
+ : GPUFilter(SHADERID_HORIZ, true, false, 2)
+{
+ ObjectCounter::get()->incRef(&typeid(*this));
+
+ GLContext::getCurrent()->ensureFullShaders("GPUShadowFilter");
+
+ setDimensions(size, stdDev, offset);
+ createShader(SHADERID_VERT);
+ setParams(offset, stdDev, opacity, color);
+ OGLShaderPtr pShader = getShader();
+ m_pHorizWidthParam = pShader->getParam<float>("u_Width");
+ m_pHorizRadiusParam = pShader->getParam<int>("u_Radius");
+ m_pHorizTextureParam = pShader->getParam<int>("u_Texture");
+ m_pHorizKernelTexParam = pShader->getParam<int>("u_KernelTex");
+ m_pHorizOffsetParam = pShader->getParam<glm::vec2>("u_Offset");
+
+ pShader = avg::getShader(SHADERID_VERT);
+ m_pVertWidthParam = pShader->getParam<float>("u_Width");
+ m_pVertRadiusParam = pShader->getParam<int>("u_Radius");
+ m_pVertTextureParam = pShader->getParam<int>("u_HBlurTex");
+ m_pVertKernelTexParam = pShader->getParam<int>("u_KernelTex");
+ m_pVertColorParam = pShader->getParam<Pixel32>("u_Color");
+ m_pVertOrigTexParam = pShader->getParam<int>("u_OrigTex");
+ m_pVertDestPosParam = pShader->getParam<glm::vec2>("u_DestPos");
+ m_pVertDestSizeParam = pShader->getParam<glm::vec2>("u_DestSize");
+}
+
+GPUShadowFilter::~GPUShadowFilter()
+{
+ ObjectCounter::get()->decRef(&typeid(*this));
+}
+
+void GPUShadowFilter::setParams(const glm::vec2& offset, float stdDev, float opacity,
+ const Pixel32& color)
+{
+ m_Offset = offset;
+ m_StdDev = stdDev;
+ m_Opacity = opacity;
+ m_Color = color;
+ m_pGaussCurveTex = calcBlurKernelTex(m_StdDev, m_Opacity, false);
+ setDimensions(getSrcSize(), stdDev, offset);
+ IntRect destRect2(IntPoint(0,0), getDestRect().size());
+ m_pProjection2 = ImagingProjectionPtr(new ImagingProjection(
+ getDestRect().size(), destRect2));
+}
+
+void GPUShadowFilter::applyOnGPU(GLTexturePtr pSrcTex)
+{
+ int kernelWidth = m_pGaussCurveTex->getSize().x;
+ getFBO(1)->activate();
+ getShader()->activate();
+ m_pHorizWidthParam->set(float(kernelWidth));
+ m_pHorizRadiusParam->set((kernelWidth-1)/2);
+ m_pHorizTextureParam->set(0);
+ m_pHorizKernelTexParam->set(1);
+ IntPoint size = getSrcSize();
+ glm::vec2 texOffset(m_Offset.x/size.x, m_Offset.y/size.y);
+ m_pHorizOffsetParam->set(texOffset);
+ m_pGaussCurveTex->activate(GL_TEXTURE1);
+ draw(pSrcTex);
+
+ getFBO(0)->activate();
+ OGLShaderPtr pVShader = avg::getShader(SHADERID_VERT);
+ pVShader->activate();
+ m_pVertWidthParam->set(float(kernelWidth));
+ m_pVertRadiusParam->set((kernelWidth-1)/2);
+ m_pVertTextureParam->set(0);
+ m_pVertKernelTexParam->set(1);
+ m_pVertColorParam->set(m_Color);
+
+ pSrcTex->activate(GL_TEXTURE2);
+ m_pVertOrigTexParam->set(2);
+ FRect destRect = getRelDestRect();
+ m_pVertDestPosParam->set(destRect.tl);
+ m_pVertDestSizeParam->set(destRect.size());
+ getDestTex(1)->activate(GL_TEXTURE0);
+ m_pProjection2->draw(avg::getShader(SHADERID_VERT));
+}
+
+void GPUShadowFilter::setDimensions(IntPoint size, float stdDev, const glm::vec2& offset)
+{
+ int radius = getBlurKernelRadius(stdDev);
+ IntPoint radiusOffset(radius, radius);
+ IntPoint intOffset(offset);
+ IntRect destRect(intOffset-radiusOffset, intOffset+size+radiusOffset+IntPoint(1,1));
+ destRect.expand(IntRect(IntPoint(0,0), size));
+ //TODO FIX OPENGLESV2
+ #ifndef AVG_ENABLE_EGL
+ GPUFilter::setDimensions(size, destRect, GL_CLAMP_TO_BORDER);
+ #endif
+}
+
+}