fixed incorrect checking of the existence of GLX_EXT_swap_control and friends
[demo_prior] / src / post.c
index c1a2a23..994c93e 100644 (file)
@@ -2,6 +2,93 @@
 #include "texture.h"
 #include "post.h"
 #include "demo.h"
+#include "opt.h"
+#include "sdr.h"
+
+static unsigned int post_fbtex_gltexid[2];
+static unsigned int rbuf_depth[2];
+
+unsigned int post_fbo[2];
+struct texture post_fbtex[2];
+int post_fbtex_cur;
+
+unsigned int sdr_vgn;
+int vgn_uloc_color, vgn_uloc_offs, vgn_uloc_sharp;
+
+int post_init(void)
+{
+       int i;
+
+       if(!(sdr_vgn = create_program_load("sdr/post.v.glsl", "sdr/vignette.p.glsl"))) {
+               return -1;
+       }
+       glUseProgram(sdr_vgn);
+       vgn_uloc_color = get_uniform_loc(sdr_vgn, "color");
+       vgn_uloc_offs = get_uniform_loc(sdr_vgn, "offset");
+       vgn_uloc_sharp = get_uniform_loc(sdr_vgn, "sharpness");
+
+
+       glGenTextures(2, post_fbtex_gltexid);
+       glGenRenderbuffers(2, rbuf_depth);
+
+       for(i=0; i<2; i++) {
+               post_fbtex[i].id = post_fbtex_gltexid[i];
+               post_fbtex[i].width = 0;
+               post_fbtex[i].height = 0;
+               post_fbtex[i].pixels = 0;
+
+               glBindTexture(GL_TEXTURE_2D, post_fbtex[i].id);
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       }
+       return 0;
+}
+
+void post_cleanup(void)
+{
+       if(post_fbtex_gltexid[0]) {
+               glDeleteTextures(2, post_fbtex_gltexid);
+       }
+       if(rbuf_depth[0]) {
+               glDeleteRenderbuffers(2, rbuf_depth);
+       }
+       if(post_fbo[0]) {
+               glDeleteFramebuffers(2, post_fbo);
+       }
+
+       if(sdr_vgn) {
+               free_program(sdr_vgn);
+       }
+}
+
+void post_reshape(int x, int y)
+{
+       int i, ifmt;
+
+       if(x != post_fbtex[0].width || y != post_fbtex[0].height) {
+               ifmt = opt.srgb ? GL_SRGB_ALPHA : GL_RGBA;
+
+               for(i=0; i<2; i++) {
+                       glBindTexture(GL_TEXTURE_2D, post_fbtex[i].id);
+                       glTexImage2D(GL_TEXTURE_2D, 0, ifmt, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+                       post_fbtex[i].width = x;
+                       post_fbtex[i].height = y;
+
+                       glBindRenderbuffer(GL_RENDERBUFFER, rbuf_depth[i]);
+                       glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, x, y);
+               }
+
+               if(!post_fbo[0]) {
+                       glGenFramebuffers(2, post_fbo);
+                       for(i=0; i<2; i++) {
+                               glBindFramebuffer(GL_FRAMEBUFFER, post_fbo[i]);
+                               glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, post_fbtex_gltexid[i], 0);
+                               glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuf_depth[i]);
+                       }
+                       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+               }
+       }
+}
 
 void overlay(unsigned int tex, float aspect, float alpha)
 {
@@ -20,19 +107,23 @@ void overlay(unsigned int tex, float aspect, float alpha)
        glDisable(GL_LIGHTING);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable(GL_TEXTURE_2D);
 
-       glBindTexture(GL_TEXTURE_2D, tex);
+       if(tex) {
+               glEnable(GL_TEXTURE_2D);
+               glBindTexture(GL_TEXTURE_2D, tex);
+       } else {
+               glDisable(GL_TEXTURE_2D);
+       }
 
        glBegin(GL_QUADS);
        glColor4f(1, 1, 1, alpha);
-       glTexCoord2f(0, 1);
+       glTexCoord2f(0, 0);
        glVertex2f(-1, -1);
-       glTexCoord2f(1, 1);
-       glVertex2f(1, -1);
        glTexCoord2f(1, 0);
+       glVertex2f(1, -1);
+       glTexCoord2f(1, 1);
        glVertex2f(1, 1);
-       glTexCoord2f(0, 0);
+       glTexCoord2f(0, 1);
        glVertex2f(-1, 1);
        glEnd();
 
@@ -45,5 +136,29 @@ void overlay(unsigned int tex, float aspect, float alpha)
 
 void overlay_tex(struct texture *tex, float alpha)
 {
-       overlay(tex->id, (float)tex->width / tex->height, alpha);
+       unsigned int tid;
+       float aspect;
+       if(tex) {
+               tid = tex->id;
+               aspect = (float)tex->width / tex->height;
+       } else {
+               tid = 0;
+               aspect = 1.0f;
+       }
+       overlay(tid, aspect, alpha);
+}
+
+void vignette(float r, float g, float b, float offs, float sharp)
+{
+       glUseProgram(sdr_vgn);
+       if(vgn_uloc_color >= 0) {
+               glUniform3f(vgn_uloc_color, r, g, b);
+       }
+       if(vgn_uloc_offs >= 0) {
+               glUniform1f(vgn_uloc_offs, offs);
+       }
+       if(vgn_uloc_sharp >= 0) {
+               glUniform1f(vgn_uloc_sharp, sharp);
+       }
+       overlay(0, 1.0, 1.0);
 }