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@@ -172,59 +172,56 @@ int Render::InitDraw(void) |
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glEnable(GL_CULL_FACE); // disable cull face |
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glEnable(GL_CULL_FACE); // disable cull face |
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glCullFace(GL_BACK); // don't draw front face |
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glCullFace(GL_BACK); // don't draw front face |
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if (m_shader) |
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{ |
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/* Initialise framebuffer objects */ |
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fbo_back = new FrameBuffer(screen_size); |
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fbo_front = new FrameBuffer(screen_size); |
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fbo_blur_h = new FrameBuffer(screen_size / glow_fbo_size); |
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fbo_blur_v = new FrameBuffer(screen_size / glow_fbo_size); |
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fbo_ping = new FrameBuffer(screen_size); |
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fbo_pong = new FrameBuffer(screen_size); |
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// shader simple |
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shader_simple = Shader::Create(lolfx_simple); |
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shader_simple_texture = shader_simple->GetUniformLocation("texture"); |
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// shader blur horizontal |
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shader_blur_h = Shader::Create(lolfx_blurh); |
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shader_blur_h_texture = shader_blur_h->GetUniformLocation("texture"); |
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shader_blur_h_screen_size = shader_blur_h->GetUniformLocation("screen_size"); |
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shader_blur_h_time = shader_blur_h->GetUniformLocation("time"); |
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shader_blur_h_value = shader_blur_h->GetUniformLocation("value"); |
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// shader blur vertical |
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shader_blur_v = Shader::Create(lolfx_blurv); |
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shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture"); |
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shader_blur_v_screen_size = shader_blur_v->GetUniformLocation("screen_size"); |
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shader_blur_v_time = shader_blur_v->GetUniformLocation("time"); |
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shader_blur_v_value = shader_blur_v->GetUniformLocation("value"); |
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// shader glow |
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shader_glow = Shader::Create(lolfx_glow); |
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shader_glow_texture = shader_glow->GetUniformLocation("texture"); |
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shader_glow_texture_prv = shader_glow->GetUniformLocation("texture_prv"); |
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shader_glow_screen_size = shader_glow->GetUniformLocation("screen_size"); |
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shader_glow_time = shader_glow->GetUniformLocation("time"); |
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shader_glow_step = shader_glow->GetUniformLocation("step"); |
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shader_glow_value1 = shader_glow->GetUniformLocation("value1"); |
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shader_glow_value2 = shader_glow->GetUniformLocation("value2"); |
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// shader radial |
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shader_radial = Shader::Create(lolfx_radial); |
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shader_radial_texture = shader_radial->GetUniformLocation("texture"); |
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shader_radial_screen_size = shader_radial->GetUniformLocation("screen_size"); |
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shader_radial_time = shader_radial->GetUniformLocation("time"); |
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shader_radial_value1 = shader_radial->GetUniformLocation("value1"); |
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shader_radial_value2 = shader_radial->GetUniformLocation("value2"); |
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shader_radial_color = shader_radial->GetUniformLocation("color"); |
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// shader postfx |
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shader_postfx = Shader::Create(lolfx_postfx); |
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shader_postfx_texture = shader_postfx->GetUniformLocation("texture"); |
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shader_postfx_texture_2d = shader_postfx->GetUniformLocation("texture_2d"); |
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shader_postfx_screen_size = shader_postfx->GetUniformLocation("screen_size"); |
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shader_postfx_time = shader_postfx->GetUniformLocation("time"); |
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shader_postfx_flash = shader_postfx->GetUniformLocation("flash"); |
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shader_postfx_value = shader_postfx->GetUniformLocation("value"); |
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shader_postfx_deform = shader_postfx->GetUniformLocation("deform"); |
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shader_postfx_scanline = shader_postfx->GetUniformLocation("scanline"); |
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shader_postfx_sync = shader_postfx->GetUniformLocation("sync"); |
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} |
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/* Initialise framebuffer objects */ |
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fbo_back = new FrameBuffer(screen_size); |
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fbo_front = new FrameBuffer(screen_size); |
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fbo_blur_h = new FrameBuffer(screen_size / glow_fbo_size); |
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fbo_blur_v = new FrameBuffer(screen_size / glow_fbo_size); |
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fbo_ping = new FrameBuffer(screen_size); |
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fbo_pong = new FrameBuffer(screen_size); |
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// shader simple |
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shader_simple = Shader::Create(lolfx_simple); |
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shader_simple_texture = shader_simple->GetUniformLocation("texture"); |
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// shader blur horizontal |
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shader_blur_h = Shader::Create(lolfx_blurh); |
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shader_blur_h_texture = shader_blur_h->GetUniformLocation("texture"); |
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shader_blur_h_screen_size = shader_blur_h->GetUniformLocation("screen_size"); |
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shader_blur_h_time = shader_blur_h->GetUniformLocation("time"); |
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shader_blur_h_value = shader_blur_h->GetUniformLocation("value"); |
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// shader blur vertical |
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shader_blur_v = Shader::Create(lolfx_blurv); |
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shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture"); |
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shader_blur_v_screen_size = shader_blur_v->GetUniformLocation("screen_size"); |
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shader_blur_v_time = shader_blur_v->GetUniformLocation("time"); |
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shader_blur_v_value = shader_blur_v->GetUniformLocation("value"); |
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// shader glow |
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shader_glow = Shader::Create(lolfx_glow); |
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shader_glow_texture = shader_glow->GetUniformLocation("texture"); |
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shader_glow_texture_prv = shader_glow->GetUniformLocation("texture_prv"); |
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shader_glow_screen_size = shader_glow->GetUniformLocation("screen_size"); |
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shader_glow_time = shader_glow->GetUniformLocation("time"); |
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shader_glow_step = shader_glow->GetUniformLocation("step"); |
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shader_glow_value1 = shader_glow->GetUniformLocation("value1"); |
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shader_glow_value2 = shader_glow->GetUniformLocation("value2"); |
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// shader radial |
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shader_radial = Shader::Create(lolfx_radial); |
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shader_radial_texture = shader_radial->GetUniformLocation("texture"); |
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shader_radial_screen_size = shader_radial->GetUniformLocation("screen_size"); |
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shader_radial_time = shader_radial->GetUniformLocation("time"); |
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shader_radial_value1 = shader_radial->GetUniformLocation("value1"); |
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shader_radial_value2 = shader_radial->GetUniformLocation("value2"); |
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shader_radial_color = shader_radial->GetUniformLocation("color"); |
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// shader postfx |
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shader_postfx = Shader::Create(lolfx_postfx); |
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shader_postfx_texture = shader_postfx->GetUniformLocation("texture"); |
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shader_postfx_texture_2d = shader_postfx->GetUniformLocation("texture_2d"); |
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shader_postfx_screen_size = shader_postfx->GetUniformLocation("screen_size"); |
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shader_postfx_time = shader_postfx->GetUniformLocation("time"); |
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shader_postfx_flash = shader_postfx->GetUniformLocation("flash"); |
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shader_postfx_value = shader_postfx->GetUniformLocation("value"); |
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shader_postfx_deform = shader_postfx->GetUniformLocation("deform"); |
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shader_postfx_scanline = shader_postfx->GetUniformLocation("scanline"); |
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shader_postfx_sync = shader_postfx->GetUniformLocation("sync"); |
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return true; |
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return true; |
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} |
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} |
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