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@@ -841,9 +841,9 @@ ShaderUniform shader_radial_texture, |
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shader_radial_screen_size, |
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shader_radial_screen_size, |
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shader_radial_radial; |
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shader_radial_radial; |
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FrameBuffer *fbo_back, *fbo_front, *fbo_screen; |
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FrameBuffer *fbo_blur_h, *fbo_blur_v; |
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FrameBuffer *fbo_tmp, *fbo_buffer; |
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Framebuffer *fbo_back, *fbo_front, *fbo_screen; |
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Framebuffer *fbo_blur_h, *fbo_blur_v; |
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Framebuffer *fbo_tmp, *fbo_buffer; |
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void Render::TraceQuad() |
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void Render::TraceQuad() |
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{ |
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{ |
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@@ -851,7 +851,7 @@ void Render::TraceQuad() |
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glDrawArrays(GL_QUADS, 0, 4); |
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glDrawArrays(GL_QUADS, 0, 4); |
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} |
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} |
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void Render::ShaderSimple(FrameBuffer *fbo_output, int n) |
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void Render::ShaderSimple(Framebuffer *fbo_output, int n) |
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{ |
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{ |
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shader_simple->Bind(); |
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shader_simple->Bind(); |
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shader_simple->SetUniform(shader_simple_texture, fbo_output->GetTexture(), n); |
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shader_simple->SetUniform(shader_simple_texture, fbo_output->GetTexture(), n); |
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@@ -865,13 +865,13 @@ 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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/* initialise framebuffer objects */ |
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/* initialise framebuffer objects */ |
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fbo_back = new FrameBuffer(screen_size); |
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fbo_screen = new FrameBuffer(screen_size); |
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fbo_front = new FrameBuffer(screen_size); |
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fbo_buffer = new FrameBuffer(screen_size); |
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fbo_blur_h = new FrameBuffer(screen_size); |
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fbo_blur_v = new FrameBuffer(screen_size); |
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fbo_tmp = new FrameBuffer(screen_size); |
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fbo_back = new Framebuffer(screen_size); |
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fbo_screen = new Framebuffer(screen_size); |
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fbo_front = new Framebuffer(screen_size); |
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fbo_buffer = new Framebuffer(screen_size); |
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fbo_blur_h = new Framebuffer(screen_size); |
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fbo_blur_v = new Framebuffer(screen_size); |
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fbo_tmp = new Framebuffer(screen_size); |
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// shader simple |
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// shader simple |
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shader_simple = Shader::Create(LOLFX_RESOURCE_NAME(simple)); |
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shader_simple = Shader::Create(LOLFX_RESOURCE_NAME(simple)); |
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shader_simple_texture = shader_simple->GetUniformLocation("texture"); |
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shader_simple_texture = shader_simple->GetUniformLocation("texture"); |
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