add filter(PShader) function

This commit is contained in:
codeanticode
2012-07-20 17:07:29 +00:00
parent 629e7a6dbb
commit 6aab3afd58
14 changed files with 519 additions and 204 deletions
@@ -370,9 +370,7 @@ class PFontTexture implements PConstants {
void updateTex() {
textures[texIndex].bind();
textures[texIndex].setNative(pixels, 0, crop[0] - 1, crop[1] + crop[3] - 1, crop[2] + 2, -crop[3] + 2);
textures[texIndex].unbind();
textures[texIndex].setNative(pixels, 0, crop[0] - 1, crop[1] + crop[3] - 1, crop[2] + 2, -crop[3] + 2);
}
}
}
@@ -800,6 +800,13 @@ public class PGL {
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFboID[0]);
PGraphicsOpenGL.screenFramebuffer.glFbo = glColorFboID[0];
// Make the color buffer opaque so it doesn't show
// the background when drawn on top of another surface.
gl.glColorMask(false, false, false, true);
gl.glClearColor(0, 0, 0, 1);
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
gl.glColorMask(true, true, true, true);
}
@@ -1823,12 +1830,6 @@ public class PGL {
glDepthMask(depthMask[0]);
}
}
public void drawTextureCustom(int target, int id, int width, int height,
int X0, int Y0, int X1, int Y1, int program) {
// ...
}
public void drawTextureRect(int id, int width, int height,
@@ -146,6 +146,25 @@ public class PGraphics2D extends PGraphicsOpenGL {
}
//////////////////////////////////////////////////////////////
// MATRIX MORE!
protected void begin2D() {
pushProjection();
defaultPerspective();
pushMatrix();
defaultCamera();
}
protected void end2D() {
popMatrix();
popProjection();
}
//////////////////////////////////////////////////////////////
// SHAPE
@@ -67,6 +67,25 @@ public class PGraphics3D extends PGraphicsOpenGL {
protected void defaultCamera() {
camera();
}
//////////////////////////////////////////////////////////////
// MATRIX MORE!
protected void begin2D() {
pushProjection();
ortho(-width/2, +width/2, -height/2, +height/2, -1, +1);
pushMatrix();
camera(width/2, height/2);
}
protected void end2D() {
popMatrix();
popProjection();
}
//////////////////////////////////////////////////////////////
@@ -362,7 +362,8 @@ public class PGraphicsOpenGL extends PGraphics {
/** Used to create a temporary copy of the color buffer of this
* rendering surface when applying a filter */
protected Texture textureCopy;
protected PImage imageCopy;
/** IntBuffer wrapping the pixels array. */
protected IntBuffer pixelBuffer;
@@ -3693,6 +3694,14 @@ public class PGraphicsOpenGL extends PGraphics {
n30, n31, n32, n33);
}
protected void begin2D() {
}
protected void end2D() {
}
//////////////////////////////////////////////////////////////
@@ -4081,8 +4090,8 @@ public class PGraphicsOpenGL extends PGraphics {
protected void defaultCamera() {
camera();
}
//////////////////////////////////////////////////////////////
// PROJECTION
@@ -5037,21 +5046,23 @@ public class PGraphicsOpenGL extends PGraphics {
// Copies the contents of the color buffer into the pixels
// array, and then the pixels array into the screen texture.
public void loadTexture() {
boolean needEndDraw = false;
if (!drawing) {
beginDraw();
needEndDraw = true;
}
flush(); // To make sure the color buffer is updated.
if (primarySurface) {
boolean needEndDraw = false;
if (!drawing) {
beginDraw();
needEndDraw = true;
}
loadTextureImpl(Texture.POINT, false);
flush(); // To make sure the color buffer is updated.
if (pgl.primaryIsFboBacked()) {
if (pgl.primaryIsFboBacked()) {
pgl.bindPrimaryColorFBO();
// Copy the contents of the FBO used by the primary surface into texture, this copy
// operation is very fast because it is resolved in the GPU.
texture.set(pgl.getFboTexTarget(), pgl.getFboTexName(), pgl.getFboWidth(), pgl.getFboHeight(), width, height);
// operation is very fast because it is resolved in the GPU.
texture.set(pgl.getFboTexTarget(), pgl.getFboTexName(), pgl.getFboWidth(), pgl.getFboHeight(), width, height);
pgl.bindPrimaryMultiFBO();
} else {
// Here we go the slow route: we first copy the contents of the color buffer into a pixels array (but we keep it
// in native format) and then copy this array into the texture.
@@ -5066,11 +5077,31 @@ public class PGraphicsOpenGL extends PGraphics {
texture.setNative(nativePixels, 0, 0, width, height);
}
} else {
// We need to copy the contents of the multisampled buffer to the
// color buffer, so the later is up-to-date with the last drawing.
if (offscreenMultisample) {
offscreenFramebufferMultisample.copy(offscreenFramebuffer);
}
if (needEndDraw) {
endDraw();
// Make the offscreen color buffer opaque so it doesn't show
// the background when drawn on the main surface.
if (offscreenMultisample) {
pushFramebuffer();
setFramebuffer(offscreenFramebuffer);
}
pgl.glColorMask(false, false, false, true);
pgl.glClearColor(0, 0, 0, 1);
pgl.glClear(PGL.GL_COLOR_BUFFER_BIT);
pgl.glColorMask(true, true, true, true);
if (offscreenMultisample) {
popFramebuffer();
}
}
if (needEndDraw) {
endDraw();
}
}
@@ -5247,48 +5278,58 @@ public class PGraphicsOpenGL extends PGraphics {
return;
}
PolyTexShader texShader = (PolyTexShader)shader;
// if (shader instanceof FilterShader) {
//
// }
if (primarySurface) {
} else {
if (textureCopy == null) {
Texture.Parameters params = new Texture.Parameters(ARGB, Texture.BILINEAR, false);
textureCopy = new Texture(parent, width, height, params);
textureCopy.setFlippedY(true);
}
flush();
// Disable writing to the depth buffer, so that after applying the filter we can
// still use the depth information to properly add geometry to the scene.
offscreenFramebuffer.setColorBuffer(textureCopy);
offscreenFramebuffer.clear();
// Disable depth test so the texture overwrites everything else.
beginPGL();
pgl.drawTexture(texture.glTarget, texture.glName,
texture.glWidth, texture.glHeight,
0, 0, width, height);
endPGL();
loadTexture();
offscreenFramebuffer.setColorBuffer(texture);
offscreenFramebuffer.clear();
beginPGL();
pgl.drawTextureCustom(textureCopy.glTarget, textureCopy.glName,
textureCopy.glWidth, textureCopy.glHeight,
0, 0, width, height, texShader.glProgram);
endPGL();
}
if (textureCopy == null || textureCopy.width != width || textureCopy.height != height) {
Texture.Parameters params = new Texture.Parameters(ARGB, Texture.POINT, false);
textureCopy = new Texture(parent, width, height, params);
textureCopy.setFlippedY(true);
imageCopy = wrapTexture(textureCopy);
}
textureCopy.set(texture.glTarget, texture.glName, texture.glWidth, texture.glHeight, width, height);
// Disable writing to the depth buffer, so that after applying the filter we can
// still use the depth information to keep adding geometry to the scene.
pgl.glDepthMask(false);
// Also disabling depth testing so the texture is drawn on top of everything that
// has been drawn before.
pgl.glDisable(PGL.GL_DEPTH_TEST);
PolyTexShader prevTexShader = polyTexShader;
polyTexShader = (PolyTexShader) shader;
boolean prevLights = lights;
lights = false;
int prevTextureMode = textureMode;
textureMode = NORMAL;
boolean prevStroke = stroke;
stroke = false;
// Drawing a textured quad in 2D, covering the entire screen,
// with the filter shader applied to it:
begin2D();
beginShape(QUADS);
texture(imageCopy);
vertex(0, 0, 0, 0);
vertex(width, 0, 1, 0);
vertex(width, height, 1, 1);
vertex(0, height, 0, 1);
endShape();
end2D();
// Restoring previous configuration.
stroke = prevStroke;
lights = prevLights;
textureMode = prevTextureMode;
polyTexShader = prevTexShader;
if (!hints[DISABLE_DEPTH_TEST]) {
pgl.glEnable(PGL.GL_DEPTH_TEST);
}
if (!hints[DISABLE_DEPTH_MASK]) {
pgl.glDepthMask(true);
}
}