framework2

Форк
0
88 строк · 4.1 Кб
1
/*
2
 *  BleachBypassPass.cpp
3
 *
4
 *  Copyright (c) 2013, satcy, http://satcy.net
5
 *  All rights reserved. 
6
 *  
7
 *  Redistribution and use in source and binary forms, with or without 
8
 *  modification, are permitted provided that the following conditions are met: 
9
 *  
10
 *  * Redistributions of source code must retain the above copyright notice, 
11
 *    this list of conditions and the following disclaimer. 
12
 *  * Redistributions in binary form must reproduce the above copyright 
13
 *    notice, this list of conditions and the following disclaimer in the 
14
 *    documentation and/or other materials provided with the distribution. 
15
 *  * Neither the name of Neil Mendoza nor the names of its contributors may be used 
16
 *    to endorse or promote products derived from this software without 
17
 *    specific prior written permission. 
18
 *  
19
 *  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
20
 *  AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
21
 *  IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
22
 *  ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
23
 *  LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
24
 *  CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 
25
 *  SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 
26
 *  INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
27
 *  CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 
28
 *  ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 
29
 *  POSSIBILITY OF SUCH DAMAGE. 
30
 *
31
 */
32
#include "BleachBypassPass.h"
33
#include "ofMain.h"
34

35
namespace itg
36
{
37
    BleachBypassPass::BleachBypassPass(const ofVec2f& aspect, bool arb, float opacity) :
38
        opacity(opacity), RenderPass(aspect, arb, "bleachbypass")
39
    {
40
        
41
        string fragShaderSrc = STRINGIFY(
42
                                         uniform float opacity;
43
                                         uniform sampler2D tDiffuse;
44
                                         void main() {
45
                                             vec2 vUv = gl_TexCoord[0].st;
46
                                             vec4 base = texture2D( tDiffuse, vUv );
47
                                             
48
                                             vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );
49
                                             float lum = dot( lumCoeff, base.rgb );
50
                                             vec3 blend = vec3( lum );
51
                                             
52
                                             float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );
53
                                             
54
                                             vec3 result1 = 2.0 * base.rgb * blend;
55
                                             vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );
56
                                             
57
                                             vec3 newColor = mix( result1, result2, L );
58
                                             
59
                                             float A2 = opacity * base.a;
60
                                             vec3 mixRGB = A2 * newColor.rgb;
61
                                             mixRGB += ( ( 1.0 - A2 ) * base.rgb );
62
                                             
63
                                             gl_FragColor = vec4( mixRGB, base.a );
64
                                             
65
                                         }
66
        );
67
        
68
        shader.setupShaderFromSource(GL_FRAGMENT_SHADER, fragShaderSrc);
69
        shader.linkProgram();
70
        
71
    }
72
    
73
    void BleachBypassPass::render(ofFbo& readFbo, ofFbo& writeFbo, ofTexture& depthTex)
74
    {
75
        writeFbo.begin();
76
        
77
        
78
        shader.begin();
79
        
80
        shader.setUniformTexture("tDiffuse", readFbo.getTexture(), 0);
81
        shader.setUniform1f("opacity", opacity);
82
        
83
        texturedQuad(0, 0, writeFbo.getWidth(), writeFbo.getHeight());
84
        
85
        shader.end();
86
        writeFbo.end();
87
    }
88
}

Использование cookies

Мы используем файлы cookie в соответствии с Политикой конфиденциальности и Политикой использования cookies.

Нажимая кнопку «Принимаю», Вы даете АО «СберТех» согласие на обработку Ваших персональных данных в целях совершенствования нашего веб-сайта и Сервиса GitVerse, а также повышения удобства их использования.

Запретить использование cookies Вы можете самостоятельно в настройках Вашего браузера.