framework2
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
35namespace itg
36{
37BleachBypassPass::BleachBypassPass(const ofVec2f& aspect, bool arb, float opacity) :
38opacity(opacity), RenderPass(aspect, arb, "bleachbypass")
39{
40
41string fragShaderSrc = STRINGIFY(
42uniform float opacity;
43uniform sampler2D tDiffuse;
44void main() {
45vec2 vUv = gl_TexCoord[0].st;
46vec4 base = texture2D( tDiffuse, vUv );
47
48vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );
49float lum = dot( lumCoeff, base.rgb );
50vec3 blend = vec3( lum );
51
52float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );
53
54vec3 result1 = 2.0 * base.rgb * blend;
55vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );
56
57vec3 newColor = mix( result1, result2, L );
58
59float A2 = opacity * base.a;
60vec3 mixRGB = A2 * newColor.rgb;
61mixRGB += ( ( 1.0 - A2 ) * base.rgb );
62
63gl_FragColor = vec4( mixRGB, base.a );
64
65}
66);
67
68shader.setupShaderFromSource(GL_FRAGMENT_SHADER, fragShaderSrc);
69shader.linkProgram();
70
71}
72
73void BleachBypassPass::render(ofFbo& readFbo, ofFbo& writeFbo, ofTexture& depthTex)
74{
75writeFbo.begin();
76
77
78shader.begin();
79
80shader.setUniformTexture("tDiffuse", readFbo.getTexture(), 0);
81shader.setUniform1f("opacity", opacity);
82
83texturedQuad(0, 0, writeFbo.getWidth(), writeFbo.getHeight());
84
85shader.end();
86writeFbo.end();
87}
88}