framework2
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1/*
2* KaleidoscopePass.cpp
3*
4* Copyright (c) 2012, Neil Mendoza, http://www.neilmendoza.com
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 "KaleidoscopePass.h"
33
34namespace itg
35{
36KaleidoscopePass::KaleidoscopePass(const ofVec2f& aspect, bool arb, float segments) :
37segments(segments), RenderPass(aspect, arb, "kaleido")
38{
39string fragShaderSrc = STRINGIFY(
40uniform sampler2D tex;
41uniform float segments;
42
43void main()
44{
45vec2 uv = gl_TexCoord[0].st;
46vec2 normed = 2.0 * uv - 1.0;
47float r = length(normed);
48float theta = atan(normed.y / abs(normed.x));
49theta *= segments;
50
51vec2 newUv = (vec2(r * cos(theta), r * sin(theta)) + 1.0) / 2.0;
52
53gl_FragColor = texture2D(tex, newUv);
54}
55);
56
57shader.setupShaderFromSource(GL_FRAGMENT_SHADER, fragShaderSrc);
58shader.linkProgram();
59#ifdef _ITG_TWEAKABLE
60addParameter("segs", this->segments, "min=-20 max=20");
61#endif
62}
63
64void KaleidoscopePass::render(ofFbo& readFbo, ofFbo& writeFbo, ofTexture& depth)
65{
66writeFbo.begin();
67
68shader.begin();
69
70shader.setUniformTexture("tex", readFbo.getTexture(), 0);
71shader.setUniform1f("segments", segments);
72
73texturedQuad(0, 0, writeFbo.getWidth(), writeFbo.getHeight());
74
75shader.end();
76writeFbo.end();
77}
78}
79