framework2
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1/*
2* LimbDarkeningPass.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 "LimbDarkeningPass.h"
33
34namespace itg
35{
36LimbDarkeningPass::LimbDarkeningPass(const ofVec2f& aspect,
37bool arb,
38float radialScale,
39float brightness,
40const ofVec3f & startColor,
41const ofVec3f & endColor) :
42radialScale(radialScale), brightness(brightness), startColor(startColor), endColor(endColor), RenderPass(aspect, arb, "limbdarkening")
43{
44
45string fragShaderSrc = STRINGIFY(
46uniform sampler2D myTexture;
47uniform float fAspect;
48
49uniform vec3 startColor;
50uniform vec3 endColor;
51
52uniform float radialScale;//0. - 1.0 - 2.0
53uniform float brightness;//0.-1.0, deff:2.5
54void main() {
55vec2 vUv = gl_TexCoord[0].st;
56vec2 vSunPositionScreenSpace = vec2(0.5);
57
58vec2 diff = vUv - vSunPositionScreenSpace;
59
60// Correct for aspect ratio
61
62diff.x *= fAspect;
63
64float prop = length( diff ) / radialScale;
65prop = clamp( 2.5 * pow( 1.0 - prop, 3.0 ), 0.0, 1.0 );
66
67vec3 color = mix( startColor, endColor, 1.0 - prop );
68
69vec4 base = texture2D(myTexture, vUv);
70gl_FragColor = vec4(base.xyz * color, 1.0);
71
72}
73);
74
75shader.setupShaderFromSource(GL_FRAGMENT_SHADER, "#version 110\n" + fragShaderSrc);
76shader.linkProgram();
77
78}
79
80void LimbDarkeningPass::render(ofFbo& readFbo, ofFbo& writeFbo)
81{
82writeFbo.begin();
83
84shader.begin();
85shader.setUniformTexture("myTexture", readFbo.getTexture(), 0);
86shader.setUniform1f("fAspect", 1);
87shader.setUniform3f("startColor", 1, 1, 1);
88shader.setUniform3f("endColor", 0, 0, 0);
89shader.setUniform1f("radialScale", 1.2);
90shader.setUniform1f("brightness", 2.5);
91
92texturedQuad(0, 0, writeFbo.getWidth(), writeFbo.getHeight());
93
94shader.end();
95writeFbo.end();
96}
97}
98