framework2

Форк
0
97 строк · 3.9 Кб
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

34
namespace itg
35
{
36
    LimbDarkeningPass::LimbDarkeningPass(const ofVec2f& aspect,
37
                                         bool arb,
38
                                         float radialScale,
39
                                         float brightness,
40
                                         const ofVec3f & startColor,
41
                                         const ofVec3f & endColor) :
42
    radialScale(radialScale), brightness(brightness), startColor(startColor), endColor(endColor), RenderPass(aspect, arb, "limbdarkening")
43
    {
44
        
45
        string fragShaderSrc = STRINGIFY(
46
            uniform sampler2D myTexture;
47
            uniform float fAspect;
48

49
            uniform vec3 startColor;
50
            uniform vec3 endColor;
51
                                         
52
            uniform float radialScale;//0. - 1.0 - 2.0
53
            uniform float brightness;//0.-1.0, deff:2.5
54
            void main() {
55
                vec2 vUv = gl_TexCoord[0].st;
56
                vec2 vSunPositionScreenSpace = vec2(0.5);
57
                
58
                vec2 diff = vUv - vSunPositionScreenSpace;
59

60
                // Correct for aspect ratio
61

62
                diff.x *= fAspect;
63

64
                float prop = length( diff ) / radialScale;
65
                prop = clamp( 2.5 * pow( 1.0 - prop, 3.0 ), 0.0, 1.0 );
66
                
67
                vec3 color = mix( startColor, endColor, 1.0 - prop );
68

69
                vec4 base = texture2D(myTexture, vUv);
70
                gl_FragColor = vec4(base.xyz * color, 1.0);
71

72
            }
73
        );
74
        
75
        shader.setupShaderFromSource(GL_FRAGMENT_SHADER, "#version 110\n" + fragShaderSrc);
76
        shader.linkProgram();
77

78
    }
79
    
80
    void LimbDarkeningPass::render(ofFbo& readFbo, ofFbo& writeFbo)
81
    {
82
        writeFbo.begin();
83
        
84
        shader.begin();
85
        shader.setUniformTexture("myTexture", readFbo.getTexture(), 0);
86
        shader.setUniform1f("fAspect", 1);
87
        shader.setUniform3f("startColor", 1, 1, 1);
88
        shader.setUniform3f("endColor", 0, 0, 0);
89
        shader.setUniform1f("radialScale", 1.2);
90
        shader.setUniform1f("brightness", 2.5);
91
        
92
        texturedQuad(0, 0, writeFbo.getWidth(), writeFbo.getHeight());
93
        
94
        shader.end();
95
        writeFbo.end();
96
    }
97
}
98

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.