framework2
73 строки · 2.9 Кб
1/*
2* PixelatePass.cpp
3*
4* Copyright (c) 2013, 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 "PixelatePass.h"
33
34namespace itg
35{
36PixelatePass::PixelatePass(const ofVec2f& aspect, bool arb, const ofVec2f& resolution) :
37resolution(resolution), RenderPass(aspect, arb, "pixelate")
38{
39string fragShaderSrc = STRINGIFY(
40uniform sampler2D tex;
41uniform float xPixels;
42uniform float yPixels;
43
44void main()
45{
46vec2 texCoords = vec2(floor(gl_TexCoord[0].s * xPixels) / xPixels, floor(gl_TexCoord[0].t * yPixels) / yPixels);
47gl_FragColor = texture2D(tex, texCoords);
48}
49);
50
51shader.setupShaderFromSource(GL_FRAGMENT_SHADER, fragShaderSrc);
52shader.linkProgram();
53#ifdef _ITG_TWEAKABLE
54addParameter("x", this->resolution.x, "min=1 max=1000");
55addParameter("y", this->resolution.y, "min=1 max=1000");
56#endif
57}
58
59void PixelatePass::render(ofFbo& readFbo, ofFbo& writeFbo)
60{
61writeFbo.begin();
62
63shader.begin();
64shader.setUniformTexture("tex", readFbo.getTexture(), 0);
65shader.setUniform1f("xPixels", resolution.x);
66shader.setUniform1f("yPixels", resolution.y);
67
68texturedQuad(0, 0, writeFbo.getWidth(), writeFbo.getHeight());
69
70shader.end();
71writeFbo.end();
72}
73}
74