summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorStephane Marchesin <stephane.marchesin@gmail.com>2010-04-25 01:39:59 +0200
committerStephane Marchesin <stephane.marchesin@gmail.com>2010-04-25 01:39:59 +0200
commitb6b06dbf40ed50541ac2ee188ec52acbdd3a7ad7 (patch)
treeae96830c0cd298ee11cb4a7ef934eab4f812a1e2
parenta3f015419eb737c6095d88f686312124a86ea74e (diff)
Add postproc demo.HEADmaster
-rw-r--r--postproc.cpp591
1 files changed, 591 insertions, 0 deletions
diff --git a/postproc.cpp b/postproc.cpp
new file mode 100644
index 0000000..2c64361
--- /dev/null
+++ b/postproc.cpp
@@ -0,0 +1,591 @@
+
+#include <stdio.h>
+#include <stdlib.h>
+#define GL_GLEXT_PROTOTYPES
+#include <GL/gl.h>
+#include <GL/glu.h>
+#include <GL/glext.h>
+#include "SDL.h"
+
+
+static GLfloat Xrot = 0, Yrot = 0, Zrot = 0;
+//static GLfloat ClearColor[4] = {0.2, 0.2, 0.9, 0.0};
+static GLfloat ClearColor[4] = {0.0, 0.0, 0.0, 0.0};
+//static GLfloat ClearColor[4] = {1.0, 1.0, 1.0, 1.0};
+static GLfloat NearClip = 5.0, FarClip = 25.0, ViewDist = 7.0;
+static GLuint color_tex, depth_tex, render_fb;
+static GLhandleARB prog_glsl;
+
+struct box {
+ float tx, ty, tz;
+ float rx, ry, rz, ra;
+ float sx, sy, sz;
+ float color[4];
+};
+
+#define NUM_BOXES 100
+
+struct box Boxes[NUM_BOXES];
+
+#define test_opengl_error() test_opengl_error_real(__FILE__,__func__, __LINE__)
+void test_opengl_error_real (const char * file, const char* func, int line)
+{
+ GLenum errCode;
+ const GLubyte *errString;
+
+ // did we get an error ?
+ if ((errCode = glGetError ()) != GL_NO_ERROR)
+ {
+ printf("============================================================\n");
+ printf("OpenGL error at %s:%d\nin function %s\n",file,line,func);
+ printf("Error code 0x%x :",errCode);
+ errString = gluErrorString (errCode);
+ // work around older versions of glu not supporting error 0x0506
+ if ((errCode==0x0506)&&(!errString))
+ printf("GL_INVALID_FRAMEBUFFER_OPERATION_EXT\n");
+ else if (!errString)
+ printf("Unknown OpenGL error\n");
+ else
+ printf("%s\n", (const char *) errString);
+ printf("============================================================\n");
+ }
+}
+
+static PFNGLGETOBJECTPARAMETERIVARBPROC eglGetObjectParameterivARB =NULL;
+static PFNGLGETINFOLOGARBPROC eglGetInfoLogARB =NULL;
+static PFNGLCREATESHADEROBJECTARBPROC eglCreateShaderObjectARB =NULL;
+static PFNGLSHADERSOURCEARBPROC eglShaderSourceARB =NULL;
+static PFNGLCOMPILESHADERARBPROC eglCompileShaderARB =NULL;
+static PFNGLCREATEPROGRAMOBJECTARBPROC eglCreateProgramObjectARB =NULL;
+static PFNGLATTACHOBJECTARBPROC eglAttachObjectARB =NULL;
+static PFNGLLINKPROGRAMARBPROC eglLinkProgramARB =NULL;
+static PFNGLUNIFORM1IARBPROC eglUniform1iARB =NULL;
+static PFNGLGETUNIFORMLOCATIONARBPROC eglGetUniformLocationARB =NULL;
+static PFNGLUSEPROGRAMOBJECTARBPROC eglUseProgramObjectARB =NULL;
+
+static void vr_glext_glsl_init_exts()
+{
+ static bool init=false;
+ if (init)
+ return;
+ eglGetObjectParameterivARB=(PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
+ eglGetInfoLogARB=(PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
+ eglCreateShaderObjectARB=(PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
+ eglShaderSourceARB=(PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
+ eglCompileShaderARB=(PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
+ eglCreateProgramObjectARB=(PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
+ eglAttachObjectARB=(PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
+ eglLinkProgramARB=(PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
+ eglUniform1iARB=(PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
+ eglGetUniformLocationARB=(PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
+ eglUseProgramObjectARB=(PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
+}
+
+
+static void vr_glext_glsl_dump_log(GLhandleARB p,const GLcharARB* shader)
+{
+ vr_glext_glsl_init_exts();
+ GLint log_size;
+ eglGetObjectParameterivARB(p, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_size);
+ if (log_size>1)
+ {
+ GLcharARB* s=(GLcharARB*)malloc((log_size+1)*sizeof(GLcharARB));
+ eglGetInfoLogARB(p,log_size,NULL,s);
+ printf("============================================================\n");
+ printf("Faulty ARB program. Log (%d bytes) : \n%s\n",log_size,s);
+ free(s);
+ printf("Faulty ARB program : \n");
+ int lc=0;
+ printf("\n%4d: ",++lc);
+ for(int i=0;i<(int)strlen(shader);i++)
+ {
+ if (shader[i]=='\n')
+ printf("\n%4d: ",++lc);
+ else
+ printf("%c",shader[i]);
+ }
+ printf("\n");
+ printf("============================================================\n");
+ }
+}
+
+bool vr_glext_glsl_create_program(const GLcharARB* vshader,const GLcharARB* fshader,GLhandleARB* res)
+{
+ vr_glext_glsl_init_exts();
+ GLint ok;
+
+ GLhandleARB vs=eglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
+ GLhandleARB fs=eglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
+ eglShaderSourceARB(vs, 1, &vshader,NULL);
+ eglShaderSourceARB(fs, 1, &fshader,NULL);
+ eglCompileShaderARB(vs);
+ vr_glext_glsl_dump_log(vs,vshader);
+ eglGetObjectParameterivARB(vs,GL_OBJECT_COMPILE_STATUS_ARB,&ok);
+ if (!ok)
+ {
+ printf("compiling vertex shader\n");
+ return false;
+ }
+ eglCompileShaderARB(fs);
+ vr_glext_glsl_dump_log(fs,fshader);
+ eglGetObjectParameterivARB(fs,GL_OBJECT_COMPILE_STATUS_ARB,&ok);
+ if (!ok)
+ {
+ printf("compiling fragment shader\n");
+ return false;
+ }
+ GLhandleARB p = eglCreateProgramObjectARB();
+ eglAttachObjectARB(p,vs);
+ eglAttachObjectARB(p,fs);
+ eglLinkProgramARB(p);
+ vr_glext_glsl_dump_log(p,"(Linking Stage)");
+ eglGetObjectParameterivARB(p,GL_OBJECT_LINK_STATUS_ARB,&ok);
+ if (!ok)
+ {
+ printf("linking program\n");
+ return false;
+ }
+ *res=p;
+ return true;
+}
+
+char vshader[] =
+"void main()"
+"{"
+" gl_TexCoord[0] = gl_MultiTexCoord0;"
+" gl_Position = ftransform();"
+"}";
+
+
+char fshader[] =
+"uniform sampler2D depth_texture; \n"
+"uniform sampler2D color_texture; \n"
+"void main () \n"
+"{ \n"
+" const float delta = 1.0/1024.0; \n"
+" const float half = delta / 2.0; \n"
+
+#if 0
+" float d1 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 10.0 * delta, 0.0))); \n"
+" float d2 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -10.0 * delta, 0.0))); \n"
+" float d3 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 8.0 * delta, 8.0 * delta))); \n"
+" float d4 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -8.0 * delta, 8.0 * delta))); \n"
+" float d5 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 8.0 * delta, -8.0 * delta))); \n"
+" float d6 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -8.0 * delta, -8.0 * delta))); \n"
+" float d7 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 0.0, 10.0 * delta))); \n"
+" float d8 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 0.0, -10.0 * delta))); \n"
+" float d9 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 8.0 * delta, 8.0 * delta))); \n"
+" float da = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 8.0 * delta, -8.0 * delta))); \n"
+" float db = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -8.0 * delta, 8.0 * delta))); \n"
+" float dc = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -8.0 * delta, -8.0 * delta))); \n"
+
+" float ds1 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 7.0 * delta, 0.0))); \n"
+" float ds2 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -7.0 * delta, 0.0))); \n"
+" float ds3 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 5.0 * delta, 5.0 * delta))); \n"
+" float ds4 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -5.0 * delta, 5.0 * delta))); \n"
+" float ds5 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 5.0 * delta, -5.0 * delta))); \n"
+" float ds6 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -5.0 * delta, -5.0 * delta))); \n"
+" float ds7 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 0.0, 7.0 * delta))); \n"
+" float ds8 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 0.0, -7.0 * delta))); \n"
+" float ds9 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 5.0 * delta, 5.0 * delta))); \n"
+" float dsa = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 5.0 * delta, -5.0 * delta))); \n"
+" float dsb = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -5.0 * delta, 5.0 * delta))); \n"
+" float dsc = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -5.0 * delta, -5.0 * delta))); \n"
+
+" float dc1 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 3.0 * delta, 0.0))); \n"
+" float dc2 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -3.0 * delta, 0.0))); \n"
+" float dc3 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 2.0 * delta, 2.0 * delta))); \n"
+" float dc4 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -2.0 * delta, 2.0 * delta))); \n"
+" float dc5 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 2.0 * delta, -2.0 * delta))); \n"
+" float dc6 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -2.0 * delta, -2.0 * delta))); \n"
+" float dc7 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 0.0, 3.0 * delta))); \n"
+" float dc8 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 0.0, -3.0 * delta))); \n"
+" float dc9 = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 2.0 * delta, 2.0 * delta))); \n"
+" float dca = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( 2.0 * delta, -2.0 * delta))); \n"
+" float dcb = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -2.0 * delta, 2.0 * delta))); \n"
+" float dcc = float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2( -2.0 * delta, -2.0 * delta))); \n"
+
+" float d = float(texture2D(depth_texture, gl_TexCoord[0].xy )); \n"
+" float fd = (1.0/3.0 * (d1 + d2 + d3 + d4 + d5 + d6 + d7 + d8 + d9 + da + db + dc) + 2.0/3.0 * (ds1 + ds2 + ds3 + ds4 + ds5 + ds6 + ds7 + ds8 + ds9 + dsa + dsb + dsc) + dc1 + dc2 + dc3 + dc4 + dc5 + dc6 + dc7 + dc8 + dc9 + dca + dcb + dcc +d)/25.0 - d; \n"
+//" float fd = ((d1 + d2 + d3 + d4 + d5 + d6 + d7 + d8 + d9 + da + db + dc) + d)/13.0 - d; \n"
+#else
+" float d = 0.0; \n"
+
+" d += 0.505480 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(0.695047 * delta,7.355039 * delta)));\n"
+" d += 0.220702 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(5.121977 * delta,-9.728344 * delta)));\n"
+" d += 0.543350 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(-0.606182 * delta,6.959354 * delta)));\n"
+" d += 0.743143 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(-4.867543 * delta,-0.237501 * delta)));\n"
+" d += 0.558876 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(-1.481525 * delta,-6.659680 * delta)));\n"
+" d += 0.932282 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(-2.215878 * delta,0.836371 * delta)));\n"
+" d += 0.210786 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(4.699031 * delta,10.122847 * delta)));\n"
+" d += 0.242755 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(5.846053 * delta,8.892679 * delta)));\n"
+" d += 0.987660 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(-0.761120 * delta,0.643427 * delta)));\n"
+" d += 0.985361 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(-0.218133 * delta,-1.064058 * delta)));\n"
+" d += 0.753374 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(2.938722 * delta,3.744242 * delta)));\n"
+" d += 0.403444 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(4.737152 * delta,7.083564 * delta)));\n"
+" d += 0.206273 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(-7.325160 * delta,8.522102 * delta)));\n"
+" d += 0.831194 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(3.334447 * delta,-1.916467 * delta)));\n"
+" d += 0.475257 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(-1.215176 * delta,-7.618093 * delta)));\n"
+" d += 0.920091 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(-1.202422 * delta,-2.284027 * delta)));\n"
+" d += 0.300928 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(-2.672836 * delta,-9.430100 * delta)));\n"
+" d += 0.425978 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(1.773709 * delta,8.069904 * delta)));\n"
+" d += 0.579018 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(-0.293382 * delta,6.605125 * delta)));\n"
+" d += 0.883902 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(2.890216 * delta,-1.232641 * delta)));\n"
+" d += 0.735226 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(4.188049 * delta,2.658273 * delta)));\n"
+" d += 0.817384 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(1.743708 * delta,3.618174 * delta)));\n"
+" d += 0.462156 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(-7.668356 * delta,-1.715950 * delta)));\n"
+" d += 0.357720 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(2.648421 * delta,-8.673310 * delta)));\n"
+" d += 0.443542 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(-0.123771 * delta,8.063602 * delta)));\n"
+" d += 0.439365 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(6.855833 * delta,-4.334925 * delta)));\n"
+" d += 0.785900 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(3.040863 * delta,-3.166581 * delta)));\n"
+" d += 0.392074 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(3.127253 * delta,-8.069988 * delta)));\n"
+" d += 0.533866 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(7.060996 * delta,-0.592556 * delta)));\n"
+" d += 0.599526 * float(texture2D(depth_texture, gl_TexCoord[0].xy + vec2(half) + vec2(2.694366 * delta,5.802559 * delta)));\n"
+" d /= 17.276613;\n"
+
+" float fd = d - float(texture2D(depth_texture, gl_TexCoord[0].xy )); \n"
+#endif
+" fd = fd * 25.0;\n"
+" if (fd>0.0) fd = 0.0; \n"
+" vec4 cs = texture2D(color_texture, gl_TexCoord[0].xy); \n"
+
+/*
+" float luminance = 0.3 * cs.r + 0.59 * cs.g + 0.11 * cs.b; \n"
+" cs = 0.8 * cs + (0.2 *(1.0 - d)) * cs + 0.2 * (d) * vec4(0.5); \n"
+*/
+ "vec4 c = vec4(0.0);\n"
+ "vec4 cl = vec4(0.0);\n"
+ "vec4 sample;\n"
+
+
+
+" sample = vec4(0.161729) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(-12.071574 * delta, 0.153622 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.421053) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(-0.944107 * delta, -8.264892 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.051966) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(-4.213698 * delta, -14.792520 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.341270) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(6.621652 * delta, 6.493092 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.391833) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(6.028410 * delta, -6.213845 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.583215) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(-5.705786 * delta, -3.252683 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.060565) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(14.832157 * delta, 2.080770 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.140813) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(-12.243018 * delta, -2.633351 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.436842) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(-0.602685 * delta, -8.117351 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.218144) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(-7.784732 * delta, 7.823411 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.999171) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(-0.043027 * delta, -0.253957 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.935022) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(-2.315059 * delta, -0.123630 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.999983) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(0.005478 * delta, -0.036014 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.691448) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(-2.251168 * delta, -4.944656 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.093066) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(11.980635 * delta, -6.813206 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.421495) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(7.886395 * delta, 2.630699 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.405684) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(-8.258098 * delta, 1.994588 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.990040) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(-0.682021 * delta, 0.579320 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.431295) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(0.163248 * delta, -8.200633 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" sample = vec4(0.662642) * texture2D(color_texture, gl_TexCoord[0].xy + vec2(1.552690 * delta, -5.523653 * delta) );\n"
+" c += sample;\n"
+" cl = max(cl, sample);\n"
+" c /= vec4(9.437279);\n"
+// border extraction filter
+" vec4 fc = (2.0 * cs - c ) ; \n"
+
+
+// bloom
+" float luminance = 0.3 * cl.r + 0.59 * cl.g + 0.11 * cl.b; \n"
+" luminance *= luminance; \n"
+" luminance *= luminance; \n"
+" luminance *= luminance; \n"
+" gl_FragColor = (fc + vec4(fd)) * vec4(1.0 + 1.0 * luminance) ; \n"
+//" gl_FragColor = fc; \n"
+//" gl_FragColor = texture2D(color_texture, gl_TexCoord[0].xy); \n"
+//" gl_FragColor = 1.0 + vec4(fd); \n"
+//" gl_FragColor = vec4(d); \n"
+"} \n"
+;
+
+
+
+
+/* Return random float in [0,1] */
+static float Random(void)
+{
+ int i = rand();
+ return (float) (i % 1000) / 1000.0;
+}
+
+
+static void MakeBoxes(void)
+{
+ int i;
+ for (i = 0; i < NUM_BOXES; i++) {
+ Boxes[i].tx = -1.0 + 2.0 * Random();
+ Boxes[i].ty = -1.0 + 2.0 * Random();
+ Boxes[i].tz = -1.0 + 2.0 * Random();
+ Boxes[i].sx = 0.1 + Random() * 0.4;
+ Boxes[i].sy = 0.1 + Random() * 0.4;
+ Boxes[i].sz = 0.1 + Random() * 0.4;
+ Boxes[i].rx = Random();
+ Boxes[i].ry = Random();
+ Boxes[i].rz = Random();
+ Boxes[i].ra = Random() * 360.0;
+ Boxes[i].color[0] = 0.2 + 0.8*Random();
+ Boxes[i].color[1] = 0.2 + 0.8*Random();
+ Boxes[i].color[2] = 0.2 + 0.8*Random();
+ Boxes[i].color[3] = 1.0;
+ }
+}
+
+static void
+drawBox(GLfloat size, GLenum type)
+{
+ static GLfloat n[6][3] =
+ {
+ {-1.0, 0.0, 0.0},
+ {0.0, 1.0, 0.0},
+ {1.0, 0.0, 0.0},
+ {0.0, -1.0, 0.0},
+ {0.0, 0.0, 1.0},
+ {0.0, 0.0, -1.0}
+ };
+ static GLint faces[6][4] =
+ {
+ {0, 1, 2, 3},
+ {3, 2, 6, 7},
+ {7, 6, 5, 4},
+ {4, 5, 1, 0},
+ {5, 6, 2, 1},
+ {7, 4, 0, 3}
+ };
+ GLfloat v[8][3];
+ GLint i;
+
+ v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;
+ v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;
+ v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;
+ v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;
+ v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;
+ v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;
+
+ for (i = 5; i >= 0; i--) {
+ glBegin(type);
+ glNormal3fv(&n[i][0]);
+ glVertex3fv(&v[faces[i][0]][0]);
+ glVertex3fv(&v[faces[i][1]][0]);
+ glVertex3fv(&v[faces[i][2]][0]);
+ glVertex3fv(&v[faces[i][3]][0]);
+ glEnd();
+ }
+}
+
+
+
+
+static void DrawBoxes(void)
+{
+ int i;
+ for (i = 0; i < NUM_BOXES; i++) {
+ glPushMatrix();
+ glTranslatef(Boxes[i].tx, Boxes[i].ty, Boxes[i].tz);
+ glRotatef(Boxes[i].ra, Boxes[i].rx, Boxes[i].ry, Boxes[i].rz);
+ glScalef(Boxes[i].sx, Boxes[i].sy, Boxes[i].sz);
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, Boxes[i].color);
+ drawBox(1.0, GL_QUADS);
+ glPopMatrix();
+ }
+}
+
+
+
+static void Draw(void)
+{
+ // render data to offscreen color+depth buffer
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, render_fb);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ eglUseProgramObjectARB(0);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -1.0, 1.0, NearClip, FarClip);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, -ViewDist);
+ glRotatef(Xrot, 1, 0, 0);
+ glRotatef(Yrot, 0, 1, 0);
+ glRotatef(Zrot, 0, 0, 1);
+
+ glActiveTextureARB( GL_TEXTURE1_ARB );
+ glDisable(GL_TEXTURE_3D);
+ glDisable(GL_TEXTURE_2D);
+ glActiveTextureARB( GL_TEXTURE0_ARB );
+ glDisable(GL_TEXTURE_3D);
+ glDisable(GL_TEXTURE_2D);
+ glEnable(GL_LIGHTING);
+ glDepthFunc(GL_LESS);
+ DrawBoxes();
+
+
+ // now postprocess to front buffer
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
+ eglUseProgramObjectARB(prog_glsl);
+
+ glActiveTextureARB( GL_TEXTURE1_ARB );
+ glBindTexture(GL_TEXTURE_2D, color_tex);
+ glDisable(GL_TEXTURE_3D);
+ glEnable(GL_TEXTURE_2D);
+ eglUniform1iARB(eglGetUniformLocationARB(prog_glsl, "color_texture"),1);
+
+
+ glActiveTextureARB( GL_TEXTURE0_ARB );
+ glBindTexture(GL_TEXTURE_2D, depth_tex);
+ glDisable(GL_TEXTURE_3D);
+ glEnable(GL_TEXTURE_2D);
+ eglUniform1iARB(eglGetUniformLocationARB(prog_glsl, "depth_texture"),0);
+
+ glColor4f(1.0,1.0,1.0,1.0);
+
+
+
+ glDisable(GL_LIGHTING);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, -1.0);
+ glTexCoord2f(1.0, 0.0); glVertex2f(1.0, -1.0);
+ glTexCoord2f(1.0, 1.0); glVertex2f(1.0, 1.0);
+ glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, 1.0);
+ glEnd();
+
+ test_opengl_error();
+
+ SDL_GL_SwapBuffers();
+}
+
+
+static void Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -1.0, 1.0, NearClip, FarClip);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, -ViewDist);
+}
+
+
+static void Init(int w,int h)
+{
+ SDL_Init(SDL_INIT_EVERYTHING);
+ SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
+ SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
+ SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
+ SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 0 );
+ SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
+ SDL_SetVideoMode(w, h, 0, SDL_OPENGL);
+ Reshape(w, h);
+
+ glClearColor(ClearColor[0], ClearColor[1], ClearColor[2], ClearColor[3]);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_NORMALIZE);
+ MakeBoxes();
+
+
+ glGenFramebuffersEXT(1, &render_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, render_fb);
+
+
+ // color buffer stuff
+ glGenTextures(1,&color_tex);
+ glBindTexture(GL_TEXTURE_2D, color_tex);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ // depth buffer stuff
+ glGenTextures(1,&depth_tex);
+ glBindTexture(GL_TEXTURE_2D, depth_tex);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, w, h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
+
+ // Attach texture to FBO
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, color_tex, 0);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depth_tex, 0);
+ test_opengl_error();
+
+ if ( !vr_glext_glsl_create_program(vshader,fshader,&prog_glsl) )
+ return;
+}
+
+
+
+int main(int argc, char *argv[])
+{
+ Init(1024,1024);
+ bool quit=false;
+ do
+ {
+ Draw();
+
+ double dt = 0.012;
+ Xrot += 16.0 * dt;
+ Yrot += 12.0 * dt;
+ Zrot += 8.0 * dt;
+
+ SDL_Event event;
+ while(SDL_PollEvent(&event)>0)
+ {
+ switch(event.type)
+ {
+ case SDL_KEYDOWN:
+ case SDL_QUIT:
+ quit = true;
+ }
+ }
+ }
+ while(!quit);
+
+ return 0;
+}