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GP_ProjectModule.cpp
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GP_ProjectModule.cpp
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#include "GP_ProjectModule.hpp"
#include <Graphics/Graphics.hpp>
#include <Vector/VectorGL.hpp>
#include <Graphics/GLExtensions.hpp>
#include <Graphics/GLSLShader.hpp>
#undef ERROR
#define ERROR( X ) std::cerr << X << std::endl
#define WARNING( X ) std::cout << X << std::endl
#define INFO( X ) std::cout << X << std::endl
#include <sstream>
using std::istringstream;
namespace {
Module *create_module(const std::string ¶ms) {
return new ProjectModule();
}
class Fred {
public:
Fred() {
register_module("project", create_module, "");
}
} fred;
}
REQUIRE_GL_EXTENSION( GL_EXT_framebuffer_object )
REQUIRE_GL_EXTENSION( GL_ARB_texture_rectangle )
REQUIRE_GL_EXTENSION( GL_ARB_texture_float )
REQUEST_GL_EXTENSION( GL_ARB_color_buffer_float )
REQUIRE_GL_EXTENSION( GL_ARB_shader_objects )
REQUIRE_GL_EXTENSION( GL_ARB_multitexture )
#include "gp_gl_helpers.hpp"
namespace {
Graphics::ProgramObjectRef interpolate_shader = NULL;
}
ProjectModule::ProjectModule() {
in_ports.push_back(&in);
in_ports.push_back(&out);
in.name = "in";
out.name = "out";
in.position = make_vector(0.0f,-0.2f);
out.position = make_vector(0.0f, 0.2f);
do_project = false;
if (!interpolate_shader.ref) { //interpolate:
#ifdef ATI_HACK
Graphics::ShaderObjectRef frag = Graphics::get_shader_object("gp_shaders/vc_interpolate_ATI_HACK.glsl", GL_FRAGMENT_SHADER_ARB);
#else
Graphics::ShaderObjectRef frag = Graphics::get_shader_object("gp_shaders/vc_interpolate.glsl", GL_FRAGMENT_SHADER_ARB);
#endif
assert(frag.ref);
interpolate_shader = Graphics::get_program_object(frag);
assert(interpolate_shader.ref);
glUseProgramObjectARB(interpolate_shader->handle);
glUniform1iARB(glGetUniformLocationARB(interpolate_shader->handle, "small"), 0);
glUseProgramObjectARB(0);
}
}
Vector2f ProjectModule::size() {
return make_vector(0.4f, 0.4f);
}
void ProjectModule::draw(Box2f viewport, Box2f screen_viewport, float scale, unsigned int recurse) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glBoxToBox(viewport, screen_viewport);
Vector2f s = size();
glBegin(GL_QUADS);
glColor3f(0.5f, 0.5f, 0.7f);
glVertex2f(-0.5f*s.x, -0.5f*s.y);
glVertex2f( 0.5f*s.x, -0.5f*s.y);
glColor3f(0.7f, 0.5f, 0.5f);
glVertex2f( 0.5f*s.x, 0.5f*s.y);
glVertex2f(-0.5f*s.x, 0.5f*s.y);
glEnd();
glBegin(GL_LINE_LOOP);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex2f(-0.5f*s.x, -0.5f*s.y);
glVertex2f( 0.5f*s.x, -0.5f*s.y);
glVertex2f( 0.5f*s.x, 0.5f*s.y);
glVertex2f(-0.5f*s.x, 0.5f*s.y);
glEnd();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
Graphics::gl_errors("Project::draw");
}
void ProjectModule::update(float elapsed_time) {
if (do_project) {
do_project = false;
unsigned int targ_width = ((out().width - 1) / 2) + 1;
unsigned int targ_height = ((out().height - 1) / 2) + 1;
if (targ_width != in().width || targ_height != in().height) {
WARNING("Expecting a different size for project input/output");
}
if (in().tex == 0 || out().fb == 0) {
ERROR("ERROR: No output fb or perhaps input tex for project.");
return;
}
//run iteration:
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0,0,out().width, out().height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, out().fb);
glUseProgramObjectARB(interpolate_shader->handle);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, in().tex);
set_clamp_to_black();
#ifdef ATI_HACK
set_nearest();
#else
set_linear(); //no ATI_HACK
#endif
glDisable(GL_BLEND);
glBegin(GL_QUADS);
unsigned int w = out().width;
unsigned int h = out().height;
glColor3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.25f, 0.25f); glVertex2f(-1.0f, -1.0f);
glTexCoord2f(0.25f+0.5f*w, 0.25f); glVertex2f( 1.0f, -1.0f);
glTexCoord2f(0.25f+0.5f*w, 0.25f+0.5f*h); glVertex2f( 1.0f, 1.0f);
glTexCoord2f(0.25f, 0.25f+0.5f*h); glVertex2f(-1.0f, 1.0f);
glEnd();
glEnable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glUseProgramObjectARB(0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glPopAttrib();
}
}
bool ProjectModule::handle_event(SDL_Event const &event, Vector2f local_mouse) {
if (event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) {
do_project = true;
return true;
}
return false;
}