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radialblur.cpp
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93 lines (64 loc) · 2.23 KB
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/*
Copyright (C) 2004-2005 Kolian^Spöntz
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "extensions.h"
#include "utils.h"
#include "filters.h"
// ******************************************************************
void render_radialblur (int tex, int iterations, int recursive, float alpha, float separation, float x, float y) {
float step;
float offset, offsetX, offsetY;
int i;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
glColor4f(1.0f, 1.0f, 1.0f, alpha);
if (recursive) {
for (i=0; i<iterations; i++) {
copyColorBuffer();
step = (float) i / iterations;
offset = step * separation * (float) i;
offsetX = offset * (x - 0.5f);
offsetY = offset * (0.5f - y);
glBegin(GL_QUADS);
glTexCoord2f (offsetX,offsetY+1);
glVertex2f (-offset,1+offset);
glTexCoord2f (offsetX,offsetY);
glVertex2f (-offset,-offset);
glTexCoord2f (offsetX+1,offsetY);
glVertex2f (1+offset,-offset);
glTexCoord2f (offsetX+1,offsetY+1);
glVertex2f (1+offset,1+offset);
glEnd();
}
} else {
copyColorBuffer();
glBegin(GL_QUADS);
for (i=0; i<iterations; i++) {
step = (float) i / iterations;
offset = step * separation * (float) i;
offsetX = offset * (x - 0.5f);
offsetY = offset * (0.5f - y);
glTexCoord2f (offsetX,offsetY+1);
glVertex2f (-offset,1+offset);
glTexCoord2f (offsetX,offsetY);
glVertex2f (-offset,-offset);
glTexCoord2f (offsetX+1,offsetY);
glVertex2f (1+offset,-offset);
glTexCoord2f (offsetX+1,offsetY+1);
glVertex2f (1+offset,1+offset);
}
glEnd();
}
glDisable(GL_TEXTURE_2D);
}