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| Rev | Author | Line No. | Line |
|---|---|---|---|
| 35 | chris | 1 | unit app_glscene_blur; |
| 2 | |||
| 3 | interface |
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| 4 | |||
| 5 | uses OpenGL, GLaux, glExt, sux_constant, sux_object, app_constant, |
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| 6 | resource_texture, resource_shader, resource_list; |
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| 7 | |||
| 8 | type |
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| 9 | TSettings=record |
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| 10 | textures: SRList; |
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| 11 | currenttexture:SXInt; |
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| 12 | maxtexture:SXInt; |
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| 13 | timer:SXFloat; |
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| 14 | blurintensity:SXFloat; |
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| 15 | npottextures: SXBool; |
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| 16 | end; |
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| 17 | SAGLSBlur=class(SUXObject) |
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| 18 | settings:TSettings; |
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| 19 | |||
| 20 | procedure setBlurIntensity(intensity:SXFloat); |
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| 21 | procedure createTextureArray; |
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| 22 | procedure addFrameTexture; |
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| 23 | function getTexture(const index: SXInt): SRTexture; |
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| 24 | |||
| 25 | procedure renderTextures; |
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| 26 | procedure onTimer; |
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| 27 | |||
| 28 | procedure initialize; |
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| 29 | constructor Create(parent:TObject); |
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| 30 | destructor Destroy; override; |
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| 31 | end; |
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| 32 | |||
| 33 | implementation |
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| 34 | |||
| 35 | uses gl_main, main, gl_textureengine; |
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| 36 | |||
| 37 | |||
| 38 | // --- SAGLSBlur |
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| 39 | |||
| 40 | |||
| 41 | procedure SAGLSBlur.setBlurIntensity(intensity:SXFloat); |
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| 42 | begin |
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| 43 | if (settings.blurintensity < intensity) then settings.blurintensity := intensity; |
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| 44 | end; |
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| 45 | |||
| 46 | |||
| 47 | procedure SAGLSBlur.createTextureArray; |
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| 48 | var t: SXInt; |
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| 49 | texture: SRTexture; |
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| 50 | begin |
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| 51 | with settings do |
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| 52 | begin |
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| 53 | for t := 0 to app.ini.settings.display.motionblurframes - 1 do |
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| 54 | begin |
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| 55 | if (npottextures) then |
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| 56 | begin |
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| 57 | texture := SRTexture.Create(self); |
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| 58 | |||
| 59 | glGenTextures(1, texture.texture.index); |
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| 60 | glBindTexture(GL_TEXTURE_2D, texture.texture.index); |
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| 61 | glTexImage2D(GL_TEXTURE_2D, 0, 4, gl.getCurrentRenderingContext.screen.width, |
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| 62 | gl.getCurrentRenderingContext.screen.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil); |
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| 63 | |||
| 64 | texture.texture.displayindex := texture.texture.index; |
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| 65 | texture.texture.width := gl.getCurrentRenderingContext.screen.width; |
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| 66 | texture.texture.height := gl.getCurrentRenderingContext.screen.height; |
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| 67 | texture.texture.format := SX_TEXTURE_FORMAT_RGBA; |
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| 68 | texture.setTextureClamp(true, true); |
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| 69 | texture.setTextureCompression(SX_GLTEXTURE_COMPRESSION_NONE); |
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| 70 | texture.setTextureFilter(SX_GLTEXTURE_FILTER_NONE); |
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| 71 | end else |
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| 72 | begin |
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| 73 | texture := nil; |
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| 74 | app.scene.r2t.generateScreenGrabTexture(texture); |
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| 75 | end; |
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| 76 | |||
| 77 | textures.addObject(texture); |
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| 78 | end; |
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| 79 | |||
| 80 | maxtexture := SX_NONE; |
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| 81 | currenttexture := SX_NONE; |
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| 82 | end; |
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| 83 | end; |
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| 84 | |||
| 85 | |||
| 86 | procedure SAGLSBlur.addFrameTexture; |
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| 87 | begin |
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| 88 | with settings do |
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| 89 | begin |
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| 90 | inc(currenttexture); |
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| 91 | if (currenttexture >= app.ini.settings.display.motionblurframes) then currenttexture := 0; |
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| 92 | if (currenttexture > maxtexture) then maxtexture := currenttexture; |
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| 93 | |||
| 94 | // Now grab frame to current texture |
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| 95 | app.scene.r2t.grabScreenToTexture(getTexture(currenttexture)); |
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| 96 | end; |
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| 97 | end; |
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| 98 | |||
| 99 | |||
| 100 | function SAGLSBlur.getTexture(const index: SXInt): SRTexture; |
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| 101 | begin |
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| 102 | result := SRTexture(settings.textures.getObject(index)); |
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| 103 | end; |
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| 104 | |||
| 105 | |||
| 106 | |||
| 107 | |||
| 108 | procedure SAGLSBlur.renderTextures; |
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| 109 | var t,displayt:SXInt; |
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| 110 | intensity:SXFloat; |
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| 111 | width,height:SXFloat; |
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| 112 | incr, changeincr: SXFloat; |
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| 113 | begin |
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| 114 | with settings do |
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| 115 | begin |
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| 116 | if (blurintensity<=0) and (not (app.game.settings.effects.slowmotion > 0)) then exit; |
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| 117 | if (currenttexture=SX_NONE) or (maxtexture<0) then exit; |
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| 118 | t := currenttexture - (app.ini.settings.display.motionblurframes - 1); |
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| 119 | intensity:=0; |
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| 120 | |||
| 121 | incr:=40; |
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| 122 | changeincr := -4; |
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| 123 | if (app.game.settings.effects.slowmotion > 0) then |
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| 124 | begin |
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| 125 | blurintensity := app.game.settings.effects.slowmotion; |
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| 126 | if (blurintensity > 1.1) then blurintensity := 1.1; |
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| 127 | incr := 1; |
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| 128 | changeincr := 0; |
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| 129 | end; |
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| 130 | |||
| 131 | if (settings.npottextures) then |
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| 132 | begin |
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| 133 | width := 1; |
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| 134 | height := 1; |
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| 135 | end else |
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| 136 | begin |
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| 137 | width:=gl.getCurrentRenderingContext.screen.width/app.scene.scene.framebuffer.texture.width; |
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| 138 | height:=gl.getCurrentRenderingContext.screen.height/app.scene.scene.framebuffer.texture.height; |
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| 139 | end; |
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| 140 | |||
| 141 | repeat |
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| 142 | inc(t); |
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| 143 | intensity := intensity + 0.02 * settings.blurintensity; |
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| 144 | displayt := t; |
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| 145 | while (displayt < 0) do displayt := displayt + app.ini.settings.display.motionblurframes; |
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| 146 | |||
| 147 | gl.material.resetMaterial; |
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| 148 | gl.material.setMaterial2D; |
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| 149 | gl.material.setMaterialBlending(SX_GL_BLEND_ADDITIVE,sx.convert.ColorRGBOf(1,1,1),intensity); |
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| 150 | gl.material.setMaterialTexture(getTexture(displayt)); |
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| 151 | gl.material.renderMaterial; |
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| 152 | |||
| 153 | glBegin(GL_QUADS); |
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| 154 | glTexCoord2f(0,0); glVertex2f(0-incr,480+incr); |
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| 155 | glTexCoord2f(width,0); glVertex2f(640+incr,480+incr); |
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| 156 | glTexCoord2f(width,height); glVertex2f(640+incr,0-incr); |
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| 157 | glTexCoord2f(0, height); glVertex2f(0-incr,0-incr); |
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| 158 | glEnd; |
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| 159 | incr := incr + changeincr; |
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| 160 | //gl.gl2D.screen.renderFrameBufferTextureOnScreen(textures[displayt],SX_GL_BLEND_ADDITIVE,sx.convert.ColorRGBOf(1,1,1),intensity); |
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| 161 | until (t=currenttexture); |
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| 162 | |||
| 163 | sx.timer.decTimer(blurintensity); |
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| 164 | end; |
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| 165 | end; |
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| 166 | |||
| 167 | |||
| 168 | procedure SAGLSBlur.onTimer; |
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| 169 | begin |
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| 170 | if (not app.ini.settings.display.motionblur) then exit; |
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| 171 | if (app.ini.settings.display.motionblurframes < 1) then exit; |
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| 172 | if (app.ini.settings.display.motionblurframes > 10) then app.ini.settings.display.motionblurframes := 10; |
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| 173 | |||
| 174 | // Add a new texture to the blur array |
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| 175 | sx.timer.incTimer(settings.timer); |
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| 176 | if (settings.timer>=SX_GLBLUR_FRAMEINTENSITY) then |
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| 177 | begin |
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| 178 | settings.timer:=settings.timer-SX_GLBLUR_FRAMEINTENSITY; |
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| 179 | addFrameTexture; |
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| 180 | end; |
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| 181 | |||
| 182 | // Blur all textures together to create motion blur effect |
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| 183 | renderTextures; |
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| 184 | end; |
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| 185 | |||
| 186 | |||
| 187 | |||
| 188 | |||
| 189 | procedure SAGLSBlur.initialize; |
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| 190 | begin |
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| 191 | if (not app.ini.settings.display.motionblur) then exit; |
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| 192 | if (app.ini.settings.display.motionblurframes < 1) then exit; |
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| 193 | |||
| 194 | settings.npottextures := glExt.isSupported('GL_ARB_texture_non_power_of_two'); |
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| 195 | |||
| 196 | createTextureArray; |
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| 197 | end; |
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| 198 | |||
| 199 | |||
| 200 | constructor SAGLSBlur.Create(parent:TObject); |
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| 201 | begin |
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| 202 | inherited Create(parent,'GL Blur'); |
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| 203 | |||
| 204 | settings.textures := SRList.Create(self, true, true, true); |
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| 205 | settings.blurintensity:=0; |
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| 206 | end; |
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| 207 | |||
| 208 | |||
| 209 | destructor SAGLSBlur.Destroy; |
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| 210 | begin |
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| 211 | settings.textures.Free; |
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| 212 | |||
| 213 | inherited; |
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| 214 | end; |
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| 215 | |||
| 216 | |||
| 217 | end. |