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KaleidoscopePass.cpp
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/*
* KaleidoscopePass.cpp
*
* Copyright (c) 2012, Neil Mendoza, http://www.neilmendoza.com
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Neil Mendoza nor the names of its contributors may be used
* to endorse or promote products derived from this software without
* specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
#include "KaleidoscopePass.h"
namespace itg
{
KaleidoscopePass::KaleidoscopePass(const ofVec2f& aspect, bool arb, float segments) :
segments(segments), RenderPass(aspect, arb, "kaleido")
{
string fragShaderSrc = STRINGIFY(
uniform sampler2D tex;
uniform float segments;
void main()
{
vec2 uv = gl_TexCoord[0].st;
vec2 normed = 2.0 * uv - 1.0;
float r = length(normed);
float theta = atan(normed.y / abs(normed.x));
theta *= segments;
vec2 newUv = (vec2(r * cos(theta), r * sin(theta)) + 1.0) / 2.0;
gl_FragColor = texture2D(tex, newUv);
}
);
shader.setupShaderFromSource(GL_FRAGMENT_SHADER, fragShaderSrc);
shader.linkProgram();
#ifdef _ITG_TWEAKABLE
addParameter("segs", this->segments, "min=-20 max=20");
#endif
}
void KaleidoscopePass::render(ofFbo& readFbo, ofFbo& writeFbo, ofTexture& depth)
{
writeFbo.begin();
shader.begin();
shader.setUniformTexture("tex", readFbo.getTexture(), 0);
shader.setUniform1f("segments", segments);
texturedQuad(0, 0, writeFbo.getWidth(), writeFbo.getHeight());
shader.end();
writeFbo.end();
}
}