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accumulate.cpp
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97 lines (74 loc) · 2.57 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_accumulate_ext (int tex, int accum) {
int i;
// enable multitexturing
multitex_enable(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, tex);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
copyColorBuffer();
multitex_enable(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D, tex);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
glBlendFunc (GL_ONE, GL_ONE);
glColor4f (1,1,1,1);
glBegin (GL_QUADS);
for (i=0; i<accum/2; i++) {
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0, 0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0, 0);
glVertex2f (0,0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1, 0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1, 0);
glVertex2f (1,0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1, 1);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1, 1);
glVertex2f (1,1);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0, 1);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0, 1);
glVertex2f (0,1);
}
glEnd ();
multitex_disable(GL_TEXTURE1_ARB);
multitex_disable(GL_TEXTURE0_ARB);
}
// ******************************************************************
void render_accumulate (int tex, int accum) {
int i;
// accumulate color buffer
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
copyColorBuffer();
glBegin (GL_QUADS);
for (i=0; i<accum; i++) {
glTexCoord2f (0,0);
glVertex2f (0,0);
glTexCoord2f (1,0);
glVertex2f (1,0);
glTexCoord2f (1,1);
glVertex2f (1,1);
glTexCoord2f (0,1);
glVertex2f (0,1);
}
glEnd ();
glDisable(GL_TEXTURE_2D);
}