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highpassfilter.cpp
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71 lines (53 loc) · 2.18 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_highpassfilter_noext (float threshold_R, float threshold_G, float threshold_B) {
// invert color buffer
glBlendFunc (GL_ONE_MINUS_DST_COLOR, GL_ZERO);
glColor4f (1,1,1,1);
screenquad ();
// add the threshold
glBlendFunc (GL_ONE, GL_ONE);
glColor4f (threshold_R, threshold_G, threshold_B, 1);
screenquad ();
// invert color buffer
glBlendFunc (GL_ONE_MINUS_DST_COLOR, GL_ZERO);
glColor4f (1,1,1,1);
screenquad ();
}
// ******************************************************************
void render_highpassfilter_ext (float threshold_R, float threshold_G, float threshold_B) {
// substract the threshold
glBlendFunc (GL_ONE, GL_ONE);
glBlendEquationEXT (GL_FUNC_REVERSE_SUBTRACT_EXT);
glColor4f (threshold_R, threshold_G, threshold_B, 0);
screenquad ();
glBlendEquationEXT (GL_FUNC_ADD_EXT);
}
// ******************************************************************
void render_highpassfilter (int tex, float threshold_R, float threshold_G, float threshold_B, int accum) {
// disable texturing
glDisable(GL_TEXTURE_2D);
// highpass color filter itself
if (extensions) render_highpassfilter_ext(threshold_R, threshold_G, threshold_B);
else render_highpassfilter_noext(threshold_R, threshold_G, threshold_B);
// accumulate color buffer
glBlendFunc(GL_ONE, GL_ONE);
glColor4f(1,1,1,1);
render_accumulate(tex, accum);
}