The compiler doesn’t find .inverse, but that doesn’t matter.
Now that is my motion-blur shader:
#version 140
uniform sampler2DRect depthTexture;
uniform sampler2DRect colorTexture;
const int g_width=640;
const int g_height=480;
//uniform mat4 g_ViewProjectionInverseMatrix;
////uniform mat4 g_previousViewProjectionMatrix;
mat4 g_ViewProjectionInverseMatrix;
//mat4 g_previousViewProjectionMatrix;
out vec4 gl_FragColor;
void main()
{
vec2 texCoord;
float zOverW;
vec4 tmp1;
vec4 tmp2;
vec4 H;
vec4 worldPos;
vec4 previousPos;
vec2 velocity;
vec4 color;
int i;
g_ViewProjectionInverseMatrix=gl_ProjectionMatrixInverse;
mat4 g_previousViewProjectionMatrix=gl_ProjectionMatrix;
//g_previousViewProjectionMatrix=
// Shader Code That Extracts the Per-Pixel World-Space Positions of the Objects That Were Rendered to the Depth Buffer
// Get the depth buffer value at this pixel.
zOverW = texture2DRect(depthTexture, gl_FragCoord.xy).x;
// H is the viewport position at this pixel in the range -1 to 1.
H = vec4((gl_FragCoord.x/float(g_width))*2.0 - 1.0, (1.0 - (gl_FragCoord.y/float(g_height)))*2.0 - 1.0, zOverW, 1.0);
// Transform by the view-projection inverse.
tmp1 = H * g_ViewProjectionInverseMatrix;
// Divide by w to get world position.
worldPos = tmp1/tmp1.w;
// Shader Code That Computes the Per-Pixel Velocity Vectors That Determine the Direction to Blur the Image
// Use the world position, and transform by the previous view-projection matrix.
tmp2 = worldPos * g_previousViewProjectionMatrix;
// Convert to nonhomogenous points [-1,1] by dividing by w.
previousPos = tmp2/tmp2.w;
// Use this frame's position and last frame's to compute the pixel velocity.
velocity = ((H - previousPos)/2.0).xy;
velocity.x *= float(g_width);
velocity.y *= float(g_height);
// Shader Code That Uses the Velocity Vector at the Current Pixel to Sample the Color Buffer Multiple Times to Achieve the Motion Blur Effect
// Get the initial color at this pixel.
color = texture2DRect(colorTexture, gl_FragCoord.xy);
texCoord = gl_FragCoord.xy + velocity;
// i had to unroll because my glsl driver doesn't even like loops!
color += texture2DRect(colorTexture, texCoord);
texCoord += velocity;
color += texture2DRect(colorTexture, texCoord);
// Average all of the samples to get the final blur color.
gl_FragColor = color/3.0;
gl_FragDepth = zOverW;
}
Her is the whole code (from the NEHE sample :)).
I use “my_program” with the shader on top; the uniforms are not used here (except textures).
Do you see any significant errors ?
/**************************************
* *
* Jeff Molofee's Basecode Example *
* nehe.gamedev.net *
* 2001 *
* *
* All Code / Tutorial Commenting *
* by Jeff Molofee ( NeHe ) *
* *
**************************************/
bool use=true;
#include <windows.h> // Header File For Windows
#include <gl/glew.h>
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The GLaux Library
#include "NeHeGL.h" // Header File For NeHeGL
#include <math.h> // We'll Need Some Math
#include <stdio.h>
#pragma comment( lib, "opengl32.lib" ) // Search For OpenGL32.lib While Linking
#pragma comment( lib, "glu32.lib" ) // Search For GLu32.lib While Linking
#pragma comment( lib, "glaux.lib" ) // Search For GLaux.lib While Linking
#pragma comment(lib,"glew32.lib")
#ifndef CDS_FULLSCREEN // CDS_FULLSCREEN Is Not Defined By Some
#define CDS_FULLSCREEN 4 // Compilers. By Defining It This Way,
#endif // We Can Avoid Errors
GL_Window* g_window;
Keys* g_keys;
// User Defined Variables
float vertexes[4][3]; // Holds Float Info For 4 Sets Of Vertices
float normal[3]; // An Array To Store The Normal Data
GLuint BlurTexture; // An Unsigned Int To Store The Texture Number
GLuint DepthTexture;
GLhandleARB ProgramObject;
GLhandleARB VertexShaderObject;
GLhandleARB FragmentShaderObject;
void CheckError(GLhandleARB glObject) ;
GLhandleARB my_program;
GLhandleARB my_program_pre;
int LoadShaderv(const char* name,GLhandleARB program);
int LoadShaderf(const char* name,GLhandleARB program);
GLuint EmptyTexture() // Create An Empty Texture
{
GLuint txtnumber; // Texture ID
unsigned int* data; // Stored Data
// Create Storage Space For Texture Data (128x128x4)
data = (unsigned int*)new GLuint[((640 * 480)* 4 * sizeof(unsigned int))];
ZeroMemory(data,((640 * 480)* 4 * sizeof(unsigned int))); // Clear Storage Memory
glGenTextures(1, &txtnumber); // Create 1 Texture
glBindTexture(GL_SAMPLER_2D_RECT_ARB, txtnumber); // Bind The Texture
glTexImage2D(GL_SAMPLER_2D_RECT_ARB, 0, 4, 640, 480, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data); // Build Texture Using Information In data
glTexParameteri(GL_SAMPLER_2D_RECT_ARB,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_SAMPLER_2D_RECT_ARB,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
delete [] data; // Release data
return txtnumber; // Return The Texture ID
}
void ReduceToUnit(float vector[3]) // Reduces A Normal Vector (3 Coordinates)
{ // To A Unit Normal Vector With A Length Of One.
float length; // Holds Unit Length
// Calculates The Length Of The Vector
length = (float)sqrt((vector[0]*vector[0]) + (vector[1]*vector[1]) + (vector[2]*vector[2]));
if(length == 0.0f) // Prevents Divide By 0 Error By Providing
length = 1.0f; // An Acceptable Value For Vectors To Close To 0.
vector[0] /= length; // Dividing Each Element By
vector[1] /= length; // The Length Results In A
vector[2] /= length; // Unit Normal Vector.
}
void calcNormal(float v[3][3], float out[3]) // Calculates Normal For A Quad Using 3 Points
{
float v1[3],v2[3]; // Vector 1 (x,y,z) & Vector 2 (x,y,z)
static const int x = 0; // Define X Coord
static const int y = 1; // Define Y Coord
static const int z = 2; // Define Z Coord
// Finds The Vector Between 2 Points By Subtracting
// The x,y,z Coordinates From One Point To Another.
// Calculate The Vector From Point 1 To Point 0
v1[x] = v[0][x] - v[1][x]; // Vector 1.x=Vertex[0].x-Vertex[1].x
v1[y] = v[0][y] - v[1][y]; // Vector 1.y=Vertex[0].y-Vertex[1].y
v1[z] = v[0][z] - v[1][z]; // Vector 1.z=Vertex[0].y-Vertex[1].z
// Calculate The Vector From Point 2 To Point 1
v2[x] = v[1][x] - v[2][x]; // Vector 2.x=Vertex[0].x-Vertex[1].x
v2[y] = v[1][y] - v[2][y]; // Vector 2.y=Vertex[0].y-Vertex[1].y
v2[z] = v[1][z] - v[2][z]; // Vector 2.z=Vertex[0].z-Vertex[1].z
// Compute The Cross Product To Give Us A Surface Normal
out[x] = v1[y]*v2[z] - v1[z]*v2[y]; // Cross Product For Y - Z
out[y] = v1[z]*v2[x] - v1[x]*v2[z]; // Cross Product For X - Z
out[z] = v1[x]*v2[y] - v1[y]*v2[x]; // Cross Product For X - Y
ReduceToUnit(out); // Normalize The Vectors
}
float right=0,up=0,zzz=0,angle=0;
void ProcessHelix() // Draws A Helix
{
GLfloat x; // Helix x Coordinate
GLfloat y; // Helix y Coordinate
GLfloat z; // Helix z Coordinate
GLfloat phi; // Angle
GLfloat theta; // Angle
GLfloat v,u; // Angles
GLfloat r; // Radius Of Twist
int twists = 5; // 5 Twists
//GLfloat glfMaterialColor[]={0.4f,0.2f,0.8f,1.0f}; // Set The Material Color
//GLfloat specular[]={1.0f,1.0f,1.0f,1.0f}; // Sets Up Specular Lighting
glLoadIdentity(); // Reset The Modelview Matrix
gluLookAt(0, 5, 50, 0, 0, 0, 0, 1, 0); // Eye Position (0,5,50) Center Of Scene (0,0,0), Up On Y Axis
glPushMatrix(); // Push The Modelview Matrix
glTranslatef(right,angle,-50); // Translate 50 Units Into The Screen
glRotatef(up/2.0f,1,0,0); // Rotate By angle/2 On The X-Axis
glRotatef(zzz/3.0f,0,1,0); // Rotate By angle/3 On The Y-Axis
// glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,glfMaterialColor);
// glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,specular);
r=1.5f; // Radius
glBegin(GL_QUADS); // Begin Drawing Quads
for(phi=0; phi <= 360; phi+=20.0) // 360 Degrees In Steps Of 20
{
for(theta=0; theta<=360*twists; theta+=20.0) // 360 Degrees * Number Of Twists In Steps Of 20
{
v=(phi/180.0f*3.142f); // Calculate Angle Of First Point ( 0 )
u=(theta/180.0f*3.142f); // Calculate Angle Of First Point ( 0 )
x=float(cos(u)*(2.0f+cos(v) ))*r; // Calculate x Position (1st Point)
y=float(sin(u)*(2.0f+cos(v) ))*r; // Calculate y Position (1st Point)
z=float((( u-(2.0f*3.142f)) + sin(v) ) * r); // Calculate z Position (1st Point)
vertexes[0][0]=x; // Set x Value Of First Vertex
vertexes[0][1]=y; // Set y Value Of First Vertex
vertexes[0][2]=z; // Set z Value Of First Vertex
v=(phi/180.0f*3.142f); // Calculate Angle Of Second Point ( 0 )
u=((theta+20)/180.0f*3.142f); // Calculate Angle Of Second Point ( 20 )
x=float(cos(u)*(2.0f+cos(v) ))*r; // Calculate x Position (2nd Point)
y=float(sin(u)*(2.0f+cos(v) ))*r; // Calculate y Position (2nd Point)
z=float((( u-(2.0f*3.142f)) + sin(v) ) * r); // Calculate z Position (2nd Point)
vertexes[1][0]=x; // Set x Value Of Second Vertex
vertexes[1][1]=y; // Set y Value Of Second Vertex
vertexes[1][2]=z; // Set z Value Of Second Vertex
v=((phi+20)/180.0f*3.142f); // Calculate Angle Of Third Point ( 20 )
u=((theta+20)/180.0f*3.142f); // Calculate Angle Of Third Point ( 20 )
x=float(cos(u)*(2.0f+cos(v) ))*r; // Calculate x Position (3rd Point)
y=float(sin(u)*(2.0f+cos(v) ))*r; // Calculate y Position (3rd Point)
z=float((( u-(2.0f*3.142f)) + sin(v) ) * r); // Calculate z Position (3rd Point)
vertexes[2][0]=x; // Set x Value Of Third Vertex
vertexes[2][1]=y; // Set y Value Of Third Vertex
vertexes[2][2]=z; // Set z Value Of Third Vertex
v=((phi+20)/180.0f*3.142f); // Calculate Angle Of Fourth Point ( 20 )
u=((theta)/180.0f*3.142f); // Calculate Angle Of Fourth Point ( 0 )
x=float(cos(u)*(2.0f+cos(v) ))*r; // Calculate x Position (4th Point)
y=float(sin(u)*(2.0f+cos(v) ))*r; // Calculate y Position (4th Point)
z=float((( u-(2.0f*3.142f)) + sin(v) ) * r); // Calculate z Position (4th Point)
vertexes[3][0]=x; // Set x Value Of Fourth Vertex
vertexes[3][1]=y; // Set y Value Of Fourth Vertex
vertexes[3][2]=z; // Set z Value Of Fourth Vertex
calcNormal(vertexes,normal); // Calculate The Quad Normal
glNormal3f(normal[0],normal[1],normal[2]); // Set The Normal
glColor3f(1,0,1);
// Render The Quad
glVertex3f(vertexes[0][0],vertexes[0][1],vertexes[0][2]);
glVertex3f(vertexes[1][0],vertexes[1][1],vertexes[1][2]);
glVertex3f(vertexes[2][0],vertexes[2][1],vertexes[2][2]);
glVertex3f(vertexes[3][0],vertexes[3][1],vertexes[3][2]);
}
}
glEnd(); // Done Rendering Quads
glPopMatrix(); // Pop The Matrix
}
void ViewOrtho() // Set Up An Ortho View
{
glMatrixMode(GL_PROJECTION); // Select Projection
glPushMatrix(); // Push The Matrix
glLoadIdentity(); // Reset The Matrix
glOrtho( 0, 640 , 480 , 0, -1, 1 ); // Select Ortho Mode (640x480)
glMatrixMode(GL_MODELVIEW); // Select Modelview Matrix
glPushMatrix(); // Push The Matrix
glLoadIdentity(); // Reset The Matrix
}
void ViewPerspective() // Set Up A Perspective View
{
glMatrixMode( GL_PROJECTION ); // Select Projection
glPopMatrix(); // Pop The Matrix
glMatrixMode( GL_MODELVIEW ); // Select Modelview
glPopMatrix(); // Pop The Matrix
}
void DrawBlur(int times, float inc) // Draw The Blurred Image
{ // Starting Alpha Value
// Disable AutoTexture Coordinates
// glDisable(GL_TEXTURE_GEN_S);
// glDisable(GL_TEXTURE_GEN_T);
//glDisable(GL_TEXTURE_GEN_R);
//glDisable(GL_TEXTURE_GEN_Q);
//glEnable(GL_SAMPLER_2D_RECT_ARB); // Enable 2D Texture Mapping
//glDisable(GL_DEPTH_TEST); // Disable Depth Testing
//glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set Blending Mode
//glEnable(GL_BLEND); // Enable Blending
glActiveTexture(GL_TEXTURE0);
glEnable(GL_SAMPLER_2D_RECT_ARB);
glBindTexture(GL_SAMPLER_2D_RECT_ARB,DepthTexture); // Bind To The Blur Texture
glActiveTexture(GL_TEXTURE1);
glEnable(GL_SAMPLER_2D_RECT_ARB);
glBindTexture(GL_SAMPLER_2D_RECT_ARB,BlurTexture); // Bind To The Blur Texture
ViewOrtho(); // Switch To An Ortho View
//glTranslatef(right,-up,z);
//alphainc = alpha / times; // alphainc=0.2f / Times To Render Blur
glBegin(GL_QUADS); // Begin Drawing Quads
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0,1);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,1);
glVertex2f(0,0); // First Vertex ( 0, 0 )
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0,0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
glVertex2f(0,480-1); // Second Vertex ( 0, 480 )
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1,0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,0);
glVertex2f(640-1,480-1); // Third Vertex ( 640, 480 )
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1,1);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,1);
glVertex2f(640-1,0); // Fourth Vertex ( 640, 0 )
//spost += inc; // Gradually Increase spost (Zooming Closer To Texture Center)
//alpha = alpha - alphainc; // Gradually Decrease alpha (Gradually Fading Image Out)
glEnd(); // Done Drawing Quads
ViewPerspective(); // Switch To A Perspective View
glActiveTexture(GL_TEXTURE0);
glEnable(GL_SAMPLER_2D_RECT_ARB);
glBindTexture(GL_SAMPLER_2D_RECT_ARB,0); // Bind To The Blur Texture
glActiveTexture(GL_TEXTURE1);
glEnable(GL_SAMPLER_2D_RECT_ARB);
glBindTexture(GL_SAMPLER_2D_RECT_ARB,0); // Bind To The Blur Texture
glEnable(GL_DEPTH_TEST); // Enable Depth Testing
}
float bblur=0;
BOOL Initialize (GL_Window* window, Keys* keys) // Any GL Init Code & User Initialiazation Goes Here
{
g_window = window;
g_keys = keys;
// Start Of User Initialization
angle = 0.0f; // Set Starting Angle To Zero
BlurTexture = EmptyTexture(); // Create Our Empty Texture
DepthTexture = EmptyTexture(); // Create Our Empty Texture
glViewport(0 , 0,window->init.width ,window->init.height); // Set Up A Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(50, (float)window->init.width/(float)window->init.height, 5, 2000); // Set Our Perspective
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
glEnable(GL_DEPTH_TEST); // Enable Depth Testing
//GLfloat global_ambient[4]={0.2f, 0.2f, 0.2f, 1.0f}; // Set Ambient Lighting To Fairly Dark (No Color)
//GLfloat light0pos[4]= {0.0f, 5.0f, 10.0f, 1.0f}; // Set The Light Position
//GLfloat light0ambient[4]= {0.2f, 0.2f, 0.2f, 1.0f}; // More Ambient Light
//GLfloat light0diffuse[4]= {0.3f, 0.3f, 0.3f, 1.0f}; // Set The Diffuse Light A Bit Brighter
//GLfloat light0specular[4]={0.8f, 0.8f, 0.8f, 1.0f}; // Fairly Bright Specular Lighting
//GLfloat lmodel_ambient[]= {0.2f,0.2f,0.2f,1.0f}; // And More Ambient Light
//glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient); // Set The Ambient Light Model
//glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient); // Set The Global Ambient Light Model
//glLightfv(GL_LIGHT0, GL_POSITION, light0pos); // Set The Lights Position
//glLightfv(GL_LIGHT0, GL_AMBIENT, light0ambient); // Set The Ambient Light
//glLightfv(GL_LIGHT0, GL_DIFFUSE, light0diffuse); // Set The Diffuse Light
//glLightfv(GL_LIGHT0, GL_SPECULAR, light0specular); // Set Up Specular Lighting
//glEnable(GL_LIGHTING); // Enable Lighting
//glEnable(GL_LIGHT0); // Enable Light0
glShadeModel(GL_SMOOTH); // Select Smooth Shading
glMateriali(GL_FRONT, GL_SHININESS, 128);
glClearColor(0.0f, 0.0f, 0.0f, 0.5); // Set The Clear Color To Black
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
//fprintf(stderr, "Error: %s
", glewGetErrorString(err));
}
//fprintf(stdout, "Status: Using GLEW %s
", glewGetString(GLEW_VERSION));
// Create Shader And Program Objects
my_program = glCreateProgramObjectARB();
my_program_pre = glCreateProgramObjectARB();
// VertexShaderObject = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
//FragmentShaderObject = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
//LoadShader("geo_shdr.s",GL_GEOMETRY_SHADER_EXT);
int ShaderVertex=LoadShaderv("vert_shdr.s",my_program);
int ShaderFragment=LoadShaderf("frag_shdr.s",my_program);
int ShaderVertex_pre=LoadShaderv("vert_shdr.s",my_program_pre);
int ShaderFragment_pre=LoadShaderf("frag.s",my_program_pre);
// Link The Program Object
glLinkProgramARB(my_program);
CheckError(my_program);
// Link The Program Object
glLinkProgramARB(my_program_pre);
CheckError(my_program_pre);
//int uColor , uDepth;
//uColor = glGetUniformLocationARB(s2,"tex1");
//uDepth = glGetUniformLocationARB(s2,"tex2");
int u1=glGetUniformLocation(my_program, "Texture");
int u2=glGetUniformLocation(my_program, "uTexture");
int uShift=glGetUniformLocation(my_program, "uShift");
int uradial_size=glGetUniformLocation(my_program,"radial_size");
int uradial_bright=glGetUniformLocation(my_program,"radial_bright");
int uradial_origin=glGetUniformLocation(my_program,"radial_origin");
glUniform1i( u1, 0);
glUniform1i( u2, 0);
glUniform2f(uShift,1.0/640, 0.0);
glUniform2f(uradial_size,0,0);
glUniform1f(uradial_bright,1.0f);
glUniform2f(uradial_origin,0.5f,0.5f);
return TRUE; // Return TRUE (Initialization Successful)
}
void Deinitialize (void) // Any User DeInitialization Goes Here
{
glDeleteTextures(1,&BlurTexture); // Delete The Blur Texture
glDeleteTextures(1,&DepthTexture); // Delete The Blur Texture
}
void RenderToTexture() // Renders To A Texture
{
glViewport(0,0,640,480); // Set Our Viewport (Match Texture Size)
ProcessHelix(); // Render The Helix
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_SAMPLER_2D_RECT_ARB,BlurTexture); // Bind To The Blur Texture
// Copy Our ViewPort To The Blur Texture (From 0,0 To 128,128... No Border)
glCopyTexImage2D(GL_SAMPLER_2D_RECT_ARB, 0, GL_RGBA, 0, 0, 640, 480, 0);
glClearColor(0.0f, 0.0f, 0.5f, 0.5); // Set The Clear Color To Medium Blue
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And Depth Buffer
glViewport(0 , 0,640 ,480); // Set Viewport (0,0 to 640x480)
}
void RenderToDepthTexture() // Renders To A Texture
{
glViewport(0,0,640,480); // Set Our Viewport (Match Texture Size)
ProcessHelix(); // Render The Helix
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_SAMPLER_2D_RECT_ARB,DepthTexture); // Bind To The Blur Texture
// Copy Our ViewPort To The Blur Texture (From 0,0 To 128,128... No Border)
glCopyTexImage2D(GL_SAMPLER_2D_RECT_ARB, 0, GL_DEPTH_COMPONENT, 0, 0, 640, 480, 0);
glClearColor(0.0f, 0.0f, 0.5f, 0.5); // Set The Clear Color To Medium Blue
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And Depth Buffer
glViewport(0 , 0,640 ,480); // Set Viewport (0,0 to 640x480)
}
bool _uuse_radialblur=false;
bool _uuse_blur=false;
int _uradialblur_times=12;
GLfloat MATRIXPRE[16];
void Update (DWORD milliseconds) // Perform Motion Updates Here
{
if (g_keys->keyDown [VK_ESCAPE] == TRUE) // Is ESC Being Pressed?
{
TerminateApplication (g_window); // Terminate The Program
}
if (g_keys->keyDown [VK_F1] == TRUE) // Is F1 Being Pressed?
{
ToggleFullscreen (g_window); // Toggle Fullscreen Mode
}
if (g_keys->keyDown [VK_RIGHT] == TRUE) // Is F1 Being Pressed?
{
right+=5;
}
if (g_keys->keyDown [VK_LEFT] == TRUE) // Is F1 Being Pressed?
{
right-=5;
}
if (g_keys->keyDown [VK_UP] == TRUE) // Is F1 Being Pressed?
{
up+=5;
}
if (g_keys->keyDown [VK_DOWN] == TRUE) // Is F1 Being Pressed?
{
up-=5;
}
if (g_keys->keyDown [VK_PRIOR] == TRUE) // Is F1 Being Pressed?
{
zzz-=5;
}
if (g_keys->keyDown [VK_NEXT] == TRUE) // Is F1 Being Pressed?
{
zzz+=5;
}
if (g_keys->keyDown [VK_ADD] == TRUE) // Is F1 Being Pressed?
{
bblur+=0.005f;
}
if (g_keys->keyDown [VK_SUBTRACT] == TRUE) // Is F1 Being Pressed?
{
bblur-=0.005f;
}
if (g_keys->keyDown ['W'] == TRUE) // Is F1 Being Pressed?
{
angle++;
}
if (g_keys->keyDown ['S'] == TRUE) // Is F1 Being Pressed?
{
angle--;
}
if(g_keys->keyDown ['1'] == TRUE)
{
_uuse_blur=!_uuse_blur;
g_keys->keyDown ['1'] = FALSE;
}
if(g_keys->keyDown ['2'] == TRUE)
{
_uuse_radialblur=!_uuse_radialblur;
g_keys->keyDown ['2'] = FALSE;
}
if(g_keys->keyDown ['O'] == TRUE)
{
_uradialblur_times--;
g_keys->keyDown ['O'] = FALSE;
}
if(g_keys->keyDown ['P'] == TRUE)
{
_uradialblur_times++;
g_keys->keyDown ['P'] = FALSE;
}
GLfloat MATRIX[16];
glGetFloatv( GL_PROJECTION_MATRIX, MATRIX );
int matrix=glGetUniformLocation(my_program, "g_ViewProjectionInverseMatrix");
int matrixPre=glGetUniformLocation(my_program, "g_previousViewProjectionMatrix");
glUniformMatrix4fvARB(matrix,1,true,MATRIX);
glUniformMatrix4fvARB(matrixPre,1,true,MATRIXPRE);
int hh=glGetUniformLocation(my_program, "g_width");
int ww=glGetUniformLocation(my_program, "g_height");
glUniform1i(hh,480);
glUniform1i(ww,640);
int i;
for(i=0;i<16;i++)
{
MATRIXPRE[i]=MATRIX[i];
}
//angle += (float)(milliseconds) / 5.0f; // Update angle Based On The Clock
}
void Draw (void) // Draw The Scene
{
glUseProgramObjectARB(NULL);
glClearColor(0.0f, 0.0f, 0.0f, 0); // Set The Clear Color To Black
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The View
ProcessHelix(); // Draw Our Helix
//glUseProgramObjectARB(my_program_pre);
RenderToTexture();
RenderToDepthTexture(); // Render To A Texture (NICHT SHADER !!!)
glUseProgramObjectARB(my_program);
DrawBlur(25,0.02f); // Draw The Blur Effect
glFlush (); // Flush The GL Rendering Pipeline
}
char* data;
void readShader(FILE*file)
{
fseek(file, 0, SEEK_END);
int size=ftell(file);
//size=filelength(file);
data=(char*)malloc(size);
fseek(file,-size, SEEK_CUR); //zum Anfang zurück
fread(data,size,1,file);
data[size]='\0';
}
void CheckError(GLhandleARB glObject)
{
int blen,slen ;
char* InfoLog;
glGetObjectParameterivARB(glObject, GL_OBJECT_INFO_LOG_LENGTH_ARB , &blen);
if (blen > 1)
{
InfoLog=(char*)malloc( blen*sizeof(GLhandleARB));
glGetInfoLogARB(glObject, blen, &slen, InfoLog);
MessageBox(HWND_DESKTOP, InfoLog,NULL,NULL);
free(InfoLog);
}
}
int LoadShaderf(const char* name,GLhandleARB program)
{
FILE *file=fopen(name,"rb");
readShader(file);
char* shader_data2=data;
fclose(file);
GLhandleARB shader;
shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
// Load Shader Sources
glShaderSourceARB(shader, 1, (const GLcharARB**)&shader_data2, NULL);
// Compile The Shaders
glCompileShaderARB(shader);
CheckError(shader);
// Attach The Shader Objects To The Program Object
glAttachObjectARB(program, shader);
return shader;
}
int LoadShaderv(const char* name,GLhandleARB program)
{
FILE *file=fopen(name,"rb");
readShader(file);
char* shader_data2=data;
fclose(file);
GLhandleARB shader;
shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
// Load Shader Sources
glShaderSourceARB(shader, 1, (const GLcharARB**)&shader_data2, NULL);
// Compile The Shaders
glCompileShaderARB(shader);
CheckError(shader);
// Attach The Shader Objects To The Program Object
glAttachObjectARB(program, shader);
return shader;
}
What did I wrong that it doesn’t display anything ?
If I used the fixed pipeline (with GL_TEXTURE_2D instead of GL_SAMPLER_2D_RECT_ARB) it worked, but the shader needs “sampler2DRect”)