zildo.fwk.gfx.filter.BilinearFilter.java Source code

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Here is the source code for zildo.fwk.gfx.filter.BilinearFilter.java

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/**
 * Legend of Zildo
 * Copyright (C) 2006-2011 Evariste Boussaton
 * Based on original Zelda : link to the past (C) Nintendo 1992
 *
 * 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 3 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, see <http://www.gnu.org/licenses/>.
 *
 */

package zildo.fwk.gfx.filter;

import org.lwjgl.opengl.GL11;

public class BilinearFilter extends ScreenFilter {

    @Override
    public boolean renderFilter() {
        fbo.endRendering();

        // Select right texture
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
        // Disable blend
        GL11.glDisable(GL11.GL_BLEND);

        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPushMatrix();
        GL11.glTranslatef(0, -sizeY, 1);

        GL11.glColor3f(1.0f, 1.0f, 1.0f);

        // Draw texture with depth
        super.render();

        GL11.glPopMatrix();

        GL11.glMatrixMode(GL11.GL_MODELVIEW);

        return true;
    }

    @Override
    public void preFilter() {
        fbo.startRendering(fboId, sizeX, sizeY);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
    }

}