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#include "engine.h"
#include "rendertarget.h"
static struct glaretexture : rendertarget
{
bool dorender()
{
extern void drawglare();
drawglare();
return true;
}
} glaretex;
void cleanupglare()
{
glaretex.cleanup(true);
}
VARFP(glaresize, 6, 8, 10, cleanupglare());
VARP(glare, 0, 0, 1);
VARP(blurglare, 0, 4, 7);
VARP(blurglareaspect, 0, 1, 1);
VARP(blurglaresigma, 1, 50, 200);
bool glaring = false;
void drawglaretex()
{
if(!glare) return;
int w = 1<<glaresize, h = 1<<glaresize, blury = blurglare;
if(blurglare && blurglareaspect)
{
while(h > (1<<5) && (screenw*h)/w >= (screenh*4)/3) h /= 2;
blury = ((1 + 4*blurglare)*(screenw*h)/w + screenh*2)/(screenh*4);
blury = clamp(blury, 1, MAXBLURRADIUS);
}
glaretex.render(w, h, blurglare, blurglaresigma/100.0f, blury);
}
FVAR(glaremod, 0.5f, 0.75f, 1);
FVARP(glarescale, 0, 1, 8);
void addglare()
{
if(!glare) return;
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
SETSHADER(screenrect);
glBindTexture(GL_TEXTURE_2D, glaretex.rendertex);
float g = glarescale*glaremod;
gle::colorf(g, g, g);
screenquad(1, 1);
glDisable(GL_BLEND);
}
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