|
|
|
@ -124,14 +124,14 @@ void load_shader() { |
|
|
|
|
} |
|
|
|
|
)"; |
|
|
|
|
|
|
|
|
|
cerr << "##### Vertex Shader #####" << endl; |
|
|
|
|
cerr << "##### Cube Vertex Shader #####" << endl; |
|
|
|
|
cerr << vert << endl; |
|
|
|
|
|
|
|
|
|
cerr << "##### Fragment Shader #####" << endl; |
|
|
|
|
cerr << "##### Cube Fragment Shader #####" << endl; |
|
|
|
|
cerr << frag << endl; |
|
|
|
|
|
|
|
|
|
program = init_shader(vert.c_str(), frag.c_str(), "fragColor"); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
int init_resources() { |
|
|
|
|
GLfloat cube_vertices[] = { |
|
|
|
|
// front
|
|
|
|
@ -304,11 +304,15 @@ bool iteration() { |
|
|
|
|
//Render using OpenGL
|
|
|
|
|
v4d->gl(render_scene); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//If we have OpenCL and maybe even CL-GL sharing then this is faster than the glow shader. Without OpenCL this is very slow.
|
|
|
|
|
#ifndef __EMSCRIPTEN__ |
|
|
|
|
//Aquire the frame buffer for use by OpenCL
|
|
|
|
|
v4d->fb([&](cv::UMat& frameBuffer) { |
|
|
|
|
//Glow effect (OpenCL)
|
|
|
|
|
glow_effect(frameBuffer, frameBuffer, GLOW_KERNEL_SIZE); |
|
|
|
|
}); |
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
v4d->write(); |
|
|
|
|
|
|
|
|
|