Blender V2.61 - r43446

RAS_2DFilterManager.h

Go to the documentation of this file.
00001 /*
00002  * ***** BEGIN GPL LICENSE BLOCK *****
00003  *
00004  * This program is free software; you can redistribute it and/or
00005  * modify it under the terms of the GNU General Public License
00006  * as published by the Free Software Foundation; either version 2
00007  * of the License, or (at your option) any later version.
00008  *
00009  * This program is distributed in the hope that it will be useful,
00010  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00011  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012  * GNU General Public License for more details.
00013  *
00014  * You should have received a copy of the GNU General Public License
00015  * along with this program; if not, write to the Free Software Foundation,
00016  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00017  *
00018  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00019  * All rights reserved.
00020  *
00021  * The Original Code is: all of this file.
00022  *
00023  * Contributor(s): none yet.
00024  *
00025  * ***** END GPL LICENSE BLOCK *****
00026  */
00027 
00032 #ifndef __RAS_I2DFILTER
00033 #define __RAS_I2DFILTER
00034 
00035 #include "RAS_ICanvas.h"
00036 #define MAX_RENDER_PASS 100
00037 
00038 #ifdef WITH_CXX_GUARDEDALLOC
00039 #include "MEM_guardedalloc.h"
00040 #endif
00041 
00042 class RAS_2DFilterManager
00043 {
00044 private:
00045     unsigned int    CreateShaderProgram(const char* shadersource);
00046     unsigned int    CreateShaderProgram(int filtermode);
00047     void        AnalyseShader(int passindex, vector<STR_String>& propNames);
00048     void            StartShaderProgram(int passindex);
00049     void            EndShaderProgram();
00050     void            PrintShaderErrors(unsigned int shader, const char *task, const char *code);
00051 
00052     void SetupTextures(bool depth, bool luminance);
00053     void FreeTextures();
00054 
00055     void UpdateOffsetMatrix(RAS_ICanvas* canvas);
00056     void UpdateCanvasTextureCoord(unsigned int * viewport);
00057  
00058     float           canvascoord[4];
00059     float           textureoffsets[18];
00060     float           view[4];
00061     /* texname[0] contains render to texture, texname[1] contains depth texture,  texname[2] contains luminance texture*/
00062     unsigned int    texname[3]; 
00063     int             texturewidth;
00064     int             textureheight;
00065     int             canvaswidth;
00066     int             canvasheight;
00067     int             numberoffilters;
00068     /* bit 0: enable/disable depth texture
00069      * bit 1: enable/disable luminance texture*/
00070     short           texflag[MAX_RENDER_PASS];
00071 
00072     bool            isshadersupported;
00073     bool            errorprinted;
00074     bool            need_tex_update;
00075 
00076     unsigned int    m_filters[MAX_RENDER_PASS];
00077     short       m_enabled[MAX_RENDER_PASS];
00078 
00079     // stores object properties to send to shaders in each pass
00080     vector<STR_String>  m_properties[MAX_RENDER_PASS];
00081     void* m_gameObjects[MAX_RENDER_PASS];
00082 public:
00083     enum RAS_2DFILTER_MODE {
00084         RAS_2DFILTER_ENABLED = -2,
00085         RAS_2DFILTER_DISABLED = -1,
00086         RAS_2DFILTER_NOFILTER = 0,
00087         RAS_2DFILTER_MOTIONBLUR,
00088         RAS_2DFILTER_BLUR,
00089         RAS_2DFILTER_SHARPEN,
00090         RAS_2DFILTER_DILATION,
00091         RAS_2DFILTER_EROSION,
00092         RAS_2DFILTER_LAPLACIAN,
00093         RAS_2DFILTER_SOBEL,
00094         RAS_2DFILTER_PREWITT,
00095         RAS_2DFILTER_GRAYSCALE,
00096         RAS_2DFILTER_SEPIA,
00097         RAS_2DFILTER_INVERT,
00098         RAS_2DFILTER_CUSTOMFILTER,
00099         RAS_2DFILTER_NUMBER_OF_FILTERS
00100     };
00101 
00102     RAS_2DFilterManager();
00103 
00104     ~RAS_2DFilterManager();
00105 
00106     void RenderFilters(RAS_ICanvas* canvas);
00107 
00108     void EnableFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFILTER_MODE mode, int pass, STR_String& text);
00109     
00110     
00111 #ifdef WITH_CXX_GUARDEDALLOC
00112 public:
00113     void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_2DFilterManager"); }
00114     void operator delete( void *mem ) { MEM_freeN(mem); }
00115 #endif
00116 };
00117 #endif