Blender V2.61 - r43446
|
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