Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorHamed Zaghaghi <hamed.zaghaghi@gmail.com>2007-10-23 00:24:26 +0400
committerHamed Zaghaghi <hamed.zaghaghi@gmail.com>2007-10-23 00:24:26 +0400
commit21eb3e11e0d4d42d23de6c27a5cdf83d36ac0774 (patch)
treedf6641f49358a6f2cb401b095a185a7e149edcc5 /source/gameengine/Rasterizer/RAS_OpenGLFilters
parente979e6ee4d509665a3746959cbff95f47b0463db (diff)
2d-Filters feature and actuators.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLFilters')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h24
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h24
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h23
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h14
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h15
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h26
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h31
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h15
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h25
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h30
10 files changed, 227 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h
new file mode 100644
index 00000000000..ae7f56174e6
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h
@@ -0,0 +1,24 @@
+#ifndef __RAS_BLUR2DFILTER
+#define __RAS_BLUR2DFILTER
+
+char * BlurFragmentShader=STRINGIFY(
+uniform sampler2D sampler0;
+uniform vec2 tc_offset[9];
+
+void main(void)
+{
+ vec4 sample[9];
+
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(sampler0,
+ gl_TexCoord[0].st + tc_offset[i]);
+ }
+
+ gl_FragColor = (sample[0] + (2.0*sample[1]) + sample[2] +
+ (2.0*sample[3]) + sample[4] + (2.0*sample[5]) +
+ sample[6] + (2.0*sample[7]) + sample[8]) / 13.0;
+}
+);
+#endif
+
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h
new file mode 100644
index 00000000000..6fd7f867d10
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h
@@ -0,0 +1,24 @@
+#ifndef __RAS_DILATION2DFILTER
+#define __RAS_DILATION2DFILTER
+
+char * DilationFragmentShader=STRINGIFY(
+uniform sampler2D sampler0;
+uniform vec2 tc_offset[9];
+
+void main(void)
+{
+ vec4 sample[9];
+ vec4 maxValue = vec4(0.0);
+
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(sampler0,
+ gl_TexCoord[0].st + tc_offset[i]);
+ maxValue = max(sample[i], maxValue);
+ }
+
+ gl_FragColor = maxValue;
+}
+);
+#endif
+
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h
new file mode 100644
index 00000000000..a0fc7486447
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h
@@ -0,0 +1,23 @@
+#ifndef __RAS_EROSION2DFILTER
+#define __RAS_EROSION2DFILTER
+
+char * ErosionFragmentShader=STRINGIFY(
+uniform sampler2D sampler0;
+uniform vec2 tc_offset[9];
+
+void main(void)
+{
+ vec4 sample[9];
+ vec4 minValue = vec4(1.0);
+
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(sampler0,
+ gl_TexCoord[0].st + tc_offset[i]);
+ minValue = min(sample[i], minValue);
+ }
+
+ gl_FragColor = minValue;
+}
+);
+#endif
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h
new file mode 100644
index 00000000000..c6fc4a0214d
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h
@@ -0,0 +1,14 @@
+#ifndef __RAS_GRAYSCALE2DFILTER
+#define __RAS_GRAYSCALE2DFILTER
+
+char * GrayScaleFragmentShader=STRINGIFY(
+uniform sampler2D sampler0;
+
+void main(void)
+{
+ vec4 texcolor = texture2D(sampler0, gl_TexCoord[0].st);
+ float gray = dot(texcolor.rgb, vec3(0.299, 0.587, 0.114));
+ gl_FragColor = vec4(gray, gray, gray, texcolor.a);
+}
+);
+#endif
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h
new file mode 100644
index 00000000000..34e6fe29cd3
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h
@@ -0,0 +1,15 @@
+#ifndef __RAS_INVERT2DFILTER
+#define __RAS_INVERT2DFILTER
+
+char * InvertFragmentShader=STRINGIFY(
+uniform sampler2D sampler0;
+uniform vec2 offset[9];
+
+void main(void)
+{
+ vec4 texcolor = texture2D(sampler0, gl_TexCoord[0].st);
+ gl_FragColor.rgb = 1.0 - texcolor.rgb;
+ gl_FragColor.a = texcolor.a;
+}
+);
+#endif
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h
new file mode 100644
index 00000000000..f5b44a69c13
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h
@@ -0,0 +1,26 @@
+#ifndef __RAS_LAPLACION2DFILTER
+#define __RAS_LAPLACION2DFILTER
+
+char * LaplacionFragmentShader=STRINGIFY(
+uniform sampler2D sampler0;
+uniform vec2 tc_offset[9];
+
+void main(void)
+{
+ vec4 sample[9];
+
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(sampler0,
+ gl_TexCoord[0].st + tc_offset[i]);
+ }
+
+ gl_FragColor = (sample[4] * 8.0) -
+ (sample[0] + sample[1] + sample[2] +
+ sample[3] + sample[5] +
+ sample[6] + sample[7] + sample[8]);
+ gl_FragColor = vec4(gl_FragColor.rgb, 1.0);
+}
+);
+#endif
+
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h
new file mode 100644
index 00000000000..a6897bd33d4
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h
@@ -0,0 +1,31 @@
+#ifndef __RAS_PREWITT2DFILTER
+#define __RAS_PREWITT2DFILTER
+
+char * PrewittFragmentShader=STRINGIFY(
+uniform sampler2D sampler0;
+uniform vec2 tc_offset[9];
+
+void main(void)
+{
+ vec4 sample[9];
+
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(sampler0,
+ gl_TexCoord[0].st + tc_offset[i]);
+ }
+
+ vec4 horizEdge = sample[2] + sample[5] + sample[8] -
+ (sample[0] + sample[3] + sample[6]);
+
+ vec4 vertEdge = sample[0] + sample[1] + sample[2] -
+ (sample[6] + sample[7] + sample[8]);
+
+ gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) +
+ (vertEdge.rgb * vertEdge.rgb));
+ gl_FragColor.a = 1.0;
+}
+
+);
+#endif
+
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h
new file mode 100644
index 00000000000..cfff00e1287
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h
@@ -0,0 +1,15 @@
+#ifndef __RAS_SEPIA2DFILTER
+#define __RAS_SEPIA2DFILTER
+
+char * SepiaFragmentShader=STRINGIFY(
+uniform sampler2D sampler0;
+uniform vec2 offset[9];
+
+void main(void)
+{
+ vec4 texcolor = texture2D(sampler0, gl_TexCoord[0].st);
+ float gray = dot(texcolor.rgb, vec3(0.299, 0.587, 0.114));
+ gl_FragColor = vec4(gray * vec3(1.2, 1.0, 0.8), texcolor.a);
+}
+);
+#endif
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h
new file mode 100644
index 00000000000..640983482a9
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h
@@ -0,0 +1,25 @@
+#ifndef __RAS_SHARPEN2DFILTER
+#define __RAS_SHARPEN2DFILTER
+
+char * SharpenFragmentShader=STRINGIFY(
+uniform sampler2D sampler0;
+uniform vec2 tc_offset[9];
+
+void main(void)
+{
+ vec4 sample[9];
+
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(sampler0,
+ gl_TexCoord[0].st + tc_offset[i]);
+ }
+
+ gl_FragColor = (sample[4] * 9.0) -
+ (sample[0] + sample[1] + sample[2] +
+ sample[3] + sample[5] +
+ sample[6] + sample[7] + sample[8]);
+}
+);
+#endif
+
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h
new file mode 100644
index 00000000000..da1d34713c9
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h
@@ -0,0 +1,30 @@
+#ifndef __RAS_SOBEL2DFILTER
+#define __RAS_SOBEL2DFILTER
+
+char * SobelFragmentShader=STRINGIFY(
+uniform sampler2D sampler0;
+uniform vec2 tc_offset[9];
+
+void main(void)
+{
+ vec4 sample[9];
+
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(sampler0,
+ gl_TexCoord[0].st + tc_offset[i]);
+ }
+
+ vec4 horizEdge = sample[2] + (2.0*sample[5]) + sample[8] -
+ (sample[0] + (2.0*sample[3]) + sample[6]);
+
+ vec4 vertEdge = sample[0] + (2.0*sample[1]) + sample[2] -
+ (sample[6] + (2.0*sample[7]) + sample[8]);
+
+ gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) +
+ (vertEdge.rgb * vertEdge.rgb));
+ gl_FragColor.a = 1.0;
+}
+);
+#endif
+