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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
parente979e6ee4d509665a3746959cbff95f47b0463db (diff)
2d-Filters feature and actuators.
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp285
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.h59
-rw-r--r--source/gameengine/Rasterizer/RAS_IRenderTools.h16
-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
13 files changed, 585 insertions, 2 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
new file mode 100644
index 00000000000..740a4d7a6b3
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -0,0 +1,285 @@
+
+#define STRINGIFY(A) #A
+
+#include "RAS_OpenGLFilters/RAS_Blur2DFilter.h"
+#include "RAS_OpenGLFilters/RAS_Sharpen2DFilter.h"
+#include "RAS_OpenGLFilters/RAS_Dilation2DFilter.h"
+#include "RAS_OpenGLFilters/RAS_Erosion2DFilter.h"
+#include "RAS_OpenGLFilters/RAS_Laplacian2DFilter.h"
+#include "RAS_OpenGLFilters/RAS_Sobel2DFilter.h"
+#include "RAS_OpenGLFilters/RAS_Prewitt2DFilter.h"
+#include "RAS_OpenGLFilters/RAS_GrayScale2DFilter.h"
+#include "RAS_OpenGLFilters/RAS_Sepia2DFilter.h"
+#include "RAS_OpenGLFilters/RAS_Invert2DFilter.h"
+
+#include "RAS_ICanvas.h"
+#include "RAS_2DFilterManager.h"
+#include <iostream>
+
+#ifdef WIN32
+// OpenGL gl.h needs 'windows.h' on windows platforms
+#include <windows.h>
+#endif //WIN32
+#ifdef __APPLE__
+#define GL_GLEXT_LEGACY 1
+#include <OpenGL/gl.h>
+#else
+#include <GL/gl.h>
+#endif
+
+#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
+
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+
+RAS_2DFilterManager::RAS_2DFilterManager():
+texturewidth(-1), textureheight(-1),
+canvaswidth(-1), canvasheight(-1),
+numberoffilters(0),texname(-1)
+{
+ isshadersupported = bgl::QueryVersion(2,0);
+ if(!isshadersupported)
+ {
+ std::cout<<"shaders not supported!" << std::endl;
+ return;
+ }
+
+ int passindex;
+ for(passindex =0; passindex<MAX_RENDER_PASS; passindex++)
+ m_filters[passindex] = 0;
+
+ int programindex;
+ for(programindex=0; programindex<RAS_2DFILTER_NUMBER_OF_FILTERS; programindex++)
+ m_programs[programindex] = 0;
+
+}
+
+RAS_2DFilterManager::~RAS_2DFilterManager()
+{
+}
+
+unsigned int RAS_2DFilterManager::CreateShaderProgram(char* shadersource)
+{
+ GLuint program;
+ GLuint fShader = bgl::blCreateShaderObjectARB(GL_FRAGMENT_SHADER);
+ GLint success;
+
+ bgl::blShaderSourceARB(fShader, 1, (const char**)&shadersource, NULL);
+
+ bgl::blCompileShaderARB(fShader);
+
+ bgl::blGetObjectParameterivARB(fShader, GL_COMPILE_STATUS, &success);
+ if(!success)
+ {
+ /*Shader Comile Error*/
+ std::cout << "2dFilters - Shader compile error" << std::endl;
+ return 0;
+ }
+
+ program = bgl::blCreateProgramObjectARB();
+ bgl::blAttachObjectARB(program, fShader);
+
+ bgl::blLinkProgramARB(program);
+ bgl::blGetObjectParameterivARB(program, GL_LINK_STATUS, &success);
+ if (!success)
+ {
+ /*Program Link Error*/
+ std::cout << "2dFilters - Shader program link error" << std::endl;
+ return 0;
+ }
+
+ bgl::blValidateProgramARB(program);
+ bgl::blGetObjectParameterivARB(program, GL_VALIDATE_STATUS, &success);
+ if (!success)
+ {
+ /*Program Validation Error*/
+ std::cout << "2dFilters - Shader program validation error" << std::endl;
+ return 0;
+ }
+ return program;
+}
+
+unsigned int RAS_2DFilterManager::CreateShaderProgram(int filtermode)
+{
+ switch(filtermode)
+ {
+ case RAS_2DFILTER_BLUR:
+ return CreateShaderProgram(BlurFragmentShader);
+ case RAS_2DFILTER_SHARPEN:
+ return CreateShaderProgram(SharpenFragmentShader);
+ case RAS_2DFILTER_DILATION:
+ return CreateShaderProgram(DilationFragmentShader);
+ case RAS_2DFILTER_EROSION:
+ return CreateShaderProgram(ErosionFragmentShader);
+ case RAS_2DFILTER_LAPLACIAN:
+ return CreateShaderProgram(LaplacionFragmentShader);
+ case RAS_2DFILTER_SOBEL:
+ return CreateShaderProgram(SobelFragmentShader);
+ case RAS_2DFILTER_PREWITT:
+ return CreateShaderProgram(PrewittFragmentShader);
+ case RAS_2DFILTER_GRAYSCALE:
+ return CreateShaderProgram(GrayScaleFragmentShader);
+ case RAS_2DFILTER_SEPIA:
+ return CreateShaderProgram(SepiaFragmentShader);
+ case RAS_2DFILTER_INVERT:
+ return CreateShaderProgram(InvertFragmentShader);
+ }
+ return 0;
+}
+
+void RAS_2DFilterManager::StartShaderProgram(int filtermode)
+{
+ GLint uniformLoc;
+ bgl::blUseProgramObjectARB(m_programs[filtermode]);
+ uniformLoc = bgl::blGetUniformLocationARB(m_programs[filtermode], "sampler0");
+ if (uniformLoc != -1)
+ {
+ bgl::blUniform1iARB(uniformLoc, 0);
+ }
+ uniformLoc = bgl::blGetUniformLocationARB(m_programs[filtermode], "tc_offset");
+ if (uniformLoc != -1)
+ {
+ bgl::blUniform2fvARB(uniformLoc, 9, textureoffsets);
+ }
+}
+
+void RAS_2DFilterManager::EndShaderProgram()
+{
+ bgl::blUseProgramObjectARB(0);
+}
+
+void RAS_2DFilterManager::SetupTexture()
+{
+ if(texname!=-1)
+ {
+ glDeleteTextures(1,&texname);
+ }
+ glGenTextures(1, &texname);
+ glBindTexture(GL_TEXTURE_2D, texname);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texturewidth, textureheight, 0, GL_RGB,
+ GL_UNSIGNED_BYTE, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+}
+
+void RAS_2DFilterManager::UpdateOffsetMatrix(int width, int height)
+{
+ canvaswidth = texturewidth = width;
+ canvasheight = textureheight = height;
+
+ GLint i,j;
+ i = 0;
+ while ((1 << i) <= texturewidth)
+ i++;
+ texturewidth = (1 << (i));
+
+ // Now for height
+ i = 0;
+ while ((1 << i) <= textureheight)
+ i++;
+ textureheight = (1 << (i));
+
+ GLfloat xInc = 1.0f / (GLfloat)texturewidth;
+ GLfloat yInc = 1.0f / (GLfloat)textureheight;
+
+ for (i = 0; i < 3; i++)
+ {
+ for (j = 0; j < 3; j++)
+ {
+ textureoffsets[(((i*3)+j)*2)+0] = (-1.0f * xInc) + ((GLfloat)i * xInc);
+ textureoffsets[(((i*3)+j)*2)+1] = (-1.0f * yInc) + ((GLfloat)j * yInc);
+ }
+ }
+
+ SetupTexture();
+}
+
+void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
+{
+ if(numberoffilters<=0 || !isshadersupported)
+ return;
+
+ if(canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight())
+ {
+ UpdateOffsetMatrix(canvas->GetWidth(), canvas->GetHeight());
+ }
+ GLuint viewport[4]={0};
+
+ int passindex;
+ bool first = true;
+ for(passindex =0; passindex<MAX_RENDER_PASS; passindex++)
+ {
+ if(m_filters[passindex])
+ {
+ if(first)
+ {
+ glGetIntegerv(GL_VIEWPORT,(int*)viewport);
+ glViewport(0, 0, texturewidth, textureheight);
+
+ glDisable(GL_DEPTH_TEST);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ first = false;
+ }
+
+ StartShaderProgram(m_filters[passindex]);
+
+ glBindTexture(GL_TEXTURE_2D, texname);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, texturewidth, textureheight, 0);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glBegin(GL_QUADS);
+ glColor4f(1.f, 1.f, 1.f, 1.f);
+ glTexCoord2f(1.0, 1.0); glVertex2f(1,1);
+ glTexCoord2f(0.0, 1.0); glVertex2f(-1,1);
+ glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1);
+ glTexCoord2f(1.0, 0.0); glVertex2f(1,-1);
+ glEnd();
+ }
+ }
+
+ if(!first)
+ {
+ glEnable(GL_DEPTH_TEST);
+ glViewport(viewport[0],viewport[1],viewport[2],viewport[3]);
+ EndShaderProgram();
+ }
+}
+
+void RAS_2DFilterManager::EnableFilter(RAS_2DFILTER_MODE mode, int pass)
+{
+ if(!isshadersupported)
+ return;
+ if( pass == -1)
+ {
+ if(m_programs[mode] == 0)
+ m_programs[mode] = CreateShaderProgram(mode);
+ }
+ else if( pass < MAX_RENDER_PASS )
+ {
+ if(mode == RAS_2DFILTER_NOFILTER )
+ {
+ if(m_filters[pass] != 0)
+ numberoffilters--;
+ m_filters[pass] = 0;
+ }
+ else
+ {
+ if(!m_programs[mode])
+ m_programs[mode] = CreateShaderProgram(mode);
+ if(m_programs[mode])
+ {
+ if(m_filters[pass] == 0)
+ numberoffilters++;
+ m_filters[pass] = mode;
+ }
+ }
+ }
+}
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.h b/source/gameengine/Rasterizer/RAS_2DFilterManager.h
new file mode 100644
index 00000000000..e2d9dce170e
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.h
@@ -0,0 +1,59 @@
+#ifndef __RAS_I2DFILTER
+#define __RAS_I2DFILTER
+
+
+
+#define MAX_RENDER_PASS 100
+
+class RAS_2DFilterManager
+{
+private:
+ unsigned int CreateShaderProgram(char* shadersource);
+ unsigned int CreateShaderProgram(int filtermode);
+ void StartShaderProgram(int filtermode);
+ void EndShaderProgram();
+
+ float textureoffsets[18];
+ float view[4];
+ unsigned int texname;
+ int texturewidth;
+ int textureheight;
+ int canvaswidth;
+ int canvasheight;
+ int numberoffilters;
+
+ bool isshadersupported;
+public:
+ enum RAS_2DFILTER_MODE {
+ RAS_2DFILTER_NOFILTER = 0,
+ RAS_2DFILTER_MOTIONBLUR,
+ RAS_2DFILTER_BLUR,
+ RAS_2DFILTER_SHARPEN,
+ RAS_2DFILTER_DILATION,
+ RAS_2DFILTER_EROSION,
+ RAS_2DFILTER_LAPLACIAN,
+ RAS_2DFILTER_SOBEL,
+ RAS_2DFILTER_PREWITT,
+ RAS_2DFILTER_GRAYSCALE,
+ RAS_2DFILTER_SEPIA,
+ RAS_2DFILTER_INVERT,
+ RAS_2DFILTER_NUMBER_OF_FILTERS
+ };
+
+ int m_filters[MAX_RENDER_PASS];
+
+ unsigned int m_programs[RAS_2DFILTER_NUMBER_OF_FILTERS];
+
+ RAS_2DFilterManager();
+
+ ~RAS_2DFilterManager();
+
+ void SetupTexture();
+
+ void UpdateOffsetMatrix(int width, int height);
+
+ void RenderFilters(RAS_ICanvas* canvas);
+
+ void EnableFilter(RAS_2DFILTER_MODE mode, int pass);
+};
+#endif
diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.h b/source/gameengine/Rasterizer/RAS_IRenderTools.h
index 114783b9a47..e7cb1c9176f 100644
--- a/source/gameengine/Rasterizer/RAS_IRenderTools.h
+++ b/source/gameengine/Rasterizer/RAS_IRenderTools.h
@@ -34,6 +34,7 @@
#include "MT_Transform.h"
#include "RAS_IRasterizer.h"
+#include "RAS_2DFilterManager.h"
#include <vector>
#include <algorithm>
@@ -41,6 +42,7 @@
class RAS_IPolyMaterial;
struct RAS_LightObject;
+
class RAS_IRenderTools
{
@@ -52,7 +54,8 @@ protected:
bool m_modified;
std::vector<struct RAS_LightObject*> m_lights;
-
+
+ RAS_2DFilterManager m_filtermanager;
public:
enum RAS_TEXT_RENDER_MODE {
@@ -61,7 +64,7 @@ public:
RAS_TEXT_PADDED,
RAS_TEXT_MAX
};
-
+
RAS_IRenderTools(
) :
m_clientobject(NULL),
@@ -178,6 +181,14 @@ public:
void
MotionBlur(RAS_IRasterizer* rasterizer)=0;
+ virtual
+ void
+ Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass)=0;
+
+ virtual
+ void
+ Render2DFilters(RAS_ICanvas* canvas)=0;
+
virtual
class RAS_IPolyMaterial*
CreateBlenderPolyMaterial(
@@ -200,3 +211,4 @@ public:
#endif //__RAS_IRENDERTOOLS
+
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
+