diff options
author | Hamed Zaghaghi <hamed.zaghaghi@gmail.com> | 2008-07-12 14:21:37 +0400 |
---|---|---|
committer | Hamed Zaghaghi <hamed.zaghaghi@gmail.com> | 2008-07-12 14:21:37 +0400 |
commit | a49c9c458aac2a738c3cf90860fb6e942747617e (patch) | |
tree | 98882a609b085452b24c35bbe1a7cc6103d7ee91 /source | |
parent | 5f15b164c549b336e1c5ef0dff2aaede056fd6f5 (diff) |
improvement of 2d-filter custom shader,
some bugfixes,
now you can use depth buffer and luminance buffer without any settings,
also you can use object's properties in a shader
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/makesdna/DNA_actuator_types.h | 4 | ||||
-rw-r--r-- | source/blender/src/buttons_logic.c | 6 | ||||
-rw-r--r-- | source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp | 4 | ||||
-rw-r--r-- | source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h | 2 | ||||
-rw-r--r-- | source/gameengine/Converter/KX_ConvertActuators.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Expressions/Value.cpp | 15 | ||||
-rw-r--r-- | source/gameengine/Expressions/Value.h | 1 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_2DFilterActuator.cpp | 12 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_2DFilterActuator.h | 6 | ||||
-rw-r--r-- | source/gameengine/GamePlayer/common/GPC_RenderTools.cpp | 4 | ||||
-rw-r--r-- | source/gameengine/GamePlayer/common/GPC_RenderTools.h | 2 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/CMakeLists.txt | 2 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/RAS_2DFilterManager.cpp | 186 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/RAS_2DFilterManager.h | 24 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/RAS_IRenderTools.h | 2 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/SConscript | 3 |
16 files changed, 173 insertions, 102 deletions
diff --git a/source/blender/makesdna/DNA_actuator_types.h b/source/blender/makesdna/DNA_actuator_types.h index a467722e8e1..ac9761f165d 100644 --- a/source/blender/makesdna/DNA_actuator_types.h +++ b/source/blender/makesdna/DNA_actuator_types.h @@ -196,9 +196,7 @@ typedef struct bVisibilityActuator { } bVisibilityActuator; typedef struct bTwoDFilterActuator{ - char pad[2]; - /* bitwise flag for enabling or disabling depth(bit 0) and luminance(bit 1) */ - short texture_flag; + char pad[4]; /* Tells what type of 2D Filter */ short type; /* (flag == 0) means 2D filter is activate and diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c index cc4df06e22d..441d00ffc30 100644 --- a/source/blender/src/buttons_logic.c +++ b/source/blender/src/buttons_logic.c @@ -2536,11 +2536,7 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh break; case ACT_2DFILTER_CUSTOMFILTER: uiDefButI(block, NUM, B_REDR, "Pass Number:", xco+30,yco-44,width-60,19,&tdfa->int_arg,0.0,MAX_RENDER_PASS-1,0.0,0.0,"Set motion blur value"); - uiDefIDPoinBut(block, test_scriptpoin_but, ID_SCRIPT, 1, "Script: ", xco+30,yco-64,width/2-32, 19, &tdfa->text, ""); - uiDefButS(block, TOG|BIT|0, B_REDR, "Depth", xco+width/2+2 , yco - 64, width/4-16 , 19, - &tdfa->texture_flag, 0.0, 0.0, 0, 0, "Includes Depth Texture (bgl_DepthTexture)"); - uiDefButS(block, TOG|BIT|1, B_REDR, "Luminance", xco+3*width/4-14 , yco - 64, width/4-16 , 19, - &tdfa->texture_flag, 0.0, 0.0, 0, 0, "Includes Luminance Texture (bgl_LuminanceTexture)"); + uiDefIDPoinBut(block, test_scriptpoin_but, ID_SCRIPT, 1, "Script: ", xco+30,yco-64,width-60, 19, &tdfa->text, ""); break; } diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp index 73d2870720a..220d174d464 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp +++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp @@ -483,9 +483,9 @@ void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer) } } -void KX_BlenderRenderTools::Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text, short texture_flag) +void KX_BlenderRenderTools::Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text) { - m_filtermanager.EnableFilter(filtermode, pass, text, texture_flag); + m_filtermanager.EnableFilter(propNames, gameObj, filtermode, pass, text); } void KX_BlenderRenderTools::Render2DFilters(RAS_ICanvas* canvas) diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h index 7748e31156d..8abce1b8c3e 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h +++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h @@ -101,7 +101,7 @@ public: virtual void MotionBlur(RAS_IRasterizer* rasterizer); - virtual void Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text, short texture_flag); + virtual void Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text); virtual void Render2DFilters(RAS_ICanvas* canvas); diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 1f87e9d9ac7..9aed5b1d510 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -1000,7 +1000,7 @@ void BL_ConvertActuators(char* maggiename, } tmp = new SCA_2DFilterActuator(gameobj, filtermode, _2dfilter->flag, - _2dfilter->float_arg,_2dfilter->int_arg,_2dfilter->texture_flag,ketsjiEngine->GetRasterizer(),rendertools); + _2dfilter->float_arg,_2dfilter->int_arg,ketsjiEngine->GetRasterizer(),rendertools); if (_2dfilter->text) { diff --git a/source/gameengine/Expressions/Value.cpp b/source/gameengine/Expressions/Value.cpp index f0195d5df82..48136eb9dc3 100644 --- a/source/gameengine/Expressions/Value.cpp +++ b/source/gameengine/Expressions/Value.cpp @@ -405,7 +405,20 @@ bool CValue::RemoveProperty(const STR_String & inName) return false; } - +// +// Get Property Names +// +vector<STR_String> CValue::GetPropertyNames() +{ + vector<STR_String> result; + if(!m_pNamedPropertyArray) return result; + for ( std::map<STR_String,CValue*>::iterator it = m_pNamedPropertyArray->begin(); + !(it == m_pNamedPropertyArray->end());it++) + { + result.push_back((*it).first); + } + return result; +} // // Clear all properties diff --git a/source/gameengine/Expressions/Value.h b/source/gameengine/Expressions/Value.h index 561e5521d60..bcf231cf4f0 100644 --- a/source/gameengine/Expressions/Value.h +++ b/source/gameengine/Expressions/Value.h @@ -286,6 +286,7 @@ public: STR_String GetPropertyText(const STR_String & inName,const STR_String& deftext=""); // Get text description of property with name <inName>, returns an empty string if there is no property named <inName> float GetPropertyNumber(const STR_String& inName,float defnumber); virtual bool RemoveProperty(const STR_String & inName); // Remove the property named <inName>, returns true if the property was succesfully removed, false if property was not found or could not be removed + virtual vector<STR_String> GetPropertyNames(); virtual void ClearProperties(); // Clear all properties virtual void SetPropertiesModified(bool inModified); // Set all properties' modified flag to <inModified> diff --git a/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp b/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp index 56249bb52ec..96a770a553f 100644 --- a/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp +++ b/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp @@ -7,7 +7,6 @@ #endif #include <iostream> - SCA_2DFilterActuator::~SCA_2DFilterActuator() { } @@ -18,7 +17,6 @@ SCA_2DFilterActuator::SCA_2DFilterActuator( short flag, float float_arg, int int_arg, - short texture_flag, RAS_IRasterizer* rasterizer, RAS_IRenderTools* rendertools, PyTypeObject* T) @@ -26,11 +24,15 @@ SCA_2DFilterActuator::SCA_2DFilterActuator( m_type(type), m_flag(flag), m_int_arg(int_arg), - m_texture_flag(texture_flag), m_float_arg(float_arg), m_rasterizer(rasterizer), m_rendertools(rendertools) { + m_gameObj = NULL; + if(gameobj){ + m_propNames = gameobj->GetPropertyNames(); + m_gameObj = gameobj; + } } void SCA_2DFilterActuator::SetShaderText(STR_String text) @@ -52,8 +54,6 @@ CValue* SCA_2DFilterActuator::GetReplica() bool SCA_2DFilterActuator::Update() { - bool result = false; - bool bNegativeEvent = IsNegativeEvent(); RemoveAllEvents(); @@ -74,7 +74,7 @@ bool SCA_2DFilterActuator::Update() } else if(m_type < RAS_2DFilterManager::RAS_2DFILTER_NUMBER_OF_FILTERS) { - m_rendertools->Update2DFilter(m_type, m_int_arg, m_shaderText, m_texture_flag); + m_rendertools->Update2DFilter(m_propNames, m_gameObj, m_type, m_int_arg, m_shaderText); } return true; } diff --git a/source/gameengine/GameLogic/SCA_2DFilterActuator.h b/source/gameengine/GameLogic/SCA_2DFilterActuator.h index 451a7b9491a..7ec07cf5b19 100644 --- a/source/gameengine/GameLogic/SCA_2DFilterActuator.h +++ b/source/gameengine/GameLogic/SCA_2DFilterActuator.h @@ -5,18 +5,17 @@ #include "RAS_IRenderTools.h" #include "SCA_IActuator.h" - class SCA_2DFilterActuator : public SCA_IActuator { Py_Header; private: - + vector<STR_String> m_propNames; + void * m_gameObj; RAS_2DFilterManager::RAS_2DFILTER_MODE m_type; short m_flag; float m_float_arg; int m_int_arg; - short m_texture_flag; STR_String m_shaderText; RAS_IRasterizer* m_rasterizer; RAS_IRenderTools* m_rendertools; @@ -29,7 +28,6 @@ public: short flag, float float_arg, int int_arg, - short texture_flag, RAS_IRasterizer* rasterizer, RAS_IRenderTools* rendertools, PyTypeObject* T=&Type diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp index a5017574873..8b828393c67 100644 --- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp +++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp @@ -602,9 +602,9 @@ void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer) } } -void GPC_RenderTools::Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text, short texture_flag) +void GPC_RenderTools::Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text) { - m_filtermanager.EnableFilter(filtermode, pass, text, texture_flag); + m_filtermanager.EnableFilter(propNames, gameObj, filtermode, pass, text); } void GPC_RenderTools::Render2DFilters(RAS_ICanvas* canvas) diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h index cb7193f3513..8fae3d2b305 100644 --- a/source/gameengine/GamePlayer/common/GPC_RenderTools.h +++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.h @@ -142,7 +142,7 @@ public: virtual void MotionBlur(RAS_IRasterizer* rasterizer); - virtual void Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text, short texture_flag); + virtual void Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text); virtual void Render2DFilters(RAS_ICanvas* canvas); diff --git a/source/gameengine/Rasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/CMakeLists.txt index 18a755afefd..6d53ee53471 100644 --- a/source/gameengine/Rasterizer/CMakeLists.txt +++ b/source/gameengine/Rasterizer/CMakeLists.txt @@ -32,6 +32,8 @@ SET(INC ../../../intern/string ../../../intern/moto/include ../../../extern/glew/include + ../Expressions + ${PYTHON_INC} ) BLENDERLIB(bf_rasterizer "${SRC}" "${INC}") diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp index 23153fcd86c..958fead33ce 100644 --- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp @@ -52,6 +52,7 @@ #include <config.h> #endif +#include "Value.h" RAS_2DFilterManager::RAS_2DFilterManager(): texturewidth(-1), textureheight(-1), @@ -73,12 +74,14 @@ numberoffilters(0) m_filters[passindex] = 0; m_enabled[passindex] = 0; texflag[passindex] = 0; + m_gameObjects[passindex] = NULL; } texname[0] = texname[1] = texname[2] = -1; } RAS_2DFilterManager::~RAS_2DFilterManager() { + FreeTextures(); } unsigned int RAS_2DFilterManager::CreateShaderProgram(char* shadersource) @@ -150,6 +153,27 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(int filtermode) } return 0; } +void RAS_2DFilterManager::AnalyseShader(int passindex, vector<STR_String>& propNames) +{ + texflag[passindex] = 0; + if(glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture") != -1) + { + texflag[passindex] |= 0x1; + } + if(glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture") != -1) + { + texflag[passindex] |= 0x2; + } + + if(m_gameObjects[passindex]) + { + int objProperties = propNames.size(); + int i; + for(i=0; i<objProperties; i++) + if(glGetUniformLocationARB(m_filters[passindex], propNames[i]) != -1) + m_properties[passindex].push_back(propNames[i]); + } +} void RAS_2DFilterManager::StartShaderProgram(int passindex) { @@ -177,7 +201,7 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex) } /* send luminance texture to glsl program if it needs */ - if(texflag[passindex] & 0x1){ + if(texflag[passindex] & 0x2){ uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture"); glActiveTextureARB(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, texname[2]); @@ -203,6 +227,17 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex) { glUniform1fARB(uniformLoc,textureheight); } + + int i, objProperties = m_properties[passindex].size(); + for(i=0; i<objProperties; i++) + { + uniformLoc = glGetUniformLocationARB(m_filters[passindex], m_properties[passindex][i]); + if(uniformLoc != -1) + { + float value = ((CValue*)m_gameObjects[passindex])->GetPropertyNumber(m_properties[passindex][i], 0.0); + glUniform1fARB(uniformLoc,value); + } + } } void RAS_2DFilterManager::EndShaderProgram() @@ -210,14 +245,21 @@ void RAS_2DFilterManager::EndShaderProgram() glUseProgramObjectARB(0); } -void RAS_2DFilterManager::SetupTexture() +void RAS_2DFilterManager::FreeTextures() { - if(texname[0]!=-1 || texname[1]!=-1) - { - glDeleteTextures(2, (GLuint*)texname); - } - glGenTextures(3, (GLuint*)texname); + if(texname[0]!=-1) + glDeleteTextures(1, (GLuint*)&texname[0]); + if(texname[1]!=-1) + glDeleteTextures(1, (GLuint*)&texname[1]); + if(texname[2]!=-1) + glDeleteTextures(1, (GLuint*)&texname[2]); +} +void RAS_2DFilterManager::SetupTextures(bool depth, bool luminance) +{ + FreeTextures(); + + glGenTextures(1, (GLuint*)&texname[0]); glBindTexture(GL_TEXTURE_2D, texname[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texturewidth, textureheight, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); @@ -226,23 +268,29 @@ void RAS_2DFilterManager::SetupTexture() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); - glBindTexture(GL_TEXTURE_2D, texname[1]); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, texturewidth,textureheight, 0, GL_DEPTH_COMPONENT, - GL_FLOAT,NULL); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, + if(depth){ + glGenTextures(1, (GLuint*)&texname[1]); + glBindTexture(GL_TEXTURE_2D, texname[1]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, texturewidth,textureheight, + 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE,NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - 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); - - glBindTexture(GL_TEXTURE_2D, texname[2]); - glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16, texturewidth, textureheight, 0, GL_LUMINANCE, - 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); + 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); + } + + if(luminance){ + glGenTextures(1, (GLuint*)&texname[2]); + glBindTexture(GL_TEXTURE_2D, texname[2]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16, texturewidth, textureheight, + 0, GL_LUMINANCE, 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) @@ -273,62 +321,72 @@ void RAS_2DFilterManager::UpdateOffsetMatrix(int width, int height) textureoffsets[(((i*3)+j)*2)+1] = (-1.0f * yInc) + ((GLfloat)j * yInc); } } - - SetupTexture(); } void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) { + bool need_depth=false; + bool need_luminance=false; + int num_filters = 0; + + int passindex; + if(!isshadersupported) return; + for(passindex =0; passindex<MAX_RENDER_PASS; passindex++) + { + if(m_filters[passindex] && m_enabled[passindex]){ + num_filters ++; + if(texflag[passindex] & 0x1) + need_depth = true; + if(texflag[passindex] & 0x2) + need_luminance = true; + if(need_depth && need_luminance) + break; + } + } + + if(num_filters <= 0) + return; + if(canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight()) { UpdateOffsetMatrix(canvas->GetWidth(), canvas->GetHeight()); + SetupTextures(need_depth, need_luminance); } GLuint viewport[4]={0}; - int passindex; - bool first = true; + if(need_depth){ + glActiveTextureARB(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, texname[1]); + glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, 0,0, texturewidth,textureheight, 0); + } + + if(need_luminance){ + glActiveTextureARB(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, texname[2]); + glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, 0,0, texturewidth,textureheight, 0); + } + + glGetIntegerv(GL_VIEWPORT,(GLint *)viewport); + glViewport(0, 0, texturewidth, textureheight); + + glDisable(GL_DEPTH_TEST); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); for(passindex =0; passindex<MAX_RENDER_PASS; passindex++) { if(m_filters[passindex] && m_enabled[passindex]) { - if(first) - { - /* this pass needs depth texture*/ - if(texflag[passindex] & 0x1){ - glActiveTextureARB(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, texname[1]); - glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, 0,0, texturewidth,textureheight, 0); - } - - /* this pass needs luminance texture*/ - if(texflag[passindex] & 0x2){ - glActiveTextureARB(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, texname[2]); - glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, 0,0, texturewidth,textureheight, 0); - } - - glGetIntegerv(GL_VIEWPORT,(GLint *)viewport); - glViewport(0, 0, texturewidth, textureheight); - - glDisable(GL_DEPTH_TEST); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - first = false; - } - StartShaderProgram(passindex); - glActiveTextureARB(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texname[0]); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, texturewidth, textureheight, 0); - glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_QUADS); @@ -341,15 +399,12 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) } } - if(!first) - { - glEnable(GL_DEPTH_TEST); - glViewport(viewport[0],viewport[1],viewport[2],viewport[3]); - EndShaderProgram(); - } + glEnable(GL_DEPTH_TEST); + glViewport(viewport[0],viewport[1],viewport[2],viewport[3]); + EndShaderProgram(); } -void RAS_2DFilterManager::EnableFilter(RAS_2DFILTER_MODE mode, int pass, STR_String& text, short tflag) +void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFILTER_MODE mode, int pass, STR_String& text) { if(!isshadersupported) return; @@ -374,16 +429,19 @@ void RAS_2DFilterManager::EnableFilter(RAS_2DFILTER_MODE mode, int pass, STR_Str glDeleteObjectARB(m_filters[pass]); m_enabled[pass] = 0; m_filters[pass] = 0; + m_gameObjects[pass] = NULL; + m_properties[pass].clear(); texflag[pass] = 0; return; } if(mode == RAS_2DFILTER_CUSTOMFILTER) { - texflag[pass] = tflag; if(m_filters[pass]) glDeleteObjectARB(m_filters[pass]); m_filters[pass] = CreateShaderProgram(text.Ptr()); + m_gameObjects[pass] = gameObj; + AnalyseShader(pass, propNames); m_enabled[pass] = 1; return; } diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.h b/source/gameengine/Rasterizer/RAS_2DFilterManager.h index faf7c652388..9d8326b96de 100644 --- a/source/gameengine/Rasterizer/RAS_2DFilterManager.h +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.h @@ -28,8 +28,6 @@ #ifndef __RAS_I2DFILTER #define __RAS_I2DFILTER - - #define MAX_RENDER_PASS 100 class RAS_2DFilterManager @@ -37,9 +35,15 @@ class RAS_2DFilterManager private: unsigned int CreateShaderProgram(char* shadersource); unsigned int CreateShaderProgram(int filtermode); + void AnalyseShader(int passindex, vector<STR_String>& propNames); void StartShaderProgram(int passindex); void EndShaderProgram(); + void SetupTextures(bool depth, bool luminance); + void FreeTextures(); + + void UpdateOffsetMatrix(int width, int height); + float textureoffsets[18]; float view[4]; /* texname[0] contains render to texture, texname[1] contains depth texture, texname[2] contains luminance texture*/ @@ -54,6 +58,13 @@ private: short texflag[MAX_RENDER_PASS]; bool isshadersupported; + + unsigned int m_filters[MAX_RENDER_PASS]; + short m_enabled[MAX_RENDER_PASS]; + + // stores object properties to send to shaders in each pass + vector<STR_String> m_properties[MAX_RENDER_PASS]; + void* m_gameObjects[MAX_RENDER_PASS]; public: enum RAS_2DFILTER_MODE { RAS_2DFILTER_ENABLED = -2, @@ -74,19 +85,12 @@ public: RAS_2DFILTER_NUMBER_OF_FILTERS }; - unsigned int m_filters[MAX_RENDER_PASS]; - short m_enabled[MAX_RENDER_PASS]; - 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, STR_String& text, short tflag); + void EnableFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFILTER_MODE mode, int pass, STR_String& text); }; #endif diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.h b/source/gameengine/Rasterizer/RAS_IRenderTools.h index 781f90d4124..54a663ba111 100644 --- a/source/gameengine/Rasterizer/RAS_IRenderTools.h +++ b/source/gameengine/Rasterizer/RAS_IRenderTools.h @@ -185,7 +185,7 @@ public: virtual void - Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text, short textureflag)=0; + Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)=0; virtual void diff --git a/source/gameengine/Rasterizer/SConscript b/source/gameengine/Rasterizer/SConscript index f077833b850..e6bc657ed6d 100644 --- a/source/gameengine/Rasterizer/SConscript +++ b/source/gameengine/Rasterizer/SConscript @@ -7,7 +7,8 @@ if env['WITH_BF_GLEXT'] == 1: env['CPPFLAGS'].append('-DWITH_GLEXT') -incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/BlenderRoutines #extern/glew/include' +incs = '. #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/BlenderRoutines #extern/glew/include #source/gameengine/Expressions' +incs += ' ' + env['BF_PYTHON_INC'] if env['OURPLATFORM']=='win32-vc': cflags = [] |