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-rw-r--r--source/blender/makesdna/DNA_actuator_types.h8
-rw-r--r--source/blender/src/buttons_logic.c6
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp4
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h2
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_2DFilterActuator.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_2DFilterActuator.h2
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp101
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.h10
-rw-r--r--source/gameengine/Rasterizer/RAS_IRenderTools.h2
10 files changed, 109 insertions, 32 deletions
diff --git a/source/blender/makesdna/DNA_actuator_types.h b/source/blender/makesdna/DNA_actuator_types.h
index 20316f26804..51f03a676e4 100644
--- a/source/blender/makesdna/DNA_actuator_types.h
+++ b/source/blender/makesdna/DNA_actuator_types.h
@@ -192,11 +192,13 @@ typedef struct bVisibilityActuator {
} bVisibilityActuator;
typedef struct bTwoDFilterActuator{
- char pad[4];
- /* Tells what type of 2D Filter*/
+ char pad[2];
+ /* bitwise flag for enabling or disabling depth(bit 0) and luminance(bit 1) */
+ short texture_flag;
+ /* Tells what type of 2D Filter */
short type;
/* (flag == 0) means 2D filter is activate and
- (flag != 0) means 2D filter is inactive*/
+ (flag != 0) means 2D filter is inactive */
short flag;
int int_arg;
/* a float argument */
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c
index 297cde844d3..bfe2c92fde5 100644
--- a/source/blender/src/buttons_logic.c
+++ b/source/blender/src/buttons_logic.c
@@ -2382,7 +2382,11 @@ 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-60, 19, &tdfa->text, "");
+ 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)");
break;
}
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index 07a3649aa0f..73d2870720a 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)
+void KX_BlenderRenderTools::Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text, short texture_flag)
{
- m_filtermanager.EnableFilter(filtermode, pass, text);
+ m_filtermanager.EnableFilter(filtermode, pass, text, texture_flag);
}
void KX_BlenderRenderTools::Render2DFilters(RAS_ICanvas* canvas)
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
index 31eaa14d66b..7748e31156d 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);
+ virtual void Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text, short texture_flag);
virtual void Render2DFilters(RAS_ICanvas* canvas);
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index a50c072914d..ea26c55a44e 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -944,7 +944,7 @@ void BL_ConvertActuators(char* maggiename,
}
tmp = new SCA_2DFilterActuator(gameobj, filtermode, _2dfilter->flag,
- _2dfilter->float_arg,_2dfilter->int_arg,ketsjiEngine->GetRasterizer(),rendertools);
+ _2dfilter->float_arg,_2dfilter->int_arg,_2dfilter->texture_flag,ketsjiEngine->GetRasterizer(),rendertools);
if (_2dfilter->text)
{
diff --git a/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp b/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
index f3b5b1fdda2..56249bb52ec 100644
--- a/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
@@ -18,6 +18,7 @@ SCA_2DFilterActuator::SCA_2DFilterActuator(
short flag,
float float_arg,
int int_arg,
+ short texture_flag,
RAS_IRasterizer* rasterizer,
RAS_IRenderTools* rendertools,
PyTypeObject* T)
@@ -25,6 +26,7 @@ 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)
@@ -72,7 +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_rendertools->Update2DFilter(m_type, m_int_arg, m_shaderText, m_texture_flag);
}
return true;
}
diff --git a/source/gameengine/GameLogic/SCA_2DFilterActuator.h b/source/gameengine/GameLogic/SCA_2DFilterActuator.h
index 7b0cfff951e..451a7b9491a 100644
--- a/source/gameengine/GameLogic/SCA_2DFilterActuator.h
+++ b/source/gameengine/GameLogic/SCA_2DFilterActuator.h
@@ -16,6 +16,7 @@ private:
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;
@@ -28,6 +29,7 @@ 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/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index e9ab4ccca8d..e2761ce0a15 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -54,7 +54,7 @@
RAS_2DFilterManager::RAS_2DFilterManager():
-texname(-1), texturewidth(-1), textureheight(-1),
+texturewidth(-1), textureheight(-1),
canvaswidth(-1), canvasheight(-1),
numberoffilters(0)
{
@@ -72,8 +72,9 @@ numberoffilters(0)
{
m_filters[passindex] = 0;
m_enabled[passindex] = 0;
+ texflag[passindex] = 0;
}
-
+ texname[0] = texname[1] = texname[2] = -1;
}
RAS_2DFilterManager::~RAS_2DFilterManager()
@@ -150,30 +151,54 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(int filtermode)
return 0;
}
-void RAS_2DFilterManager::StartShaderProgram(unsigned int shaderprogram)
+void RAS_2DFilterManager::StartShaderProgram(int passindex)
{
GLint uniformLoc;
- glUseProgramObjectARB(shaderprogram);
- uniformLoc = glGetUniformLocationARB(shaderprogram, "bgl_RenderedTexture");
+ glUseProgramObjectARB(m_filters[passindex]);
+ uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_RenderedTexture");
glActiveTextureARB(GL_TEXTURE0);
- //glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texname);
+ glBindTexture(GL_TEXTURE_2D, texname[0]);
if (uniformLoc != -1)
{
glUniform1iARB(uniformLoc, 0);
}
- uniformLoc = glGetUniformLocationARB(shaderprogram, "bgl_TextureCoordinateOffset");
+
+ /* send depth texture to glsl program if it needs */
+ if(texflag[passindex] & 0x1){
+ uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture");
+ glActiveTextureARB(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, texname[1]);
+
+ if (uniformLoc != -1)
+ {
+ glUniform1iARB(uniformLoc, 1);
+ }
+ }
+
+ /* send luminance texture to glsl program if it needs */
+ if(texflag[passindex] & 0x1){
+ uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture");
+ glActiveTextureARB(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, texname[2]);
+
+ if (uniformLoc != -1)
+ {
+ glUniform1iARB(uniformLoc, 2);
+ }
+ }
+
+ uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_TextureCoordinateOffset");
if (uniformLoc != -1)
{
glUniform2fvARB(uniformLoc, 9, textureoffsets);
}
- uniformLoc = glGetUniformLocationARB(shaderprogram, "bgl_RenderedTextureWidth");
+ uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_RenderedTextureWidth");
if (uniformLoc != -1)
{
glUniform1fARB(uniformLoc,texturewidth);
}
- uniformLoc = glGetUniformLocationARB(shaderprogram, "bgl_RenderedTextureHeight");
+ uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_RenderedTextureHeight");
if (uniformLoc != -1)
{
glUniform1fARB(uniformLoc,textureheight);
@@ -187,14 +212,33 @@ void RAS_2DFilterManager::EndShaderProgram()
void RAS_2DFilterManager::SetupTexture()
{
- if(texname!=-1)
+ if(texname[0]!=-1 || texname[1]!=-1)
{
- glDeleteTextures(1,(const GLuint *)&texname);
+ glDeleteTextures(2, texname);
}
- glGenTextures(1, (GLuint *)&texname);
- glBindTexture(GL_TEXTURE_2D, texname);
+ glGenTextures(3, texname);
+
+ glBindTexture(GL_TEXTURE_2D, texname[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texturewidth, textureheight, 0, GL_RGB,
- GL_UNSIGNED_BYTE, 0);
+ 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);
+
+ 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,
+ 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);
@@ -246,12 +290,27 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
int passindex;
bool first = true;
+
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);
@@ -263,11 +322,13 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
first = false;
}
- StartShaderProgram(m_filters[passindex]);
+ StartShaderProgram(passindex);
- glBindTexture(GL_TEXTURE_2D, texname);
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, texturewidth, textureheight, 0);
+ 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);
@@ -288,7 +349,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
}
}
-void RAS_2DFilterManager::EnableFilter(RAS_2DFILTER_MODE mode, int pass, STR_String& text)
+void RAS_2DFilterManager::EnableFilter(RAS_2DFILTER_MODE mode, int pass, STR_String& text, short tflag)
{
if(!isshadersupported)
return;
@@ -313,11 +374,13 @@ void RAS_2DFilterManager::EnableFilter(RAS_2DFILTER_MODE mode, int pass, STR_Str
glDeleteObjectARB(m_filters[pass]);
m_enabled[pass] = 0;
m_filters[pass] = 0;
+ 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());
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.h b/source/gameengine/Rasterizer/RAS_2DFilterManager.h
index cff868556e0..faf7c652388 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.h
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.h
@@ -37,17 +37,21 @@ class RAS_2DFilterManager
private:
unsigned int CreateShaderProgram(char* shadersource);
unsigned int CreateShaderProgram(int filtermode);
- void StartShaderProgram(unsigned int shaderprogram);
+ void StartShaderProgram(int passindex);
void EndShaderProgram();
float textureoffsets[18];
float view[4];
- unsigned int texname;
+ /* texname[0] contains render to texture, texname[1] contains depth texture, texname[2] contains luminance texture*/
+ unsigned int texname[3];
int texturewidth;
int textureheight;
int canvaswidth;
int canvasheight;
int numberoffilters;
+ /* bit 0: enable/disable depth texture
+ * bit 1: enable/disable luminance texture*/
+ short texflag[MAX_RENDER_PASS];
bool isshadersupported;
public:
@@ -83,6 +87,6 @@ public:
void RenderFilters(RAS_ICanvas* canvas);
- void EnableFilter(RAS_2DFILTER_MODE mode, int pass, STR_String& text);
+ void EnableFilter(RAS_2DFILTER_MODE mode, int pass, STR_String& text, short tflag);
};
#endif
diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.h b/source/gameengine/Rasterizer/RAS_IRenderTools.h
index bcbf907741b..781f90d4124 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)=0;
+ Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text, short textureflag)=0;
virtual
void