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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_2DFilterManager.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp82
1 files changed, 41 insertions, 41 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index 99346c0a6c6..aa3a8efe540 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -59,11 +59,11 @@ numberoffilters(0), need_tex_update(true)
GLEW_ARB_fragment_shader && GLEW_ARB_multitexture;
/* used to return before 2.49 but need to initialize values so don't */
- if(!isshadersupported)
+ if (!isshadersupported)
std::cout<<"shaders not supported!" << std::endl;
int passindex;
- for(passindex =0; passindex<MAX_RENDER_PASS; passindex++)
+ for (passindex =0; passindex<MAX_RENDER_PASS; passindex++)
{
m_filters[passindex] = 0;
m_enabled[passindex] = 0;
@@ -86,7 +86,7 @@ void RAS_2DFilterManager::PrintShaderErrors(unsigned int shader, const char *tas
const char *c, *pos, *end;
int line = 1;
- if(errorprinted)
+ if (errorprinted)
return;
errorprinted= true;
@@ -121,7 +121,7 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(const char* shadersource)
glGetObjectParameterivARB(fShader, GL_COMPILE_STATUS, &success);
- if(!success)
+ if (!success)
{
/*Shader Comile Error*/
PrintShaderErrors(fShader, "compile", shadersource);
@@ -183,22 +183,22 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(int filtermode)
void RAS_2DFilterManager::AnalyseShader(int passindex, vector<STR_String>& propNames)
{
texflag[passindex] = 0;
- if(glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture") != -1)
+ if (glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture") != -1)
{
- if(GLEW_ARB_depth_texture)
+ if (GLEW_ARB_depth_texture)
texflag[passindex] |= 0x1;
}
- if(glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture") != -1)
+ if (glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture") != -1)
{
texflag[passindex] |= 0x2;
}
- if(m_gameObjects[passindex])
+ if (m_gameObjects[passindex])
{
int objProperties = propNames.size();
int i;
- for(i=0; i<objProperties; i++)
- if(glGetUniformLocationARB(m_filters[passindex], propNames[i]) != -1)
+ for (i=0; i<objProperties; i++)
+ if (glGetUniformLocationARB(m_filters[passindex], propNames[i]) != -1)
m_properties[passindex].push_back(propNames[i]);
}
}
@@ -217,7 +217,7 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex)
}
/* send depth texture to glsl program if it needs */
- if(texflag[passindex] & 0x1){
+ if (texflag[passindex] & 0x1){
uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture");
glActiveTextureARB(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texname[1]);
@@ -229,7 +229,7 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex)
}
/* send luminance texture to glsl program if it needs */
- if(texflag[passindex] & 0x2){
+ if (texflag[passindex] & 0x2){
uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture");
glActiveTextureARB(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texname[2]);
@@ -257,10 +257,10 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex)
}
int i, objProperties = m_properties[passindex].size();
- for(i=0; i<objProperties; i++)
+ for (i=0; i<objProperties; i++)
{
uniformLoc = glGetUniformLocationARB(m_filters[passindex], m_properties[passindex][i]);
- if(uniformLoc != -1)
+ if (uniformLoc != -1)
{
float value = ((CValue*)m_gameObjects[passindex])->GetPropertyNumber(m_properties[passindex][i], 0.0);
glUniform1fARB(uniformLoc,value);
@@ -275,11 +275,11 @@ void RAS_2DFilterManager::EndShaderProgram()
void RAS_2DFilterManager::FreeTextures()
{
- if(texname[0]!=(unsigned int)-1)
+ if (texname[0]!=(unsigned int)-1)
glDeleteTextures(1, (GLuint*)&texname[0]);
- if(texname[1]!=(unsigned int)-1)
+ if (texname[1]!=(unsigned int)-1)
glDeleteTextures(1, (GLuint*)&texname[1]);
- if(texname[2]!=(unsigned int)-1)
+ if (texname[2]!=(unsigned int)-1)
glDeleteTextures(1, (GLuint*)&texname[2]);
}
@@ -296,7 +296,7 @@ void RAS_2DFilterManager::SetupTextures(bool depth, bool luminance)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- if(depth){
+ if (depth){
glGenTextures(1, (GLuint*)&texname[1]);
glBindTexture(GL_TEXTURE_2D, texname[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, texturewidth,textureheight,
@@ -309,7 +309,7 @@ void RAS_2DFilterManager::SetupTextures(bool depth, bool luminance)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
}
- if(luminance){
+ if (luminance){
glGenTextures(1, (GLuint*)&texname[2]);
glBindTexture(GL_TEXTURE_2D, texname[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16, texturewidth, textureheight,
@@ -379,48 +379,48 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
int passindex;
- if(!isshadersupported)
+ if (!isshadersupported)
return;
- for(passindex =0; passindex<MAX_RENDER_PASS; passindex++)
+ for (passindex =0; passindex<MAX_RENDER_PASS; passindex++)
{
- if(m_filters[passindex] && m_enabled[passindex]){
+ if (m_filters[passindex] && m_enabled[passindex]){
num_filters ++;
- if(texflag[passindex] & 0x1)
+ if (texflag[passindex] & 0x1)
need_depth = true;
- if(texflag[passindex] & 0x2)
+ if (texflag[passindex] & 0x2)
need_luminance = true;
- if(need_depth && need_luminance)
+ if (need_depth && need_luminance)
break;
}
}
- if(num_filters <= 0)
+ if (num_filters <= 0)
return;
GLuint viewport[4]={0};
glGetIntegerv(GL_VIEWPORT,(GLint *)viewport);
- if(canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight())
+ if (canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight())
{
UpdateOffsetMatrix(canvas);
UpdateCanvasTextureCoord((unsigned int*)viewport);
need_tex_update = true;
}
- if(need_tex_update)
+ if (need_tex_update)
{
SetupTextures(need_depth, need_luminance);
need_tex_update = false;
}
- if(need_depth){
+ 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){
+ if (need_luminance){
glActiveTextureARB(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texname[2]);
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, 0, 0, texturewidth,textureheight, 0);
@@ -444,9 +444,9 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
glPushMatrix();
glLoadIdentity();
- for(passindex =0; passindex<MAX_RENDER_PASS; passindex++)
+ for (passindex =0; passindex<MAX_RENDER_PASS; passindex++)
{
- if(m_filters[passindex] && m_enabled[passindex])
+ if (m_filters[passindex] && m_enabled[passindex])
{
StartShaderProgram(passindex);
@@ -475,26 +475,26 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFILTER_MODE mode, int pass, STR_String& text)
{
- if(!isshadersupported)
+ if (!isshadersupported)
return;
- if(pass<0 || pass>=MAX_RENDER_PASS)
+ if (pass<0 || pass>=MAX_RENDER_PASS)
return;
need_tex_update = true;
- if(mode == RAS_2DFILTER_DISABLED)
+ if (mode == RAS_2DFILTER_DISABLED)
{
m_enabled[pass] = 0;
return;
}
- if(mode == RAS_2DFILTER_ENABLED)
+ if (mode == RAS_2DFILTER_ENABLED)
{
m_enabled[pass] = 1;
return;
}
- if(mode == RAS_2DFILTER_NOFILTER)
+ if (mode == RAS_2DFILTER_NOFILTER)
{
- if(m_filters[pass])
+ if (m_filters[pass])
glDeleteObjectARB(m_filters[pass]);
m_enabled[pass] = 0;
m_filters[pass] = 0;
@@ -504,9 +504,9 @@ void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* game
return;
}
- if(mode == RAS_2DFILTER_CUSTOMFILTER)
+ if (mode == RAS_2DFILTER_CUSTOMFILTER)
{
- if(m_filters[pass])
+ if (m_filters[pass])
glDeleteObjectARB(m_filters[pass]);
m_filters[pass] = CreateShaderProgram(text.Ptr());
m_gameObjects[pass] = gameObj;
@@ -516,7 +516,7 @@ void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* game
}
// We've checked all other cases, which means we must be dealing with a builtin filter
- if(m_filters[pass])
+ if (m_filters[pass])
glDeleteObjectARB(m_filters[pass]);
m_filters[pass] = CreateShaderProgram(mode);
m_gameObjects[pass] = NULL;