diff options
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_2DFilterManager.h')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_2DFilterManager.h | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.h b/source/gameengine/Rasterizer/RAS_2DFilterManager.h new file mode 100644 index 00000000000..454643a5077 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.h @@ -0,0 +1,98 @@ +/** + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#ifndef __RAS_I2DFILTER +#define __RAS_I2DFILTER + +#define MAX_RENDER_PASS 100 + +class RAS_2DFilterManager +{ +private: + unsigned int CreateShaderProgram(const char* shadersource); + unsigned int CreateShaderProgram(int filtermode); + void AnalyseShader(int passindex, vector<STR_String>& propNames); + void StartShaderProgram(int passindex); + void EndShaderProgram(); + void PrintShaderErrors(unsigned int shader, const char *task, const char *code); + + void SetupTextures(bool depth, bool luminance); + void FreeTextures(); + + void UpdateOffsetMatrix(RAS_ICanvas* canvas); + + float textureoffsets[18]; + float view[4]; + /* 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; + bool errorprinted; + + 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, + RAS_2DFILTER_DISABLED = -1, + 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_CUSTOMFILTER, + RAS_2DFILTER_NUMBER_OF_FILTERS + }; + + RAS_2DFilterManager(); + + ~RAS_2DFilterManager(); + + void RenderFilters(RAS_ICanvas* canvas); + + void EnableFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFILTER_MODE mode, int pass, STR_String& text); +}; +#endif |