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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_2DFilterManager.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.h98
1 files changed, 98 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.h b/source/gameengine/Rasterizer/RAS_2DFilterManager.h
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+/**
+ * ***** 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