From 21eb3e11e0d4d42d23de6c27a5cdf83d36ac0774 Mon Sep 17 00:00:00 2001 From: Hamed Zaghaghi Date: Mon, 22 Oct 2007 20:24:26 +0000 Subject: 2d-Filters feature and actuators. --- .../gameengine/Rasterizer/RAS_2DFilterManager.cpp | 285 +++++++++++++++++++++ source/gameengine/Rasterizer/RAS_2DFilterManager.h | 59 +++++ source/gameengine/Rasterizer/RAS_IRenderTools.h | 16 +- .../RAS_OpenGLFilters/RAS_Blur2DFilter.h | 24 ++ .../RAS_OpenGLFilters/RAS_Dilation2DFilter.h | 24 ++ .../RAS_OpenGLFilters/RAS_Erosion2DFilter.h | 23 ++ .../RAS_OpenGLFilters/RAS_GrayScale2DFilter.h | 14 + .../RAS_OpenGLFilters/RAS_Invert2DFilter.h | 15 ++ .../RAS_OpenGLFilters/RAS_Laplacian2DFilter.h | 26 ++ .../RAS_OpenGLFilters/RAS_Prewitt2DFilter.h | 31 +++ .../RAS_OpenGLFilters/RAS_Sepia2DFilter.h | 15 ++ .../RAS_OpenGLFilters/RAS_Sharpen2DFilter.h | 25 ++ .../RAS_OpenGLFilters/RAS_Sobel2DFilter.h | 30 +++ 13 files changed, 585 insertions(+), 2 deletions(-) create mode 100644 source/gameengine/Rasterizer/RAS_2DFilterManager.cpp create mode 100644 source/gameengine/Rasterizer/RAS_2DFilterManager.h create mode 100644 source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h create mode 100644 source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h create mode 100644 source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h create mode 100644 source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h create mode 100644 source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h create mode 100644 source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h create mode 100644 source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h create mode 100644 source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h create mode 100644 source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h create mode 100644 source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h (limited to 'source/gameengine/Rasterizer') diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp new file mode 100644 index 00000000000..740a4d7a6b3 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp @@ -0,0 +1,285 @@ + +#define STRINGIFY(A) #A + +#include "RAS_OpenGLFilters/RAS_Blur2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Sharpen2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Dilation2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Erosion2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Laplacian2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Sobel2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Prewitt2DFilter.h" +#include "RAS_OpenGLFilters/RAS_GrayScale2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Sepia2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Invert2DFilter.h" + +#include "RAS_ICanvas.h" +#include "RAS_2DFilterManager.h" +#include + +#ifdef WIN32 +// OpenGL gl.h needs 'windows.h' on windows platforms +#include +#endif //WIN32 +#ifdef __APPLE__ +#define GL_GLEXT_LEGACY 1 +#include +#else +#include +#endif + +#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h" + +#ifdef HAVE_CONFIG_H +#include +#endif + + +RAS_2DFilterManager::RAS_2DFilterManager(): +texturewidth(-1), textureheight(-1), +canvaswidth(-1), canvasheight(-1), +numberoffilters(0),texname(-1) +{ + isshadersupported = bgl::QueryVersion(2,0); + if(!isshadersupported) + { + std::cout<<"shaders not supported!" << std::endl; + return; + } + + int passindex; + for(passindex =0; passindexGetWidth() || canvasheight != canvas->GetHeight()) + { + UpdateOffsetMatrix(canvas->GetWidth(), canvas->GetHeight()); + } + GLuint viewport[4]={0}; + + int passindex; + bool first = true; + for(passindex =0; passindex #include @@ -41,6 +42,7 @@ class RAS_IPolyMaterial; struct RAS_LightObject; + class RAS_IRenderTools { @@ -52,7 +54,8 @@ protected: bool m_modified; std::vector m_lights; - + + RAS_2DFilterManager m_filtermanager; public: enum RAS_TEXT_RENDER_MODE { @@ -61,7 +64,7 @@ public: RAS_TEXT_PADDED, RAS_TEXT_MAX }; - + RAS_IRenderTools( ) : m_clientobject(NULL), @@ -178,6 +181,14 @@ public: void MotionBlur(RAS_IRasterizer* rasterizer)=0; + virtual + void + Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass)=0; + + virtual + void + Render2DFilters(RAS_ICanvas* canvas)=0; + virtual class RAS_IPolyMaterial* CreateBlenderPolyMaterial( @@ -200,3 +211,4 @@ public: #endif //__RAS_IRENDERTOOLS + diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h new file mode 100644 index 00000000000..ae7f56174e6 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h @@ -0,0 +1,24 @@ +#ifndef __RAS_BLUR2DFILTER +#define __RAS_BLUR2DFILTER + +char * BlurFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + } + + gl_FragColor = (sample[0] + (2.0*sample[1]) + sample[2] + + (2.0*sample[3]) + sample[4] + (2.0*sample[5]) + + sample[6] + (2.0*sample[7]) + sample[8]) / 13.0; +} +); +#endif + diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h new file mode 100644 index 00000000000..6fd7f867d10 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h @@ -0,0 +1,24 @@ +#ifndef __RAS_DILATION2DFILTER +#define __RAS_DILATION2DFILTER + +char * DilationFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + vec4 maxValue = vec4(0.0); + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + maxValue = max(sample[i], maxValue); + } + + gl_FragColor = maxValue; +} +); +#endif + diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h new file mode 100644 index 00000000000..a0fc7486447 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h @@ -0,0 +1,23 @@ +#ifndef __RAS_EROSION2DFILTER +#define __RAS_EROSION2DFILTER + +char * ErosionFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + vec4 minValue = vec4(1.0); + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + minValue = min(sample[i], minValue); + } + + gl_FragColor = minValue; +} +); +#endif diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h new file mode 100644 index 00000000000..c6fc4a0214d --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h @@ -0,0 +1,14 @@ +#ifndef __RAS_GRAYSCALE2DFILTER +#define __RAS_GRAYSCALE2DFILTER + +char * GrayScaleFragmentShader=STRINGIFY( +uniform sampler2D sampler0; + +void main(void) +{ + vec4 texcolor = texture2D(sampler0, gl_TexCoord[0].st); + float gray = dot(texcolor.rgb, vec3(0.299, 0.587, 0.114)); + gl_FragColor = vec4(gray, gray, gray, texcolor.a); +} +); +#endif diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h new file mode 100644 index 00000000000..34e6fe29cd3 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h @@ -0,0 +1,15 @@ +#ifndef __RAS_INVERT2DFILTER +#define __RAS_INVERT2DFILTER + +char * InvertFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 offset[9]; + +void main(void) +{ + vec4 texcolor = texture2D(sampler0, gl_TexCoord[0].st); + gl_FragColor.rgb = 1.0 - texcolor.rgb; + gl_FragColor.a = texcolor.a; +} +); +#endif diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h new file mode 100644 index 00000000000..f5b44a69c13 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h @@ -0,0 +1,26 @@ +#ifndef __RAS_LAPLACION2DFILTER +#define __RAS_LAPLACION2DFILTER + +char * LaplacionFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + } + + gl_FragColor = (sample[4] * 8.0) - + (sample[0] + sample[1] + sample[2] + + sample[3] + sample[5] + + sample[6] + sample[7] + sample[8]); + gl_FragColor = vec4(gl_FragColor.rgb, 1.0); +} +); +#endif + diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h new file mode 100644 index 00000000000..a6897bd33d4 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h @@ -0,0 +1,31 @@ +#ifndef __RAS_PREWITT2DFILTER +#define __RAS_PREWITT2DFILTER + +char * PrewittFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + } + + vec4 horizEdge = sample[2] + sample[5] + sample[8] - + (sample[0] + sample[3] + sample[6]); + + vec4 vertEdge = sample[0] + sample[1] + sample[2] - + (sample[6] + sample[7] + sample[8]); + + gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) + + (vertEdge.rgb * vertEdge.rgb)); + gl_FragColor.a = 1.0; +} + +); +#endif + diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h new file mode 100644 index 00000000000..cfff00e1287 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h @@ -0,0 +1,15 @@ +#ifndef __RAS_SEPIA2DFILTER +#define __RAS_SEPIA2DFILTER + +char * SepiaFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 offset[9]; + +void main(void) +{ + vec4 texcolor = texture2D(sampler0, gl_TexCoord[0].st); + float gray = dot(texcolor.rgb, vec3(0.299, 0.587, 0.114)); + gl_FragColor = vec4(gray * vec3(1.2, 1.0, 0.8), texcolor.a); +} +); +#endif diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h new file mode 100644 index 00000000000..640983482a9 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h @@ -0,0 +1,25 @@ +#ifndef __RAS_SHARPEN2DFILTER +#define __RAS_SHARPEN2DFILTER + +char * SharpenFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + } + + gl_FragColor = (sample[4] * 9.0) - + (sample[0] + sample[1] + sample[2] + + sample[3] + sample[5] + + sample[6] + sample[7] + sample[8]); +} +); +#endif + diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h new file mode 100644 index 00000000000..da1d34713c9 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h @@ -0,0 +1,30 @@ +#ifndef __RAS_SOBEL2DFILTER +#define __RAS_SOBEL2DFILTER + +char * SobelFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + } + + vec4 horizEdge = sample[2] + (2.0*sample[5]) + sample[8] - + (sample[0] + (2.0*sample[3]) + sample[6]); + + vec4 vertEdge = sample[0] + (2.0*sample[1]) + sample[2] - + (sample[6] + (2.0*sample[7]) + sample[8]); + + gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) + + (vertEdge.rgb * vertEdge.rgb)); + gl_FragColor.a = 1.0; +} +); +#endif + -- cgit v1.2.3