/** * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 #include "RAS_ICanvas.h" #define MAX_RENDER_PASS 100 #ifdef WITH_CXX_GUARDEDALLOC #include "MEM_guardedalloc.h" #endif class RAS_2DFilterManager { private: unsigned int CreateShaderProgram(const char* shadersource); unsigned int CreateShaderProgram(int filtermode); void AnalyseShader(int passindex, vector& 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); void UpdateCanvasTextureCoord(unsigned int * viewport); float canvascoord[4]; 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; bool need_tex_update; unsigned int m_filters[MAX_RENDER_PASS]; short m_enabled[MAX_RENDER_PASS]; // stores object properties to send to shaders in each pass vector 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& propNames, void* gameObj, RAS_2DFILTER_MODE mode, int pass, STR_String& text); #ifdef WITH_CXX_GUARDEDALLOC public: void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_2DFilterManager"); } void operator delete( void *mem ) { MEM_freeN(mem); } #endif }; #endif