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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/Rasterizer/RAS_2DFilterManager.cpp
* \ingroup bgerast
*/
#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 "STR_String.h"
#include "RAS_ICanvas.h"
#include "RAS_Rect.h"
#include "RAS_2DFilterManager.h"
#include <iostream>
#include "GL/glew.h"
#include <stdio.h>
#include "Value.h"
RAS_2DFilterManager::RAS_2DFilterManager():
texturewidth(-1), textureheight(-1),
canvaswidth(-1), canvasheight(-1),
numberoffilters(0), need_tex_update(true)
{
isshadersupported = GLEW_ARB_shader_objects &&
GLEW_ARB_fragment_shader && GLEW_ARB_multitexture;
/* used to return before 2.49 but need to initialize values so dont */
if(!isshadersupported)
std::cout<<"shaders not supported!" << std::endl;
int passindex;
for(passindex =0; passindex<MAX_RENDER_PASS; passindex++)
{
m_filters[passindex] = 0;
m_enabled[passindex] = 0;
texflag[passindex] = 0;
m_gameObjects[passindex] = NULL;
}
texname[0] = texname[1] = texname[2] = -1;
errorprinted= false;
}
RAS_2DFilterManager::~RAS_2DFilterManager()
{
FreeTextures();
}
void RAS_2DFilterManager::PrintShaderErrors(unsigned int shader, const char *task, const char *code)
{
GLcharARB log[5000];
GLsizei length = 0;
const char *c, *pos, *end;
int line = 1;
if(errorprinted)
return;
errorprinted= true;
glGetInfoLogARB(shader, sizeof(log), &length, log);
end = code + strlen(code);
printf("2D Filter GLSL Shader: %s error:\n", task);
c = code;
while ((c < end) && (pos = strchr(c, '\n'))) {
printf("%2d ", line);
fwrite(c, (pos+1)-c, 1, stdout);
c = pos+1;
line++;
}
printf("%s", c);
printf("%s\n", log);
}
unsigned int RAS_2DFilterManager::CreateShaderProgram(const char* shadersource)
{
GLuint program = 0;
GLuint fShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
GLint success;
glShaderSourceARB(fShader, 1, (const char**)&shadersource, NULL);
glCompileShaderARB(fShader);
glGetObjectParameterivARB(fShader, GL_COMPILE_STATUS, &success);
if(!success)
{
/*Shader Comile Error*/
PrintShaderErrors(fShader, "compile", shadersource);
return 0;
}
program = glCreateProgramObjectARB();
glAttachObjectARB(program, fShader);
glLinkProgramARB(program);
glGetObjectParameterivARB(program, GL_LINK_STATUS, &success);
if (!success)
{
/*Program Link Error*/
PrintShaderErrors(fShader, "link", shadersource);
return 0;
}
glValidateProgramARB(program);
glGetObjectParameterivARB(program, GL_VALIDATE_STATUS, &success);
if (!success)
{
/*Program Validation Error*/
PrintShaderErrors(fShader, "validate", shadersource);
return 0;
}
return program;
}
unsigned int RAS_2DFilterManager::CreateShaderProgram(int filtermode)
{
switch(filtermode)
{
case RAS_2DFILTER_BLUR:
return CreateShaderProgram(BlurFragmentShader);
case RAS_2DFILTER_SHARPEN:
return CreateShaderProgram(SharpenFragmentShader);
case RAS_2DFILTER_DILATION:
return CreateShaderProgram(DilationFragmentShader);
case RAS_2DFILTER_EROSION:
return CreateShaderProgram(ErosionFragmentShader);
case RAS_2DFILTER_LAPLACIAN:
return CreateShaderProgram(LaplacionFragmentShader);
case RAS_2DFILTER_SOBEL:
return CreateShaderProgram(SobelFragmentShader);
case RAS_2DFILTER_PREWITT:
return CreateShaderProgram(PrewittFragmentShader);
case RAS_2DFILTER_GRAYSCALE:
return CreateShaderProgram(GrayScaleFragmentShader);
case RAS_2DFILTER_SEPIA:
return CreateShaderProgram(SepiaFragmentShader);
case RAS_2DFILTER_INVERT:
return CreateShaderProgram(InvertFragmentShader);
}
return 0;
}
void RAS_2DFilterManager::AnalyseShader(int passindex, vector<STR_String>& propNames)
{
texflag[passindex] = 0;
if(glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture") != -1)
{
if(GLEW_ARB_depth_texture)
texflag[passindex] |= 0x1;
}
if(glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture") != -1)
{
texflag[passindex] |= 0x2;
}
if(m_gameObjects[passindex])
{
int objProperties = propNames.size();
int i;
for(i=0; i<objProperties; i++)
if(glGetUniformLocationARB(m_filters[passindex], propNames[i]) != -1)
m_properties[passindex].push_back(propNames[i]);
}
}
void RAS_2DFilterManager::StartShaderProgram(int passindex)
{
GLint uniformLoc;
glUseProgramObjectARB(m_filters[passindex]);
uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_RenderedTexture");
glActiveTextureARB(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texname[0]);
if (uniformLoc != -1)
{
glUniform1iARB(uniformLoc, 0);
}
/* send depth texture to glsl program if it needs */
if(texflag[passindex] & 0x1){
uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture");
glActiveTextureARB(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texname[1]);
if (uniformLoc != -1)
{
glUniform1iARB(uniformLoc, 1);
}
}
/* send luminance texture to glsl program if it needs */
if(texflag[passindex] & 0x2){
uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture");
glActiveTextureARB(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texname[2]);
if (uniformLoc != -1)
{
glUniform1iARB(uniformLoc, 2);
}
}
uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_TextureCoordinateOffset");
if (uniformLoc != -1)
{
glUniform2fvARB(uniformLoc, 9, textureoffsets);
}
uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_RenderedTextureWidth");
if (uniformLoc != -1)
{
glUniform1fARB(uniformLoc,texturewidth);
}
uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_RenderedTextureHeight");
if (uniformLoc != -1)
{
glUniform1fARB(uniformLoc,textureheight);
}
int i, objProperties = m_properties[passindex].size();
for(i=0; i<objProperties; i++)
{
uniformLoc = glGetUniformLocationARB(m_filters[passindex], m_properties[passindex][i]);
if(uniformLoc != -1)
{
float value = ((CValue*)m_gameObjects[passindex])->GetPropertyNumber(m_properties[passindex][i], 0.0);
glUniform1fARB(uniformLoc,value);
}
}
}
void RAS_2DFilterManager::EndShaderProgram()
{
glUseProgramObjectARB(0);
}
void RAS_2DFilterManager::FreeTextures()
{
if(texname[0]!=(unsigned int)-1)
glDeleteTextures(1, (GLuint*)&texname[0]);
if(texname[1]!=(unsigned int)-1)
glDeleteTextures(1, (GLuint*)&texname[1]);
if(texname[2]!=(unsigned int)-1)
glDeleteTextures(1, (GLuint*)&texname[2]);
}
void RAS_2DFilterManager::SetupTextures(bool depth, bool luminance)
{
FreeTextures();
glGenTextures(1, (GLuint*)&texname[0]);
glBindTexture(GL_TEXTURE_2D, texname[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texturewidth, textureheight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
if(depth){
glGenTextures(1, (GLuint*)&texname[1]);
glBindTexture(GL_TEXTURE_2D, texname[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, texturewidth,textureheight,
0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE,NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
GL_NONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
}
if(luminance){
glGenTextures(1, (GLuint*)&texname[2]);
glBindTexture(GL_TEXTURE_2D, texname[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16, texturewidth, textureheight,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
}
}
void RAS_2DFilterManager::UpdateOffsetMatrix(RAS_ICanvas* canvas)
{
RAS_Rect canvas_rect = canvas->GetWindowArea();
canvaswidth = canvas->GetWidth();
canvasheight = canvas->GetHeight();
texturewidth = canvaswidth + canvas_rect.GetLeft();
textureheight = canvasheight + canvas_rect.GetBottom();
GLint i,j;
i = 0;
while ((1 << i) <= texturewidth)
i++;
texturewidth = (1 << (i));
// Now for height
i = 0;
while ((1 << i) <= textureheight)
i++;
textureheight = (1 << (i));
GLfloat xInc = 1.0f / (GLfloat)texturewidth;
GLfloat yInc = 1.0f / (GLfloat)textureheight;
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
textureoffsets[(((i*3)+j)*2)+0] = (-1.0f * xInc) + ((GLfloat)i * xInc);
textureoffsets[(((i*3)+j)*2)+1] = (-1.0f * yInc) + ((GLfloat)j * yInc);
}
}
}
void RAS_2DFilterManager::UpdateCanvasTextureCoord(unsigned int * viewport)
{
/*
This function update canvascoord[].
These parameters are used to create texcoord[1]
That way we can access the texcoord relative to the canvas:
(0.0,0.0) bottom left, (1.0,1.0) top right, (0.5,0.5) center
*/
canvascoord[0] = (GLfloat) viewport[0] / viewport[2];
canvascoord[0] *= -1;
canvascoord[1] = (GLfloat) (texturewidth - viewport[0]) / viewport[2];
canvascoord[2] = (GLfloat) viewport[1] / viewport[3];
canvascoord[2] *= -1;
canvascoord[3] = (GLfloat)(textureheight - viewport[1]) / viewport[3];
}
void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
{
bool need_depth=false;
bool need_luminance=false;
int num_filters = 0;
int passindex;
if(!isshadersupported)
return;
for(passindex =0; passindex<MAX_RENDER_PASS; passindex++)
{
if(m_filters[passindex] && m_enabled[passindex]){
num_filters ++;
if(texflag[passindex] & 0x1)
need_depth = true;
if(texflag[passindex] & 0x2)
need_luminance = true;
if(need_depth && need_luminance)
break;
}
}
if(num_filters <= 0)
return;
GLuint viewport[4]={0};
glGetIntegerv(GL_VIEWPORT,(GLint *)viewport);
if(canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight())
{
UpdateOffsetMatrix(canvas);
UpdateCanvasTextureCoord((unsigned int*)viewport);
need_tex_update = true;
}
if(need_tex_update)
{
SetupTextures(need_depth, need_luminance);
need_tex_update = false;
}
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){
glActiveTextureARB(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texname[2]);
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, 0, 0, texturewidth,textureheight, 0);
}
// reverting to texunit 0, without this we get bug [#28462]
glActiveTextureARB(GL_TEXTURE0);
glViewport(0,0, texturewidth, textureheight);
glDisable(GL_DEPTH_TEST);
// if the last rendered face had alpha add it would messes with the color of the plane we apply 2DFilter to
glDisable(GL_BLEND);
glPushMatrix(); //GL_MODELVIEW
glLoadIdentity(); // GL_MODELVIEW
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
for(passindex =0; passindex<MAX_RENDER_PASS; passindex++)
{
if(m_filters[passindex] && m_enabled[passindex])
{
StartShaderProgram(passindex);
glActiveTextureARB(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texname[0]);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, texturewidth, textureheight, 0);
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_QUADS);
glColor4f(1.f, 1.f, 1.f, 1.f);
glTexCoord2f(1.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[3]); glVertex2f(1,1);
glTexCoord2f(0.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[3]); glVertex2f(-1,1);
glTexCoord2f(0.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[0], canvascoord[2]); glVertex2f(-1,-1);
glTexCoord2f(1.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE3_ARB, canvascoord[1], canvascoord[2]); glVertex2f(1,-1);
glEnd();
}
}
glEnable(GL_DEPTH_TEST);
glViewport(viewport[0],viewport[1],viewport[2],viewport[3]);
EndShaderProgram();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFILTER_MODE mode, int pass, STR_String& text)
{
if(!isshadersupported)
return;
if(pass<0 || pass>=MAX_RENDER_PASS)
return;
need_tex_update = true;
if(mode == RAS_2DFILTER_DISABLED)
{
m_enabled[pass] = 0;
return;
}
if(mode == RAS_2DFILTER_ENABLED)
{
m_enabled[pass] = 1;
return;
}
if(mode == RAS_2DFILTER_NOFILTER)
{
if(m_filters[pass])
glDeleteObjectARB(m_filters[pass]);
m_enabled[pass] = 0;
m_filters[pass] = 0;
m_gameObjects[pass] = NULL;
m_properties[pass].clear();
texflag[pass] = 0;
return;
}
if(mode == RAS_2DFILTER_CUSTOMFILTER)
{
if(m_filters[pass])
glDeleteObjectARB(m_filters[pass]);
m_filters[pass] = CreateShaderProgram(text.Ptr());
m_gameObjects[pass] = gameObj;
AnalyseShader(pass, propNames);
m_enabled[pass] = 1;
return;
}
// We've checked all other cases, which means we must be dealing with a builtin filter
if(m_filters[pass])
glDeleteObjectARB(m_filters[pass]);
m_filters[pass] = CreateShaderProgram(mode);
m_gameObjects[pass] = NULL;
AnalyseShader(pass, propNames);
m_enabled[pass] = 1;
}
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