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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.
*
* 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
#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<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);
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<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);
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_2DFilterManager"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif
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