merging game_engine branch changes into trunk, 2d-filters and opengl speedup

This commit is contained in:
Hamed Zaghaghi 2008-02-04 02:33:27 +00:00
commit 47b53510a5
35 changed files with 1464 additions and 54 deletions

@ -57,8 +57,6 @@ struct RenderResult;
struct Object; struct Object;
struct bPythonConstraint; struct bPythonConstraint;
struct bConstraintOb; struct bConstraintOb;
struct bConstraintTarget;
struct ListBase;
char *getIpoCurveName( struct IpoCurve * icu ); char *getIpoCurveName( struct IpoCurve * icu );
void insert_vert_icu(struct IpoCurve *icu, float x, float y, short fast); void insert_vert_icu(struct IpoCurve *icu, float x, float y, short fast);
@ -130,12 +128,16 @@ int BPY_button_eval(char *expr, double *value)
} }
/* PyConstraints - BPY_interface.c */ /* PyConstraints - BPY_interface.c */
void BPY_pyconstraint_eval(struct bPythonConstraint *con, struct bConstraintOb *cob, struct ListBase *targets) void BPY_pyconstraint_eval(struct bPythonConstraint *con, float ownermat[][4], float targetmat[][4])
{ {
} }
void BPY_pyconstraint_target(struct bPythonConstraint *con, struct bConstraintTarget *ct) void BPY_pyconstraint_driver(struct bPythonConstraint *con, struct bConstraintOb *cob, struct Object *target, char subtarget[])
{ {
} }
int BPY_pyconstraint_targets(struct bPythonConstraint *con, float targetmat[][4])
{
return 0;
}
/* writefile.c */ /* writefile.c */
@ -208,9 +210,6 @@ void IK_FreeSolver(IK_Solver *solver) {};
void IK_SolverAddGoal(IK_Solver *solver, IK_Segment *tip, float goal[3], float weight) {} void IK_SolverAddGoal(IK_Solver *solver, IK_Segment *tip, float goal[3], float weight) {}
void IK_SolverAddGoalOrientation(IK_Solver *solver, IK_Segment *tip, float goal[][3], float weight) {} void IK_SolverAddGoalOrientation(IK_Solver *solver, IK_Segment *tip, float goal[][3], float weight) {}
void IK_SolverSetPoleVectorConstraint(IK_Solver *solver, IK_Segment *tip, float goal[3], float polegoal[3], float poleangle, int getangle) {}
float IK_SolverGetPoleAngle(IK_Solver *solver) { return 0.0f; }
int IK_Solve(IK_Solver *solver, float tolerance, int max_iterations) { return 0; } int IK_Solve(IK_Solver *solver, float tolerance, int max_iterations) { return 0; }
/* exotic.c */ /* exotic.c */
@ -246,8 +245,6 @@ void fluidsimSettingsCopy(struct FluidsimSettings* sb) {}
/*new render funcs */ /*new render funcs */
int externtex(struct MTex *mtex, float *vec, float *tin, float *tr, float *tg, float *tb, float *ta) { return 0; } int externtex(struct MTex *mtex, float *vec, float *tin, float *tr, float *tg, float *tb, float *ta) { return 0; }
void texture_rgb_blend(float *in, float *tex, float *out, float fact, float facg, int blendtype) {}
float texture_value_blend(float tex, float out, float fact, float facg, int blendtype, int flip) { return 0; }
void RE_FreeRenderResult(struct RenderResult *rr) {} void RE_FreeRenderResult(struct RenderResult *rr) {}
void RE_GetResultImage(struct Render *re, struct RenderResult *rr) {} void RE_GetResultImage(struct Render *re, struct RenderResult *rr) {}
@ -262,7 +259,7 @@ void RE_FreeRender(Render *re) {}
void RE_shade_external(Render *re, ShadeInput *shi, ShadeResult *shr) {} void RE_shade_external(Render *re, ShadeInput *shi, ShadeResult *shr) {}
void RE_DataBase_GetView(Render *re, float mat[][4]) {} void RE_DataBase_GetView(Render *re, float mat[][4]) {}
struct Render *RE_NewRender(const char *name) {return (struct Render *)NULL;} struct Render *RE_NewRender(const char *name) {return (struct Render *)NULL;}
void RE_Database_Baking(struct Render *re, struct Scene *scene, int type, struct Object *actob) {}; void RE_Database_Baking(struct Render *re, struct Scene *scene, int make_faces) {};
/* node_composite.c */ /* node_composite.c */
@ -310,6 +307,15 @@ void post_geometry_free_constraint(struct VNode *vnode) {}
void post_layer_create(struct VLayer *vlayer) {} void post_layer_create(struct VLayer *vlayer) {}
void post_layer_destroy(struct VLayer *vlayer) {} void post_layer_destroy(struct VLayer *vlayer) {}
void post_server_add(void) {} void post_server_add(void) {}
/* Multires/sculpt stubs */
struct MultiresLevel *multires_level_n(struct Multires *mr, int n) {return NULL;}
void multires_free(struct Multires *mr) {}
void multires_set_level(struct Object *ob, struct Mesh *me, const int render) {}
void multires_update_levels(struct Mesh *me, const int render) {}
void multires_calc_level_maps(struct MultiresLevel *lvl) {}
struct Multires *multires_copy(struct Multires *orig) {return NULL;}
void sculptmode_init(struct Scene *sce) {}
void sculptmode_free_all(struct Scene *sce) {}
/* zbuf.c stub */ /* zbuf.c stub */
void antialias_tagbuf(int xsize, int ysize, char *rectmove) {} void antialias_tagbuf(int xsize, int ysize, char *rectmove) {}
@ -324,16 +330,3 @@ void BIF_filelist_freelib(struct FileList* filelist) {};
/* edittime.c stub */ /* edittime.c stub */
TimeMarker *get_frame_marker(int frame){return 0;}; TimeMarker *get_frame_marker(int frame){return 0;};
/* editseq.c */
Sequence *get_forground_frame_seq(int frame){return 0;};
/* modifier.c stub */
void harmonic_coordinates_bind(struct MeshDeformModifierData *mmd,
float (*vertexcos)[3], int totvert, float cagemat[][4]) {}
/* particle.c */
void PE_free_particle_edit(struct ParticleSystem *psys) {}
void PE_get_colors(char sel[4], char nosel[4]) {}
void PE_recalc_world_cos(struct Object *ob, struct ParticleSystem *psys) {}

@ -461,6 +461,9 @@ void init_actuator(bActuator *act)
case ACT_VISIBILITY: case ACT_VISIBILITY:
act->data= MEM_callocN(sizeof(bVisibilityActuator), "visibility act"); act->data= MEM_callocN(sizeof(bVisibilityActuator), "visibility act");
break; break;
case ACT_2DFILTER:
act->data = MEM_callocN(sizeof( bTwoDFilterActuator ), "2d filter act");
break;
default: default:
; /* this is very severe... I cannot make any memory for this */ ; /* this is very severe... I cannot make any memory for this */
/* logic brick... */ /* logic brick... */

@ -2948,6 +2948,10 @@ static void lib_link_object(FileData *fd, Main *main)
bMessageActuator *ma= act->data; bMessageActuator *ma= act->data;
ma->toObject= newlibadr(fd, ob->id.lib, ma->toObject); ma->toObject= newlibadr(fd, ob->id.lib, ma->toObject);
} }
else if(act->type==ACT_2DFILTER){
bTwoDFilterActuator *_2dfa = act->data;
_2dfa->text= newlibadr(fd, ob->id.lib, _2dfa->text);
}
act= act->next; act= act->next;
} }

@ -719,6 +719,9 @@ static void write_actuators(WriteData *wd, ListBase *lb)
case ACT_VISIBILITY: case ACT_VISIBILITY:
writestruct(wd, DATA, "bVisibilityActuator", 1, act->data); writestruct(wd, DATA, "bVisibilityActuator", 1, act->data);
break; break;
case ACT_2DFILTER:
writestruct(wd, DATA, "bTwoDFilterActuator", 1, act->data);
break;
default: default:
; /* error: don't know how to write this file */ ; /* error: don't know how to write this file */
} }

@ -462,5 +462,6 @@
/* Error messages */ /* Error messages */
#define ERROR_LIBDATA_MESSAGE "Can't edit external libdata" #define ERROR_LIBDATA_MESSAGE "Can't edit external libdata"
#define MAX_RENDER_PASS 100
#endif #endif

@ -38,6 +38,7 @@ struct Object;
struct Mesh; struct Mesh;
struct Scene; struct Scene;
struct Group; struct Group;
struct Text;
/* ****************** ACTUATORS ********************* */ /* ****************** ACTUATORS ********************* */
@ -191,6 +192,19 @@ typedef struct bVisibilityActuator {
int flag; int flag;
} bVisibilityActuator; } bVisibilityActuator;
typedef struct bTwoDFilterActuator{
char pad[4];
/* Tells what type of 2D Filter*/
short type;
/* (flag == 0) means 2D filter is activate and
(flag != 0) means 2D filter is inactive*/
short flag;
int int_arg;
/* a float argument */
float float_arg;
struct Text *text;
}bTwoDFilterActuator;
typedef struct bActuator { typedef struct bActuator {
struct bActuator *next, *prev, *mynew; struct bActuator *next, *prev, *mynew;
short type; short type;
@ -259,6 +273,7 @@ typedef struct FreeCamera {
#define ACT_CD 16 #define ACT_CD 16
#define ACT_GAME 17 #define ACT_GAME 17
#define ACT_VISIBILITY 18 #define ACT_VISIBILITY 18
#define ACT_2DFILTER 19
/* actuator flag */ /* actuator flag */
#define ACT_SHOW 1 #define ACT_SHOW 1
@ -391,5 +406,23 @@ typedef struct FreeCamera {
/* Set means the object will become invisible */ /* Set means the object will become invisible */
#define ACT_VISIBILITY_INVISIBLE (1 << 0) #define ACT_VISIBILITY_INVISIBLE (1 << 0)
/* twodfilter->type */
#define ACT_2DFILTER_ENABLED -2
#define ACT_2DFILTER_DISABLED -1
#define ACT_2DFILTER_NOFILTER 0
#define ACT_2DFILTER_MOTIONBLUR 1
#define ACT_2DFILTER_BLUR 2
#define ACT_2DFILTER_SHARPEN 3
#define ACT_2DFILTER_DILATION 4
#define ACT_2DFILTER_EROSION 5
#define ACT_2DFILTER_LAPLACIAN 6
#define ACT_2DFILTER_SOBEL 7
#define ACT_2DFILTER_PREWITT 8
#define ACT_2DFILTER_GRAYSCALE 9
#define ACT_2DFILTER_SEPIA 10
#define ACT_2DFILTER_INVERT 11
#define ACT_2DFILTER_CUSTOMFILTER 12
#define ACT_2DFILTER_NUMBER_OF_FILTERS 13
#endif #endif

@ -712,6 +712,8 @@ static char *actuator_name(int type)
return "Game"; return "Game";
case ACT_VISIBILITY: case ACT_VISIBILITY:
return "Visibility"; return "Visibility";
case ACT_2DFILTER:
return "2D Filter";
} }
return "unknown"; return "unknown";
} }
@ -727,13 +729,13 @@ static char *actuator_pup(Object *owner)
return "Actuators %t|Action %x15|Motion %x0|Constraint %x9|Ipo %x1" return "Actuators %t|Action %x15|Motion %x0|Constraint %x9|Ipo %x1"
"|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10"
"|Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17" "|Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17"
"|Visibility %x18"; "|Visibility %x18|2D Filter %x19";
break; break;
default: default:
return "Actuators %t|Motion %x0|Constraint %x9|Ipo %x1" return "Actuators %t|Motion %x0|Constraint %x9|Ipo %x1"
"|Camera %x3|Sound %x5|Property %x6|Edit Object %x10" "|Camera %x3|Sound %x5|Property %x6|Edit Object %x10"
"|Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17" "|Scene %x11|Random %x13|Message %x14|CD %x16|Game %x17"
"|Visibility %x18"; "|Visibility %x18|2D Filter %x19";
} }
} }
@ -1476,6 +1478,7 @@ static short draw_actuatorbuttons(bActuator *act, uiBlock *block, short xco, sho
bActionActuator *aa = NULL; bActionActuator *aa = NULL;
bGameActuator *gma = NULL; bGameActuator *gma = NULL;
bVisibilityActuator *visAct = NULL; bVisibilityActuator *visAct = NULL;
bTwoDFilterActuator *tdfa = NULL;
float *fp; float *fp;
short ysize = 0, wval; short ysize = 0, wval;
@ -2172,6 +2175,58 @@ static short draw_actuatorbuttons(bActuator *act, uiBlock *block, short xco, sho
yco -= ysize; yco -= ysize;
break; break;
case ACT_2DFILTER:
tdfa = act->data;
ysize = 50;
if(tdfa->type == ACT_2DFILTER_CUSTOMFILTER)
{
ysize +=20;
}
glRects( xco, yco-ysize, xco+width, yco );
uiEmboss( (float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1 );
switch(tdfa->type)
{
case ACT_2DFILTER_MOTIONBLUR:
if(!tdfa->flag)
{
uiDefButS(block, TOG, B_REDR, "D", xco+30,yco-44,19, 19, &tdfa->flag, 0.0, 0.0, 0.0, 0.0, "Disable Motion Blur");
uiDefButF(block, NUM, B_REDR, "Value:", xco+52,yco-44,width-82,19,&tdfa->float_arg,0.0,1.0,0.0,0.0,"Set motion blur value");
}
else
{
uiDefButS(block, TOG, B_REDR, "Disabled", xco+30,yco-44,width-60, 19, &tdfa->flag, 0.0, 0.0, 0.0, 0.0, "Enable Motion Blur");
}
break;
case ACT_2DFILTER_BLUR:
case ACT_2DFILTER_SHARPEN:
case ACT_2DFILTER_DILATION:
case ACT_2DFILTER_EROSION:
case ACT_2DFILTER_LAPLACIAN:
case ACT_2DFILTER_SOBEL:
case ACT_2DFILTER_PREWITT:
case ACT_2DFILTER_GRAYSCALE:
case ACT_2DFILTER_SEPIA:
case ACT_2DFILTER_INVERT:
case ACT_2DFILTER_NOFILTER:
case ACT_2DFILTER_DISABLED:
case ACT_2DFILTER_ENABLED:
uiDefButI(block, NUM, B_REDR, "Pass Number:", xco+30,yco-44,width-60,19,&tdfa->int_arg,0.0,MAX_RENDER_PASS-1,0.0,0.0,"Set motion blur value");
break;
case ACT_2DFILTER_CUSTOMFILTER:
uiDefButI(block, NUM, B_REDR, "Pass Number:", xco+30,yco-44,width-60,19,&tdfa->int_arg,0.0,MAX_RENDER_PASS-1,0.0,0.0,"Set motion blur value");
uiDefIDPoinBut(block, test_scriptpoin_but, ID_SCRIPT, 1, "Script: ", xco+30,yco-64,width-60, 19, &tdfa->text, "");
break;
}
str= "2D Filter %t|Motion Blur %x1|Blur %x2|Sharpen %x3|Dilation %x4|Erosion %x5|"
"Laplacian %x6|Sobel %x7|Prewitt %x8|Gray Scale %x9|Sepia %x10|Invert %x11|Custom Filter %x12|"
"Enable Filter %x-2|Disable Filter %x-1|Remove Filter %x0|";
uiDefButS(block, MENU, B_REDR, str, xco+30,yco-24,width-60, 19, &tdfa->type, 0.0, 0.0, 0.0, 0.0, "2D filter type");
yco -= ysize;
break;
default: default:
ysize= 4; ysize= 4;
@ -2812,3 +2867,4 @@ void logic_buts(void)
if(idar) MEM_freeN(idar); if(idar) MEM_freeN(idar);
} }

@ -176,9 +176,13 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
bool lock_arrays = (displaylists && useVertexArrays); bool lock_arrays = (displaylists && useVertexArrays);
if(displaylists && !useVertexArrays) if(displaylists){
rasterizer = new RAS_ListRasterizer(canvas); if (useVertexArrays) {
else if (useVertexArrays && bgl::QueryVersion(1, 1)) rasterizer = new RAS_ListRasterizer(canvas, true, lock_arrays);
} else {
rasterizer = new RAS_ListRasterizer(canvas);
}
} else if (useVertexArrays && bgl::QueryVersion(1, 1))
rasterizer = new RAS_VAOpenGLRasterizer(canvas, lock_arrays); rasterizer = new RAS_VAOpenGLRasterizer(canvas, lock_arrays);
else else
rasterizer = new RAS_OpenGLRasterizer(canvas); rasterizer = new RAS_OpenGLRasterizer(canvas);

@ -475,4 +475,14 @@ void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
} }
} }
void KX_BlenderRenderTools::Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)
{
m_filtermanager.EnableFilter(filtermode, pass, text);
}
void KX_BlenderRenderTools::Render2DFilters(RAS_ICanvas* canvas)
{
m_filtermanager.RenderFilters(canvas);
}
unsigned int KX_BlenderRenderTools::m_numgllights; unsigned int KX_BlenderRenderTools::m_numgllights;

@ -55,6 +55,7 @@ class KX_BlenderRenderTools : public RAS_IRenderTools
bool m_lastlighting; bool m_lastlighting;
static unsigned int m_numgllights; static unsigned int m_numgllights;
public: public:
KX_BlenderRenderTools(); KX_BlenderRenderTools();
@ -102,8 +103,14 @@ public:
bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data); bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data);
virtual void MotionBlur(RAS_IRasterizer* rasterizer); virtual void MotionBlur(RAS_IRasterizer* rasterizer);
virtual void Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text);
virtual void Render2DFilters(RAS_ICanvas* canvas);
}; };
#endif //__KX_BLENDERRENDERTOOLS #endif //__KX_BLENDERRENDERTOOLS

@ -37,6 +37,8 @@
#define BLENDER_HACK_DTIME 0.02 #define BLENDER_HACK_DTIME 0.02
#include "MEM_guardedalloc.h"
#include "KX_BlenderSceneConverter.h" #include "KX_BlenderSceneConverter.h"
#include "KX_ConvertActuators.h" #include "KX_ConvertActuators.h"
@ -45,6 +47,7 @@
#include "SCA_PropertyActuator.h" #include "SCA_PropertyActuator.h"
#include "SCA_LogicManager.h" #include "SCA_LogicManager.h"
#include "SCA_RandomActuator.h" #include "SCA_RandomActuator.h"
#include "SCA_2DFilterActuator.h"
// Ketsji specific logicbricks // Ketsji specific logicbricks
@ -69,7 +72,7 @@
#include "KX_GameObject.h" #include "KX_GameObject.h"
/* This little block needed for linking to Blender... */ /* This little block needed for linking to Blender... */
#include "BKE_text.h"
#include "BLI_blenlib.h" #include "BLI_blenlib.h"
#include "KX_NetworkMessageActuator.h" #include "KX_NetworkMessageActuator.h"
@ -836,7 +839,84 @@ void BL_ConvertActuators(char* maggiename,
baseact = tmp_vis_act; baseact = tmp_vis_act;
} }
break; break;
case ACT_2DFILTER:
{
bTwoDFilterActuator *_2dfilter = (bTwoDFilterActuator*) bact->data;
SCA_2DFilterActuator *tmp = NULL;
RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode;
switch(_2dfilter->type)
{
case ACT_2DFILTER_MOTIONBLUR:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_MOTIONBLUR;
break;
case ACT_2DFILTER_BLUR:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_BLUR;
break;
case ACT_2DFILTER_SHARPEN:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_SHARPEN;
break;
case ACT_2DFILTER_DILATION:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_DILATION;
break;
case ACT_2DFILTER_EROSION:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_EROSION;
break;
case ACT_2DFILTER_LAPLACIAN:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_LAPLACIAN;
break;
case ACT_2DFILTER_SOBEL:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_SOBEL;
break;
case ACT_2DFILTER_PREWITT:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_PREWITT;
break;
case ACT_2DFILTER_GRAYSCALE:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_GRAYSCALE;
break;
case ACT_2DFILTER_SEPIA:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_SEPIA;
break;
case ACT_2DFILTER_INVERT:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_INVERT;
break;
case ACT_2DFILTER_CUSTOMFILTER:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_CUSTOMFILTER;
break;
case ACT_2DFILTER_NOFILTER:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_NOFILTER;
break;
case ACT_2DFILTER_DISABLED:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_DISABLED;
break;
case ACT_2DFILTER_ENABLED:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_ENABLED;
break;
default:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_NOFILTER;
break;
}
tmp = new SCA_2DFilterActuator(gameobj, filtermode, _2dfilter->flag,
_2dfilter->float_arg,_2dfilter->int_arg,ketsjiEngine->GetRasterizer(),rendertools);
if (_2dfilter->text)
{
char *buf;
// this is some blender specific code
buf = txt_to_buf(_2dfilter->text);
if (buf)
{
tmp->SetShaderText(STR_String(buf));
MEM_freeN(buf);
}
}
baseact = tmp;
}
break;
default: default:
; /* generate some error */ ; /* generate some error */
} }
@ -860,3 +940,4 @@ void BL_ConvertActuators(char* maggiename,
} }
} }

@ -35,6 +35,7 @@ SET(INC
../../../intern/string ../../../intern/string
../../../source/gameengine/Expressions ../../../source/gameengine/Expressions
../../../intern/moto/include ../../../intern/moto/include
../../../source/gameengine/Rasterizer
${PYTHON_INC} ${PYTHON_INC}
${SDL_INC} ${SDL_INC}
) )

@ -0,0 +1,118 @@
#include "SCA_IActuator.h"
#include "SCA_2DFilterActuator.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <iostream>
SCA_2DFilterActuator::~SCA_2DFilterActuator()
{
}
SCA_2DFilterActuator::SCA_2DFilterActuator(
SCA_IObject *gameobj,
RAS_2DFilterManager::RAS_2DFILTER_MODE type,
short flag,
float float_arg,
int int_arg,
RAS_IRasterizer* rasterizer,
RAS_IRenderTools* rendertools,
PyTypeObject* T)
: SCA_IActuator(gameobj, T),
m_type(type),
m_flag(flag),
m_int_arg(int_arg),
m_float_arg(float_arg),
m_rasterizer(rasterizer),
m_rendertools(rendertools)
{
}
void SCA_2DFilterActuator::SetShaderText(STR_String& text)
{
m_shaderText = text;
}
CValue* SCA_2DFilterActuator::GetReplica()
{
SCA_2DFilterActuator* replica = new SCA_2DFilterActuator(*this);
replica->ProcessReplica();
CValue::AddDataToReplica(replica);
return replica;
}
bool SCA_2DFilterActuator::Update()
{
bool result = false;
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (bNegativeEvent)
return false; // do nothing on negative events
if( m_type == RAS_2DFilterManager::RAS_2DFILTER_MOTIONBLUR )
{
if(!m_flag)
{
m_rasterizer->EnableMotionBlur(m_float_arg);
}
else
{
m_rasterizer->DisableMotionBlur();
}
}
else if(m_type < RAS_2DFilterManager::RAS_2DFILTER_NUMBER_OF_FILTERS)
{
m_rendertools->Update2DFilter(m_type, m_int_arg, m_shaderText);
}
return true;
}
PyTypeObject SCA_2DFilterActuator::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"SCA_2DFilterActuator",
sizeof(SCA_2DFilterActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0,
__repr,
0,
0,
0,
0,
0
};
PyParentObject SCA_2DFilterActuator::Parents[] = {
&SCA_2DFilterActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef SCA_2DFilterActuator::Methods[] = {
/* add python functions to deal with m_msg... */
{NULL,NULL}
};
PyObject* SCA_2DFilterActuator::_getattr(const STR_String& attr) {
_getattr_up(SCA_IActuator);
}

@ -0,0 +1,44 @@
#ifndef __SCA_2DFILETRACTUATOR_H__
#define __SCA_2DFILETRACTUATOR_H__
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "SCA_IActuator.h"
class SCA_2DFilterActuator : public SCA_IActuator
{
Py_Header;
private:
RAS_2DFilterManager::RAS_2DFILTER_MODE m_type;
short m_flag;
float m_float_arg;
int m_int_arg;
STR_String m_shaderText;
RAS_IRasterizer* m_rasterizer;
RAS_IRenderTools* m_rendertools;
public:
SCA_2DFilterActuator(
class SCA_IObject* gameobj,
RAS_2DFilterManager::RAS_2DFILTER_MODE type,
short flag,
float float_arg,
int int_arg,
RAS_IRasterizer* rasterizer,
RAS_IRenderTools* rendertools,
PyTypeObject* T=&Type
);
void SetShaderText(STR_String& text);
virtual ~SCA_2DFilterActuator();
virtual bool Update();
virtual CValue* GetReplica();
virtual PyObject* _getattr(const STR_String& attr);
};
#endif

@ -5,6 +5,7 @@ sources = env.Glob('*.cpp') + env.Glob('Joystick/*.cpp')
incs = '. #/source/kernel/gen_system #/intern/string' incs = '. #/source/kernel/gen_system #/intern/string'
incs += ' #/source/gameengine/Expressions #/intern/moto/include' incs += ' #/source/gameengine/Expressions #/intern/moto/include'
incs += ' #/source/gameengine/Rasterizer'
incs += ' ' + env['BF_PYTHON_INC'] incs += ' ' + env['BF_PYTHON_INC']
incs += ' ' + env['BF_SDL_INC'] incs += ' ' + env['BF_SDL_INC']

@ -593,4 +593,14 @@ void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
} }
} }
void GPC_RenderTools::Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)
{
m_filtermanager.EnableFilter(filtermode, pass, text);
}
void GPC_RenderTools::Render2DFilters(RAS_ICanvas* canvas)
{
m_filtermanager.RenderFilters( canvas);
}
unsigned int GPC_RenderTools::m_numgllights; unsigned int GPC_RenderTools::m_numgllights;

@ -151,6 +151,11 @@ public:
bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data); bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data);
virtual void MotionBlur(RAS_IRasterizer* rasterizer); virtual void MotionBlur(RAS_IRasterizer* rasterizer);
virtual void Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text);
virtual void Render2DFilters(RAS_ICanvas* canvas);
protected: protected:
/** /**
* Copied from KX_BlenderGL.cpp in KX_blenderhook * Copied from KX_BlenderGL.cpp in KX_blenderhook
@ -176,3 +181,4 @@ protected:
#endif // __GPC_RENDERTOOLS_H #endif // __GPC_RENDERTOOLS_H

@ -537,7 +537,11 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
goto initFailed; goto initFailed;
if(useLists) if(useLists)
m_rasterizer = new RAS_ListRasterizer(m_canvas); if (useVertexArrays) {
m_rasterizer = new RAS_ListRasterizer(m_canvas, true);
} else {
m_rasterizer = new RAS_ListRasterizer(m_canvas);
}
else if (useVertexArrays && bgl::QueryVersion(1, 1)) else if (useVertexArrays && bgl::QueryVersion(1, 1))
m_rasterizer = new RAS_VAOpenGLRasterizer(m_canvas); m_rasterizer = new RAS_VAOpenGLRasterizer(m_canvas);
else else

@ -966,12 +966,17 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
scene->CalculateVisibleMeshes(m_rasterizer,cam); scene->CalculateVisibleMeshes(m_rasterizer,cam);
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools); scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
m_rendertools->MotionBlur(m_rasterizer); PostRenderFrame();
} }
void KX_KetsjiEngine::PostRenderFrame()
{
m_rendertools->PushMatrix();
m_rendertools->Render2DFilters(m_canvas);
m_rendertools->MotionBlur(m_rasterizer);
m_rendertools->PopMatrix();
}
void KX_KetsjiEngine::StopEngine() void KX_KetsjiEngine::StopEngine()
{ {
@ -1467,3 +1472,4 @@ void KX_KetsjiEngine::GetOverrideFrameColor(float& r, float& g, float& b) const
} }

@ -179,6 +179,7 @@ private:
void SetupRenderFrame(KX_Scene *scene, KX_Camera* cam); void SetupRenderFrame(KX_Scene *scene, KX_Camera* cam);
void RenderFrame(KX_Scene* scene, KX_Camera* cam); void RenderFrame(KX_Scene* scene, KX_Camera* cam);
void PostRenderFrame();
void RenderDebugProperties(); void RenderDebugProperties();
void SetBackGround(KX_WorldInfo* worldinfo); void SetBackGround(KX_WorldInfo* worldinfo);
void SetWorldSettings(KX_WorldInfo* worldinfo); void SetWorldSettings(KX_WorldInfo* worldinfo);
@ -201,6 +202,8 @@ public:
void SetSceneConverter(KX_ISceneConverter* sceneconverter); void SetSceneConverter(KX_ISceneConverter* sceneconverter);
void SetGame2IpoMode(bool game2ipo,int startFrame); void SetGame2IpoMode(bool game2ipo,int startFrame);
RAS_IRasterizer* GetRasterizer(){return m_rasterizer;};
///returns true if an update happened to indicate -> Render ///returns true if an update happened to indicate -> Render
bool NextFrame(); bool NextFrame();
void Render(); void Render();
@ -342,3 +345,4 @@ protected:
#endif //__KX_KETSJI_ENGINE #endif //__KX_KETSJI_ENGINE

@ -0,0 +1,340 @@
/**
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#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_2DFilterManager.h"
#include <iostream>
#ifdef WIN32
// OpenGL gl.h needs 'windows.h' on windows platforms
#include <windows.h>
#endif //WIN32
#ifdef __APPLE__
#define GL_GLEXT_LEGACY 1
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#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; passindex<MAX_RENDER_PASS; passindex++)
{
m_filters[passindex] = 0;
m_enabled[passindex] = 0;
}
}
RAS_2DFilterManager::~RAS_2DFilterManager()
{
}
unsigned int RAS_2DFilterManager::CreateShaderProgram(char* shadersource)
{
GLuint program;
GLuint fShader = bgl::blCreateShaderObjectARB(GL_FRAGMENT_SHADER);
GLint success;
bgl::blShaderSourceARB(fShader, 1, (const char**)&shadersource, NULL);
bgl::blCompileShaderARB(fShader);
bgl::blGetObjectParameterivARB(fShader, GL_COMPILE_STATUS, &success);
if(!success)
{
/*Shader Comile Error*/
std::cout << "2dFilters - Shader compile error" << std::endl;
return 0;
}
program = bgl::blCreateProgramObjectARB();
bgl::blAttachObjectARB(program, fShader);
bgl::blLinkProgramARB(program);
bgl::blGetObjectParameterivARB(program, GL_LINK_STATUS, &success);
if (!success)
{
/*Program Link Error*/
std::cout << "2dFilters - Shader program link error" << std::endl;
return 0;
}
bgl::blValidateProgramARB(program);
bgl::blGetObjectParameterivARB(program, GL_VALIDATE_STATUS, &success);
if (!success)
{
/*Program Validation Error*/
std::cout << "2dFilters - Shader program validation error" << std::endl;
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::StartShaderProgram(unsigned int shaderprogram)
{
GLint uniformLoc;
bgl::blUseProgramObjectARB(shaderprogram);
uniformLoc = bgl::blGetUniformLocationARB(shaderprogram, "bgl_RenderedTexture");
if (uniformLoc != -1)
{
bgl::blUniform1iARB(uniformLoc, 0);
}
uniformLoc = bgl::blGetUniformLocationARB(shaderprogram, "bgl_TextureCoordinateOffset");
if (uniformLoc != -1)
{
bgl::blUniform2fvARB(uniformLoc, 9, textureoffsets);
}
uniformLoc = bgl::blGetUniformLocationARB(shaderprogram, "bgl_RenderedTextureWidth");
if (uniformLoc != -1)
{
bgl::blUniform1fARB(uniformLoc,texturewidth);
}
uniformLoc = bgl::blGetUniformLocationARB(shaderprogram, "bgl_RenderedTextureHeight");
if (uniformLoc != -1)
{
bgl::blUniform1fARB(uniformLoc,textureheight);
}
}
void RAS_2DFilterManager::EndShaderProgram()
{
bgl::blUseProgramObjectARB(0);
}
void RAS_2DFilterManager::SetupTexture()
{
if(texname!=-1)
{
glDeleteTextures(1,&texname);
}
glGenTextures(1, &texname);
glBindTexture(GL_TEXTURE_2D, texname);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texturewidth, textureheight, 0, GL_RGB,
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(int width, int height)
{
canvaswidth = texturewidth = width;
canvasheight = textureheight = height;
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);
}
}
SetupTexture();
}
void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
{
if(!isshadersupported)
return;
if(canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight())
{
UpdateOffsetMatrix(canvas->GetWidth(), canvas->GetHeight());
}
GLuint viewport[4]={0};
int passindex;
bool first = true;
for(passindex =0; passindex<MAX_RENDER_PASS; passindex++)
{
if(m_filters[passindex] && m_enabled[passindex])
{
if(first)
{
glGetIntegerv(GL_VIEWPORT,(int*)viewport);
glViewport(0, 0, texturewidth, textureheight);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
first = false;
}
StartShaderProgram(m_filters[passindex]);
glBindTexture(GL_TEXTURE_2D, texname);
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); glVertex2f(1,1);
glTexCoord2f(0.0, 1.0); glVertex2f(-1,1);
glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1);
glTexCoord2f(1.0, 0.0); glVertex2f(1,-1);
glEnd();
}
}
if(!first)
{
glEnable(GL_DEPTH_TEST);
glViewport(viewport[0],viewport[1],viewport[2],viewport[3]);
EndShaderProgram();
}
}
void RAS_2DFilterManager::EnableFilter(RAS_2DFILTER_MODE mode, int pass, STR_String& text)
{
if(!isshadersupported)
return;
if(pass<0 || pass>=MAX_RENDER_PASS)
return;
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])
bgl::blDeleteObjectARB(m_filters[pass]);
m_enabled[pass] = 0;
m_filters[pass] = 0;
return;
}
if(mode == RAS_2DFILTER_CUSTOMFILTER)
{
if(m_filters[pass])
bgl::blDeleteObjectARB(m_filters[pass]);
m_filters[pass] = CreateShaderProgram(text.Ptr());
m_enabled[pass] = 1;
return;
}
if(mode>=RAS_2DFILTER_MOTIONBLUR && mode<=RAS_2DFILTER_INVERT)
{
if(m_filters[pass])
bgl::blDeleteObjectARB(m_filters[pass]);
m_filters[pass] = CreateShaderProgram(mode);
m_enabled[pass] = 1;
}
}

@ -0,0 +1,91 @@
/**
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_I2DFILTER
#define __RAS_I2DFILTER
#define MAX_RENDER_PASS 100
class RAS_2DFilterManager
{
private:
unsigned int CreateShaderProgram(char* shadersource);
unsigned int CreateShaderProgram(int filtermode);
void StartShaderProgram(unsigned int shaderprogram);
void EndShaderProgram();
float textureoffsets[18];
float view[4];
unsigned int texname;
int texturewidth;
int textureheight;
int canvaswidth;
int canvasheight;
int numberoffilters;
bool isshadersupported;
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
};
unsigned int m_filters[MAX_RENDER_PASS];
short m_enabled[MAX_RENDER_PASS];
RAS_2DFilterManager();
~RAS_2DFilterManager();
void SetupTexture();
void UpdateOffsetMatrix(int width, int height);
void RenderFilters(RAS_ICanvas* canvas);
void EnableFilter(RAS_2DFILTER_MODE mode, int pass, STR_String& text);
};
#endif

@ -34,6 +34,7 @@
#include "MT_Transform.h" #include "MT_Transform.h"
#include "RAS_IRasterizer.h" #include "RAS_IRasterizer.h"
#include "RAS_2DFilterManager.h"
#include <vector> #include <vector>
#include <algorithm> #include <algorithm>
@ -41,6 +42,7 @@
class RAS_IPolyMaterial; class RAS_IPolyMaterial;
struct RAS_LightObject; struct RAS_LightObject;
class RAS_IRenderTools class RAS_IRenderTools
{ {
@ -52,7 +54,8 @@ protected:
bool m_modified; bool m_modified;
std::vector<struct RAS_LightObject*> m_lights; std::vector<struct RAS_LightObject*> m_lights;
RAS_2DFilterManager m_filtermanager;
public: public:
enum RAS_TEXT_RENDER_MODE { enum RAS_TEXT_RENDER_MODE {
@ -61,7 +64,7 @@ public:
RAS_TEXT_PADDED, RAS_TEXT_PADDED,
RAS_TEXT_MAX RAS_TEXT_MAX
}; };
RAS_IRenderTools( RAS_IRenderTools(
) : ) :
m_clientobject(NULL), m_clientobject(NULL),
@ -178,6 +181,14 @@ public:
void void
MotionBlur(RAS_IRasterizer* rasterizer)=0; MotionBlur(RAS_IRasterizer* rasterizer)=0;
virtual
void
Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)=0;
virtual
void
Render2DFilters(RAS_ICanvas* canvas)=0;
virtual virtual
class RAS_IPolyMaterial* class RAS_IPolyMaterial*
CreateBlenderPolyMaterial( CreateBlenderPolyMaterial(
@ -200,3 +211,4 @@ public:
#endif //__RAS_IRENDERTOOLS #endif //__RAS_IRENDERTOOLS

@ -0,0 +1,54 @@
/**
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_BLUR2DFILTER
#define __RAS_BLUR2DFILTER
char * BlurFragmentShader=STRINGIFY(
uniform sampler2D bgl_RenderedTexture;
uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
vec4 sample[9];
for (int i = 0; i < 9; i++)
{
sample[i] = texture2D(bgl_RenderedTexture,
gl_TexCoord[0].st + bgl_TextureCoordinateOffset[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

@ -0,0 +1,54 @@
/**
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_DILATION2DFILTER
#define __RAS_DILATION2DFILTER
char * DilationFragmentShader=STRINGIFY(
uniform sampler2D bgl_RenderedTexture;
uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
vec4 sample[9];
vec4 maxValue = vec4(0.0);
for (int i = 0; i < 9; i++)
{
sample[i] = texture2D(bgl_RenderedTexture,
gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
maxValue = max(sample[i], maxValue);
}
gl_FragColor = maxValue;
}
);
#endif

@ -0,0 +1,53 @@
/**
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_EROSION2DFILTER
#define __RAS_EROSION2DFILTER
char * ErosionFragmentShader=STRINGIFY(
uniform sampler2D bgl_RenderedTexture;
uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
vec4 sample[9];
vec4 minValue = vec4(1.0);
for (int i = 0; i < 9; i++)
{
sample[i] = texture2D(bgl_RenderedTexture,
gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
minValue = min(sample[i], minValue);
}
gl_FragColor = minValue;
}
);
#endif

@ -0,0 +1,44 @@
/**
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_GRAYSCALE2DFILTER
#define __RAS_GRAYSCALE2DFILTER
char * GrayScaleFragmentShader=STRINGIFY(
uniform sampler2D bgl_RenderedTexture;
void main(void)
{
vec4 texcolor = texture2D(bgl_RenderedTexture, 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

@ -0,0 +1,44 @@
/**
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_INVERT2DFILTER
#define __RAS_INVERT2DFILTER
char * InvertFragmentShader=STRINGIFY(
uniform sampler2D bgl_RenderedTexture;
void main(void)
{
vec4 texcolor = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
gl_FragColor.rgb = 1.0 - texcolor.rgb;
gl_FragColor.a = texcolor.a;
}
);
#endif

@ -0,0 +1,56 @@
/**
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_LAPLACION2DFILTER
#define __RAS_LAPLACION2DFILTER
char * LaplacionFragmentShader=STRINGIFY(
uniform sampler2D bgl_RenderedTexture;
uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
vec4 sample[9];
for (int i = 0; i < 9; i++)
{
sample[i] = texture2D(bgl_RenderedTexture,
gl_TexCoord[0].st + bgl_TextureCoordinateOffset[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

@ -0,0 +1,61 @@
/**
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_PREWITT2DFILTER
#define __RAS_PREWITT2DFILTER
char * PrewittFragmentShader=STRINGIFY(
uniform sampler2D bgl_RenderedTexture;
uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
vec4 sample[9];
for (int i = 0; i < 9; i++)
{
sample[i] = texture2D(bgl_RenderedTexture,
gl_TexCoord[0].st + bgl_TextureCoordinateOffset[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

@ -0,0 +1,44 @@
/**
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_SEPIA2DFILTER
#define __RAS_SEPIA2DFILTER
char * SepiaFragmentShader=STRINGIFY(
uniform sampler2D bgl_RenderedTexture;
void main(void)
{
vec4 texcolor = texture2D(bgl_RenderedTexture, 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

@ -0,0 +1,55 @@
/**
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_SHARPEN2DFILTER
#define __RAS_SHARPEN2DFILTER
char * SharpenFragmentShader=STRINGIFY(
uniform sampler2D bgl_RenderedTexture;
uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
vec4 sample[9];
for (int i = 0; i < 9; i++)
{
sample[i] = texture2D(bgl_RenderedTexture,
gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
}
gl_FragColor = (sample[4] * 9.0) -
(sample[0] + sample[1] + sample[2] +
sample[3] + sample[5] +
sample[6] + sample[7] + sample[8]);
}
);
#endif

@ -0,0 +1,60 @@
/**
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_SOBEL2DFILTER
#define __RAS_SOBEL2DFILTER
char * SobelFragmentShader=STRINGIFY(
uniform sampler2D bgl_RenderedTexture;
uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
vec4 sample[9];
for (int i = 0; i < 9; i++)
{
sample[i] = texture2D(bgl_RenderedTexture,
gl_TexCoord[0].st + bgl_TextureCoordinateOffset[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

@ -96,8 +96,9 @@ bool RAS_ListSlot::End()
RAS_ListRasterizer::RAS_ListRasterizer(RAS_ICanvas* canvas) RAS_ListRasterizer::RAS_ListRasterizer(RAS_ICanvas* canvas, bool useVertexArrays, bool lock)
: RAS_OpenGLRasterizer(canvas) : RAS_VAOpenGLRasterizer(canvas, lock),
mUseVertexArrays(useVertexArrays)
{ {
// -- // --
} }
@ -159,13 +160,22 @@ void RAS_ListRasterizer::IndexPrimitives(
if(localSlot->End()) if(localSlot->End())
return; return;
} }
RAS_OpenGLRasterizer::IndexPrimitives( if (mUseVertexArrays) {
vertexarrays, indexarrays, RAS_VAOpenGLRasterizer::IndexPrimitives(
mode, polymat, vertexarrays, indexarrays,
rendertools, useObjectColor, mode, polymat,
rgbacolor,slot rendertools, useObjectColor,
); rgbacolor,slot
);
} else {
RAS_OpenGLRasterizer::IndexPrimitives(
vertexarrays, indexarrays,
mode, polymat,
rendertools, useObjectColor,
rgbacolor,slot
);
}
if(!useObjectColor) { if(!useObjectColor) {
localSlot->EndList(); localSlot->EndList();
@ -195,16 +205,53 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(
return; return;
} }
RAS_OpenGLRasterizer::IndexPrimitivesMulti( if (mUseVertexArrays) {
vertexarrays, indexarrays, RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(
mode, polymat, vertexarrays, indexarrays,
rendertools, useObjectColor, mode, polymat,
rgbacolor,slot rendertools, useObjectColor,
); rgbacolor,slot
);
} else {
RAS_OpenGLRasterizer::IndexPrimitivesMulti(
vertexarrays, indexarrays,
mode, polymat,
rendertools, useObjectColor,
rgbacolor,slot
);
}
if(!useObjectColor) { if(!useObjectColor) {
localSlot->EndList(); localSlot->EndList();
*slot = localSlot; *slot = localSlot;
} }
} }
bool RAS_ListRasterizer::Init(void)
{
if (mUseVertexArrays) {
return RAS_VAOpenGLRasterizer::Init();
} else {
return RAS_OpenGLRasterizer::Init();
}
}
void RAS_ListRasterizer::SetDrawingMode(int drawingmode)
{
if (mUseVertexArrays) {
RAS_VAOpenGLRasterizer::SetDrawingMode(drawingmode);
} else {
RAS_OpenGLRasterizer::SetDrawingMode(drawingmode);
}
}
void RAS_ListRasterizer::Exit()
{
if (mUseVertexArrays) {
RAS_VAOpenGLRasterizer::Exit();
} else {
RAS_OpenGLRasterizer::Exit();
}
}
// eof // eof

@ -2,7 +2,7 @@
#define __RAS_LISTRASTERIZER_H__ #define __RAS_LISTRASTERIZER_H__
#include "RAS_MaterialBucket.h" #include "RAS_MaterialBucket.h"
#include "RAS_OpenGLRasterizer.h" #include "RAS_VAOpenGLRasterizer.h"
#include <vector> #include <vector>
class RAS_ListSlot : public KX_ListSlot class RAS_ListSlot : public KX_ListSlot
@ -33,15 +33,16 @@ enum RAS_ListSlotFlags {
typedef std::map<const vecVertexArray, RAS_ListSlot*> RAS_Lists; typedef std::map<const vecVertexArray, RAS_ListSlot*> RAS_Lists;
class RAS_ListRasterizer : public RAS_OpenGLRasterizer class RAS_ListRasterizer : public RAS_VAOpenGLRasterizer
{ {
bool mUseVertexArrays;
RAS_Lists mLists; RAS_Lists mLists;
RAS_ListSlot* FindOrAdd(const vecVertexArray& vertexarrays, KX_ListSlot** slot); RAS_ListSlot* FindOrAdd(const vecVertexArray& vertexarrays, KX_ListSlot** slot);
void ReleaseAlloc(); void ReleaseAlloc();
public: public:
RAS_ListRasterizer(RAS_ICanvas* canvas); RAS_ListRasterizer(RAS_ICanvas* canvas, bool useVertexArrays=false, bool lock=false);
virtual ~RAS_ListRasterizer(); virtual ~RAS_ListRasterizer();
virtual void IndexPrimitives( virtual void IndexPrimitives(
@ -66,6 +67,11 @@ public:
class KX_ListSlot** slot class KX_ListSlot** slot
); );
virtual bool Init();
virtual void Exit();
virtual void SetDrawingMode(int drawingmode);
virtual bool QueryLists(){return true;} virtual bool QueryLists(){return true;}
}; };