Ejemplo n.º 1
0
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();
}
Ejemplo n.º 2
0
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;

	const int *viewport = canvas->GetViewPort();
	RAS_Rect rect = canvas->GetWindowArea();
	int rect_width = rect.GetWidth()+1, rect_height = rect.GetHeight()+1;

	if (texturewidth != rect_width || textureheight != rect_height)
	{
		UpdateOffsetMatrix(canvas);
		UpdateCanvasTextureCoord(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, rect.GetLeft(), rect.GetBottom(), rect_width, rect_height, 0);
	}
	
	if (need_luminance) {
		glActiveTextureARB(GL_TEXTURE2);
		glBindTexture(GL_TEXTURE_2D, texname[2]);
		glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, rect.GetLeft(), rect.GetBottom(), rect_width, rect_height, 0);
	}

	// reverting to texunit 0, without this we get bug [#28462]
	glActiveTextureARB(GL_TEXTURE0);
	canvas->SetViewPort(0, 0, rect_width-1, rect_height-1);

	// We do this to make side-by-side stereo rendering work correctly with 2D filters. It would probably be nicer to just set the viewport,
	// but it can be easier for writing shaders to have the coordinates for the whole screen instead of just part of the screen. 
	RAS_Rect scissor_rect = canvas->GetDisplayArea();
	glScissor(scissor_rect.GetLeft() + viewport[0],
	          scissor_rect.GetBottom() + viewport[1],
	          scissor_rect.GetWidth() + 1,
	          scissor_rect.GetHeight() + 1);

	glDisable(GL_DEPTH_TEST);
	// in case the previous material was wire
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	// if the last rendered face had alpha add it would messes with the color of the plane we apply 2DFilter to
	glDisable(GL_BLEND); 
	// fix for [#34523] alpha buffer is now available for all OSs
	glDisable(GL_ALPHA_TEST);

	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, rect.GetLeft(), rect.GetBottom(), rect_width, rect_height, 0); // Don't use texturewidth and textureheight in case we don't have NPOT support
			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);
	//We can't pass the results of canvas->GetViewPort() directly because canvas->SetViewPort() does some extra math [#34517]
	canvas->SetViewPort(0, 0, viewport[2]-1, viewport[3]-1);
	EndShaderProgram();
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();
}