[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [17267] trunk/blender/source/gameengine/ Rasterizer: Patch 17909: 2D Filter texture coordinates changes, by Dalai Felinto:
Brecht Van Lommel
brecht at blender.org
Sat Nov 1 15:00:16 CET 2008
Revision: 17267
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=17267
Author: blendix
Date: 2008-11-01 15:00:16 +0100 (Sat, 01 Nov 2008)
Log Message:
-----------
Patch 17909: 2D Filter texture coordinates changes, by Dalai Felinto:
* The second opengl texture coordinate (gl_TexCoord[1]) are now filled
in as well, and will give canvas coordinates from 0.0 to 1.0. The
first texture coordinates still give the coordinates in the texture
that is being used, which may not match the canvas exactly, so both
coordinates are needed.
* Also optimization to allow using smaller texture sizes with multiple
smaller viewports.
* Print the detailed GLSL shader errors (once), for easier debugging.
Modified Paths:
--------------
trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.h
Modified: trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp 2008-11-01 13:37:04 UTC (rev 17266)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp 2008-11-01 14:00:16 UTC (rev 17267)
@@ -78,6 +78,7 @@
m_gameObjects[passindex] = NULL;
}
texname[0] = texname[1] = texname[2] = -1;
+ errorprinted= false;
}
RAS_2DFilterManager::~RAS_2DFilterManager()
@@ -85,76 +86,107 @@
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;
+ GLuint program = 0;
+ GLuint fShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
+ GLint success;
- glShaderSourceARB(fShader, 1, (const char**)&shadersource, NULL);
+ glShaderSourceARB(fShader, 1, (const char**)&shadersource, NULL);
- glCompileShaderARB(fShader);
+ glCompileShaderARB(fShader);
- glGetObjectParameterivARB(fShader, GL_COMPILE_STATUS, &success);
- if(!success)
- {
- /*Shader Comile Error*/
- std::cout << "2dFilters - Shader compile error" << std::endl;
- return 0;
- }
-
- program = glCreateProgramObjectARB();
- glAttachObjectARB(program, fShader);
- glLinkProgramARB(program);
- glGetObjectParameterivARB(program, GL_LINK_STATUS, &success);
- if (!success)
- {
- /*Program Link Error*/
- std::cout << "2dFilters - Shader program link error" << std::endl;
- return 0;
- }
-
- glValidateProgramARB(program);
- glGetObjectParameterivARB(program, GL_VALIDATE_STATUS, &success);
- if (!success)
- {
- /*Program Validation Error*/
- std::cout << "2dFilters - Shader program validation error" << std::endl;
- return 0;
- }
+ glGetObjectParameterivARB(fShader, GL_COMPILE_STATUS, &success);
+ if(!success)
+ {
+ /*Shader Comile Error*/
+ PrintShaderErrors(fShader, "compile", shadersource);
+ return 0;
+ }
+
+ program = glCreateProgramObjectARB();
+ glAttachObjectARB(program, fShader);
- return program;
+ 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;
+ 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)
+
+void RAS_2DFilterManager::AnalyseShader(int passindex, vector<STR_String>& propNames)
{
texflag[passindex] = 0;
if(glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture") != -1)
@@ -249,11 +281,11 @@
void RAS_2DFilterManager::FreeTextures()
{
- if(texname[0]!=-1)
+ if(texname[0]!=(unsigned int)-1)
glDeleteTextures(1, (GLuint*)&texname[0]);
- if(texname[1]!=-1)
+ if(texname[1]!=(unsigned int)-1)
glDeleteTextures(1, (GLuint*)&texname[1]);
- if(texname[2]!=-1)
+ if(texname[2]!=(unsigned int)-1)
glDeleteTextures(1, (GLuint*)&texname[2]);
}
@@ -300,8 +332,8 @@
RAS_Rect canvas_rect = canvas->GetWindowArea();
canvaswidth = canvas->GetWidth();
canvasheight = canvas->GetHeight();
- texturewidth = canvaswidth + canvas_rect.GetLeft();
- textureheight = canvasheight + canvas_rect.GetBottom();
+ texturewidth = canvaswidth;
+ textureheight = canvasheight;
GLint i,j;
i = 0;
@@ -365,17 +397,17 @@
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);
+ glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, viewport[0], viewport[1], 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);
+ glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, viewport[0], viewport[1] , texturewidth,textureheight, 0);
}
glGetIntegerv(GL_VIEWPORT,(GLint *)viewport);
- glViewport(0,0, texturewidth, textureheight);
+ glViewport(viewport[0],viewport[1], texturewidth, textureheight);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_TEXTURE);
@@ -393,15 +425,20 @@
glActiveTextureARB(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texname[0]);
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, texturewidth, textureheight, 0);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, viewport[0], viewport[1], texturewidth, textureheight, 0);
glClear(GL_COLOR_BUFFER_BIT);
+ float canvascoordx, canvascoordy;
+
+ canvascoordx = (GLfloat) texturewidth / canvaswidth;
+ canvascoordy = (GLfloat) textureheight / canvasheight;
+
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);
+ glTexCoord2f(1.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, canvascoordx, canvascoordy); glVertex2f(1,1);
+ glTexCoord2f(0.0, 1.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, canvascoordy); glVertex2f(-1,1);
+ glTexCoord2f(0.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0); glVertex2f(-1,-1);
+ glTexCoord2f(1.0, 0.0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, canvascoordx, 0.0); glVertex2f(1,-1);
glEnd();
}
}
Modified: trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.h
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.h 2008-11-01 13:37:04 UTC (rev 17266)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.h 2008-11-01 14:00:16 UTC (rev 17267)
@@ -38,6 +38,7 @@
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();
@@ -58,6 +59,7 @@
short texflag[MAX_RENDER_PASS];
bool isshadersupported;
+ bool errorprinted;
unsigned int m_filters[MAX_RENDER_PASS];
short m_enabled[MAX_RENDER_PASS];
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