diff options
author | Oz Linden <oz@lindenlab.com> | 2013-10-03 18:04:27 -0400 |
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committer | Oz Linden <oz@lindenlab.com> | 2013-10-03 18:04:27 -0400 |
commit | 4dccf30bf318649c7b371355fd34cde6c143e867 (patch) | |
tree | 4acbdefe0bb187a817583e835112f4317e11d596 /indra/llrender/llpostprocess.cpp | |
parent | bd18f3c097304504c398df02613229a64f7eac81 (diff) | |
parent | f7158bc5afcec1da8b9d2d5a4ed86921e62d4959 (diff) |
merge changes for 3.6.7-release
Diffstat (limited to 'indra/llrender/llpostprocess.cpp')
-rwxr-xr-x | indra/llrender/llpostprocess.cpp | 59 |
1 files changed, 37 insertions, 22 deletions
diff --git a/indra/llrender/llpostprocess.cpp b/indra/llrender/llpostprocess.cpp index c0045c8044..4c36185b08 100755 --- a/indra/llrender/llpostprocess.cpp +++ b/indra/llrender/llpostprocess.cpp @@ -31,6 +31,21 @@ #include "llsdserialize.h" #include "llrender.h" +static LLStaticHashedString sRenderTexture("RenderTexture"); +static LLStaticHashedString sBrightness("brightness"); +static LLStaticHashedString sContrast("contrast"); +static LLStaticHashedString sContrastBase("contrastBase"); +static LLStaticHashedString sSaturation("saturation"); +static LLStaticHashedString sLumWeights("lumWeights"); +static LLStaticHashedString sNoiseTexture("NoiseTexture"); +static LLStaticHashedString sBrightMult("brightMult"); +static LLStaticHashedString sNoiseStrength("noiseStrength"); +static LLStaticHashedString sExtractLow("extractLow"); +static LLStaticHashedString sExtractHigh("extractHigh"); +static LLStaticHashedString sBloomStrength("bloomStrength"); +static LLStaticHashedString sTexelSize("texelSize"); +static LLStaticHashedString sBlurDirection("blurDirection"); +static LLStaticHashedString sBlurWidth("blurWidth"); LLPostProcess * gPostProcess = NULL; @@ -258,12 +273,12 @@ void LLPostProcess::applyColorFilterShader(void) void LLPostProcess::createColorFilterShader(void) { /// Define uniform names - colorFilterUniforms["RenderTexture"] = 0; - colorFilterUniforms["brightness"] = 0; - colorFilterUniforms["contrast"] = 0; - colorFilterUniforms["contrastBase"] = 0; - colorFilterUniforms["saturation"] = 0; - colorFilterUniforms["lumWeights"] = 0; + colorFilterUniforms[sRenderTexture] = 0; + colorFilterUniforms[sBrightness] = 0; + colorFilterUniforms[sContrast] = 0; + colorFilterUniforms[sContrastBase] = 0; + colorFilterUniforms[sSaturation] = 0; + colorFilterUniforms[sLumWeights] = 0; } void LLPostProcess::applyNightVisionShader(void) @@ -307,11 +322,11 @@ void LLPostProcess::applyNightVisionShader(void) void LLPostProcess::createNightVisionShader(void) { /// Define uniform names - nightVisionUniforms["RenderTexture"] = 0; - nightVisionUniforms["NoiseTexture"] = 0; - nightVisionUniforms["brightMult"] = 0; - nightVisionUniforms["noiseStrength"] = 0; - nightVisionUniforms["lumWeights"] = 0; + nightVisionUniforms[sRenderTexture] = 0; + nightVisionUniforms[sNoiseTexture] = 0; + nightVisionUniforms[sBrightMult] = 0; + nightVisionUniforms[sNoiseStrength] = 0; + nightVisionUniforms[sLumWeights] = 0; createNoiseTexture(mNoiseTexture); } @@ -326,25 +341,25 @@ void LLPostProcess::createBloomShader(void) createTexture(mTempBloomTexture, unsigned(screenW * 0.5), unsigned(screenH * 0.5)); /// Create Bloom Extract Shader - bloomExtractUniforms["RenderTexture"] = 0; - bloomExtractUniforms["extractLow"] = 0; - bloomExtractUniforms["extractHigh"] = 0; - bloomExtractUniforms["lumWeights"] = 0; + bloomExtractUniforms[sRenderTexture] = 0; + bloomExtractUniforms[sExtractLow] = 0; + bloomExtractUniforms[sExtractHigh] = 0; + bloomExtractUniforms[sLumWeights] = 0; /// Create Bloom Blur Shader - bloomBlurUniforms["RenderTexture"] = 0; - bloomBlurUniforms["bloomStrength"] = 0; - bloomBlurUniforms["texelSize"] = 0; - bloomBlurUniforms["blurDirection"] = 0; - bloomBlurUniforms["blurWidth"] = 0; + bloomBlurUniforms[sRenderTexture] = 0; + bloomBlurUniforms[sBloomStrength] = 0; + bloomBlurUniforms[sTexelSize] = 0; + bloomBlurUniforms[sBlurDirection] = 0; + bloomBlurUniforms[sBlurWidth] = 0; } void LLPostProcess::getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog) { /// Find uniform locations and insert into map - std::map<const char *, GLuint>::iterator i; + glslUniforms::iterator i; for (i = uniforms.begin(); i != uniforms.end(); ++i){ - i->second = glGetUniformLocationARB(prog, i->first); + i->second = glGetUniformLocationARB(prog, i->first.String().c_str()); } } |