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authorGraham Madarasz (Graham) <graham@lindenlab.com>2013-03-01 11:21:35 -0800
committerGraham Madarasz (Graham) <graham@lindenlab.com>2013-03-01 11:21:35 -0800
commitdfda8826eb4654845430520dac48c011e058e1c0 (patch)
tree7ace15924b286393cc312f312bb632bc0d6eef86 /indra/llrender/llpostprocess.cpp
parentae1aa461ea3f96c092e2a50ae40f290b03b25356 (diff)
Make WL updates use pre-hashed strings for uniform sets
Diffstat (limited to 'indra/llrender/llpostprocess.cpp')
-rw-r--r--indra/llrender/llpostprocess.cpp1162
1 files changed, 581 insertions, 581 deletions
diff --git a/indra/llrender/llpostprocess.cpp b/indra/llrender/llpostprocess.cpp
index 21a28e386f..c51f85ab71 100644
--- a/indra/llrender/llpostprocess.cpp
+++ b/indra/llrender/llpostprocess.cpp
@@ -1,36 +1,36 @@
-/**
- * @file llpostprocess.cpp
- * @brief LLPostProcess class implementation
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library 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
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#include "linden_common.h"
-
-#include "llpostprocess.h"
-#include "llglslshader.h"
-#include "llsdserialize.h"
-#include "llrender.h"
-
+/**
+ * @file llpostprocess.cpp
+ * @brief LLPostProcess class implementation
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library 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
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "linden_common.h"
+
+#include "llpostprocess.h"
+#include "llglslshader.h"
+#include "llsdserialize.h"
+#include "llrender.h"
+
static LLStaticHashedString sRenderTexture("RenderTexture");
static LLStaticHashedString sBrightness("brightness");
static LLStaticHashedString sContrast("contrast");
@@ -45,551 +45,551 @@ static LLStaticHashedString sExtractHigh("extractHigh");
static LLStaticHashedString sBloomStrength("bloomStrength");
static LLStaticHashedString sTexelSize("texelSize");
static LLStaticHashedString sBlurDirection("blurDirection");
-static LLStaticHashedString sBlurWidth("blurWidth");
-
-LLPostProcess * gPostProcess = NULL;
-
-
-static const unsigned int NOISE_SIZE = 512;
-
-/// CALCULATING LUMINANCE (Using NTSC lum weights)
-/// http://en.wikipedia.org/wiki/Luma_%28video%29
-static const float LUMINANCE_R = 0.299f;
-static const float LUMINANCE_G = 0.587f;
-static const float LUMINANCE_B = 0.114f;
-
-static const char * const XML_FILENAME = "postprocesseffects.xml";
-
-LLPostProcess::LLPostProcess(void) :
- initialized(false),
- mAllEffects(LLSD::emptyMap()),
- screenW(1), screenH(1)
-{
- mSceneRenderTexture = NULL ;
- mNoiseTexture = NULL ;
- mTempBloomTexture = NULL ;
-
- noiseTextureScale = 1.0f;
-
- /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
- std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
- LL_DEBUGS2("AppInit", "Shaders") << "Loading PostProcess Effects settings from " << pathName << LL_ENDL;
-
- llifstream effectsXML(pathName);
-
- if (effectsXML)
- {
- LLPointer<LLSDParser> parser = new LLSDXMLParser();
-
- parser->parse(effectsXML, mAllEffects, LLSDSerialize::SIZE_UNLIMITED);
- }
-
- if (!mAllEffects.has("default"))
- {
- LLSD & defaultEffect = (mAllEffects["default"] = LLSD::emptyMap());
-
- defaultEffect["enable_night_vision"] = LLSD::Boolean(false);
- defaultEffect["enable_bloom"] = LLSD::Boolean(false);
- defaultEffect["enable_color_filter"] = LLSD::Boolean(false);
-
- /// NVG Defaults
- defaultEffect["brightness_multiplier"] = 3.0;
- defaultEffect["noise_size"] = 25.0;
- defaultEffect["noise_strength"] = 0.4;
-
- // TODO BTest potentially add this to tweaks?
- noiseTextureScale = 1.0f;
-
- /// Bloom Defaults
- defaultEffect["extract_low"] = 0.95;
- defaultEffect["extract_high"] = 1.0;
- defaultEffect["bloom_width"] = 2.25;
- defaultEffect["bloom_strength"] = 1.5;
-
- /// Color Filter Defaults
- defaultEffect["brightness"] = 1.0;
- defaultEffect["contrast"] = 1.0;
- defaultEffect["saturation"] = 1.0;
-
- LLSD& contrastBase = (defaultEffect["contrast_base"] = LLSD::emptyArray());
- contrastBase.append(1.0);
- contrastBase.append(1.0);
- contrastBase.append(1.0);
- contrastBase.append(0.5);
- }
-
- setSelectedEffect("default");
- */
-}
-
-LLPostProcess::~LLPostProcess(void)
-{
- invalidate() ;
-}
-
-// static
-void LLPostProcess::initClass(void)
-{
- //this will cause system to crash at second time login
- //if first time login fails due to network connection --- bao
- //***llassert_always(gPostProcess == NULL);
- //replaced by the following line:
- if(gPostProcess)
- return ;
-
-
- gPostProcess = new LLPostProcess();
-}
-
-// static
-void LLPostProcess::cleanupClass()
-{
- delete gPostProcess;
- gPostProcess = NULL;
-}
-
-void LLPostProcess::setSelectedEffect(std::string const & effectName)
-{
- mSelectedEffectName = effectName;
- static_cast<LLSD &>(tweaks) = mAllEffects[effectName];
-}
-
-void LLPostProcess::saveEffect(std::string const & effectName)
-{
- /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
- mAllEffects[effectName] = tweaks;
-
- std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
- //llinfos << "Saving PostProcess Effects settings to " << pathName << llendl;
-
- llofstream effectsXML(pathName);
-
- LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter();
-
- formatter->format(mAllEffects, effectsXML);
- */
-}
-void LLPostProcess::invalidate()
-{
- mSceneRenderTexture = NULL ;
- mNoiseTexture = NULL ;
- mTempBloomTexture = NULL ;
- initialized = FALSE ;
-}
-
-void LLPostProcess::apply(unsigned int width, unsigned int height)
-{
- if (!initialized || width != screenW || height != screenH){
- initialize(width, height);
- }
- if (shadersEnabled()){
- doEffects();
- }
-}
-
-void LLPostProcess::initialize(unsigned int width, unsigned int height)
-{
- screenW = width;
- screenH = height;
- createTexture(mSceneRenderTexture, screenW, screenH);
- initialized = true;
-
- checkError();
- createNightVisionShader();
- createBloomShader();
- createColorFilterShader();
- checkError();
-}
-
-inline bool LLPostProcess::shadersEnabled(void)
-{
- return (tweaks.useColorFilter().asBoolean() ||
- tweaks.useNightVisionShader().asBoolean() ||
- tweaks.useBloomShader().asBoolean() );
-
-}
-
-void LLPostProcess::applyShaders(void)
-{
- if (tweaks.useColorFilter()){
- applyColorFilterShader();
- checkError();
- }
- if (tweaks.useNightVisionShader()){
- /// If any of the above shaders have been called update the frame buffer;
- if (tweaks.useColorFilter())
- {
- U32 tex = mSceneRenderTexture->getTexName() ;
- copyFrameBuffer(tex, screenW, screenH);
- }
- applyNightVisionShader();
- checkError();
- }
- if (tweaks.useBloomShader()){
- /// If any of the above shaders have been called update the frame buffer;
- if (tweaks.useColorFilter().asBoolean() || tweaks.useNightVisionShader().asBoolean())
- {
- U32 tex = mSceneRenderTexture->getTexName() ;
- copyFrameBuffer(tex, screenW, screenH);
- }
- applyBloomShader();
- checkError();
- }
-}
-
-void LLPostProcess::applyColorFilterShader(void)
-{
- /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
- gPostColorFilterProgram.bind();
-
- gGL.getTexUnit(0)->activate();
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
-
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, sceneRenderTexture);
-
- getShaderUniforms(colorFilterUniforms, gPostColorFilterProgram.mProgramObject);
- glUniform1iARB(colorFilterUniforms["RenderTexture"], 0);
- glUniform1fARB(colorFilterUniforms["brightness"], tweaks.getBrightness());
- glUniform1fARB(colorFilterUniforms["contrast"], tweaks.getContrast());
- float baseI = (tweaks.getContrastBaseR() + tweaks.getContrastBaseG() + tweaks.getContrastBaseB()) / 3.0f;
- baseI = tweaks.getContrastBaseIntensity() / ((baseI < 0.001f) ? 0.001f : baseI);
- float baseR = tweaks.getContrastBaseR() * baseI;
- float baseG = tweaks.getContrastBaseG() * baseI;
- float baseB = tweaks.getContrastBaseB() * baseI;
- glUniform3fARB(colorFilterUniforms["contrastBase"], baseR, baseG, baseB);
- glUniform1fARB(colorFilterUniforms["saturation"], tweaks.getSaturation());
- glUniform3fARB(colorFilterUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B);
-
- LLGLEnable blend(GL_BLEND);
- gGL.setSceneBlendType(LLRender::BT_REPLACE);
- LLGLDepthTest depth(GL_FALSE);
-
- /// Draw a screen space quad
- drawOrthoQuad(screenW, screenH, QUAD_NORMAL);
- gPostColorFilterProgram.unbind();
- */
-}
-
-void LLPostProcess::createColorFilterShader(void)
-{
- /// Define uniform names
- colorFilterUniforms[sRenderTexture] = 0;
- colorFilterUniforms[sBrightness] = 0;
- colorFilterUniforms[sContrast] = 0;
- colorFilterUniforms[sContrastBase] = 0;
- colorFilterUniforms[sSaturation] = 0;
- colorFilterUniforms[sLumWeights] = 0;
-}
-
-void LLPostProcess::applyNightVisionShader(void)
-{
- /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
- gPostNightVisionProgram.bind();
-
- gGL.getTexUnit(0)->activate();
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
-
- getShaderUniforms(nightVisionUniforms, gPostNightVisionProgram.mProgramObject);
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, sceneRenderTexture);
- glUniform1iARB(nightVisionUniforms["RenderTexture"], 0);
-
- gGL.getTexUnit(1)->activate();
- gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
-
- gGL.getTexUnit(1)->bindManual(LLTexUnit::TT_TEXTURE, noiseTexture);
- glUniform1iARB(nightVisionUniforms["NoiseTexture"], 1);
-
-
- glUniform1fARB(nightVisionUniforms["brightMult"], tweaks.getBrightMult());
- glUniform1fARB(nightVisionUniforms["noiseStrength"], tweaks.getNoiseStrength());
- noiseTextureScale = 0.01f + ((101.f - tweaks.getNoiseSize()) / 100.f);
- noiseTextureScale *= (screenH / NOISE_SIZE);
-
-
- glUniform3fARB(nightVisionUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B);
-
- LLGLEnable blend(GL_BLEND);
- gGL.setSceneBlendType(LLRender::BT_REPLACE);
- LLGLDepthTest depth(GL_FALSE);
-
- /// Draw a screen space quad
- drawOrthoQuad(screenW, screenH, QUAD_NOISE);
- gPostNightVisionProgram.unbind();
- gGL.getTexUnit(0)->activate();
- */
-}
-
-void LLPostProcess::createNightVisionShader(void)
-{
- /// Define uniform names
- nightVisionUniforms[sRenderTexture] = 0;
- nightVisionUniforms[sNoiseTexture] = 0;
- nightVisionUniforms[sBrightMult] = 0;
- nightVisionUniforms[sNoiseStrength] = 0;
- nightVisionUniforms[sLumWeights] = 0;
-
- createNoiseTexture(mNoiseTexture);
-}
-
-void LLPostProcess::applyBloomShader(void)
-{
-
-}
-
-void LLPostProcess::createBloomShader(void)
-{
- createTexture(mTempBloomTexture, unsigned(screenW * 0.5), unsigned(screenH * 0.5));
-
- /// Create Bloom Extract Shader
- bloomExtractUniforms[sRenderTexture] = 0;
- bloomExtractUniforms[sExtractLow] = 0;
- bloomExtractUniforms[sExtractHigh] = 0;
- bloomExtractUniforms[sLumWeights] = 0;
-
- /// Create Bloom Blur Shader
- 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
- glslUniforms::iterator i;
- for (i = uniforms.begin(); i != uniforms.end(); ++i){
- i->second = glGetUniformLocationARB(prog, i->first.String().c_str());
- }
-}
-
-void LLPostProcess::doEffects(void)
-{
- /// Save GL State
- glPushAttrib(GL_ALL_ATTRIB_BITS);
- glPushClientAttrib(GL_ALL_ATTRIB_BITS);
-
- /// Copy the screen buffer to the render texture
- {
- U32 tex = mSceneRenderTexture->getTexName() ;
- copyFrameBuffer(tex, screenW, screenH);
- }
-
- /// Clear the frame buffer.
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
-
- /// Change to an orthogonal view
- viewOrthogonal(screenW, screenH);
-
- checkError();
- applyShaders();
-
- LLGLSLShader::bindNoShader();
- checkError();
-
- /// Change to a perspective view
- viewPerspective();
-
- /// Reset GL State
- glPopClientAttrib();
- glPopAttrib();
- checkError();
-}
-
-void LLPostProcess::copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height)
-{
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture);
- glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 0, 0, width, height, 0);
-}
-
-void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadType type)
-{
-#if 0
- float noiseX = 0.f;
- float noiseY = 0.f;
- float screenRatio = 1.0f;
-
- if (type == QUAD_NOISE){
- noiseX = ((float) rand() / (float) RAND_MAX);
- noiseY = ((float) rand() / (float) RAND_MAX);
- screenRatio = (float) width / (float) height;
- }
-
-
- glBegin(GL_QUADS);
- if (type != QUAD_BLOOM_EXTRACT){
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height);
- } else {
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height * 2.0f);
- }
- if (type == QUAD_NOISE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
- noiseX,
- noiseTextureScale + noiseY);
- } else if (type == QUAD_BLOOM_COMBINE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, (GLfloat) height * 0.5f);
- }
- glVertex2f(0.f, (GLfloat) screenH - height);
-
- if (type != QUAD_BLOOM_EXTRACT){
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f);
- } else {
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f);
- }
- if (type == QUAD_NOISE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
- noiseX,
- noiseY);
- } else if (type == QUAD_BLOOM_COMBINE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, 0.f);
- }
- glVertex2f(0.f, (GLfloat) height + (screenH - height));
-
-
- if (type != QUAD_BLOOM_EXTRACT){
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, 0.f);
- } else {
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, 0.f);
- }
- if (type == QUAD_NOISE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
- screenRatio * noiseTextureScale + noiseX,
- noiseY);
- } else if (type == QUAD_BLOOM_COMBINE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, 0.f);
- }
- glVertex2f((GLfloat) width, (GLfloat) height + (screenH - height));
-
-
- if (type != QUAD_BLOOM_EXTRACT){
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, (GLfloat) height);
- } else {
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, (GLfloat) height * 2.0f);
- }
- if (type == QUAD_NOISE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
- screenRatio * noiseTextureScale + noiseX,
- noiseTextureScale + noiseY);
- } else if (type == QUAD_BLOOM_COMBINE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, (GLfloat) height * 0.5f);
- }
- glVertex2f((GLfloat) width, (GLfloat) screenH - height);
- glEnd();
-#endif
-}
-
-void LLPostProcess::viewOrthogonal(unsigned int width, unsigned int height)
-{
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.ortho( 0.f, (GLdouble) width , (GLdouble) height , 0.f, -1.f, 1.f );
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadIdentity();
-}
-
-void LLPostProcess::viewPerspective(void)
-{
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-}
-
-void LLPostProcess::changeOrthogonal(unsigned int width, unsigned int height)
-{
- viewPerspective();
- viewOrthogonal(width, height);
-}
-
-void LLPostProcess::createTexture(LLPointer<LLImageGL>& texture, unsigned int width, unsigned int height)
-{
- std::vector<GLubyte> data(width * height * 4, 0) ;
-
- texture = new LLImageGL(FALSE) ;
- if(texture->createGLTexture())
- {
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture->getTexName());
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- }
-}
-
-void LLPostProcess::createNoiseTexture(LLPointer<LLImageGL>& texture)
-{
- std::vector<GLubyte> buffer(NOISE_SIZE * NOISE_SIZE);
- for (unsigned int i = 0; i < NOISE_SIZE; i++){
- for (unsigned int k = 0; k < NOISE_SIZE; k++){
- buffer[(i * NOISE_SIZE) + k] = (GLubyte)((double) rand() / ((double) RAND_MAX + 1.f) * 255.f);
- }
- }
-
- texture = new LLImageGL(FALSE) ;
- if(texture->createGLTexture())
- {
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture->getTexName());
- LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_LUMINANCE, NOISE_SIZE, NOISE_SIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0]);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
- }
-}
-
-bool LLPostProcess::checkError(void)
-{
- GLenum glErr;
- bool retCode = false;
-
- glErr = glGetError();
- while (glErr != GL_NO_ERROR)
- {
- // shaderErrorLog << (const char *) gluErrorString(glErr) << std::endl;
- char const * err_str_raw = (const char *) gluErrorString(glErr);
-
- if(err_str_raw == NULL)
- {
- std::ostringstream err_builder;
- err_builder << "unknown error number " << glErr;
- mShaderErrorString = err_builder.str();
- }
- else
- {
- mShaderErrorString = err_str_raw;
- }
-
- retCode = true;
- glErr = glGetError();
- }
- return retCode;
-}
-
-void LLPostProcess::checkShaderError(GLhandleARB shader)
-{
- GLint infologLength = 0;
- GLint charsWritten = 0;
- GLchar *infoLog;
-
- checkError(); // Check for OpenGL errors
-
- glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &infologLength);
-
- checkError(); // Check for OpenGL errors
-
- if (infologLength > 0)
- {
- infoLog = (GLchar *)malloc(infologLength);
- if (infoLog == NULL)
- {
- /// Could not allocate infolog buffer
- return;
- }
- glGetInfoLogARB(shader, infologLength, &charsWritten, infoLog);
- // shaderErrorLog << (char *) infoLog << std::endl;
- mShaderErrorString = (char *) infoLog;
- free(infoLog);
- }
- checkError(); // Check for OpenGL errors
-}
+static LLStaticHashedString sBlurWidth("blurWidth");
+
+LLPostProcess * gPostProcess = NULL;
+
+
+static const unsigned int NOISE_SIZE = 512;
+
+/// CALCULATING LUMINANCE (Using NTSC lum weights)
+/// http://en.wikipedia.org/wiki/Luma_%28video%29
+static const float LUMINANCE_R = 0.299f;
+static const float LUMINANCE_G = 0.587f;
+static const float LUMINANCE_B = 0.114f;
+
+static const char * const XML_FILENAME = "postprocesseffects.xml";
+
+LLPostProcess::LLPostProcess(void) :
+ initialized(false),
+ mAllEffects(LLSD::emptyMap()),
+ screenW(1), screenH(1)
+{
+ mSceneRenderTexture = NULL ;
+ mNoiseTexture = NULL ;
+ mTempBloomTexture = NULL ;
+
+ noiseTextureScale = 1.0f;
+
+ /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
+ std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
+ LL_DEBUGS2("AppInit", "Shaders") << "Loading PostProcess Effects settings from " << pathName << LL_ENDL;
+
+ llifstream effectsXML(pathName);
+
+ if (effectsXML)
+ {
+ LLPointer<LLSDParser> parser = new LLSDXMLParser();
+
+ parser->parse(effectsXML, mAllEffects, LLSDSerialize::SIZE_UNLIMITED);
+ }
+
+ if (!mAllEffects.has("default"))
+ {
+ LLSD & defaultEffect = (mAllEffects["default"] = LLSD::emptyMap());
+
+ defaultEffect["enable_night_vision"] = LLSD::Boolean(false);
+ defaultEffect["enable_bloom"] = LLSD::Boolean(false);
+ defaultEffect["enable_color_filter"] = LLSD::Boolean(false);
+
+ /// NVG Defaults
+ defaultEffect["brightness_multiplier"] = 3.0;
+ defaultEffect["noise_size"] = 25.0;
+ defaultEffect["noise_strength"] = 0.4;
+
+ // TODO BTest potentially add this to tweaks?
+ noiseTextureScale = 1.0f;
+
+ /// Bloom Defaults
+ defaultEffect["extract_low"] = 0.95;
+ defaultEffect["extract_high"] = 1.0;
+ defaultEffect["bloom_width"] = 2.25;
+ defaultEffect["bloom_strength"] = 1.5;
+
+ /// Color Filter Defaults
+ defaultEffect["brightness"] = 1.0;
+ defaultEffect["contrast"] = 1.0;
+ defaultEffect["saturation"] = 1.0;
+
+ LLSD& contrastBase = (defaultEffect["contrast_base"] = LLSD::emptyArray());
+ contrastBase.append(1.0);
+ contrastBase.append(1.0);
+ contrastBase.append(1.0);
+ contrastBase.append(0.5);
+ }
+
+ setSelectedEffect("default");
+ */
+}
+
+LLPostProcess::~LLPostProcess(void)
+{
+ invalidate() ;
+}
+
+// static
+void LLPostProcess::initClass(void)
+{
+ //this will cause system to crash at second time login
+ //if first time login fails due to network connection --- bao
+ //***llassert_always(gPostProcess == NULL);
+ //replaced by the following line:
+ if(gPostProcess)
+ return ;
+
+
+ gPostProcess = new LLPostProcess();
+}
+
+// static
+void LLPostProcess::cleanupClass()
+{
+ delete gPostProcess;
+ gPostProcess = NULL;
+}
+
+void LLPostProcess::setSelectedEffect(std::string const & effectName)
+{
+ mSelectedEffectName = effectName;
+ static_cast<LLSD &>(tweaks) = mAllEffects[effectName];
+}
+
+void LLPostProcess::saveEffect(std::string const & effectName)
+{
+ /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
+ mAllEffects[effectName] = tweaks;
+
+ std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
+ //llinfos << "Saving PostProcess Effects settings to " << pathName << llendl;
+
+ llofstream effectsXML(pathName);
+
+ LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter();
+
+ formatter->format(mAllEffects, effectsXML);
+ */
+}
+void LLPostProcess::invalidate()
+{
+ mSceneRenderTexture = NULL ;
+ mNoiseTexture = NULL ;
+ mTempBloomTexture = NULL ;
+ initialized = FALSE ;
+}
+
+void LLPostProcess::apply(unsigned int width, unsigned int height)
+{
+ if (!initialized || width != screenW || height != screenH){
+ initialize(width, height);
+ }
+ if (shadersEnabled()){
+ doEffects();
+ }
+}
+
+void LLPostProcess::initialize(unsigned int width, unsigned int height)
+{
+ screenW = width;
+ screenH = height;
+ createTexture(mSceneRenderTexture, screenW, screenH);
+ initialized = true;
+
+ checkError();
+ createNightVisionShader();
+ createBloomShader();
+ createColorFilterShader();
+ checkError();
+}
+
+inline bool LLPostProcess::shadersEnabled(void)
+{
+ return (tweaks.useColorFilter().asBoolean() ||
+ tweaks.useNightVisionShader().asBoolean() ||
+ tweaks.useBloomShader().asBoolean() );
+
+}
+
+void LLPostProcess::applyShaders(void)
+{
+ if (tweaks.useColorFilter()){
+ applyColorFilterShader();
+ checkError();
+ }
+ if (tweaks.useNightVisionShader()){
+ /// If any of the above shaders have been called update the frame buffer;
+ if (tweaks.useColorFilter())
+ {
+ U32 tex = mSceneRenderTexture->getTexName() ;
+ copyFrameBuffer(tex, screenW, screenH);
+ }
+ applyNightVisionShader();
+ checkError();
+ }
+ if (tweaks.useBloomShader()){
+ /// If any of the above shaders have been called update the frame buffer;
+ if (tweaks.useColorFilter().asBoolean() || tweaks.useNightVisionShader().asBoolean())
+ {
+ U32 tex = mSceneRenderTexture->getTexName() ;
+ copyFrameBuffer(tex, screenW, screenH);
+ }
+ applyBloomShader();
+ checkError();
+ }
+}
+
+void LLPostProcess::applyColorFilterShader(void)
+{
+ /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
+ gPostColorFilterProgram.bind();
+
+ gGL.getTexUnit(0)->activate();
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
+
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, sceneRenderTexture);
+
+ getShaderUniforms(colorFilterUniforms, gPostColorFilterProgram.mProgramObject);
+ glUniform1iARB(colorFilterUniforms["RenderTexture"], 0);
+ glUniform1fARB(colorFilterUniforms["brightness"], tweaks.getBrightness());
+ glUniform1fARB(colorFilterUniforms["contrast"], tweaks.getContrast());
+ float baseI = (tweaks.getContrastBaseR() + tweaks.getContrastBaseG() + tweaks.getContrastBaseB()) / 3.0f;
+ baseI = tweaks.getContrastBaseIntensity() / ((baseI < 0.001f) ? 0.001f : baseI);
+ float baseR = tweaks.getContrastBaseR() * baseI;
+ float baseG = tweaks.getContrastBaseG() * baseI;
+ float baseB = tweaks.getContrastBaseB() * baseI;
+ glUniform3fARB(colorFilterUniforms["contrastBase"], baseR, baseG, baseB);
+ glUniform1fARB(colorFilterUniforms["saturation"], tweaks.getSaturation());
+ glUniform3fARB(colorFilterUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B);
+
+ LLGLEnable blend(GL_BLEND);
+ gGL.setSceneBlendType(LLRender::BT_REPLACE);
+ LLGLDepthTest depth(GL_FALSE);
+
+ /// Draw a screen space quad
+ drawOrthoQuad(screenW, screenH, QUAD_NORMAL);
+ gPostColorFilterProgram.unbind();
+ */
+}
+
+void LLPostProcess::createColorFilterShader(void)
+{
+ /// Define uniform names
+ colorFilterUniforms[sRenderTexture] = 0;
+ colorFilterUniforms[sBrightness] = 0;
+ colorFilterUniforms[sContrast] = 0;
+ colorFilterUniforms[sContrastBase] = 0;
+ colorFilterUniforms[sSaturation] = 0;
+ colorFilterUniforms[sLumWeights] = 0;
+}
+
+void LLPostProcess::applyNightVisionShader(void)
+{
+ /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
+ gPostNightVisionProgram.bind();
+
+ gGL.getTexUnit(0)->activate();
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
+
+ getShaderUniforms(nightVisionUniforms, gPostNightVisionProgram.mProgramObject);
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, sceneRenderTexture);
+ glUniform1iARB(nightVisionUniforms["RenderTexture"], 0);
+
+ gGL.getTexUnit(1)->activate();
+ gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
+
+ gGL.getTexUnit(1)->bindManual(LLTexUnit::TT_TEXTURE, noiseTexture);
+ glUniform1iARB(nightVisionUniforms["NoiseTexture"], 1);
+
+
+ glUniform1fARB(nightVisionUniforms["brightMult"], tweaks.getBrightMult());
+ glUniform1fARB(nightVisionUniforms["noiseStrength"], tweaks.getNoiseStrength());
+ noiseTextureScale = 0.01f + ((101.f - tweaks.getNoiseSize()) / 100.f);
+ noiseTextureScale *= (screenH / NOISE_SIZE);
+
+
+ glUniform3fARB(nightVisionUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B);
+
+ LLGLEnable blend(GL_BLEND);
+ gGL.setSceneBlendType(LLRender::BT_REPLACE);
+ LLGLDepthTest depth(GL_FALSE);
+
+ /// Draw a screen space quad
+ drawOrthoQuad(screenW, screenH, QUAD_NOISE);
+ gPostNightVisionProgram.unbind();
+ gGL.getTexUnit(0)->activate();
+ */
+}
+
+void LLPostProcess::createNightVisionShader(void)
+{
+ /// Define uniform names
+ nightVisionUniforms[sRenderTexture] = 0;
+ nightVisionUniforms[sNoiseTexture] = 0;
+ nightVisionUniforms[sBrightMult] = 0;
+ nightVisionUniforms[sNoiseStrength] = 0;
+ nightVisionUniforms[sLumWeights] = 0;
+
+ createNoiseTexture(mNoiseTexture);
+}
+
+void LLPostProcess::applyBloomShader(void)
+{
+
+}
+
+void LLPostProcess::createBloomShader(void)
+{
+ createTexture(mTempBloomTexture, unsigned(screenW * 0.5), unsigned(screenH * 0.5));
+
+ /// Create Bloom Extract Shader
+ bloomExtractUniforms[sRenderTexture] = 0;
+ bloomExtractUniforms[sExtractLow] = 0;
+ bloomExtractUniforms[sExtractHigh] = 0;
+ bloomExtractUniforms[sLumWeights] = 0;
+
+ /// Create Bloom Blur Shader
+ 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
+ glslUniforms::iterator i;
+ for (i = uniforms.begin(); i != uniforms.end(); ++i){
+ i->second = glGetUniformLocationARB(prog, i->first.String().c_str());
+ }
+}
+
+void LLPostProcess::doEffects(void)
+{
+ /// Save GL State
+ glPushAttrib(GL_ALL_ATTRIB_BITS);
+ glPushClientAttrib(GL_ALL_ATTRIB_BITS);
+
+ /// Copy the screen buffer to the render texture
+ {
+ U32 tex = mSceneRenderTexture->getTexName() ;
+ copyFrameBuffer(tex, screenW, screenH);
+ }
+
+ /// Clear the frame buffer.
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /// Change to an orthogonal view
+ viewOrthogonal(screenW, screenH);
+
+ checkError();
+ applyShaders();
+
+ LLGLSLShader::bindNoShader();
+ checkError();
+
+ /// Change to a perspective view
+ viewPerspective();
+
+ /// Reset GL State
+ glPopClientAttrib();
+ glPopAttrib();
+ checkError();
+}
+
+void LLPostProcess::copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height)
+{
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture);
+ glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 0, 0, width, height, 0);
+}
+
+void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadType type)
+{
+#if 0
+ float noiseX = 0.f;
+ float noiseY = 0.f;
+ float screenRatio = 1.0f;
+
+ if (type == QUAD_NOISE){
+ noiseX = ((float) rand() / (float) RAND_MAX);
+ noiseY = ((float) rand() / (float) RAND_MAX);
+ screenRatio = (float) width / (float) height;
+ }
+
+
+ glBegin(GL_QUADS);
+ if (type != QUAD_BLOOM_EXTRACT){
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height);
+ } else {
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height * 2.0f);
+ }
+ if (type == QUAD_NOISE){
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
+ noiseX,
+ noiseTextureScale + noiseY);
+ } else if (type == QUAD_BLOOM_COMBINE){
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, (GLfloat) height * 0.5f);
+ }
+ glVertex2f(0.f, (GLfloat) screenH - height);
+
+ if (type != QUAD_BLOOM_EXTRACT){
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f);
+ } else {
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f);
+ }
+ if (type == QUAD_NOISE){
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
+ noiseX,
+ noiseY);
+ } else if (type == QUAD_BLOOM_COMBINE){
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, 0.f);
+ }
+ glVertex2f(0.f, (GLfloat) height + (screenH - height));
+
+
+ if (type != QUAD_BLOOM_EXTRACT){
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, 0.f);
+ } else {
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, 0.f);
+ }
+ if (type == QUAD_NOISE){
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
+ screenRatio * noiseTextureScale + noiseX,
+ noiseY);
+ } else if (type == QUAD_BLOOM_COMBINE){
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, 0.f);
+ }
+ glVertex2f((GLfloat) width, (GLfloat) height + (screenH - height));
+
+
+ if (type != QUAD_BLOOM_EXTRACT){
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, (GLfloat) height);
+ } else {
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, (GLfloat) height * 2.0f);
+ }
+ if (type == QUAD_NOISE){
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
+ screenRatio * noiseTextureScale + noiseX,
+ noiseTextureScale + noiseY);
+ } else if (type == QUAD_BLOOM_COMBINE){
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, (GLfloat) height * 0.5f);
+ }
+ glVertex2f((GLfloat) width, (GLfloat) screenH - height);
+ glEnd();
+#endif
+}
+
+void LLPostProcess::viewOrthogonal(unsigned int width, unsigned int height)
+{
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.ortho( 0.f, (GLdouble) width , (GLdouble) height , 0.f, -1.f, 1.f );
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+}
+
+void LLPostProcess::viewPerspective(void)
+{
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+}
+
+void LLPostProcess::changeOrthogonal(unsigned int width, unsigned int height)
+{
+ viewPerspective();
+ viewOrthogonal(width, height);
+}
+
+void LLPostProcess::createTexture(LLPointer<LLImageGL>& texture, unsigned int width, unsigned int height)
+{
+ std::vector<GLubyte> data(width * height * 4, 0) ;
+
+ texture = new LLImageGL(FALSE) ;
+ if(texture->createGLTexture())
+ {
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture->getTexName());
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ }
+}
+
+void LLPostProcess::createNoiseTexture(LLPointer<LLImageGL>& texture)
+{
+ std::vector<GLubyte> buffer(NOISE_SIZE * NOISE_SIZE);
+ for (unsigned int i = 0; i < NOISE_SIZE; i++){
+ for (unsigned int k = 0; k < NOISE_SIZE; k++){
+ buffer[(i * NOISE_SIZE) + k] = (GLubyte)((double) rand() / ((double) RAND_MAX + 1.f) * 255.f);
+ }
+ }
+
+ texture = new LLImageGL(FALSE) ;
+ if(texture->createGLTexture())
+ {
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture->getTexName());
+ LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_LUMINANCE, NOISE_SIZE, NOISE_SIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0]);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
+ }
+}
+
+bool LLPostProcess::checkError(void)
+{
+ GLenum glErr;
+ bool retCode = false;
+
+ glErr = glGetError();
+ while (glErr != GL_NO_ERROR)
+ {
+ // shaderErrorLog << (const char *) gluErrorString(glErr) << std::endl;
+ char const * err_str_raw = (const char *) gluErrorString(glErr);
+
+ if(err_str_raw == NULL)
+ {
+ std::ostringstream err_builder;
+ err_builder << "unknown error number " << glErr;
+ mShaderErrorString = err_builder.str();
+ }
+ else
+ {
+ mShaderErrorString = err_str_raw;
+ }
+
+ retCode = true;
+ glErr = glGetError();
+ }
+ return retCode;
+}
+
+void LLPostProcess::checkShaderError(GLhandleARB shader)
+{
+ GLint infologLength = 0;
+ GLint charsWritten = 0;
+ GLchar *infoLog;
+
+ checkError(); // Check for OpenGL errors
+
+ glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &infologLength);
+
+ checkError(); // Check for OpenGL errors
+
+ if (infologLength > 0)
+ {
+ infoLog = (GLchar *)malloc(infologLength);
+ if (infoLog == NULL)
+ {
+ /// Could not allocate infolog buffer
+ return;
+ }
+ glGetInfoLogARB(shader, infologLength, &charsWritten, infoLog);
+ // shaderErrorLog << (char *) infoLog << std::endl;
+ mShaderErrorString = (char *) infoLog;
+ free(infoLog);
+ }
+ checkError(); // Check for OpenGL errors
+}