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+/**
+ * @file llpostprocess.cpp
+ * @brief LLPostProcess class implementation
+ *
+ * $LicenseInfo:firstyear=2007&license=viewergpl$
+ *
+ * Copyright (c) 2007-2007, Linden Research, Inc.
+ *
+ * Second Life Viewer Source Code
+ * The source code in this file ("Source Code") is provided by Linden Lab
+ * to you under the terms of the GNU General Public License, version 2.0
+ * ("GPL"), unless you have obtained a separate licensing agreement
+ * ("Other License"), formally executed by you and Linden Lab. Terms of
+ * the GPL can be found in doc/GPL-license.txt in this distribution, or
+ * online at http://secondlife.com/developers/opensource/gplv2
+ *
+ * There are special exceptions to the terms and conditions of the GPL as
+ * it is applied to this Source Code. View the full text of the exception
+ * in the file doc/FLOSS-exception.txt in this software distribution, or
+ * online at http://secondlife.com/developers/opensource/flossexception
+ *
+ * By copying, modifying or distributing this software, you acknowledge
+ * that you have read and understood your obligations described above,
+ * and agree to abide by those obligations.
+ *
+ * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
+ * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
+ * COMPLETENESS OR PERFORMANCE.
+ * $/LicenseInfo$
+ */
+
+#include "linden_common.h"
+
+#include "llpostprocess.h"
+#include "llglslshader.h"
+#include "llsdserialize.h"
+#include "llrender.h"
+
+
+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) :
+ sceneRenderTexture(0), noiseTexture(0),
+ tempBloomTexture(0),
+ initialized(false),
+ mAllEffects(LLSD::emptyMap()),
+ screenW(1), screenH(1)
+{
+ /* 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)
+{
+ glDeleteTextures(1, &sceneRenderTexture);
+ glDeleteTextures(1, &noiseTexture);
+ glDeleteTextures(1, &tempBloomTexture);
+}
+
+// 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::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(sceneRenderTexture, 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()){
+ copyFrameBuffer(sceneRenderTexture, 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()){
+ copyFrameBuffer(sceneRenderTexture, 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();
+ glEnable(GL_TEXTURE_RECTANGLE_ARB);
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 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["RenderTexture"] = 0;
+ colorFilterUniforms["brightness"] = 0;
+ colorFilterUniforms["contrast"] = 0;
+ colorFilterUniforms["contrastBase"] = 0;
+ colorFilterUniforms["saturation"] = 0;
+ colorFilterUniforms["lumWeights"] = 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();
+ glEnable(GL_TEXTURE_RECTANGLE_ARB);
+
+ getShaderUniforms(nightVisionUniforms, gPostNightVisionProgram.mProgramObject);
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, sceneRenderTexture);
+ glUniform1iARB(nightVisionUniforms["RenderTexture"], 0);
+
+ gGL.getTexUnit(1)->activate();
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture(GL_TEXTURE_2D, 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["RenderTexture"] = 0;
+ nightVisionUniforms["NoiseTexture"] = 0;
+ nightVisionUniforms["brightMult"] = 0;
+ nightVisionUniforms["noiseStrength"] = 0;
+ nightVisionUniforms["lumWeights"] = 0;
+
+ createNoiseTexture(noiseTexture);
+}
+
+void LLPostProcess::applyBloomShader(void)
+{
+
+}
+
+void LLPostProcess::createBloomShader(void)
+{
+ createTexture(tempBloomTexture, unsigned(screenW * 0.5), unsigned(screenH * 0.5));
+
+ /// Create Bloom Extract Shader
+ bloomExtractUniforms["RenderTexture"] = 0;
+ bloomExtractUniforms["extractLow"] = 0;
+ bloomExtractUniforms["extractHigh"] = 0;
+ bloomExtractUniforms["lumWeights"] = 0;
+
+ /// Create Bloom Blur Shader
+ bloomBlurUniforms["RenderTexture"] = 0;
+ bloomBlurUniforms["bloomStrength"] = 0;
+ bloomBlurUniforms["texelSize"] = 0;
+ bloomBlurUniforms["blurDirection"] = 0;
+ bloomBlurUniforms["blurWidth"] = 0;
+}
+
+void LLPostProcess::getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog)
+{
+ /// Find uniform locations and insert into map
+ std::map<const char *, GLuint>::iterator i;
+ for (i = uniforms.begin(); i != uniforms.end(); ++i){
+ i->second = glGetUniformLocationARB(prog, i->first);
+ }
+}
+
+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
+ copyFrameBuffer(sceneRenderTexture, 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(GLuint & texture, unsigned int width, unsigned int height)
+{
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 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)
+{
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho( 0.f, (GLdouble) width , (GLdouble) height , 0.f, -1.f, 1.f );
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+}
+
+void LLPostProcess::viewPerspective(void)
+{
+ glMatrixMode( GL_PROJECTION );
+ glPopMatrix();
+ glMatrixMode( GL_MODELVIEW );
+ glPopMatrix();
+}
+
+void LLPostProcess::changeOrthogonal(unsigned int width, unsigned int height)
+{
+ viewPerspective();
+ viewOrthogonal(width, height);
+}
+
+void LLPostProcess::createTexture(GLuint & texture, unsigned int width, unsigned int height)
+{
+ if (texture != 0){
+ glDeleteTextures(1, &texture);
+ }
+
+ std::vector<GLubyte> data(width * height * 4, 0);
+
+ glGenTextures(1, &texture);
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+}
+
+void LLPostProcess::createNoiseTexture(GLuint & texture)
+{
+ if (texture != 0){
+ glDeleteTextures(1, &texture);
+ }
+ glGenTextures(1, &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);
+ }
+ }
+ glBindTexture(GL_TEXTURE_2D, texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, NOISE_SIZE, NOISE_SIZE, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[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_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+}
+
+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
+}