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+/**
+ * @file llpostprocess.h
+ * @brief LLPostProcess class definition
+ *
+ * $LicenseInfo:firstyear=2007&license=viewergpl$
+ *
+ * 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.
+ * $/LicenseInfo$
+ */
+
+#ifndef LL_POSTPROCESS_H
+#define LL_POSTPROCESS_H
+
+#include <map>
+#include <fstream>
+#include "llgl.h"
+#include "llglheaders.h"
+
+class LLPostProcess
+{
+public:
+
+ typedef enum _QuadType {
+ QUAD_NORMAL,
+ QUAD_NOISE,
+ QUAD_BLOOM_EXTRACT,
+ QUAD_BLOOM_COMBINE
+ } QuadType;
+
+ /// GLSL Shader Encapsulation Struct
+ typedef std::map<const char *, GLuint> glslUniforms;
+
+ struct PostProcessTweaks : public LLSD {
+ inline PostProcessTweaks() : LLSD(LLSD::emptyMap())
+ {
+ }
+
+ inline LLSD & brightMult() {
+ return (*this)["brightness_multiplier"];
+ }
+
+ inline LLSD & noiseStrength() {
+ return (*this)["noise_strength"];
+ }
+
+ inline LLSD & noiseSize() {
+ return (*this)["noise_size"];
+ }
+
+ inline LLSD & extractLow() {
+ return (*this)["extract_low"];
+ }
+
+ inline LLSD & extractHigh() {
+ return (*this)["extract_high"];
+ }
+
+ inline LLSD & bloomWidth() {
+ return (*this)["bloom_width"];
+ }
+
+ inline LLSD & bloomStrength() {
+ return (*this)["bloom_strength"];
+ }
+
+ inline LLSD & brightness() {
+ return (*this)["brightness"];
+ }
+
+ inline LLSD & contrast() {
+ return (*this)["contrast"];
+ }
+
+ inline LLSD & contrastBaseR() {
+ return (*this)["contrast_base"][0];
+ }
+
+ inline LLSD & contrastBaseG() {
+ return (*this)["contrast_base"][1];
+ }
+
+ inline LLSD & contrastBaseB() {
+ return (*this)["contrast_base"][2];
+ }
+
+ inline LLSD & contrastBaseIntensity() {
+ return (*this)["contrast_base"][3];
+ }
+
+ inline LLSD & saturation() {
+ return (*this)["saturation"];
+ }
+
+ inline LLSD & useNightVisionShader() {
+ return (*this)["enable_night_vision"];
+ }
+
+ inline LLSD & useBloomShader() {
+ return (*this)["enable_bloom"];
+ }
+
+ inline LLSD & useColorFilter() {
+ return (*this)["enable_color_filter"];
+ }
+
+
+ inline F32 getBrightMult() const {
+ return F32((*this)["brightness_multiplier"].asReal());
+ }
+
+ inline F32 getNoiseStrength() const {
+ return F32((*this)["noise_strength"].asReal());
+ }
+
+ inline F32 getNoiseSize() const {
+ return F32((*this)["noise_size"].asReal());
+ }
+
+ inline F32 getExtractLow() const {
+ return F32((*this)["extract_low"].asReal());
+ }
+
+ inline F32 getExtractHigh() const {
+ return F32((*this)["extract_high"].asReal());
+ }
+
+ inline F32 getBloomWidth() const {
+ return F32((*this)["bloom_width"].asReal());
+ }
+
+ inline F32 getBloomStrength() const {
+ return F32((*this)["bloom_strength"].asReal());
+ }
+
+ inline F32 getBrightness() const {
+ return F32((*this)["brightness"].asReal());
+ }
+
+ inline F32 getContrast() const {
+ return F32((*this)["contrast"].asReal());
+ }
+
+ inline F32 getContrastBaseR() const {
+ return F32((*this)["contrast_base"][0].asReal());
+ }
+
+ inline F32 getContrastBaseG() const {
+ return F32((*this)["contrast_base"][1].asReal());
+ }
+
+ inline F32 getContrastBaseB() const {
+ return F32((*this)["contrast_base"][2].asReal());
+ }
+
+ inline F32 getContrastBaseIntensity() const {
+ return F32((*this)["contrast_base"][3].asReal());
+ }
+
+ inline F32 getSaturation() const {
+ return F32((*this)["saturation"].asReal());
+ }
+
+ };
+
+ GLuint sceneRenderTexture;
+ GLuint noiseTexture;
+ GLuint tempBloomTexture;
+ bool initialized;
+ PostProcessTweaks tweaks;
+
+ // the map of all availible effects
+ LLSD mAllEffects;
+
+public:
+ LLPostProcess(void);
+
+ ~LLPostProcess(void);
+
+ void apply(unsigned int width, unsigned int height);
+
+ /// Perform global initialization for this class.
+ static void initClass(void);
+
+ // Cleanup of global data that's only inited once per class.
+ static void cleanupClass();
+
+ void setSelectedEffect(std::string const & effectName);
+
+ inline std::string const & getSelectedEffect(void) const {
+ return mSelectedEffectName;
+ }
+
+ void saveEffect(std::string const & effectName);
+
+private:
+ /// read in from file
+ std::string mShaderErrorString;
+ unsigned int screenW;
+ unsigned int screenH;
+
+ float noiseTextureScale;
+
+ /// Shader Uniforms
+ glslUniforms nightVisionUniforms;
+ glslUniforms bloomExtractUniforms;
+ glslUniforms bloomBlurUniforms;
+ glslUniforms colorFilterUniforms;
+
+ // the name of currently selected effect in mAllEffects
+ // invariant: tweaks == mAllEffects[mSelectedEffectName]
+ std::string mSelectedEffectName;
+
+ /// General functions
+ void initialize(unsigned int width, unsigned int height);
+ void doEffects(void);
+ void applyShaders(void);
+ bool shadersEnabled(void);
+
+ /// Night Vision Functions
+ void createNightVisionShader(void);
+ void applyNightVisionShader(void);
+
+ /// Bloom Functions
+ void createBloomShader(void);
+ void applyBloomShader(void);
+
+ /// Color Filter Functions
+ void createColorFilterShader(void);
+ void applyColorFilterShader(void);
+
+ /// OpenGL Helper Functions
+ void getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog);
+ void createTexture(GLuint & texture, unsigned int width, unsigned int height);
+ void copyFrameBuffer(GLuint & texture, unsigned int width, unsigned int height);
+ void createNoiseTexture(GLuint & texture);
+ bool checkError(void);
+ void checkShaderError(GLhandleARB shader);
+ void drawOrthoQuad(unsigned int width, unsigned int height, QuadType type);
+ void viewOrthogonal(unsigned int width, unsigned int height);
+ void changeOrthogonal(unsigned int width, unsigned int height);
+ void viewPerspective(void);
+};
+
+extern LLPostProcess * gPostProcess;
+
+
+#endif // LL_POSTPROCESS_H