From df08808640031bd27a11177ea49a08f797d2d570 Mon Sep 17 00:00:00 2001 From: "Graham Madarasz (Graham)" Date: Thu, 28 Feb 2013 09:33:41 -0800 Subject: Improve perf of GLSL uniform lookups by name --- indra/llrender/llpostprocess.cpp | 59 +++++++++++++++++++++++++--------------- 1 file changed, 37 insertions(+), 22 deletions(-) (limited to 'indra/llrender/llpostprocess.cpp') diff --git a/indra/llrender/llpostprocess.cpp b/indra/llrender/llpostprocess.cpp index c0045c8044..21a28e386f 100644 --- 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::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()); } } -- cgit v1.2.3 From dfda8826eb4654845430520dac48c011e058e1c0 Mon Sep 17 00:00:00 2001 From: "Graham Madarasz (Graham)" Date: Fri, 1 Mar 2013 11:21:35 -0800 Subject: Make WL updates use pre-hashed strings for uniform sets --- indra/llrender/llpostprocess.cpp | 1162 +++++++++++++++++++------------------- 1 file changed, 581 insertions(+), 581 deletions(-) (limited to 'indra/llrender/llpostprocess.cpp') 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 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(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 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& texture, unsigned int width, unsigned int height) -{ - std::vector 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& texture) -{ - std::vector 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 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(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 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& texture, unsigned int width, unsigned int height) +{ + std::vector 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& texture) +{ + std::vector 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 +} -- cgit v1.2.3 From 59a0c687807e2a4293708f263f1c8eca2dd86b8f Mon Sep 17 00:00:00 2001 From: "Graham Madarasz (Graham)" Date: Fri, 1 Mar 2013 11:34:33 -0800 Subject: Fix windoze line-endings from missing commit hook fiasco --- indra/llrender/llpostprocess.cpp | 1190 +++++++++++++++++++------------------- 1 file changed, 595 insertions(+), 595 deletions(-) (limited to 'indra/llrender/llpostprocess.cpp') diff --git a/indra/llrender/llpostprocess.cpp b/indra/llrender/llpostprocess.cpp index c51f85ab71..4c36185b08 100644 --- a/indra/llrender/llpostprocess.cpp +++ b/indra/llrender/llpostprocess.cpp @@ -1,595 +1,595 @@ -/** - * @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"); -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; - - -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 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(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 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& texture, unsigned int width, unsigned int height) -{ - std::vector 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& texture) -{ - std::vector 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 -} +/** + * @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"); +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; + + +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 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(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 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& texture, unsigned int width, unsigned int height) +{ + std::vector 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& texture) +{ + std::vector 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 +} -- cgit v1.2.3