From f67087b87277dc63096fbf4c42cdc17f84d3fbb8 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 20 Feb 2013 19:30:46 -0600 Subject: MAINT-2370 Add debug setting "RenderAutoMuteRenderCostLimit" that automatically visually mutes avatars above a certain threshold (adjusted by Avatar Mesh Detail Slider) --- indra/llrender/llrender.cpp | 16 ++++++++++++++++ indra/llrender/llrender.h | 1 + indra/llrender/llrendertarget.cpp | 6 ++++++ indra/llrender/llrendertarget.h | 1 + 4 files changed, 24 insertions(+) (limited to 'indra/llrender') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 4597d06260..a12e9caf4c 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -2282,6 +2282,22 @@ void LLRender::diffuseColor4ubv(const U8* c) } } +void LLRender::diffuseColor4ub(U8 r, U8 g, U8 b, U8 a) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); + + if (shader) + { + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r/255.f, g/255.f, b/255.f, a/255.f); + } + else + { + glColor4ub(r,g,b,a); + } +} + + void LLRender::debugTexUnits(void) { LL_INFOS("TextureUnit") << "Active TexUnit: " << mCurrTextureUnitIndex << LL_ENDL; diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 78a310e525..90b1ec2f57 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -388,6 +388,7 @@ public: void diffuseColor4f(F32 r, F32 g, F32 b, F32 a); void diffuseColor4fv(const F32* c); void diffuseColor4ubv(const U8* c); + void diffuseColor4ub(U8 r, U8 g, U8 b, U8 a); void vertexBatchPreTransformed(LLVector3* verts, S32 vert_count); void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count); diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index e35feda2d5..e501d0495b 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -458,6 +458,12 @@ U32 LLRenderTarget::getTexture(U32 attachment) const return mTex[attachment]; } +U32 LLRenderTarget::getNumTextures() const +{ + return mTex.size(); +} + + void LLRenderTarget::bindTexture(U32 index, S32 channel) { gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index)); diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h index cf15f66d31..5cff0a0a21 100644 --- a/indra/llrender/llrendertarget.h +++ b/indra/llrender/llrendertarget.h @@ -113,6 +113,7 @@ public: LLTexUnit::eTextureType getUsage(void) const { return mUsage; } U32 getTexture(U32 attachment = 0) const; + U32 getNumTextures() const; U32 getDepth(void) const { return mDepth; } bool hasStencil() const { return mStencil; } -- cgit v1.2.3 From 2fd0e6e8f9cea68fbfe77282d623e70c64b52469 Mon Sep 17 00:00:00 2001 From: "Graham Madarasz (Graham Linden)" Date: Thu, 21 Feb 2013 16:50:04 -0800 Subject: Merge viewer-cat and resolve conflict with alternate self --- indra/llrender/llrender.cpp | 16 ++++++++++++++++ indra/llrender/llrender.h | 1 + indra/llrender/llrendertarget.cpp | 6 ++++++ indra/llrender/llrendertarget.h | 1 + 4 files changed, 24 insertions(+) (limited to 'indra/llrender') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 4597d06260..a12e9caf4c 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -2282,6 +2282,22 @@ void LLRender::diffuseColor4ubv(const U8* c) } } +void LLRender::diffuseColor4ub(U8 r, U8 g, U8 b, U8 a) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); + + if (shader) + { + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r/255.f, g/255.f, b/255.f, a/255.f); + } + else + { + glColor4ub(r,g,b,a); + } +} + + void LLRender::debugTexUnits(void) { LL_INFOS("TextureUnit") << "Active TexUnit: " << mCurrTextureUnitIndex << LL_ENDL; diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 78a310e525..90b1ec2f57 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -388,6 +388,7 @@ public: void diffuseColor4f(F32 r, F32 g, F32 b, F32 a); void diffuseColor4fv(const F32* c); void diffuseColor4ubv(const U8* c); + void diffuseColor4ub(U8 r, U8 g, U8 b, U8 a); void vertexBatchPreTransformed(LLVector3* verts, S32 vert_count); void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count); diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index e35feda2d5..e501d0495b 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -458,6 +458,12 @@ U32 LLRenderTarget::getTexture(U32 attachment) const return mTex[attachment]; } +U32 LLRenderTarget::getNumTextures() const +{ + return mTex.size(); +} + + void LLRenderTarget::bindTexture(U32 index, S32 channel) { gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index)); diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h index cf15f66d31..5cff0a0a21 100644 --- a/indra/llrender/llrendertarget.h +++ b/indra/llrender/llrendertarget.h @@ -113,6 +113,7 @@ public: LLTexUnit::eTextureType getUsage(void) const { return mUsage; } U32 getTexture(U32 attachment = 0) const; + U32 getNumTextures() const; U32 getDepth(void) const { return mDepth; } bool hasStencil() const { return mStencil; } -- cgit v1.2.3 From f5e5396c3a17b6bcdc4eb49cda304a9047920fe1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 26 Feb 2013 15:15:08 -0600 Subject: MAINT-2371 First set of profile guided optimizations. Reviewed by Graham --- indra/llrender/llgl.cpp | 37 +++++++++++-------- indra/llrender/llglheaders.h | 2 ++ indra/llrender/llrender.cpp | 76 ++++++++++++++++++++++----------------- indra/llrender/llvertexbuffer.cpp | 47 ++++++++++++++---------- indra/llrender/llvertexbuffer.h | 3 +- 5 files changed, 97 insertions(+), 68 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 9d06dd6904..89f1f36297 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -59,6 +59,7 @@ BOOL gDebugGL = FALSE; BOOL gClothRipple = FALSE; BOOL gHeadlessClient = FALSE; BOOL gGLActive = FALSE; +BOOL gGLDebugLoggingEnabled = TRUE; static const std::string HEADLESS_VENDOR_STRING("Linden Lab"); static const std::string HEADLESS_RENDERER_STRING("Headless"); @@ -72,6 +73,7 @@ std::ofstream gFailLog; #define APIENTRY #endif + void APIENTRY gl_debug_callback(GLenum source, GLenum type, GLuint id, @@ -80,22 +82,25 @@ void APIENTRY gl_debug_callback(GLenum source, const GLchar* message, GLvoid* userParam) { - if (severity == GL_DEBUG_SEVERITY_HIGH_ARB) - { - llwarns << "----- GL ERROR --------" << llendl; - } - else + if (gGLDebugLoggingEnabled) { - llwarns << "----- GL WARNING -------" << llendl; - } - llwarns << "Type: " << std::hex << type << llendl; - llwarns << "ID: " << std::hex << id << llendl; - llwarns << "Severity: " << std::hex << severity << llendl; - llwarns << "Message: " << message << llendl; - llwarns << "-----------------------" << llendl; - if (severity == GL_DEBUG_SEVERITY_HIGH_ARB) - { - llerrs << "Halting on GL Error" << llendl; + if (severity == GL_DEBUG_SEVERITY_HIGH_ARB) + { + llwarns << "----- GL ERROR --------" << llendl; + } + else + { + llwarns << "----- GL WARNING -------" << llendl; + } + llwarns << "Type: " << std::hex << type << llendl; + llwarns << "ID: " << std::hex << id << llendl; + llwarns << "Severity: " << std::hex << severity << llendl; + llwarns << "Message: " << message << llendl; + llwarns << "-----------------------" << llendl; + if (severity == GL_DEBUG_SEVERITY_HIGH_ARB) + { + llerrs << "Halting on GL Error" << llendl; + } } } #endif @@ -253,6 +258,7 @@ PFNGLBEGINTRANSFORMFEEDBACKPROC glBeginTransformFeedback = NULL; PFNGLENDTRANSFORMFEEDBACKPROC glEndTransformFeedback = NULL; PFNGLTRANSFORMFEEDBACKVARYINGSPROC glTransformFeedbackVaryings = NULL; PFNGLBINDBUFFERRANGEPROC glBindBufferRange = NULL; +PFNGLBINDBUFFERBASEPROC glBindBufferBase = NULL; //GL_ARB_debug_output PFNGLDEBUGMESSAGECONTROLARBPROC glDebugMessageControlARB = NULL; @@ -1224,6 +1230,7 @@ void LLGLManager::initExtensions() glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC) GLH_EXT_GET_PROC_ADDRESS("glEndTransformFeedback"); glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC) GLH_EXT_GET_PROC_ADDRESS("glTransformFeedbackVaryings"); glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC) GLH_EXT_GET_PROC_ADDRESS("glBindBufferRange"); + glBindBufferBase = (PFNGLBINDBUFFERBASEPROC) GLH_EXT_GET_PROC_ADDRESS("glBindBufferBase"); } if (mHasDebugOutput) { diff --git a/indra/llrender/llglheaders.h b/indra/llrender/llglheaders.h index 509de51f4d..a92ed428da 100644 --- a/indra/llrender/llglheaders.h +++ b/indra/llrender/llglheaders.h @@ -533,6 +533,7 @@ extern PFNGLBEGINTRANSFORMFEEDBACKPROC glBeginTransformFeedback; extern PFNGLENDTRANSFORMFEEDBACKPROC glEndTransformFeedback; extern PFNGLTRANSFORMFEEDBACKVARYINGSPROC glTransformFeedbackVaryings; extern PFNGLBINDBUFFERRANGEPROC glBindBufferRange; +extern PFNGLBINDBUFFERBASEPROC glBindBufferBase; #elif LL_WINDOWS @@ -771,6 +772,7 @@ extern PFNGLBEGINTRANSFORMFEEDBACKPROC glBeginTransformFeedback; extern PFNGLENDTRANSFORMFEEDBACKPROC glEndTransformFeedback; extern PFNGLTRANSFORMFEEDBACKVARYINGSPROC glTransformFeedbackVaryings; extern PFNGLBINDBUFFERRANGEPROC glBindBufferRange; +extern PFNGLBINDBUFFERBASEPROC glBindBufferBase; //GL_ARB_debug_output extern PFNGLDEBUGMESSAGECONTROLARBPROC glDebugMessageControlARB; diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index a12e9caf4c..cb82cbfb74 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -225,46 +225,56 @@ void LLTexUnit::disable(void) bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind) { stop_glerror(); - if (mIndex < 0) return false; - - gGL.flush(); - - LLImageGL* gl_tex = NULL ; - if (texture == NULL || !(gl_tex = texture->getGLTexture())) - { - llwarns << "NULL LLTexUnit::bind texture" << llendl; - return false; - } - - if (!gl_tex->getTexName()) //if texture does not exist + if (mIndex >= 0) { - //if deleted, will re-generate it immediately - texture->forceImmediateUpdate() ; - - gl_tex->forceUpdateBindStats() ; - return texture->bindDefaultImage(mIndex); - } + gGL.flush(); - //in audit, replace the selected texture by the default one. - if ((mCurrTexture != gl_tex->getTexName()) || forceBind) - { - activate(); - enable(gl_tex->getTarget()); - mCurrTexture = gl_tex->getTexName(); - glBindTexture(sGLTextureType[gl_tex->getTarget()], mCurrTexture); - if(gl_tex->updateBindStats(gl_tex->mTextureMemory)) + LLImageGL* gl_tex = NULL ; + if (texture != NULL && (gl_tex = texture->getGLTexture())) { - texture->setActive() ; - texture->updateBindStatsForTester() ; + if (gl_tex->getTexName()) //if texture exists + { + //in audit, replace the selected texture by the default one. + if ((mCurrTexture != gl_tex->getTexName()) || forceBind) + { + activate(); + enable(gl_tex->getTarget()); + mCurrTexture = gl_tex->getTexName(); + glBindTexture(sGLTextureType[gl_tex->getTarget()], mCurrTexture); + if(gl_tex->updateBindStats(gl_tex->mTextureMemory)) + { + texture->setActive() ; + texture->updateBindStatsForTester() ; + } + mHasMipMaps = gl_tex->mHasMipMaps; + if (gl_tex->mTexOptionsDirty) + { + gl_tex->mTexOptionsDirty = false; + setTextureAddressMode(gl_tex->mAddressMode); + setTextureFilteringOption(gl_tex->mFilterOption); + } + } + } + else + { + //if deleted, will re-generate it immediately + texture->forceImmediateUpdate() ; + + gl_tex->forceUpdateBindStats() ; + return texture->bindDefaultImage(mIndex); + } } - mHasMipMaps = gl_tex->mHasMipMaps; - if (gl_tex->mTexOptionsDirty) + else { - gl_tex->mTexOptionsDirty = false; - setTextureAddressMode(gl_tex->mAddressMode); - setTextureFilteringOption(gl_tex->mFilterOption); + llwarns << "NULL LLTexUnit::bind texture" << llendl; + return false; } } + else + { // mIndex < 0 + return false; + } + return true; } diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index dfbd8cd4ee..f152911b24 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -85,6 +85,7 @@ const U32 LL_VBO_POOL_SEED_COUNT = vbo_block_index(LL_VBO_POOL_MAX_SEED_SIZE); //static LLVBOPool LLVertexBuffer::sStreamVBOPool(GL_STREAM_DRAW_ARB, GL_ARRAY_BUFFER_ARB); LLVBOPool LLVertexBuffer::sDynamicVBOPool(GL_DYNAMIC_DRAW_ARB, GL_ARRAY_BUFFER_ARB); +LLVBOPool LLVertexBuffer::sDynamicCopyVBOPool(GL_DYNAMIC_COPY_ARB, GL_ARRAY_BUFFER_ARB); LLVBOPool LLVertexBuffer::sStreamIBOPool(GL_STREAM_DRAW_ARB, GL_ELEMENT_ARRAY_BUFFER_ARB); LLVBOPool LLVertexBuffer::sDynamicIBOPool(GL_DYNAMIC_DRAW_ARB, GL_ELEMENT_ARRAY_BUFFER_ARB); @@ -199,7 +200,10 @@ volatile U8* LLVBOPool::allocate(U32& name, U32 size, bool for_seed) if (LLVertexBuffer::sDisableVBOMapping || mUsage != GL_DYNAMIC_DRAW_ARB) { glBufferDataARB(mType, size, 0, mUsage); - ret = (U8*) ll_aligned_malloc_16(size); + if (mUsage != GL_DYNAMIC_COPY_ARB) + { //data will be provided by application + ret = (U8*) ll_aligned_malloc_16(size); + } } else { //always use a true hint of static draw when allocating non-client-backed buffers @@ -393,6 +397,7 @@ void LLVertexBuffer::seedPools() { sStreamVBOPool.seedPool(); sDynamicVBOPool.seedPool(); + sDynamicCopyVBOPool.seedPool(); sStreamIBOPool.seedPool(); sDynamicIBOPool.seedPool(); } @@ -875,6 +880,7 @@ void LLVertexBuffer::cleanupClass() sDynamicIBOPool.cleanup(); sStreamVBOPool.cleanup(); sDynamicVBOPool.cleanup(); + sDynamicCopyVBOPool.cleanup(); if(sPrivatePoolp) { @@ -911,13 +917,16 @@ S32 LLVertexBuffer::determineUsage(S32 usage) if (ret_usage && ret_usage != GL_STREAM_DRAW_ARB) { //only stream_draw and dynamic_draw are supported when using VBOs, dynamic draw is the default - if (sDisableVBOMapping) - { //always use stream draw if VBO mapping is disabled - ret_usage = GL_STREAM_DRAW_ARB; - } - else + if (ret_usage != GL_DYNAMIC_COPY_ARB) { - ret_usage = GL_DYNAMIC_DRAW_ARB; + if (sDisableVBOMapping) + { //always use stream draw if VBO mapping is disabled + ret_usage = GL_STREAM_DRAW_ARB; + } + else + { + ret_usage = GL_DYNAMIC_DRAW_ARB; + } } } @@ -1067,10 +1076,15 @@ void LLVertexBuffer::genBuffer(U32 size) { mMappedData = sStreamVBOPool.allocate(mGLBuffer, mSize); } - else + else if (mUsage == GL_DYNAMIC_DRAW_ARB) { mMappedData = sDynamicVBOPool.allocate(mGLBuffer, mSize); } + else + { + mMappedData = sDynamicCopyVBOPool.allocate(mGLBuffer, mSize); + } + sGLCount++; } @@ -1820,6 +1834,8 @@ void LLVertexBuffer::unmapBuffer() if (mMappedData && mVertexLocked) { + llassert(mUsage != GL_DYNAMIC_COPY_ARB); + LLFastTimer t(FTM_VBO_UNMAP); bindGLBuffer(true); updated_all = mIndexLocked; //both vertex and index buffers done updating @@ -2094,22 +2110,15 @@ bool LLVertexBuffer::bindGLBuffer(bool force_bind) if (useVBOs() && (force_bind || (mGLBuffer && (mGLBuffer != sGLRenderBuffer || !sVBOActive)))) { - LLFastTimer t(FTM_BIND_GL_BUFFER); - /*if (sMapped) - { - llerrs << "VBO bound while another VBO mapped!" << llendl; - }*/ + //LLFastTimer t(FTM_BIND_GL_BUFFER); <-- this timer is showing up as a hotspot (irony) + glBindBufferARB(GL_ARRAY_BUFFER_ARB, mGLBuffer); sGLRenderBuffer = mGLBuffer; sBindCount++; sVBOActive = true; - if (mGLArray) - { - llassert(sGLRenderArray == mGLArray); - //mCachedRenderBuffer = mGLBuffer; - } - + llassert(!mGLArray || sGLRenderArray == mGLArray); + ret = true; } diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index 11fa4ab6a0..a3400ae80c 100644 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -125,9 +125,10 @@ public: static LLVBOPool sStreamVBOPool; static LLVBOPool sDynamicVBOPool; + static LLVBOPool sDynamicCopyVBOPool; static LLVBOPool sStreamIBOPool; static LLVBOPool sDynamicIBOPool; - + static std::list sAvailableVAOName; static U32 sCurVAOName; -- cgit v1.2.3 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/llglslshader.cpp | 92 +++---- indra/llrender/llglslshader.h | 37 ++- indra/llrender/llpostprocess.cpp | 59 +++-- indra/llrender/llpostprocess.h | 532 +++++++++++++++++++-------------------- 4 files changed, 349 insertions(+), 371 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 7cbf39096e..298a03f32a 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -128,8 +128,8 @@ void LLGLSLShader::unload() stop_glerror(); } -BOOL LLGLSLShader::createShader(vector * attributes, - vector * uniforms, +BOOL LLGLSLShader::createShader(std::vector * attributes, + std::vector * uniforms, U32 varying_count, const char** varyings) { @@ -209,7 +209,8 @@ BOOL LLGLSLShader::createShader(vector * attributes, for (S32 i = 0; i < channel_count; i++) { - uniform1i(llformat("tex%d", i), i); + LLStaticHashedString uniName(llformat("tex%d", i)); + uniform1i(uniName, i); } S32 cur_tex = channel_count; //adjust any texture channels that might have been overwritten @@ -266,7 +267,7 @@ void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count) } } -BOOL LLGLSLShader::mapAttributes(const vector * attributes) +BOOL LLGLSLShader::mapAttributes(const std::vector * attributes) { //before linking, make sure reserved attributes always have consistent locations for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++) @@ -300,7 +301,7 @@ BOOL LLGLSLShader::mapAttributes(const vector * attributes) { for (U32 i = 0; i < numAttributes; i++) { - const char* name = (*attributes)[i].c_str(); + const char* name = (*attributes)[i].String().c_str(); S32 index = glGetAttribLocationARB(mProgramObject, name); if (index != -1) { @@ -316,7 +317,7 @@ BOOL LLGLSLShader::mapAttributes(const vector * attributes) return FALSE; } -void LLGLSLShader::mapUniform(GLint index, const vector * uniforms) +void LLGLSLShader::mapUniform(GLint index, const vector * uniforms) { if (index == -1) { @@ -341,7 +342,8 @@ void LLGLSLShader::mapUniform(GLint index, const vector * uniforms) is_array[0] = 0; } - mUniformMap[name] = location; + LLStaticHashedString hashedName(name); + mUniformMap[hashedName] = location; LL_DEBUGS("ShaderLoading") << "Uniform " << name << " is at location " << location << LL_ENDL; //find the index of this uniform @@ -362,7 +364,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector * uniforms) for (U32 i = 0; i < uniforms->size(); i++) { if ( (mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] == -1) - && ((*uniforms)[i] == name)) + && ((*uniforms)[i].String() == name)) { //found it mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location; @@ -386,7 +388,7 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type) return -1; } -BOOL LLGLSLShader::mapUniforms(const vector * uniforms) +BOOL LLGLSLShader::mapUniforms(const vector * uniforms) { BOOL res = TRUE; @@ -793,18 +795,18 @@ void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, c } } -GLint LLGLSLShader::getUniformLocation(const string& uniform) +GLint LLGLSLShader::getUniformLocation(const LLStaticHashedString& uniform) { GLint ret = -1; if (mProgramObject > 0) { - std::map::iterator iter = mUniformMap.find(uniform); + LLStaticStringTable::iterator iter = mUniformMap.find(uniform); if (iter != mUniformMap.end()) { if (gDebugGL) { stop_glerror(); - if (iter->second != glGetUniformLocationARB(mProgramObject, uniform.c_str())) + if (iter->second != glGetUniformLocationARB(mProgramObject, uniform.String().c_str())) { llerrs << "Uniform does not match." << llendl; } @@ -841,10 +843,10 @@ GLint LLGLSLShader::getAttribLocation(U32 attrib) } } -void LLGLSLShader::uniform1i(const string& uniform, GLint v) +void LLGLSLShader::uniform1i(const LLStaticHashedString& uniform, GLint v) { GLint location = getUniformLocation(uniform); - + if (location >= 0) { std::map::iterator iter = mValue.find(location); @@ -857,10 +859,10 @@ void LLGLSLShader::uniform1i(const string& uniform, GLint v) } } -void LLGLSLShader::uniform1f(const string& uniform, GLfloat v) +void LLGLSLShader::uniform1f(const LLStaticHashedString& uniform, GLfloat v) { GLint location = getUniformLocation(uniform); - + if (location >= 0) { std::map::iterator iter = mValue.find(location); @@ -873,10 +875,10 @@ void LLGLSLShader::uniform1f(const string& uniform, GLfloat v) } } -void LLGLSLShader::uniform2f(const string& uniform, GLfloat x, GLfloat y) +void LLGLSLShader::uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y) { GLint location = getUniformLocation(uniform); - + if (location >= 0) { std::map::iterator iter = mValue.find(location); @@ -890,10 +892,10 @@ void LLGLSLShader::uniform2f(const string& uniform, GLfloat x, GLfloat y) } -void LLGLSLShader::uniform3f(const string& uniform, GLfloat x, GLfloat y, GLfloat z) +void LLGLSLShader::uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z) { GLint location = getUniformLocation(uniform); - + if (location >= 0) { std::map::iterator iter = mValue.find(location); @@ -906,23 +908,7 @@ void LLGLSLShader::uniform3f(const string& uniform, GLfloat x, GLfloat y, GLfloa } } -void LLGLSLShader::uniform4f(const string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w) -{ - GLint location = getUniformLocation(uniform); - - if (location >= 0) - { - std::map::iterator iter = mValue.find(location); - LLVector4 vec(x,y,z,w); - if (iter == mValue.end() || shouldChange(iter->second,vec)) - { - glUniform4fARB(location, x,y,z,w); - mValue[location] = vec; - } - } -} - -void LLGLSLShader::uniform1fv(const string& uniform, U32 count, const GLfloat* v) +void LLGLSLShader::uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v) { GLint location = getUniformLocation(uniform); @@ -938,10 +924,10 @@ void LLGLSLShader::uniform1fv(const string& uniform, U32 count, const GLfloat* v } } -void LLGLSLShader::uniform2fv(const string& uniform, U32 count, const GLfloat* v) +void LLGLSLShader::uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v) { GLint location = getUniformLocation(uniform); - + if (location >= 0) { std::map::iterator iter = mValue.find(location); @@ -954,10 +940,10 @@ void LLGLSLShader::uniform2fv(const string& uniform, U32 count, const GLfloat* v } } -void LLGLSLShader::uniform3fv(const string& uniform, U32 count, const GLfloat* v) +void LLGLSLShader::uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v) { GLint location = getUniformLocation(uniform); - + if (location >= 0) { std::map::iterator iter = mValue.find(location); @@ -970,7 +956,7 @@ void LLGLSLShader::uniform3fv(const string& uniform, U32 count, const GLfloat* v } } -void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* v) +void LLGLSLShader::uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v) { GLint location = getUniformLocation(uniform); @@ -988,27 +974,7 @@ void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* v } } -void LLGLSLShader::uniformMatrix2fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v) -{ - GLint location = getUniformLocation(uniform); - - if (location >= 0) - { - glUniformMatrix2fvARB(location, count, transpose, v); - } -} - -void LLGLSLShader::uniformMatrix3fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v) -{ - GLint location = getUniformLocation(uniform); - - if (location >= 0) - { - glUniformMatrix3fvARB(location, count, transpose, v); - } -} - -void LLGLSLShader::uniformMatrix4fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v) +void LLGLSLShader::uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat* v) { GLint location = getUniformLocation(uniform); diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 5c68cb46eb..bac9af6959 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -75,16 +75,16 @@ public: static bool sNoFixedFunction; void unload(); - BOOL createShader(std::vector * attributes, - std::vector * uniforms, + BOOL createShader(std::vector * attributes, + std::vector * uniforms, U32 varying_count = 0, const char** varyings = NULL); BOOL attachObject(std::string object); void attachObject(GLhandleARB object); void attachObjects(GLhandleARB* objects = NULL, S32 count = 0); - BOOL mapAttributes(const std::vector * attributes); - BOOL mapUniforms(const std::vector * uniforms); - void mapUniform(GLint index, const std::vector * uniforms); + BOOL mapAttributes(const std::vector * attributes); + BOOL mapUniforms(const std::vector *); + void mapUniform(GLint index, const std::vector *); void uniform1i(U32 index, GLint i); void uniform1f(U32 index, GLfloat v); void uniform2f(U32 index, GLfloat x, GLfloat y); @@ -95,29 +95,26 @@ public: void uniform2fv(U32 index, U32 count, const GLfloat* v); void uniform3fv(U32 index, U32 count, const GLfloat* v); void uniform4fv(U32 index, U32 count, const GLfloat* v); - void uniform1i(const std::string& uniform, GLint i); - void uniform1f(const std::string& uniform, GLfloat v); - void uniform2f(const std::string& uniform, GLfloat x, GLfloat y); - void uniform3f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z); - void uniform4f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w); - void uniform1iv(const std::string& uniform, U32 count, const GLint* i); - void uniform1fv(const std::string& uniform, U32 count, const GLfloat* v); - void uniform2fv(const std::string& uniform, U32 count, const GLfloat* v); - void uniform3fv(const std::string& uniform, U32 count, const GLfloat* v); - void uniform4fv(const std::string& uniform, U32 count, const GLfloat* v); void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); - void uniformMatrix2fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v); - void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v); - void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v); + void uniform1i(const LLStaticHashedString& uniform, GLint i); + void uniform1f(const LLStaticHashedString& uniform, GLfloat v); + void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y); + void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z); + void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); + void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); + void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); + void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v); + void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat *v); void setMinimumAlpha(F32 minimum); void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void vertexAttrib4fv(U32 index, GLfloat* v); - GLint getUniformLocation(const std::string& uniform); + //GLint getUniformLocation(const std::string& uniform); + GLint getUniformLocation(const LLStaticHashedString& uniform); GLint getUniformLocation(U32 index); GLint getAttribLocation(U32 attrib); @@ -143,7 +140,7 @@ public: GLhandleARB mProgramObject; std::vector mAttribute; //lookup table of attribute enum to attribute channel std::vector mUniform; //lookup table of uniform enum to uniform location - std::map mUniformMap; //lookup map of uniform name to uniform location + LLStaticStringTable mUniformMap; //lookup map of uniform name to uniform location std::map mValue; //lookup map of uniform location to last known value std::vector mTexture; S32 mActiveTextureChannels; 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()); } } diff --git a/indra/llrender/llpostprocess.h b/indra/llrender/llpostprocess.h index e19de44c60..c380413ec9 100644 --- a/indra/llrender/llpostprocess.h +++ b/indra/llrender/llpostprocess.h @@ -1,266 +1,266 @@ -/** - * @file llpostprocess.h - * @brief LLPostProcess class definition - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ - -#ifndef LL_POSTPROCESS_H -#define LL_POSTPROCESS_H - -#include -#include -#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 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()); - } - - }; - - bool initialized; - PostProcessTweaks tweaks; - - // the map of all availible effects - LLSD mAllEffects; - -private: - LLPointer mSceneRenderTexture ; - LLPointer mNoiseTexture ; - LLPointer mTempBloomTexture ; - -public: - LLPostProcess(void); - - ~LLPostProcess(void); - - void apply(unsigned int width, unsigned int height); - void invalidate() ; - - /// 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(LLPointer& texture, unsigned int width, unsigned int height); - void copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height); - void createNoiseTexture(LLPointer& 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 +/** + * @file llpostprocess.h + * @brief LLPostProcess class definition + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +#ifndef LL_POSTPROCESS_H +#define LL_POSTPROCESS_H + +#include +#include +#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 LLStaticStringTable 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()); + } + + }; + + bool initialized; + PostProcessTweaks tweaks; + + // the map of all availible effects + LLSD mAllEffects; + +private: + LLPointer mSceneRenderTexture ; + LLPointer mNoiseTexture ; + LLPointer mTempBloomTexture ; + +public: + LLPostProcess(void); + + ~LLPostProcess(void); + + void apply(unsigned int width, unsigned int height); + void invalidate() ; + + /// 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(LLPointer& texture, unsigned int width, unsigned int height); + void copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height); + void createNoiseTexture(LLPointer& 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 -- cgit v1.2.3 From 93eaccae6fe6e8442a3c6e5a2d40a408aa44df77 Mon Sep 17 00:00:00 2001 From: "Graham Madarasz (Graham)" Date: Thu, 28 Feb 2013 15:35:14 -0800 Subject: Modify LLInstanceTracker to avoid using a map of strings to find a map of foo to find some pointers --- indra/llrender/llgl.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 823de9d361..133c2de1f5 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -350,10 +350,10 @@ public: Generic pooling scheme for things which use GL names (used for occlusion queries and vertex buffer objects). Prevents thrashing of GL name caches by avoiding calls to glGenFoo and glDeleteFoo. */ -class LLGLNamePool : public LLInstanceTracker +class LLGLNamePool : public INSTANCE_TRACKER(LLGLNamePool) { public: - typedef LLInstanceTracker tracker_t; + typedef INSTANCE_TRACKER(LLGLNamePool) tracker_t; struct NameEntry { -- 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/llglslshader.h | 1 + indra/llrender/llpostprocess.cpp | 1162 +++++++++++++++++++------------------- indra/llrender/llpostprocess.h | 1 + 3 files changed, 583 insertions(+), 581 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index bac9af6959..619c3559ea 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -29,6 +29,7 @@ #include "llgl.h" #include "llrender.h" +#include "llstaticstringtable.h" class LLShaderFeatures { 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 +} diff --git a/indra/llrender/llpostprocess.h b/indra/llrender/llpostprocess.h index c380413ec9..6894505753 100644 --- a/indra/llrender/llpostprocess.h +++ b/indra/llrender/llpostprocess.h @@ -31,6 +31,7 @@ #include #include "llgl.h" #include "llglheaders.h" +#include "llstaticstringtable.h" class LLPostProcess { -- 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') 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 From 609ed855e1160505238378a1be49e2b92e8496f5 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 4 Mar 2013 18:01:42 -0600 Subject: MAINT-2371 More optimizations. Reviewed by Graham --- indra/llrender/llgl.cpp | 11 +++-- indra/llrender/llimagegl.cpp | 34 +++++++++++++-- indra/llrender/llrender.cpp | 10 +++++ indra/llrender/llshadermgr.cpp | 46 +++++++++++++++++++- indra/llrender/llshadermgr.h | 44 ++++++++++++++++++++ indra/llrender/llvertexbuffer.cpp | 88 +++++++++++++++++++-------------------- indra/llrender/llvertexbuffer.h | 4 +- 7 files changed, 182 insertions(+), 55 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 89f1f36297..58bd346c15 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -741,7 +741,7 @@ bool LLGLManager::initGL() #if LL_WINDOWS if (mHasDebugOutput && gDebugGL) { //setup debug output callback - //glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, GL_TRUE); + glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, GL_TRUE); glDebugMessageCallbackARB((GLDEBUGPROCARB) gl_debug_callback, NULL); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); } @@ -1478,7 +1478,7 @@ void do_assert_glerror() void assert_glerror() { - if (!gGLActive) +/* if (!gGLActive) { //llwarns << "GL used while not active!" << llendl; @@ -1487,8 +1487,13 @@ void assert_glerror() //ll_fail("GL used while not active"); } } +*/ - if (gDebugGL) + if (!gDebugGL) + { + //funny looking if for branch prediction -- gDebugGL is almost always false and assert_glerror is called often + } + else { do_assert_glerror(); } diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index a4d7872ec2..ef2648ae98 100755 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -709,9 +709,12 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips) mMipLevels = wpo2(llmax(w, h)); - //use legacy mipmap generation mode - glTexParameteri(mTarget, GL_GENERATE_MIPMAP, GL_TRUE); - + if (!gGLManager.mHasFramebufferObject) + { + //use legacy mipmap generation mode + glTexParameteri(mTarget, GL_GENERATE_MIPMAP, GL_TRUE); + } + LLImageGL::setManualImage(mTarget, 0, mFormatInternal, w, h, mFormatPrimary, mFormatType, @@ -726,6 +729,11 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips) glPixelStorei(GL_UNPACK_SWAP_BYTES, 0); stop_glerror(); } + + if (gGLManager.mHasFramebufferObject) + { + glGenerateMipmap(mTarget); + } } } else @@ -1057,6 +1065,16 @@ void LLImageGL::generateTextures(LLTexUnit::eTextureType type, U32 format, S32 n { bool empty = true; + if (LLRender::sGLCoreProfile) + { + switch (format) + { + case GL_LUMINANCE8: format = GL_RGB8; break; + case GL_LUMINANCE8_ALPHA8: + case GL_ALPHA8: format = GL_RGBA8; break; + } + } + dead_texturelist_t::iterator iter = sDeadTextureList[type].find(format); if (iter != sDeadTextureList[type].end()) @@ -1084,6 +1102,16 @@ void LLImageGL::deleteTextures(LLTexUnit::eTextureType type, U32 format, S32 mip { if (gGLManager.mInited) { + if (LLRender::sGLCoreProfile) + { + switch (format) + { + case GL_LUMINANCE8: format = GL_RGB8; break; + case GL_LUMINANCE8_ALPHA8: + case GL_ALPHA8: format = GL_RGBA8; break; + } + } + if (format == 0 || type == LLTexUnit::TT_CUBE_MAP || mip_levels == -1) { //unknown internal format or unknown number of mip levels, not safe to reuse glDeleteTextures(numTextures, textures); diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index cb82cbfb74..dada27557e 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1070,6 +1070,16 @@ LLRender::~LLRender() void LLRender::init() { + if (sGLCoreProfile && !LLVertexBuffer::sUseVAO) + { //bind a dummy vertex array object so we're core profile compliant +#ifdef GL_ARB_vertex_array_object + U32 ret; + glGenVertexArrays(1, &ret); + glBindVertexArray(ret); +#endif + } + + llassert_always(mBuffer.isNull()) ; stop_glerror(); mBuffer = new LLVertexBuffer(immediate_mask, 0); diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index b6a9a6b653..825f80a6dc 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -974,7 +974,9 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("texture_matrix1"); mReservedUniforms.push_back("texture_matrix2"); mReservedUniforms.push_back("texture_matrix3"); - llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_MATRIX3+1); + mReservedUniforms.push_back("object_plane_s"); + mReservedUniforms.push_back("object_plane_t"); + llassert(mReservedUniforms.size() == LLShaderMgr::OBJECT_PLANE_T+1); mReservedUniforms.push_back("viewport"); @@ -1116,6 +1118,48 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("bloomMap"); mReservedUniforms.push_back("projectionMap"); + mReservedUniforms.push_back("matrixPalette"); + + + mReservedUniforms.reserve(12); + mReservedUniforms.push_back("screenTex"); + mReservedUniforms.push_back("screenDepth"); + mReservedUniforms.push_back("refTex"); + mReservedUniforms.push_back("eyeVec"); + mReservedUniforms.push_back("time"); + mReservedUniforms.push_back("d1"); + mReservedUniforms.push_back("d2"); + mReservedUniforms.push_back("lightDir"); + mReservedUniforms.push_back("specular"); + mReservedUniforms.push_back("lightExp"); + mReservedUniforms.push_back("waterFogColor"); + mReservedUniforms.push_back("waterFogDensity"); + mReservedUniforms.push_back("waterFogKS"); + mReservedUniforms.push_back("refScale"); + mReservedUniforms.push_back("waterHeight"); + mReservedUniforms.push_back("waterPlane"); + mReservedUniforms.push_back("normScale"); + mReservedUniforms.push_back("fresnelScale"); + mReservedUniforms.push_back("fresnelOffset"); + mReservedUniforms.push_back("blurMultiplier"); + mReservedUniforms.push_back("sunAngle"); + mReservedUniforms.push_back("scaledAngle"); + mReservedUniforms.push_back("sunAngle2"); + + mReservedUniforms.push_back("camPosLocal"); + + mReservedUniforms.push_back("gWindDir"); + mReservedUniforms.push_back("gSinWaveParams"); + mReservedUniforms.push_back("gGravity"); + + mReservedUniforms.push_back("detail_0"); + mReservedUniforms.push_back("detail_1"); + mReservedUniforms.push_back("detail_2"); + mReservedUniforms.push_back("detail_3"); + mReservedUniforms.push_back("alpha_ramp"); + + mReservedUniforms.push_back("origin"); + llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); std::set dupe_check; diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index 7a16b7c20f..77e90372e0 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -47,6 +47,8 @@ public: TEXTURE_MATRIX1, TEXTURE_MATRIX2, TEXTURE_MATRIX3, + OBJECT_PLANE_S, + OBJECT_PLANE_T, VIEWPORT, LIGHT_POSITION, LIGHT_DIRECTION, @@ -164,7 +166,49 @@ public: DEFERRED_LIGHT, DEFERRED_BLOOM, DEFERRED_PROJECTION, + + AVATAR_MATRIX, + + WATER_SCREENTEX, + WATER_SCREENDEPTH, + WATER_REFTEX, + WATER_EYEVEC, + WATER_TIME, + WATER_WAVE_DIR1, + WATER_WAVE_DIR2, + WATER_LIGHT_DIR, + WATER_SPECULAR, + WATER_SPECULAR_EXP, + WATER_FOGCOLOR, + WATER_FOGDENSITY, + WATER_FOGKS, + WATER_REFSCALE, + WATER_WATERHEIGHT, + WATER_WATERPLANE, + WATER_NORM_SCALE, + WATER_FRESNEL_SCALE, + WATER_FRESNEL_OFFSET, + WATER_BLUR_MULTIPLIER, + WATER_SUN_ANGLE, + WATER_SCALED_ANGLE, + WATER_SUN_ANGLE2, + + WL_CAMPOSLOCAL, + + AVATAR_WIND, + AVATAR_SINWAVE, + AVATAR_GRAVITY, + + TERRAIN_DETAIL0, + TERRAIN_DETAIL1, + TERRAIN_DETAIL2, + TERRAIN_DETAIL3, + TERRAIN_ALPHARAMP, + + SHINY_ORIGIN, + END_RESERVED_UNIFORMS + } eGLSLReservedUniforms; // singleton pattern implementation diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index f152911b24..1d257d8415 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -202,7 +202,7 @@ volatile U8* LLVBOPool::allocate(U32& name, U32 size, bool for_seed) glBufferDataARB(mType, size, 0, mUsage); if (mUsage != GL_DYNAMIC_COPY_ARB) { //data will be provided by application - ret = (U8*) ll_aligned_malloc_16(size); + ret = (U8*) ll_aligned_malloc(size, 64); } } else @@ -256,7 +256,7 @@ void LLVBOPool::release(U32 name, volatile U8* buffer, U32 size) llassert(vbo_block_size(size) == size); deleteBuffer(name); - ll_aligned_free_16((U8*) buffer); + ll_aligned_free((U8*) buffer); if (mType == GL_ARRAY_BUFFER_ARB) { @@ -1298,7 +1298,7 @@ void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create) //actually allocate space for the vertex buffer if using VBO mapping flush(); - if (gGLManager.mHasVertexArrayObject && useVBOs() && (LLRender::sGLCoreProfile || sUseVAO)) + if (gGLManager.mHasVertexArrayObject && useVBOs() && (sUseVAO)) { #if GL_ARB_vertex_array_object mGLArray = getVAOName(); @@ -1454,21 +1454,18 @@ bool LLVertexBuffer::useVBOs() const //---------------------------------------------------------------------------- -bool expand_region(LLVertexBuffer::MappedRegion& region, S32 index, S32 count) +bool expand_region(LLVertexBuffer::MappedRegion& region, S32 start, S32 end) { - S32 end = index+count; - S32 region_end = region.mIndex+region.mCount; - if (end < region.mIndex || - index > region_end) + start > region.mEnd) { //gap exists, do not merge return false; } - S32 new_end = llmax(end, region_end); - S32 new_index = llmin(index, region.mIndex); - region.mIndex = new_index; - region.mCount = new_end-new_index; + region.mEnd = llmax(end, region.mEnd); + region.mIndex = llmin(start, region.mIndex); + region.mCount = region.mEnd-region.mIndex; + return true; } @@ -1478,7 +1475,6 @@ static LLFastTimer::DeclareTimer FTM_VBO_MAP_BUFFER("VBO Map"); // Map for data access volatile U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_range) { - bindGLBuffer(true); if (mFinal) { llerrs << "LLVertexBuffer::mapVeretxBuffer() called on a finalized buffer." << llendl; @@ -1499,23 +1495,23 @@ volatile U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, boo bool mapped = false; //see if range is already mapped - for (U32 i = 0; i < mMappedVertexRegions.size(); ++i) + S32 start_index = mOffsets[type]+index*sTypeSize[type]; + S32 end_index = start_index+count*sTypeSize[type]; + + for (std::vector::iterator iter = mMappedVertexRegions.begin(), end = mMappedVertexRegions.end(); iter != end; ++iter) { - MappedRegion& region = mMappedVertexRegions[i]; - if (region.mType == type) + MappedRegion& region = *iter; + if (expand_region(region, index, end_index)) { - if (expand_region(region, index, count)) - { - mapped = true; - break; - } + mapped = true; + break; } } if (!mapped) { //not already mapped, map new region - MappedRegion region(type, mMappable && map_range ? -1 : index, count); + MappedRegion region(mMappable && map_range ? -1 : start_index, end_index-start_index); mMappedVertexRegions.push_back(region); } } @@ -1539,6 +1535,7 @@ volatile U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, boo { volatile U8* src = NULL; waitFence(); + bindGLBuffer(); if (gGLManager.mHasMapBufferRange) { if (map_range) @@ -1657,7 +1654,6 @@ static LLFastTimer::DeclareTimer FTM_VBO_MAP_INDEX("IBO Map"); volatile U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range) { - bindGLIndices(true); if (mFinal) { llerrs << "LLVertexBuffer::mapIndexBuffer() called on a finalized buffer." << llendl; @@ -1676,12 +1672,14 @@ volatile U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range count = mNumIndices-index; } + S32 end = index+count; + bool mapped = false; //see if range is already mapped for (U32 i = 0; i < mMappedIndexRegions.size(); ++i) { MappedRegion& region = mMappedIndexRegions[i]; - if (expand_region(region, index, count)) + if (expand_region(region, index, end)) { mapped = true; break; @@ -1691,7 +1689,7 @@ volatile U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range if (!mapped) { //not already mapped, map new region - MappedRegion region(TYPE_INDEX, mMappable && map_range ? -1 : index, count); + MappedRegion region(mMappable && map_range ? -1 : index, count); mMappedIndexRegions.push_back(region); } } @@ -1707,23 +1705,23 @@ volatile U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range sMappedCount++; stop_glerror(); - if (gDebugGL && useVBOs()) - { - GLint elem = 0; - glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem); - - if (elem != mGLIndices) - { - llerrs << "Wrong index buffer bound!" << llendl; - } - } - if(!mMappable) { map_range = false; } else { + bindGLIndices(); + if (gDebugGL && useVBOs()) + { + GLint elem = 0; + glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem); + + if (elem != mGLIndices) + { + llerrs << "Wrong index buffer bound!" << llendl; + } + } volatile U8* src = NULL; waitFence(); if (gGLManager.mHasMapBufferRange) @@ -1837,7 +1835,7 @@ void LLVertexBuffer::unmapBuffer() llassert(mUsage != GL_DYNAMIC_COPY_ARB); LLFastTimer t(FTM_VBO_UNMAP); - bindGLBuffer(true); + bindGLBuffer(); updated_all = mIndexLocked; //both vertex and index buffers done updating if(!mMappable) @@ -1848,8 +1846,8 @@ void LLVertexBuffer::unmapBuffer() for (U32 i = 0; i < mMappedVertexRegions.size(); ++i) { const MappedRegion& region = mMappedVertexRegions[i]; - S32 offset = region.mIndex >= 0 ? mOffsets[region.mType]+sTypeSize[region.mType]*region.mIndex : 0; - S32 length = sTypeSize[region.mType]*region.mCount; + S32 offset = region.mIndex; + S32 length = region.mCount; glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, offset, length, (U8*) mMappedData+offset); stop_glerror(); } @@ -1873,8 +1871,8 @@ void LLVertexBuffer::unmapBuffer() for (U32 i = 0; i < mMappedVertexRegions.size(); ++i) { const MappedRegion& region = mMappedVertexRegions[i]; - S32 offset = region.mIndex >= 0 ? mOffsets[region.mType]+sTypeSize[region.mType]*region.mIndex : 0; - S32 length = sTypeSize[region.mType]*region.mCount; + S32 offset = region.mIndex; + S32 length = region.mCount; if (gGLManager.mHasMapBufferRange) { LLFastTimer t(FTM_VBO_FLUSH_RANGE); @@ -2083,7 +2081,6 @@ bool LLVertexBuffer::bindGLArray() if (mGLArray && sGLRenderArray != mGLArray) { { - LLFastTimer t(FTM_BIND_GL_ARRAY); #if GL_ARB_vertex_array_object glBindVertexArray(mGLArray); #endif @@ -2453,11 +2450,10 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) llglassertok(); } -LLVertexBuffer::MappedRegion::MappedRegion(S32 type, S32 index, S32 count) -: mType(type), mIndex(index), mCount(count) +LLVertexBuffer::MappedRegion::MappedRegion(S32 index, S32 count) +: mIndex(index), mCount(count) { - llassert(mType == LLVertexBuffer::TYPE_INDEX || - mType < LLVertexBuffer::TYPE_TEXTURE_INDEX); + mEnd = mIndex+mCount; } diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index a3400ae80c..52559d3505 100644 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -104,11 +104,11 @@ public: class MappedRegion { public: - S32 mType; S32 mIndex; S32 mCount; + S32 mEnd; - MappedRegion(S32 type, S32 index, S32 count); + MappedRegion(S32 index, S32 count); }; LLVertexBuffer(const LLVertexBuffer& rhs) -- cgit v1.2.3 From 35383790fb250532fa7701638d39a8f1c6a0cf76 Mon Sep 17 00:00:00 2001 From: "Graham Madarasz (Graham Linden)" Date: Tue, 12 Mar 2013 04:40:51 -0700 Subject: Merge pragma warning hack to fix linux build --- indra/llrender/llvertexbuffer.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 1d257d8415..c6f1d76653 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -310,7 +310,7 @@ void LLVBOPool::cleanup() if (r.mClientData) { - ll_aligned_free_16((void*) r.mClientData); + ll_aligned_free((void*) r.mClientData); } l.pop_front(); -- cgit v1.2.3 From 08ae21f52dbbe6245ac8deee0fdfd5df4d3dba53 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 13 Mar 2013 17:07:22 -0500 Subject: MAINT-2410 Extra Particle Parameters -- viewer implementation Reviewed by Kelly and Graham --- indra/llrender/llvertexbuffer.cpp | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 1d257d8415..4460461e12 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -2360,7 +2360,8 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) if (data_mask & MAP_COLOR) { S32 loc = TYPE_COLOR; - void* ptr = (void*)(base + mOffsets[TYPE_COLOR]); + //bind emissive instead of color pointer if emissive is present + void* ptr = (data_mask & MAP_EMISSIVE) ? (void*)(base + mOffsets[TYPE_EMISSIVE]) : (void*)(base + mOffsets[TYPE_COLOR]); glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_COLOR], ptr); } if (data_mask & MAP_EMISSIVE) @@ -2368,6 +2369,12 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) S32 loc = TYPE_EMISSIVE; void* ptr = (void*)(base + mOffsets[TYPE_EMISSIVE]); glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], ptr); + + if (!(data_mask & MAP_COLOR)) + { //map emissive to color channel when color is not also being bound to avoid unnecessary shader swaps + loc = TYPE_COLOR; + glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], ptr); + } } if (data_mask & MAP_WEIGHT) { -- cgit v1.2.3 From 87ba85eaabbfd5fd7ad8ca8136f4783b1d932264 Mon Sep 17 00:00:00 2001 From: simon Date: Wed, 24 Apr 2013 09:35:38 -0700 Subject: =?UTF-8?q?=C3=AF=C2=BB=C2=BFdiff=20-r=2059c7bed66dfd=20indra/llco?= =?UTF-8?q?mmon/lleventapi.h?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- indra/llrender/llgl.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 133c2de1f5..823de9d361 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -350,10 +350,10 @@ public: Generic pooling scheme for things which use GL names (used for occlusion queries and vertex buffer objects). Prevents thrashing of GL name caches by avoiding calls to glGenFoo and glDeleteFoo. */ -class LLGLNamePool : public INSTANCE_TRACKER(LLGLNamePool) +class LLGLNamePool : public LLInstanceTracker { public: - typedef INSTANCE_TRACKER(LLGLNamePool) tracker_t; + typedef LLInstanceTracker tracker_t; struct NameEntry { -- cgit v1.2.3 From b864cecd6c938b18cf05f7695f33f4da3b608a47 Mon Sep 17 00:00:00 2001 From: simon Date: Mon, 13 May 2013 16:34:52 -0700 Subject: De-bork the viewer merge, causing black in-world images. Reviewed by Kelly --- indra/llrender/llimagegl.cpp | 9 +++------ indra/llrender/llshadermgr.cpp | 2 -- 2 files changed, 3 insertions(+), 8 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index 5aef2c972e..0a0429846a 100755 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -715,12 +715,9 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips) mMipLevels = wpo2(llmax(w, h)); - if (!gGLManager.mHasFramebufferObject) - { - //use legacy mipmap generation mode - glTexParameteri(mTarget, GL_GENERATE_MIPMAP, GL_TRUE); - } - + //use legacy mipmap generation mode (note: making this condional can cause rendering issues) + glTexParameteri(mTarget, GL_GENERATE_MIPMAP, GL_TRUE); + LLImageGL::setManualImage(mTarget, 0, mFormatInternal, w, h, mFormatPrimary, mFormatType, diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 825f80a6dc..4893b1d043 100755 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1120,8 +1120,6 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("matrixPalette"); - - mReservedUniforms.reserve(12); mReservedUniforms.push_back("screenTex"); mReservedUniforms.push_back("screenDepth"); mReservedUniforms.push_back("refTex"); -- cgit v1.2.3 From f111b5b1135ee31434acb81d5a3e63e4812e257f Mon Sep 17 00:00:00 2001 From: simon Date: Tue, 14 May 2013 09:24:58 -0700 Subject: Fix EOL characters --- indra/llrender/llpostprocess.h | 534 ++++++++++++++++++++--------------------- 1 file changed, 267 insertions(+), 267 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llpostprocess.h b/indra/llrender/llpostprocess.h index 6894505753..ce17b6693d 100755 --- a/indra/llrender/llpostprocess.h +++ b/indra/llrender/llpostprocess.h @@ -1,267 +1,267 @@ -/** - * @file llpostprocess.h - * @brief LLPostProcess class definition - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ - -#ifndef LL_POSTPROCESS_H -#define LL_POSTPROCESS_H - -#include -#include -#include "llgl.h" -#include "llglheaders.h" -#include "llstaticstringtable.h" - -class LLPostProcess -{ -public: - - typedef enum _QuadType { - QUAD_NORMAL, - QUAD_NOISE, - QUAD_BLOOM_EXTRACT, - QUAD_BLOOM_COMBINE - } QuadType; - - /// GLSL Shader Encapsulation Struct - typedef LLStaticStringTable 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()); - } - - }; - - bool initialized; - PostProcessTweaks tweaks; - - // the map of all availible effects - LLSD mAllEffects; - -private: - LLPointer mSceneRenderTexture ; - LLPointer mNoiseTexture ; - LLPointer mTempBloomTexture ; - -public: - LLPostProcess(void); - - ~LLPostProcess(void); - - void apply(unsigned int width, unsigned int height); - void invalidate() ; - - /// 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(LLPointer& texture, unsigned int width, unsigned int height); - void copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height); - void createNoiseTexture(LLPointer& 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 +/** + * @file llpostprocess.h + * @brief LLPostProcess class definition + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +#ifndef LL_POSTPROCESS_H +#define LL_POSTPROCESS_H + +#include +#include +#include "llgl.h" +#include "llglheaders.h" +#include "llstaticstringtable.h" + +class LLPostProcess +{ +public: + + typedef enum _QuadType { + QUAD_NORMAL, + QUAD_NOISE, + QUAD_BLOOM_EXTRACT, + QUAD_BLOOM_COMBINE + } QuadType; + + /// GLSL Shader Encapsulation Struct + typedef LLStaticStringTable 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()); + } + + }; + + bool initialized; + PostProcessTweaks tweaks; + + // the map of all availible effects + LLSD mAllEffects; + +private: + LLPointer mSceneRenderTexture ; + LLPointer mNoiseTexture ; + LLPointer mTempBloomTexture ; + +public: + LLPostProcess(void); + + ~LLPostProcess(void); + + void apply(unsigned int width, unsigned int height); + void invalidate() ; + + /// 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(LLPointer& texture, unsigned int width, unsigned int height); + void copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height); + void createNoiseTexture(LLPointer& 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 -- cgit v1.2.3 From abdbf45aaa05f201afd9e2f6c6be87150be2c890 Mon Sep 17 00:00:00 2001 From: simon Date: Mon, 20 May 2013 11:18:12 -0700 Subject: MAINT-2616 : Updated my Intel driver and now have orange in buttons and Inventory pull down bar causing blinks to screen. Pulled in FS code, Reviewed by Kelly --- indra/llrender/llglslshader.cpp | 1 + indra/llrender/llglslshader.h | 3 +++ indra/llrender/llrender2dutils.cpp | 22 ++++++++++++++++++++-- 3 files changed, 24 insertions(+), 2 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 298a03f32a..8a0ca95a78 100755 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -57,6 +57,7 @@ bool LLGLSLShader::sNoFixedFunction = false; //UI shader -- declared here so llui_libtest will link properly LLGLSLShader gUIProgram; LLGLSLShader gSolidColorProgram; +LLGLSLShader gSolidColorProgramIntel; BOOL shouldChange(const LLVector4& v1, const LLVector4& v2) { diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 019d5a86d6..cd097b8e0b 100755 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -160,5 +160,8 @@ extern LLGLSLShader gSolidColorProgram; //Alpha mask shader (declared here so llappearance can access properly) extern LLGLSLShader gAlphaMaskProgram; +// Solid color Shader for Intel Graphics +extern LLGLSLShader gSolidColorProgramIntel; + #endif diff --git a/indra/llrender/llrender2dutils.cpp b/indra/llrender/llrender2dutils.cpp index d3cfbaf03a..3c6848efaa 100644 --- a/indra/llrender/llrender2dutils.cpp +++ b/indra/llrender/llrender2dutils.cpp @@ -443,7 +443,16 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex { if (LLGLSLShader::sNoFixedFunction) { - gSolidColorProgram.bind(); + // When running with a intel gfx card, do not use the solidcolor?.glsl files. Instead use a custom one + // for those cards. Passing color as a uniform and not a shader attribute + if(gGLManager.mIsIntel) + { + gSolidColorProgramIntel.bind(); + } + else + { + gSolidColorProgram.bind(); + } } else { @@ -454,7 +463,16 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex gGL.getTexUnit(0)->bind(image, true); - gGL.color4fv(color.mV); + // When running with a intel gfx card, do not use the solidcolor?.glsl files. Instead use a custom one + // for those cards. Passing color as a uniform and not a shader attribute + if( solid_color && LLGLSLShader::sNoFixedFunction && gGLManager.mIsIntel ) + { + gGL.diffuseColor4fv(color.mV); + } + else + { + gGL.color4fv(color.mV); + } const S32 NUM_VERTICES = 9 * 4; // 9 quads LLVector2 uv[NUM_VERTICES]; -- cgit v1.2.3 From 473474b94969799d2835191072c5bca1b7d431d8 Mon Sep 17 00:00:00 2001 From: simon Date: Wed, 22 May 2013 16:51:42 -0700 Subject: Revert changes for MAINT-2616 due to licensing issues, need a full patch submitted to be acceptable --- indra/llrender/llglslshader.cpp | 1 - indra/llrender/llglslshader.h | 3 --- indra/llrender/llrender2dutils.cpp | 22 ++-------------------- 3 files changed, 2 insertions(+), 24 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 8a0ca95a78..298a03f32a 100755 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -57,7 +57,6 @@ bool LLGLSLShader::sNoFixedFunction = false; //UI shader -- declared here so llui_libtest will link properly LLGLSLShader gUIProgram; LLGLSLShader gSolidColorProgram; -LLGLSLShader gSolidColorProgramIntel; BOOL shouldChange(const LLVector4& v1, const LLVector4& v2) { diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index cd097b8e0b..019d5a86d6 100755 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -160,8 +160,5 @@ extern LLGLSLShader gSolidColorProgram; //Alpha mask shader (declared here so llappearance can access properly) extern LLGLSLShader gAlphaMaskProgram; -// Solid color Shader for Intel Graphics -extern LLGLSLShader gSolidColorProgramIntel; - #endif diff --git a/indra/llrender/llrender2dutils.cpp b/indra/llrender/llrender2dutils.cpp index 3c6848efaa..d3cfbaf03a 100644 --- a/indra/llrender/llrender2dutils.cpp +++ b/indra/llrender/llrender2dutils.cpp @@ -443,16 +443,7 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex { if (LLGLSLShader::sNoFixedFunction) { - // When running with a intel gfx card, do not use the solidcolor?.glsl files. Instead use a custom one - // for those cards. Passing color as a uniform and not a shader attribute - if(gGLManager.mIsIntel) - { - gSolidColorProgramIntel.bind(); - } - else - { - gSolidColorProgram.bind(); - } + gSolidColorProgram.bind(); } else { @@ -463,16 +454,7 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex gGL.getTexUnit(0)->bind(image, true); - // When running with a intel gfx card, do not use the solidcolor?.glsl files. Instead use a custom one - // for those cards. Passing color as a uniform and not a shader attribute - if( solid_color && LLGLSLShader::sNoFixedFunction && gGLManager.mIsIntel ) - { - gGL.diffuseColor4fv(color.mV); - } - else - { - gGL.color4fv(color.mV); - } + gGL.color4fv(color.mV); const S32 NUM_VERTICES = 9 * 4; // 9 quads LLVector2 uv[NUM_VERTICES]; -- cgit v1.2.3