/** * @file llpostprocess.cpp * @brief LLPostProcess class implementation * * $LicenseInfo:firstyear=2007&license=viewergpl$ * * Copyright (c) 2007-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "linden_common.h" #include "llpostprocess.h" #include "llglslshader.h" #include "llsdserialize.h" #include "llrender.h" LLPostProcess * gPostProcess = NULL; static const unsigned int NOISE_SIZE = 512; /// CALCULATING LUMINANCE (Using NTSC lum weights) /// http://en.wikipedia.org/wiki/Luma_%28video%29 static const float LUMINANCE_R = 0.299f; static const float LUMINANCE_G = 0.587f; static const float LUMINANCE_B = 0.114f; static const char * const XML_FILENAME = "postprocesseffects.xml"; LLPostProcess::LLPostProcess(void) : sceneRenderTexture(0), noiseTexture(0), tempBloomTexture(0), initialized(false), mAllEffects(LLSD::emptyMap()), screenW(1), screenH(1) { /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender. std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME)); LL_DEBUGS2("AppInit", "Shaders") << "Loading PostProcess Effects settings from " << pathName << LL_ENDL; llifstream effectsXML(pathName); if (effectsXML) { LLPointer parser = new LLSDXMLParser(); parser->parse(effectsXML, mAllEffects, LLSDSerialize::SIZE_UNLIMITED); } if (!mAllEffects.has("default")) { LLSD & defaultEffect = (mAllEffects["default"] = LLSD::emptyMap()); defaultEffect["enable_night_vision"] = LLSD::Boolean(false); defaultEffect["enable_bloom"] = LLSD::Boolean(false); defaultEffect["enable_color_filter"] = LLSD::Boolean(false); /// NVG Defaults defaultEffect["brightness_multiplier"] = 3.0; defaultEffect["noise_size"] = 25.0; defaultEffect["noise_strength"] = 0.4; // TODO BTest potentially add this to tweaks? noiseTextureScale = 1.0f; /// Bloom Defaults defaultEffect["extract_low"] = 0.95; defaultEffect["extract_high"] = 1.0; defaultEffect["bloom_width"] = 2.25; defaultEffect["bloom_strength"] = 1.5; /// Color Filter Defaults defaultEffect["brightness"] = 1.0; defaultEffect["contrast"] = 1.0; defaultEffect["saturation"] = 1.0; LLSD& contrastBase = (defaultEffect["contrast_base"] = LLSD::emptyArray()); contrastBase.append(1.0); contrastBase.append(1.0); contrastBase.append(1.0); contrastBase.append(0.5); } setSelectedEffect("default"); */ } LLPostProcess::~LLPostProcess(void) { glDeleteTextures(1, &sceneRenderTexture); glDeleteTextures(1, &noiseTexture); glDeleteTextures(1, &tempBloomTexture); } // static void LLPostProcess::initClass(void) { //this will cause system to crash at second time login //if first time login fails due to network connection --- bao //***llassert_always(gPostProcess == NULL); //replaced by the following line: if(gPostProcess) return ; gPostProcess = new LLPostProcess(); } // static void LLPostProcess::cleanupClass() { delete gPostProcess; gPostProcess = NULL; } void LLPostProcess::setSelectedEffect(std::string const & effectName) { mSelectedEffectName = effectName; static_cast(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::apply(unsigned int width, unsigned int height) { if (!initialized || width != screenW || height != screenH){ initialize(width, height); } if (shadersEnabled()){ doEffects(); } } void LLPostProcess::initialize(unsigned int width, unsigned int height) { screenW = width; screenH = height; createTexture(sceneRenderTexture, screenW, screenH); initialized = true; checkError(); createNightVisionShader(); createBloomShader(); createColorFilterShader(); checkError(); } inline bool LLPostProcess::shadersEnabled(void) { return (tweaks.useColorFilter().asBoolean() || tweaks.useNightVisionShader().asBoolean() || tweaks.useBloomShader().asBoolean() ); } void LLPostProcess::applyShaders(void) { if (tweaks.useColorFilter()){ applyColorFilterShader(); checkError(); } if (tweaks.useNightVisionShader()){ /// If any of the above shaders have been called update the frame buffer; if (tweaks.useColorFilter()){ copyFrameBuffer(sceneRenderTexture, screenW, screenH); } applyNightVisionShader(); checkError(); } if (tweaks.useBloomShader()){ /// If any of the above shaders have been called update the frame buffer; if (tweaks.useColorFilter().asBoolean() || tweaks.useNightVisionShader().asBoolean()){ copyFrameBuffer(sceneRenderTexture, screenW, screenH); } applyBloomShader(); checkError(); } } void LLPostProcess::applyColorFilterShader(void) { /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender. gPostColorFilterProgram.bind(); gGL.getTexUnit(0)->activate(); glEnable(GL_TEXTURE_RECTANGLE_ARB); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, sceneRenderTexture); getShaderUniforms(colorFilterUniforms, gPostColorFilterProgram.mProgramObject); glUniform1iARB(colorFilterUniforms["RenderTexture"], 0); glUniform1fARB(colorFilterUniforms["brightness"], tweaks.getBrightness()); glUniform1fARB(colorFilterUniforms["contrast"], tweaks.getContrast()); float baseI = (tweaks.getContrastBaseR() + tweaks.getContrastBaseG() + tweaks.getContrastBaseB()) / 3.0f; baseI = tweaks.getContrastBaseIntensity() / ((baseI < 0.001f) ? 0.001f : baseI); float baseR = tweaks.getContrastBaseR() * baseI; float baseG = tweaks.getContrastBaseG() * baseI; float baseB = tweaks.getContrastBaseB() * baseI; glUniform3fARB(colorFilterUniforms["contrastBase"], baseR, baseG, baseB); glUniform1fARB(colorFilterUniforms["saturation"], tweaks.getSaturation()); glUniform3fARB(colorFilterUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B); LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_REPLACE); LLGLDepthTest depth(GL_FALSE); /// Draw a screen space quad drawOrthoQuad(screenW, screenH, QUAD_NORMAL); gPostColorFilterProgram.unbind(); */ } void LLPostProcess::createColorFilterShader(void) { /// Define uniform names colorFilterUniforms["RenderTexture"] = 0; colorFilterUniforms["brightness"] = 0; colorFilterUniforms["contrast"] = 0; colorFilterUniforms["contrastBase"] = 0; colorFilterUniforms["saturation"] = 0; colorFilterUniforms["lumWeights"] = 0; } void LLPostProcess::applyNightVisionShader(void) { /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender. gPostNightVisionProgram.bind(); gGL.getTexUnit(0)->activate(); glEnable(GL_TEXTURE_RECTANGLE_ARB); getShaderUniforms(nightVisionUniforms, gPostNightVisionProgram.mProgramObject); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, sceneRenderTexture); glUniform1iARB(nightVisionUniforms["RenderTexture"], 0); gGL.getTexUnit(1)->activate(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, noiseTexture); glUniform1iARB(nightVisionUniforms["NoiseTexture"], 1); glUniform1fARB(nightVisionUniforms["brightMult"], tweaks.getBrightMult()); glUniform1fARB(nightVisionUniforms["noiseStrength"], tweaks.getNoiseStrength()); noiseTextureScale = 0.01f + ((101.f - tweaks.getNoiseSize()) / 100.f); noiseTextureScale *= (screenH / NOISE_SIZE); glUniform3fARB(nightVisionUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B); LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_REPLACE); LLGLDepthTest depth(GL_FALSE); /// Draw a screen space quad drawOrthoQuad(screenW, screenH, QUAD_NOISE); gPostNightVisionProgram.unbind(); gGL.getTexUnit(0)->activate(); */ } void LLPostProcess::createNightVisionShader(void) { /// Define uniform names nightVisionUniforms["RenderTexture"] = 0; nightVisionUniforms["NoiseTexture"] = 0; nightVisionUniforms["brightMult"] = 0; nightVisionUniforms["noiseStrength"] = 0; nightVisionUniforms["lumWeights"] = 0; createNoiseTexture(noiseTexture); } void LLPostProcess::applyBloomShader(void) { } void LLPostProcess::createBloomShader(void) { createTexture(tempBloomTexture, unsigned(screenW * 0.5), unsigned(screenH * 0.5)); /// Create Bloom Extract Shader bloomExtractUniforms["RenderTexture"] = 0; bloomExtractUniforms["extractLow"] = 0; bloomExtractUniforms["extractHigh"] = 0; bloomExtractUniforms["lumWeights"] = 0; /// Create Bloom Blur Shader bloomBlurUniforms["RenderTexture"] = 0; bloomBlurUniforms["bloomStrength"] = 0; bloomBlurUniforms["texelSize"] = 0; bloomBlurUniforms["blurDirection"] = 0; bloomBlurUniforms["blurWidth"] = 0; } void LLPostProcess::getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog) { /// Find uniform locations and insert into map std::map::iterator i; for (i = uniforms.begin(); i != uniforms.end(); ++i){ i->second = glGetUniformLocationARB(prog, i->first); } } void LLPostProcess::doEffects(void) { /// Save GL State glPushAttrib(GL_ALL_ATTRIB_BITS); glPushClientAttrib(GL_ALL_ATTRIB_BITS); /// Copy the screen buffer to the render texture copyFrameBuffer(sceneRenderTexture, screenW, screenH); /// Clear the frame buffer. glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); /// Change to an orthogonal view viewOrthogonal(screenW, screenH); checkError(); applyShaders(); LLGLSLShader::bindNoShader(); checkError(); /// Change to a perspective view viewPerspective(); /// Reset GL State glPopClientAttrib(); glPopAttrib(); checkError(); } void LLPostProcess::copyFrameBuffer(GLuint & texture, unsigned int width, unsigned int height) { glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture); glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 0, 0, width, height, 0); } void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadType type) { #if 0 float noiseX = 0.f; float noiseY = 0.f; float screenRatio = 1.0f; if (type == QUAD_NOISE){ noiseX = ((float) rand() / (float) RAND_MAX); noiseY = ((float) rand() / (float) RAND_MAX); screenRatio = (float) width / (float) height; } glBegin(GL_QUADS); if (type != QUAD_BLOOM_EXTRACT){ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height); } else { glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height * 2.0f); } if (type == QUAD_NOISE){ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, noiseX, noiseTextureScale + noiseY); } else if (type == QUAD_BLOOM_COMBINE){ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, (GLfloat) height * 0.5f); } glVertex2f(0.f, (GLfloat) screenH - height); if (type != QUAD_BLOOM_EXTRACT){ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f); } else { glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f); } if (type == QUAD_NOISE){ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, noiseX, noiseY); } else if (type == QUAD_BLOOM_COMBINE){ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, 0.f); } glVertex2f(0.f, (GLfloat) height + (screenH - height)); if (type != QUAD_BLOOM_EXTRACT){ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, 0.f); } else { glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, 0.f); } if (type == QUAD_NOISE){ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, screenRatio * noiseTextureScale + noiseX, noiseY); } else if (type == QUAD_BLOOM_COMBINE){ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, 0.f); } glVertex2f((GLfloat) width, (GLfloat) height + (screenH - height)); if (type != QUAD_BLOOM_EXTRACT){ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, (GLfloat) height); } else { glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, (GLfloat) height * 2.0f); } if (type == QUAD_NOISE){ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, screenRatio * noiseTextureScale + noiseX, noiseTextureScale + noiseY); } else if (type == QUAD_BLOOM_COMBINE){ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, (GLfloat) height * 0.5f); } glVertex2f((GLfloat) width, (GLfloat) screenH - height); glEnd(); #endif } void LLPostProcess::viewOrthogonal(unsigned int width, unsigned int height) { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho( 0.f, (GLdouble) width , (GLdouble) height , 0.f, -1.f, 1.f ); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); } void LLPostProcess::viewPerspective(void) { glMatrixMode( GL_PROJECTION ); glPopMatrix(); glMatrixMode( GL_MODELVIEW ); glPopMatrix(); } void LLPostProcess::changeOrthogonal(unsigned int width, unsigned int height) { viewPerspective(); viewOrthogonal(width, height); } void LLPostProcess::createTexture(GLuint & texture, unsigned int width, unsigned int height) { if (texture != 0){ glDeleteTextures(1, &texture); } std::vector data(width * height * 4, 0); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data[0]); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } void LLPostProcess::createNoiseTexture(GLuint & texture) { if (texture != 0){ glDeleteTextures(1, &texture); } glGenTextures(1, &texture); std::vector buffer(NOISE_SIZE * NOISE_SIZE); for (unsigned int i = 0; i < NOISE_SIZE; i++){ for (unsigned int k = 0; k < NOISE_SIZE; k++){ buffer[(i * NOISE_SIZE) + k] = (GLubyte)((double) rand() / ((double) RAND_MAX + 1.f) * 255.f); } } glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, NOISE_SIZE, NOISE_SIZE, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } bool LLPostProcess::checkError(void) { GLenum glErr; bool retCode = false; glErr = glGetError(); while (glErr != GL_NO_ERROR) { // shaderErrorLog << (const char *) gluErrorString(glErr) << std::endl; char const * err_str_raw = (const char *) gluErrorString(glErr); if(err_str_raw == NULL) { std::ostringstream err_builder; err_builder << "unknown error number " << glErr; mShaderErrorString = err_builder.str(); } else { mShaderErrorString = err_str_raw; } retCode = true; glErr = glGetError(); } return retCode; } void LLPostProcess::checkShaderError(GLhandleARB shader) { GLint infologLength = 0; GLint charsWritten = 0; GLchar *infoLog; checkError(); // Check for OpenGL errors glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &infologLength); checkError(); // Check for OpenGL errors if (infologLength > 0) { infoLog = (GLchar *)malloc(infologLength); if (infoLog == NULL) { /// Could not allocate infolog buffer return; } glGetInfoLogARB(shader, infologLength, &charsWritten, infoLog); // shaderErrorLog << (char *) infoLog << std::endl; mShaderErrorString = (char *) infoLog; free(infoLog); } checkError(); // Check for OpenGL errors }