/** * @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 <map> #include <fstream> #include "llgl.h" #include "llglheaders.h" class LLPostProcess { public: typedef enum _QuadType { QUAD_NORMAL, QUAD_NOISE, QUAD_BLOOM_EXTRACT, QUAD_BLOOM_COMBINE } QuadType; /// GLSL Shader Encapsulation Struct typedef std::map<const char *, GLuint> glslUniforms; struct PostProcessTweaks : public LLSD { inline PostProcessTweaks() : LLSD(LLSD::emptyMap()) { } inline LLSD & brightMult() { return (*this)["brightness_multiplier"]; } inline LLSD & noiseStrength() { return (*this)["noise_strength"]; } inline LLSD & noiseSize() { return (*this)["noise_size"]; } inline LLSD & extractLow() { return (*this)["extract_low"]; } inline LLSD & extractHigh() { return (*this)["extract_high"]; } inline LLSD & bloomWidth() { return (*this)["bloom_width"]; } inline LLSD & bloomStrength() { return (*this)["bloom_strength"]; } inline LLSD & brightness() { return (*this)["brightness"]; } inline LLSD & contrast() { return (*this)["contrast"]; } inline LLSD & contrastBaseR() { return (*this)["contrast_base"][0]; } inline LLSD & contrastBaseG() { return (*this)["contrast_base"][1]; } inline LLSD & contrastBaseB() { return (*this)["contrast_base"][2]; } inline LLSD & contrastBaseIntensity() { return (*this)["contrast_base"][3]; } inline LLSD & saturation() { return (*this)["saturation"]; } inline LLSD & useNightVisionShader() { return (*this)["enable_night_vision"]; } inline LLSD & useBloomShader() { return (*this)["enable_bloom"]; } inline LLSD & useColorFilter() { return (*this)["enable_color_filter"]; } inline F32 getBrightMult() const { return F32((*this)["brightness_multiplier"].asReal()); } inline F32 getNoiseStrength() const { return F32((*this)["noise_strength"].asReal()); } inline F32 getNoiseSize() const { return F32((*this)["noise_size"].asReal()); } inline F32 getExtractLow() const { return F32((*this)["extract_low"].asReal()); } inline F32 getExtractHigh() const { return F32((*this)["extract_high"].asReal()); } inline F32 getBloomWidth() const { return F32((*this)["bloom_width"].asReal()); } inline F32 getBloomStrength() const { return F32((*this)["bloom_strength"].asReal()); } inline F32 getBrightness() const { return F32((*this)["brightness"].asReal()); } inline F32 getContrast() const { return F32((*this)["contrast"].asReal()); } inline F32 getContrastBaseR() const { return F32((*this)["contrast_base"][0].asReal()); } inline F32 getContrastBaseG() const { return F32((*this)["contrast_base"][1].asReal()); } inline F32 getContrastBaseB() const { return F32((*this)["contrast_base"][2].asReal()); } inline F32 getContrastBaseIntensity() const { return F32((*this)["contrast_base"][3].asReal()); } inline F32 getSaturation() const { return F32((*this)["saturation"].asReal()); } }; bool initialized; PostProcessTweaks tweaks; // the map of all availible effects LLSD mAllEffects; private: LLPointer<LLImageGL> mSceneRenderTexture ; LLPointer<LLImageGL> mNoiseTexture ; LLPointer<LLImageGL> 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<LLImageGL>& texture, unsigned int width, unsigned int height); void copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height); void createNoiseTexture(LLPointer<LLImageGL>& 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