summaryrefslogtreecommitdiff
path: root/indra/llrender/llpostprocess.cpp
blob: 29ec1408d526c669d09f0beeb9e43e98ddc971c0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
/**
 * @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;

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_DEBUGS("AppInit", "Shaders") << "Loading PostProcess Effects settings from " << pathName << LL_ENDL;

    llifstream effectsXML(pathName);

    if (effectsXML)
    {
        LLPointer<LLSDParser> 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<LLSD &>(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));
    //LL_INFOS() << "Saving PostProcess Effects settings to " << pathName << LL_ENDL;

    llofstream effectsXML(pathName);

    LLPointer<LLSDFormatter> 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)
{

}

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)
{

}

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, GLuint & prog)
{
    /// Find uniform locations and insert into map
    glslUniforms::iterator i;
    for (i  = uniforms.begin(); i != uniforms.end(); ++i){
        i->second = glGetUniformLocation(prog, i->first.String().c_str());
    }
}

void LLPostProcess::doEffects(void)
{
    /// Save GL State
#if GL_VERSION_1_1
    glPushAttrib(GL_ALL_ATTRIB_BITS);
    glPushClientAttrib(GL_ALL_ATTRIB_BITS);
#endif

    /// 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::unbind();
    checkError();

    /// Change to a perspective view
    viewPerspective();

    /// Reset GL State
#if GL_VERSION_1_1
    glPopClientAttrib();
    glPopAttrib();
#endif
    checkError();
}

void LLPostProcess::copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height)
{
    gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture);
#if GL_VERSION_3_1
    glCopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 0, 0, width, height, 0);
#endif
}

void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadType type)
{

}

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<LLImageGL>& texture, unsigned int width, unsigned int height)
{
    std::vector<GLubyte> data(width * height * 4, 0) ;

    texture = new LLImageGL(false) ;
    if(texture->createGLTexture())
    {
        gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture->getTexName());
#if GL_VERSION_3_1
        glTexImage2D(GL_TEXTURE_RECTANGLE, 0, 4, width, height, 0,
            GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
#endif
        gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
        gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
    }
}

void LLPostProcess::createNoiseTexture(LLPointer<LLImageGL>& texture)
{
    std::vector<GLubyte> 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;
#if GLU_VERSION_1_1
        char const * err_str_raw = (const char *) gluErrorString(glErr);

        if(err_str_raw == NULL)
        {
#endif
            std::ostringstream err_builder;
            err_builder << "unknown error number " << glErr;
            mShaderErrorString = err_builder.str();
#if GLU_VERSION_1_1
        }
        else
        {
            mShaderErrorString = err_str_raw;
        }
#endif

        retCode = true;
        glErr = glGetError();
    }
    return retCode;
}

void LLPostProcess::checkShaderError(GLuint shader)
{
    GLint infologLength = 0;
    GLint charsWritten  = 0;
    GLchar *infoLog;

    checkError();  // Check for OpenGL errors

    glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologLength);

    checkError();  // Check for OpenGL errors

    if (infologLength > 0)
    {
        infoLog = (GLchar *)malloc(infologLength);
        if (infoLog == NULL)
        {
            /// Could not allocate infolog buffer
            return;
        }
       glGetProgramInfoLog(shader, infologLength, &charsWritten, infoLog);
        // shaderErrorLog << (char *) infoLog << std::endl;
        mShaderErrorString = (char *) infoLog;
        free(infoLog);
    }
    checkError();  // Check for OpenGL errors
}