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/**
* @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
}
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