A little bit of postprocess shader tinkering.

This commit is contained in:
Shyotl
2012-12-12 03:10:05 -06:00
parent c641cc6394
commit 2424d2a082
7 changed files with 340 additions and 185 deletions

View File

@@ -49,12 +49,63 @@ extern LLGLSLShader gPostNightVisionProgram;
extern LLGLSLShader gPostGaussianBlurProgram;
extern LLGLSLShader gPostPosterizeProgram;
extern LLGLSLShader gPostMotionBlurProgram;
extern LLGLSLShader gPostVignetteProgram;
static const unsigned int NOISE_SIZE = 512;
static const char * const XML_FILENAME = "postprocesseffects.xml";
template<> LLSD LLPostProcessShader::LLShaderSetting<LLVector4>::getDefaultValue()
class LLPostProcessShader : public IPostProcessShader, public LLRefCount
{
public:
LLPostProcessShader(const std::string& enable_name, LLGLSLShader& shader, bool enabled = false) :
mShader(shader), mEnabled(enable_name,enabled)
{
addSetting(mEnabled);
}
/*virtual*/ bool isEnabled() const {return mShader.mProgramObject && mEnabled;}
/*virtual*/ void bindShader() {mShader.bind();}
/*virtual*/ void unbindShader() {mShader.unbind();}
/*virtual*/ LLGLSLShader& getShader() {return mShader;}
/*virtual*/ LLSD getDefaults(); //See IPostProcessShader::getDefaults
/*virtual*/ void loadSettings(const LLSD& settings); //See IPostProcessShader::loadSettings
/*virtual*/ void addSetting(IShaderSettingBase& setting) { mSettings.push_back(&setting); }
protected:
template<typename T>
struct LLShaderSetting : public IShaderSettingBase
{
LLShaderSetting(const std::string& name, T def) :
mValue(def), mDefault(def), mSettingName(name) {}
operator T() const { return mValue; }
T get() const { return mValue; }
/*virtual*/ const std::string& getName() const { return mSettingName; } //See LLShaderSettingBase::getName
/*virtual*/ LLSD getDefaultValue() const { return mDefault; } //See LLShaderSettingBase::getDefaultValue
/*virtual*/ void setValue(const LLSD& value) { mValue = value; } //See LLShaderSettingBase::setValue
private:
const std::string mSettingName; //LLSD key names as found in postprocesseffects.xml. eg 'contrast_base'
T mValue; //The member variable mentioned above.
T mDefault; //Set via ctor. Value is inserted into the defaults LLSD list if absent from postprocesseffects.xml
};
private:
std::vector<IShaderSettingBase*> mSettings; //Contains a list of all the 'settings' this shader uses. Manually add via push_back in ctor.
LLGLSLShader& mShader;
LLShaderSetting<bool> mEnabled;
};
//helpers
class LLPostProcessSinglePassColorShader : public LLPostProcessShader
{
public:
LLPostProcessSinglePassColorShader(const std::string& enable_name, LLGLSLShader& shader, bool enabled = false) :
LLPostProcessShader(enable_name, shader, enabled) {}
/*virtual*/ S32 getColorChannel() const {return 0;}
/*virtual*/ S32 getDepthChannel() const {return -1;}
/*virtual*/ bool draw(U32 pass) {return pass == 1;}
/*virtual*/ void postDraw() {}
};
template<> LLSD LLPostProcessShader::LLShaderSetting<LLVector4>::getDefaultValue() const
{
return mDefault.getValue();
}
@@ -66,223 +117,181 @@ template<> void LLPostProcessShader::LLShaderSetting<LLVector4>::setValue(const
LLSD LLPostProcessShader::getDefaults()
{
LLSD defaults;
for(std::vector<LLShaderSettingBase*>::iterator it=mSettings.begin();it!=mSettings.end();++it)
for(std::vector<IShaderSettingBase*>::iterator it=mSettings.begin();it!=mSettings.end();++it)
{
defaults[(*it)->mSettingName]=(*it)->getDefaultValue();
defaults[(*it)->getName()]=(*it)->getDefaultValue();
}
return defaults;
}
void LLPostProcessShader::loadSettings(const LLSD& settings)
{
for(std::vector<LLShaderSettingBase*>::iterator it=mSettings.begin();it!=mSettings.end();++it)
for(std::vector<IShaderSettingBase*>::iterator it=mSettings.begin();it!=mSettings.end();++it)
{
LLSD value = settings[(*it)->mSettingName];
LLSD value = settings[(*it)->getName()];
(*it)->setValue(value);
}
}
class LLColorFilterShader : public LLPostProcessShader
class LLColorFilterShader : public LLPostProcessSinglePassColorShader
{
private:
LLShaderSetting<bool> mEnabled;
LLShaderSetting<F32> mGamma, mBrightness, mContrast, mSaturation;
LLShaderSetting<LLVector4> mContrastBase;
public:
LLColorFilterShader() :
mEnabled("enable_color_filter",false),
LLColorFilterShader() :
LLPostProcessSinglePassColorShader("enable_color_filter",gPostColorFilterProgram),
mGamma("gamma",1.f),
mBrightness("brightness",1.f),
mContrast("contrast",1.f),
mSaturation("saturation",1.f),
mContrastBase("contrast_base",LLVector4(1.f,1.f,1.f,0.5f))
{
mSettings.push_back(&mEnabled);
mSettings.push_back(&mGamma);
mSettings.push_back(&mBrightness);
mSettings.push_back(&mContrast);
mSettings.push_back(&mSaturation);
mSettings.push_back(&mContrastBase);
addSetting(mGamma);
addSetting(mBrightness);
addSetting(mContrast);
addSetting(mSaturation);
addSetting(mContrastBase);
}
bool isEnabled() { return mEnabled && gPostColorFilterProgram.mProgramObject; }
S32 getColorChannel() { return 0; }
S32 getDepthChannel() { return -1; }
QuadType bind()
/*virtual*/ QuadType preDraw()
{
if(!isEnabled())
return QUAD_NONE;
/// 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;
gPostColorFilterProgram.bind();
getShader().uniform1f("gamma", mGamma);
getShader().uniform1f("brightness", mBrightness);
getShader().uniform1f("contrast", mContrast);
float baseI = (mContrastBase.get()[VX] + mContrastBase.get()[VY] + mContrastBase.get()[VZ]) / 3.0f;
baseI = mContrastBase.get()[VW] / llmax(baseI,0.001f);
float baseR = mContrastBase.get()[VX] * baseI;
float baseG = mContrastBase.get()[VY] * baseI;
float baseB = mContrastBase.get()[VZ] * baseI;
getShader().uniform3fv("contrastBase", 1, LLVector3(baseR, baseG, baseB).mV);
getShader().uniform1f("saturation", mSaturation);
gPostColorFilterProgram.uniform1f("gamma", mGamma);
gPostColorFilterProgram.uniform1f("brightness", mBrightness);
gPostColorFilterProgram.uniform1f("contrast", mContrast);
float baseI = (mContrastBase.mValue[VX] + mContrastBase.mValue[VY] + mContrastBase.mValue[VZ]) / 3.0f;
baseI = mContrastBase.mValue[VW] / ((baseI < 0.001f) ? 0.001f : baseI);
float baseR = mContrastBase.mValue[VX] * baseI;
float baseG = mContrastBase.mValue[VY] * baseI;
float baseB = mContrastBase.mValue[VZ] * baseI;
gPostColorFilterProgram.uniform3fv("contrastBase", 1, LLVector3(baseR, baseG, baseB).mV);
gPostColorFilterProgram.uniform1f("saturation", mSaturation);
gPostColorFilterProgram.uniform3fv("lumWeights", 1, LLVector3(LUMINANCE_R, LUMINANCE_G, LUMINANCE_B).mV);
return QUAD_NORMAL;
}
bool draw(U32 pass) {return pass == 1;}
void unbind()
{
gPostColorFilterProgram.unbind();
}
};
class LLNightVisionShader : public LLPostProcessShader
class LLNightVisionShader : public LLPostProcessSinglePassColorShader
{
private:
LLShaderSetting<bool> mEnabled;
LLShaderSetting<F32> mBrightnessMult, mNoiseStrength;
public:
LLNightVisionShader() :
mEnabled("enable_night_vision",false),
LLPostProcessSinglePassColorShader("enable_night_vision",gPostNightVisionProgram),
mBrightnessMult("brightness_multiplier",3.f),
mNoiseStrength("noise_strength",.4f)
{
mSettings.push_back(&mEnabled);
mSettings.push_back(&mBrightnessMult);
mSettings.push_back(&mNoiseStrength);
addSetting(mBrightnessMult);
addSetting(mNoiseStrength);
}
bool isEnabled() { return mEnabled && gPostNightVisionProgram.mProgramObject; }
S32 getColorChannel() { return 0; }
S32 getDepthChannel() { return -1; }
QuadType bind()
/*virtual*/ QuadType preDraw()
{
if(!isEnabled())
return QUAD_NONE;
gPostNightVisionProgram.bind();
LLPostProcess::getInstance()->bindNoise(1);
gPostNightVisionProgram.uniform1f("brightMult", mBrightnessMult);
gPostNightVisionProgram.uniform1f("noiseStrength", mNoiseStrength);
getShader().uniform1f("brightMult", mBrightnessMult);
getShader().uniform1f("noiseStrength", mNoiseStrength);
return QUAD_NOISE;
}
bool draw(U32 pass) {return pass == 1;}
void unbind()
};
class LLPosterizeShader : public LLPostProcessSinglePassColorShader
{
private:
LLShaderSetting<S32> mNumLayers;
public:
LLPosterizeShader() : LLPostProcessSinglePassColorShader("enable_posterize",gPostPosterizeProgram),
mNumLayers("posterize_layers",2)
{
gPostNightVisionProgram.unbind();
addSetting(mNumLayers);
}
/*virtual*/ QuadType preDraw()
{
getShader().uniform1i("layerCount", mNumLayers);
return QUAD_NORMAL;
}
};
class LLVignetteShader : public LLPostProcessSinglePassColorShader
{
private:
LLShaderSetting<F32> mStrength, mRadius, mDarkness, mDesaturation, mChromaticAberration;
public:
LLVignetteShader() : LLPostProcessSinglePassColorShader("enable_vignette",gPostVignetteProgram),
mStrength("vignette_strength",.85f),
mRadius("vignette_radius",.7f),
mDarkness("vignette_darkness",1.f),
mDesaturation("vignette_desaturation",1.5f),
mChromaticAberration("vignette_chromatic_aberration",.05f)
{
addSetting(mStrength);
addSetting(mRadius);
addSetting(mDarkness);
addSetting(mDesaturation);
addSetting(mChromaticAberration);
}
/*virtual*/ QuadType preDraw()
{
LLVector2 screen_rect = LLPostProcess::getInstance()->getDimensions();
getShader().uniform1f("vignette_strength", mStrength);
getShader().uniform1f("vignette_radius", mRadius);
getShader().uniform1f("vignette_darkness", mDarkness);
getShader().uniform1f("vignette_desaturation", mDesaturation);
getShader().uniform1f("vignette_chromatic_aberration", mChromaticAberration);
getShader().uniform2fv("screen_res", 1, screen_rect.mV);
return QUAD_NORMAL;
}
};
class LLGaussBlurShader : public LLPostProcessShader
{
private:
LLShaderSetting<bool> mEnabled;
LLShaderSetting<S32> mNumPasses;
GLint mPassLoc;
public:
LLGaussBlurShader() :
mEnabled("enable_gauss_blur",false),
LLGaussBlurShader() : LLPostProcessShader("enable_gauss_blur",gPostGaussianBlurProgram),
mNumPasses("gauss_blur_passes",2),
mPassLoc(0)
{
mSettings.push_back(&mEnabled);
mSettings.push_back(&mNumPasses);
addSetting(mNumPasses);
}
bool isEnabled() { return mEnabled && mNumPasses && gPostGaussianBlurProgram.mProgramObject; }
S32 getColorChannel() { return 0; }
S32 getDepthChannel() { return -1; }
QuadType bind()
/*virtual*/ bool isEnabled() const { return LLPostProcessShader::isEnabled() && mNumPasses.get(); }
/*virtual*/ S32 getColorChannel() const { return 0; }
/*virtual*/ S32 getDepthChannel() const { return -1; }
/*virtual*/ QuadType preDraw()
{
if(!isEnabled())
return QUAD_NONE;
gPostGaussianBlurProgram.bind();
mPassLoc = gPostGaussianBlurProgram.getUniformLocation("horizontalPass");
mPassLoc = getShader().getUniformLocation("horizontalPass");
return QUAD_NORMAL;
}
bool draw(U32 pass)
/*virtual*/ bool draw(U32 pass)
{
if((S32)pass > mNumPasses*2)
return false;
glUniform1iARB(mPassLoc, (pass-1) % 2);
return true;
}
void unbind()
{
gPostGaussianBlurProgram.unbind();
}
};
class LLPosterizeShader : public LLPostProcessShader
{
private:
LLShaderSetting<bool> mEnabled;
LLShaderSetting<S32> mNumLayers;
public:
LLPosterizeShader() :
mEnabled("enable_posterize",false),
mNumLayers("posterize_layers",2)
{
mSettings.push_back(&mEnabled);
mSettings.push_back(&mNumLayers);
}
bool isEnabled() { return mEnabled && gPostPosterizeProgram.mProgramObject; }
S32 getColorChannel() { return 0; }
S32 getDepthChannel() { return -1; }
QuadType bind()
{
if(!isEnabled())
return QUAD_NONE;
gPostPosterizeProgram.bind();
gPostPosterizeProgram.uniform1i("layerCount", mNumLayers);
return QUAD_NORMAL;
}
bool draw(U32 pass)
{
return pass == 1;
}
void unbind()
{
gPostPosterizeProgram.unbind();
}
/*virtual*/ void postDraw() {}
};
class LLMotionShader : public LLPostProcessShader
{
private:
LLShaderSetting<bool> mEnabled;
LLShaderSetting<S32> mStrength;
public:
LLMotionShader() :
mEnabled("enable_motionblur",false),
mStrength("blur_strength",false)
LLMotionShader() : LLPostProcessShader("enable_motionblur",gPostMotionBlurProgram),
mStrength("blur_strength",1)
{
mSettings.push_back(&mEnabled);
mSettings.push_back(&mStrength);
addSetting(mStrength);
}
bool isEnabled() { return mEnabled && gPostMotionBlurProgram.mProgramObject; }
S32 getColorChannel() { return 0; }
S32 getDepthChannel() { return 1; }
QuadType bind()
/*virtual*/ S32 getColorChannel() const { return 0; }
/*virtual*/ S32 getDepthChannel() const { return 1; }
/*virtual*/ QuadType preDraw()
{
if(!isEnabled())
{
return QUAD_NONE;
}
glh::matrix4f inv_proj(gGLModelView);
inv_proj.mult_left(gGLProjection);
inv_proj = inv_proj.inverse();
@@ -291,22 +300,18 @@ public:
LLVector2 screen_rect = LLPostProcess::getInstance()->getDimensions();
gPostMotionBlurProgram.bind();
gPostMotionBlurProgram.uniformMatrix4fv("prev_proj", 1, GL_FALSE, prev_proj.m);
gPostMotionBlurProgram.uniformMatrix4fv("inv_proj", 1, GL_FALSE, inv_proj.m);
gPostMotionBlurProgram.uniform2fv("screen_res", 1, screen_rect.mV);
gPostMotionBlurProgram.uniform1i("blur_strength", mStrength);
getShader().uniformMatrix4fv("prev_proj", 1, GL_FALSE, prev_proj.m);
getShader().uniformMatrix4fv("inv_proj", 1, GL_FALSE, inv_proj.m);
getShader().uniform2fv("screen_res", 1, screen_rect.mV);
getShader().uniform1i("blur_strength", mStrength);
return QUAD_NORMAL;
}
bool draw(U32 pass)
/*virtual*/ bool draw(U32 pass)
{
return pass == 1;
}
void unbind()
{
gPostMotionBlurProgram.unbind();
}
/*virtual*/ void postDraw() {}
};
LLPostProcess::LLPostProcess(void) :
@@ -320,12 +325,12 @@ LLPostProcess::LLPostProcess(void) :
mAllEffectInfo(LLSD::emptyMap())
{
mShaders.push_back(new LLMotionShader());
mShaders.push_back(new LLVignetteShader());
mShaders.push_back(new LLColorFilterShader());
mShaders.push_back(new LLNightVisionShader());
mShaders.push_back(new LLGaussBlurShader());
mShaders.push_back(new LLPosterizeShader());
/* 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;
@@ -547,20 +552,19 @@ void LLPostProcess::doEffects(void)
void LLPostProcess::applyShaders(void)
{
QuadType quad;
bool primary_rendertarget = 1;
for(std::list<LLPointer<LLPostProcessShader> >::iterator it=mShaders.begin();it!=mShaders.end();++it)
{
if((quad = (*it)->bind()) != QUAD_NONE)
if((*it)->isEnabled())
{
S32 color_channel = (*it)->getColorChannel();
S32 depth_channel = (*it)->getDepthChannel();
if(depth_channel >= 0)
gGL.getTexUnit(depth_channel)->bindManual(LLTexUnit::TT_RECT_TEXTURE, mDepthTexture);
U32 pass = 1;
(*it)->bindShader();
QuadType quad = (*it)->preDraw();
while((*it)->draw(pass++))
{
mRenderTarget[!primary_rendertarget].bindTarget();
@@ -573,7 +577,8 @@ void LLPostProcess::applyShaders(void)
if(mRenderTarget[0].getFBO())
primary_rendertarget = !primary_rendertarget;
}
(*it)->unbind();
(*it)->postDraw();
(*it)->unbindShader();
}
}
//Only need to copy to framebuffer if FBOs are supported, else we've already been drawing to the framebuffer to begin with.