A little bit of postprocess shader tinkering.
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@@ -38,57 +38,48 @@
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#include "llrendertarget.h"
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class LLSD;
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class LLGLSLShader;
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typedef enum _QuadType {
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QUAD_NONE,
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QUAD_NORMAL,
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QUAD_NOISE
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} QuadType;
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//LLPostProcessShader is an attempt to encapsulate the shaders a little better.
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class LLPostProcessShader : public LLRefCount //Abstract. PostProcess shaders derive off of this common base.
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class IPostProcessShader //Abstract. PostProcess shaders derive off of this common base.
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{
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protected:
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//LLShaderSetting is used to associate key names to member variables to avoid LLSD lookups when drawing.
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//It also facilitates automating the assigning of defaults to, as well as parsing from, the effects LLSD list.
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//This replaces the entire old PostProcessTweaks structure. More will be done in the future to move into a more
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//xml-driven configuration.
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struct LLShaderSettingBase
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struct IShaderSettingBase
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{
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LLShaderSettingBase(const char* name) : mSettingName(name) {}
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const char* mSettingName; //LLSD key names as found in postprocesseffects.xml. eg 'contrast_base'
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virtual LLSD getDefaultValue() = 0; //Converts the member variable as an LLSD. Used to set defaults absent in postprocesseffects.xml
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virtual ~IShaderSettingBase() {} //virtual dtor.
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virtual const std::string& getName() const = 0; //Returns the name of this setting
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virtual LLSD getDefaultValue() const = 0; //Converts the member variable as an LLSD. Used to set defaults absent in postprocesseffects.xml
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virtual void setValue(const LLSD& value) = 0; //Connects the LLSD element to the member variable. Used when loading effects (such as default)
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};
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template<typename T>
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struct LLShaderSetting : public LLShaderSettingBase
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{
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LLShaderSetting(const char* setting_name, T def) : LLShaderSettingBase(setting_name), mValue(def), mDefault(def) {}
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T mValue; //The member variable mentioned above.
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T mDefault; //Set via ctor. Value is inserted into the defaults LLSD list if absent from postprocesseffects.xml
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LLSD getDefaultValue() { return mDefault; } //See LLShaderSettingBase::getDefaultValue
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void setValue(const LLSD& value) { mValue = value; } //See LLShaderSettingBase::setValue
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operator T() { return mValue; } //Typecast operator overload so this object can be handled as if it was whatever T represents.
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};
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std::vector<LLShaderSettingBase*> mSettings; //Contains a list of all the 'settings' this shader uses. Manually add via push_back in ctor.
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public:
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virtual ~LLPostProcessShader() {};
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virtual bool isEnabled() = 0; //Returning false avoids bind/draw/unbind calls. If no shaders are enabled, framebuffer copying is skipped.
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virtual S32 getColorChannel() = 0; //If color buffer is used in this shader returns > -1 to cue LLPostProcess on copying it from the framebuffer.
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virtual S32 getDepthChannel() = 0; //If depth buffer is used in this shader returns > -1 to cue LLPostProcess on copying it from the framebuffer.
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virtual QuadType bind() = 0; //Bind shader and textures, set up attribs. Returns the 'type' of quad to be drawn.
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virtual ~IPostProcessShader() {} //virtual dtor.
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virtual bool isEnabled() const = 0; //Returning false avoids bind/draw/unbind calls. If no shaders are enabled, framebuffer copying is skipped.
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virtual S32 getColorChannel() const = 0; //If color buffer is used in this shader returns > -1 to cue LLPostProcess on copying it from the framebuffer.
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virtual S32 getDepthChannel() const = 0; //If depth buffer is used in this shader returns > -1 to cue LLPostProcess on copying it from the framebuffer.
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virtual void bindShader() = 0;
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virtual void unbindShader() = 0;
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virtual LLGLSLShader& getShader() = 0;
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virtual QuadType preDraw() = 0; //Bind shader and textures, set up attribs. Returns the 'type' of quad to be drawn.
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virtual bool draw(U32 pass) = 0; //returning false means finished. Used to update per-pass attributes and such. LLPostProcess will call
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//drawOrthoQuad when this returns true, increment pass, then call this again, and keep repeating this until false is returned.
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virtual void unbind() = 0; //Unbind shader and textures.
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virtual void postDraw() = 0; //Done drawing..
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LLSD getDefaults(); //Returns a full LLSD kvp list filled with default values.
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void loadSettings(const LLSD& settings); //Parses the effects LLSD list and sets the member variables linked to them (via LLShaderSetting::setValue())
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virtual LLSD getDefaults() = 0; //Returns a full LLSD kvp list filled with default values.
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virtual void loadSettings(const LLSD& settings) = 0; //Parses the effects LLSD list and sets the member variables linked to them (via LLShaderSetting::setValue())
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virtual void addSetting(IShaderSettingBase& setting) = 0;
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};
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//LLVector4 does not implicitly convert to and from LLSD, so template specilizations are necessary.
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template<> LLSD LLPostProcessShader::LLShaderSetting<LLVector4>::getDefaultValue();
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template<> void LLPostProcessShader::LLShaderSetting<LLVector4>::setValue(const LLSD& value);
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class LLPostProcessShader;
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class LLPostProcess : public LLSingleton<LLPostProcess>
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{
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private:
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