Added motionblur postprocess shader.
Conflicts: indra/newview/skins/default/xui/en-us/floater_post_process.xml
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@@ -48,6 +48,7 @@ extern LLGLSLShader gPostColorFilterProgram;
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extern LLGLSLShader gPostNightVisionProgram;
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extern LLGLSLShader gPostGaussianBlurProgram;
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extern LLGLSLShader gPostPosterizeProgram;
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extern LLGLSLShader gPostMotionBlurProgram;
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static const unsigned int NOISE_SIZE = 512;
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@@ -259,6 +260,53 @@ public:
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}
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};
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class LLMotionShader : public LLPostProcessShader
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{
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private:
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LLShaderSetting<bool> mEnabled;
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LLShaderSetting<S32> mStrength;
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public:
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LLMotionShader() :
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mEnabled("enable_motionblur",false),
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mStrength("blur_strength",false)
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{
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mSettings.push_back(&mEnabled);
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mSettings.push_back(&mStrength);
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}
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bool isEnabled() { return mEnabled && gPostMotionBlurProgram.mProgramObject; }
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S32 getColorChannel() { return 0; }
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S32 getDepthChannel() { return 1; }
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QuadType bind()
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{
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if(!isEnabled())
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{
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return QUAD_NONE;
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}
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glh::matrix4f inv_proj(gGLModelView);
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inv_proj.mult_left(gGLProjection);
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inv_proj = inv_proj.inverse();
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glh::matrix4f prev_proj(gGLPreviousModelView);
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prev_proj.mult_left(gGLProjection);
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LLVector2 screen_rect = LLPostProcess::getInstance()->getDimensions();
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gPostMotionBlurProgram.bind();
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gPostMotionBlurProgram.uniformMatrix4fv("prev_proj", 1, GL_FALSE, prev_proj.m);
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gPostMotionBlurProgram.uniformMatrix4fv("inv_proj", 1, GL_FALSE, inv_proj.m);
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gPostMotionBlurProgram.uniform2fv("screen_res", 1, screen_rect.mV);
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gPostMotionBlurProgram.uniform1i("blur_strength", mStrength);
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}
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bool draw(U32 pass)
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{
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return pass == 1;
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}
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void unbind()
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{
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gPostMotionBlurProgram.unbind();
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}
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};
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LLPostProcess::LLPostProcess(void) :
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mVBO(NULL),
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mDepthTexture(0),
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@@ -269,11 +317,13 @@ LLPostProcess::LLPostProcess(void) :
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mSelectedEffectInfo(LLSD::emptyMap()),
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mAllEffectInfo(LLSD::emptyMap())
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{
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mShaders.push_back(new LLMotionShader());
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mShaders.push_back(new LLColorFilterShader());
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mShaders.push_back(new LLNightVisionShader());
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mShaders.push_back(new LLGaussBlurShader());
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mShaders.push_back(new LLPosterizeShader());
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/* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.*/
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std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
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LL_DEBUGS2("AppInit", "Shaders") << "Loading PostProcess Effects settings from " << pathName << LL_ENDL;
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