/** * @file llpostprocess.h * @brief LLPostProcess class definition * * $LicenseInfo:firstyear=2007&license=viewergpl$ * * Copyright (c) 2007-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #ifndef LL_POSTPROCESS_H #define LL_POSTPROCESS_H #include #include #include "llgl.h" #include "llglheaders.h" class LLPostProcess : public LLSingleton { public: typedef enum _QuadType { QUAD_NORMAL, QUAD_NOISE } QuadType; /// GLSL Shader Encapsulation Struct //typedef std::map glslUniforms; struct PostProcessTweaks : public LLSD { inline PostProcessTweaks() : LLSD(LLSD::emptyMap()) { } inline LLSD & brightMult() { return (*this)["brightness_multiplier"]; } inline LLSD & noiseStrength() { return (*this)["noise_strength"]; } inline LLSD & noiseSize() { return (*this)["noise_size"]; } inline LLSD & brightness() { return (*this)["brightness"]; } inline LLSD & contrast() { return (*this)["contrast"]; } inline LLSD & contrastBaseR() { return (*this)["contrast_base"][0]; } inline LLSD & contrastBaseG() { return (*this)["contrast_base"][1]; } inline LLSD & contrastBaseB() { return (*this)["contrast_base"][2]; } inline LLSD & contrastBaseIntensity() { return (*this)["contrast_base"][3]; } inline LLSD & saturation() { return (*this)["saturation"]; } inline LLSD & useNightVisionShader() { return (*this)["enable_night_vision"]; } inline LLSD & useColorFilter() { return (*this)["enable_color_filter"]; } inline LLSD & useGaussBlurFilter() { return (*this)["enable_gauss_blur"]; } inline F32 getBrightMult() const { return F32((*this)["brightness_multiplier"].asReal()); } inline F32 getNoiseStrength() const { return F32((*this)["noise_strength"].asReal()); } inline F32 getNoiseSize() const { return F32((*this)["noise_size"].asReal()); } inline F32 getGamma() const { return F32((*this)["gamma"].asReal()); } inline F32 getBrightness() const { return F32((*this)["brightness"].asReal()); } inline F32 getContrast() const { return F32((*this)["contrast"].asReal()); } inline F32 getContrastBaseR() const { return F32((*this)["contrast_base"][0].asReal()); } inline F32 getContrastBaseG() const { return F32((*this)["contrast_base"][1].asReal()); } inline F32 getContrastBaseB() const { return F32((*this)["contrast_base"][2].asReal()); } inline F32 getContrastBaseIntensity() const { return F32((*this)["contrast_base"][3].asReal()); } inline F32 getSaturation() const { return F32((*this)["saturation"].asReal()); } inline LLSD & getGaussBlurPasses() { return (*this)["gauss_blur_passes"]; } }; PostProcessTweaks tweaks; // the map of all availible effects LLSD mAllEffects; private: LLPointer mVBO; LLPointer mSceneRenderTexture ; LLPointer mNoiseTexture ; public: LLPostProcess(void); ~LLPostProcess(void); void apply(unsigned int width, unsigned int height); void invalidate() ; // Cleanup of global data that's only inited once per class. static void cleanupClass(); void setSelectedEffect(std::string const & effectName); inline std::string const & getSelectedEffect(void) const { return mSelectedEffectName; } void saveEffect(std::string const & effectName); private: /// read in from file std::string mShaderErrorString; unsigned int mScreenWidth; unsigned int mScreenHeight; float mNoiseTextureScale; // the name of currently selected effect in mAllEffects // invariant: tweaks == mAllEffects[mSelectedEffectName] std::string mSelectedEffectName; /// General functions void initialize(unsigned int width, unsigned int height); void doEffects(void); void applyShaders(void); bool shadersEnabled(void); /// Night Vision Functions void applyNightVisionShader(void); /// Color Filter Functions void applyColorFilterShader(void); /// Gaussian blur Filter Functions void applyGaussBlurShader(void); /// OpenGL Helper Functions void copyFrameBuffer(); void createScreenTexture(); void createNoiseTexture(); bool checkError(void); void drawOrthoQuad(QuadType type); }; #endif // LL_POSTPROCESS_H