Files
SingularityViewer/indra/llrender/llpostprocess.cpp

437 lines
12 KiB
C++

/**
* @file llpostprocess.cpp
* @brief LLPostProcess class implementation
*
* $LicenseInfo:firstyear=2007&license=viewergpl$
*
* 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.
* $/LicenseInfo$
*/
#include "linden_common.h"
#include "llpostprocess.h"
#include "llglslshader.h"
#include "llsdserialize.h"
#include "llrender.h"
#include "llvertexbuffer.h"
#include "lldir.h"
extern LLGLSLShader gPostColorFilterProgram;
extern LLGLSLShader gPostNightVisionProgram;
extern LLGLSLShader gPostGaussianBlurProgram;
static const unsigned int NOISE_SIZE = 512;
/// 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;
static const char * const XML_FILENAME = "postprocesseffects.xml";
LLPostProcess::LLPostProcess(void) :
mVBO(NULL),
mAllEffects(LLSD::emptyMap()),
mScreenWidth(1), mScreenHeight(1)
{
mSceneRenderTexture = NULL ;
mNoiseTexture = NULL ;
/* 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;
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_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?
mNoiseTextureScale = 1.0f;
/// Color Filter Defaults
defaultEffect["gamma"] = 1.0;
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);
defaultEffect["gauss_blur_passes"] = 2;
}
setSelectedEffect("default");
//*/
}
LLPostProcess::~LLPostProcess(void)
{
invalidate() ;
}
/*static*/void LLPostProcess::cleanupClass()
{
if(instanceExists())
getInstance()->invalidate() ;
}
void LLPostProcess::setSelectedEffect(std::string const & effectName)
{
mSelectedEffectName = effectName;
static_cast<LLSD &>(tweaks) = mAllEffects[effectName];
}
void LLPostProcess::saveEffect(std::string const & effectName)
{
mAllEffects[effectName] = tweaks;
std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
//llinfos << "Saving PostProcess Effects settings to " << pathName << llendl;
llofstream effectsXML(pathName);
LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter();
formatter->format(mAllEffects, effectsXML);
}
void LLPostProcess::invalidate()
{
mSceneRenderTexture = NULL ;
mNoiseTexture = NULL ;
mVBO = NULL ;
}
void LLPostProcess::apply(unsigned int width, unsigned int height)
{
if(shadersEnabled())
{
if (mVBO.isNull() || width != mScreenWidth || height != mScreenHeight)
{
initialize(width, height);
}
doEffects();
}
}
void LLPostProcess::initialize(unsigned int width, unsigned int height)
{
invalidate();
mScreenWidth = width;
mScreenHeight = height;
createScreenTexture();
//Setup our VBO.
{
mVBO = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1,3);
mVBO->allocateBuffer(4,0,TRUE);
LLStrider<LLVector3> v;
LLStrider<LLVector2> uv1;
LLStrider<LLVector2> uv2;
mVBO->getVertexStrider(v);
mVBO->getTexCoord0Strider(uv1);
mVBO->getTexCoord1Strider(uv2);
v[0] = LLVector3( uv2[0] = uv1[0] = LLVector2(0, 0) );
v[1] = LLVector3( uv2[1] = uv1[1] = LLVector2(0, mScreenHeight) );
v[2] = LLVector3( uv2[2] = uv1[2] = LLVector2(mScreenWidth, 0) );
v[3] = LLVector3( uv2[3] = uv1[3] = LLVector2(mScreenWidth, mScreenHeight) );
mVBO->flush();
}
checkError();
createNoiseTexture();
checkError();
}
inline bool LLPostProcess::shadersEnabled(void)
{
return (tweaks.useColorFilter().asBoolean() ||
tweaks.useNightVisionShader().asBoolean() ||
tweaks.useGaussBlurFilter().asBoolean() );
}
void LLPostProcess::applyShaders(void)
{
bool copy_buffer = false;
if (tweaks.useColorFilter())
{
applyColorFilterShader();
checkError();
copy_buffer = true;
}
if (tweaks.useGaussBlurFilter())
{
/// If any of the above shaders have been called update the frame buffer;
if (copy_buffer)
copyFrameBuffer();
applyGaussBlurShader();
checkError();
copy_buffer = true;
}
if (tweaks.useNightVisionShader())
{
/// If any of the above shaders have been called update the frame buffer;
if (copy_buffer)
copyFrameBuffer();
applyNightVisionShader();
checkError();
copy_buffer = true;
}
}
void LLPostProcess::applyColorFilterShader(void)
{
if(gPostColorFilterProgram.mProgramObject == 0)
return;
gPostColorFilterProgram.bind();
gGL.getTexUnit(0)->bind(mSceneRenderTexture);
gPostColorFilterProgram.uniform1f("gamma", tweaks.getGamma());
gPostColorFilterProgram.uniform1f("brightness", tweaks.getBrightness());
gPostColorFilterProgram.uniform1f("contrast", tweaks.getContrast());
float baseI = (tweaks.getContrastBaseR() + tweaks.getContrastBaseG() + tweaks.getContrastBaseB()) / 3.0f;
baseI = tweaks.getContrastBaseIntensity() / ((baseI < 0.001f) ? 0.001f : baseI);
float baseR = tweaks.getContrastBaseR() * baseI;
float baseG = tweaks.getContrastBaseG() * baseI;
float baseB = tweaks.getContrastBaseB() * baseI;
gPostColorFilterProgram.uniform3fv("contrastBase", 1, LLVector3(baseR, baseG, baseB).mV);
gPostColorFilterProgram.uniform1f("saturation", tweaks.getSaturation());
gPostColorFilterProgram.uniform3fv("lumWeights", 1, LLVector3(LUMINANCE_R, LUMINANCE_G, LUMINANCE_B).mV);
LLGLEnable blend(GL_BLEND);
gGL.setSceneBlendType(LLRender::BT_REPLACE);
LLGLDepthTest depth(GL_FALSE);
/// Draw a screen space quad
drawOrthoQuad(QUAD_NORMAL);
gPostColorFilterProgram.unbind();
}
void LLPostProcess::applyNightVisionShader(void)
{
if(gPostNightVisionProgram.mProgramObject == 0)
return;
gPostNightVisionProgram.bind();
gGL.getTexUnit(0)->bind(mSceneRenderTexture);
gGL.getTexUnit(1)->bind(mNoiseTexture);
gPostNightVisionProgram.uniform1f("brightMult", tweaks.getBrightMult());
gPostNightVisionProgram.uniform1f("noiseStrength", tweaks.getNoiseStrength());
mNoiseTextureScale = 0.001f + ((100.f - tweaks.getNoiseSize()) / 100.f);
mNoiseTextureScale *= (mScreenHeight / NOISE_SIZE);
LLGLEnable blend(GL_BLEND);
gGL.setSceneBlendType(LLRender::BT_REPLACE);
LLGLDepthTest depth(GL_FALSE);
/// Draw a screen space quad
drawOrthoQuad(QUAD_NOISE);
gPostNightVisionProgram.unbind();
}
void LLPostProcess::applyGaussBlurShader(void)
{
int pass_count = tweaks.getGaussBlurPasses();
if(!pass_count || gPostGaussianBlurProgram.mProgramObject == 0)
return;
gPostGaussianBlurProgram.bind();
gGL.getTexUnit(0)->bind(mSceneRenderTexture);
LLGLEnable blend(GL_BLEND);
LLGLDepthTest depth(GL_FALSE);
gGL.setSceneBlendType(LLRender::BT_REPLACE);
GLint horiz_pass = gPostGaussianBlurProgram.getUniformLocation("horizontalPass");
for(int i = 0;i<pass_count;++i)
{
for(int j = 0;j<2;++j)
{
if(i || j)
copyFrameBuffer();
glUniform1iARB(horiz_pass, j);
drawOrthoQuad(QUAD_NORMAL);
}
}
gPostGaussianBlurProgram.unbind();
}
void LLPostProcess::doEffects(void)
{
LLVertexBuffer::unbind();
/// Copy the screen buffer to the render texture
copyFrameBuffer();
/// Clear the frame buffer.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
LLGLDisable(GL_DEPTH_TEST);
/// Change to an orthogonal view
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
gGL.loadIdentity();
gGL.ortho( 0.f, (GLdouble) mScreenWidth, 0.f, (GLdouble) mScreenHeight, -1.f, 1.f );
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
gGL.loadIdentity();
applyShaders();
checkError();
LLGLSLShader::bindNoShader();
/// Change to a perspective view
gGL.flush();
gGL.matrixMode( LLRender::MM_PROJECTION );
gGL.popMatrix();
gGL.matrixMode( LLRender::MM_MODELVIEW );
gGL.popMatrix();
gGL.getTexUnit(1)->disable();
checkError();
}
void LLPostProcess::copyFrameBuffer()
{
gGL.getTexUnit(0)->bindManual(mSceneRenderTexture->getTarget(), mSceneRenderTexture->getTexName());
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 0, 0, mScreenWidth, mScreenHeight, 0);
}
void LLPostProcess::drawOrthoQuad(QuadType type)
{
if(type == QUAD_NOISE)
{
//This could also be done through uniforms.
LLStrider<LLVector2> uv2;
mVBO->getTexCoord1Strider(uv2);
float offs[2] = {(float) rand() / (float) RAND_MAX, (float) rand() / (float) RAND_MAX};
float scale[2] = {mScreenWidth * mNoiseTextureScale / mScreenHeight, mNoiseTextureScale};
uv2[0] = LLVector2(offs[0],offs[1]);
uv2[1] = LLVector2(offs[0],offs[1]+scale[1]);
uv2[2] = LLVector2(offs[0]+scale[0],offs[1]);
uv2[3] = LLVector2(uv2[2].mV[0],uv2[1].mV[1]);
mVBO->flush();
}
U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | (type == QUAD_NOISE ? LLVertexBuffer::MAP_TEXCOORD1 : 0);
mVBO->setBuffer(mask);
mVBO->drawArrays(LLRender::TRIANGLE_STRIP, 0, 4);
}
void LLPostProcess::createScreenTexture()
{
std::vector<GLubyte> data(mScreenWidth * mScreenHeight * 3, 0) ;
mSceneRenderTexture = new LLImageGL(FALSE) ;
if(mSceneRenderTexture->createGLTexture())
{
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, mSceneRenderTexture->getTexName());
LLImageGL::setManualImage(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, mScreenWidth, mScreenHeight, GL_RGB, GL_UNSIGNED_BYTE, &data[0]);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
}
}
void LLPostProcess::createNoiseTexture()
{
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);
}
}
mNoiseTexture = new LLImageGL(FALSE) ;
if(mNoiseTexture->createGLTexture())
{
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseTexture->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;
char const * err_str_raw = (const char *) gluErrorString(glErr);
if(err_str_raw == NULL)
{
std::ostringstream err_builder;
err_builder << "unknown error number " << glErr;
mShaderErrorString = err_builder.str();
}
else
{
mShaderErrorString = err_str_raw;
}
retCode = true;
glErr = glGetError();
}
return retCode;
}