428 lines
12 KiB
C++
428 lines
12 KiB
C++
/**
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* @file llpostprocess.cpp
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* @brief LLPostProcess class implementation
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*
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* $LicenseInfo:firstyear=2007&license=viewergpl$
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*
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* Copyright (c) 2007-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "linden_common.h"
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#include "llpostprocess.h"
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#include "llglslshader.h"
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#include "llsdserialize.h"
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#include "llrender.h"
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#include "llvertexbuffer.h"
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#include "lldir.h"
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extern LLGLSLShader gPostColorFilterProgram;
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extern LLGLSLShader gPostNightVisionProgram;
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extern LLGLSLShader gPostGaussianBlurProgram;
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static const unsigned int NOISE_SIZE = 512;
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/// CALCULATING LUMINANCE (Using NTSC lum weights)
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/// http://en.wikipedia.org/wiki/Luma_%28video%29
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static const float LUMINANCE_R = 0.299f;
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static const float LUMINANCE_G = 0.587f;
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static const float LUMINANCE_B = 0.114f;
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static const char * const XML_FILENAME = "postprocesseffects.xml";
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LLPostProcess::LLPostProcess(void) :
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mVBO(NULL),
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mAllEffects(LLSD::emptyMap()),
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mScreenWidth(1), mScreenHeight(1)
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{
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mSceneRenderTexture = NULL ;
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mNoiseTexture = NULL ;
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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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llifstream effectsXML(pathName);
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if (effectsXML)
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{
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LLPointer<LLSDParser> parser = new LLSDXMLParser();
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parser->parse(effectsXML, mAllEffects, LLSDSerialize::SIZE_UNLIMITED);
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}
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if (!mAllEffects.has("default"))
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{
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LLSD & defaultEffect = (mAllEffects["default"] = LLSD::emptyMap());
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/*defaultEffect["enable_night_vision"] = LLSD::Boolean(false);
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defaultEffect["enable_color_filter"] = LLSD::Boolean(false);*/
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/// NVG Defaults
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defaultEffect["brightness_multiplier"] = 3.0;
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defaultEffect["noise_size"] = 25.0;
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defaultEffect["noise_strength"] = 0.4;
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// TODO BTest potentially add this to tweaks?
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mNoiseTextureScale = 1.0f;
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/// Color Filter Defaults
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defaultEffect["gamma"] = 1.0;
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defaultEffect["brightness"] = 1.0;
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defaultEffect["contrast"] = 1.0;
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defaultEffect["saturation"] = 1.0;
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LLSD& contrastBase = (defaultEffect["contrast_base"] = LLSD::emptyArray());
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contrastBase.append(1.0);
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contrastBase.append(1.0);
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contrastBase.append(1.0);
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contrastBase.append(0.5);
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defaultEffect["gauss_blur_passes"] = 2;
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}
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setSelectedEffect("default");
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//*/
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}
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LLPostProcess::~LLPostProcess(void)
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{
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invalidate() ;
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}
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/*static*/void LLPostProcess::cleanupClass()
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{
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if(instanceExists())
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getInstance()->invalidate() ;
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}
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void LLPostProcess::setSelectedEffect(std::string const & effectName)
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{
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mSelectedEffectName = effectName;
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static_cast<LLSD &>(tweaks) = mAllEffects[effectName];
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}
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void LLPostProcess::saveEffect(std::string const & effectName)
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{
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mAllEffects[effectName] = tweaks;
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std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
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//llinfos << "Saving PostProcess Effects settings to " << pathName << llendl;
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llofstream effectsXML(pathName);
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LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter();
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formatter->format(mAllEffects, effectsXML);
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}
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void LLPostProcess::invalidate()
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{
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mSceneRenderTexture = NULL ;
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mNoiseTexture = NULL ;
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mVBO = NULL ;
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}
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void LLPostProcess::apply(unsigned int width, unsigned int height)
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{
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if(shadersEnabled())
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{
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if (mVBO.isNull() || width != mScreenWidth || height != mScreenHeight)
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{
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initialize(width, height);
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}
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doEffects();
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}
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}
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void LLPostProcess::initialize(unsigned int width, unsigned int height)
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{
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invalidate();
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mScreenWidth = width;
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mScreenHeight = height;
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createScreenTexture();
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//Setup our VBO.
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{
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mVBO = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1,3);
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mVBO->allocateBuffer(4,0,TRUE);
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LLStrider<LLVector3> v;
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LLStrider<LLVector2> uv1;
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LLStrider<LLVector2> uv2;
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mVBO->getVertexStrider(v);
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mVBO->getTexCoord0Strider(uv1);
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mVBO->getTexCoord1Strider(uv2);
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v[0] = LLVector3( uv2[0] = uv1[0] = LLVector2(0, 0) );
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v[1] = LLVector3( uv2[1] = uv1[1] = LLVector2(0, mScreenHeight) );
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v[2] = LLVector3( uv2[2] = uv1[2] = LLVector2(mScreenWidth, 0) );
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v[3] = LLVector3( uv2[3] = uv1[3] = LLVector2(mScreenWidth, mScreenHeight) );
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mVBO->flush();
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}
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checkError();
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createNoiseTexture();
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checkError();
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}
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inline bool LLPostProcess::shadersEnabled(void)
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{
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return (tweaks.useColorFilter().asBoolean() ||
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tweaks.useNightVisionShader().asBoolean() ||
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tweaks.useGaussBlurFilter().asBoolean() );
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}
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void LLPostProcess::applyShaders(void)
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{
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bool copy_buffer = false;
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if (tweaks.useColorFilter())
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{
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applyColorFilterShader();
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checkError();
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copy_buffer = true;
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}
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if (tweaks.useGaussBlurFilter())
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{
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/// If any of the above shaders have been called update the frame buffer;
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if (copy_buffer)
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copyFrameBuffer();
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applyGaussBlurShader();
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checkError();
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copy_buffer = true;
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}
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if (tweaks.useNightVisionShader())
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{
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/// If any of the above shaders have been called update the frame buffer;
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if (copy_buffer)
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copyFrameBuffer();
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applyNightVisionShader();
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checkError();
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copy_buffer = true;
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}
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}
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void LLPostProcess::applyColorFilterShader(void)
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{
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if(gPostColorFilterProgram.mProgramObject == 0)
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return;
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gPostColorFilterProgram.bind();
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gGL.getTexUnit(0)->bind(mSceneRenderTexture);
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gPostColorFilterProgram.uniform1f("gamma", tweaks.getGamma());
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gPostColorFilterProgram.uniform1f("brightness", tweaks.getBrightness());
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gPostColorFilterProgram.uniform1f("contrast", tweaks.getContrast());
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float baseI = (tweaks.getContrastBaseR() + tweaks.getContrastBaseG() + tweaks.getContrastBaseB()) / 3.0f;
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baseI = tweaks.getContrastBaseIntensity() / ((baseI < 0.001f) ? 0.001f : baseI);
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float baseR = tweaks.getContrastBaseR() * baseI;
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float baseG = tweaks.getContrastBaseG() * baseI;
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float baseB = tweaks.getContrastBaseB() * baseI;
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gPostColorFilterProgram.uniform3fv("contrastBase", 1, LLVector3(baseR, baseG, baseB).mV);
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gPostColorFilterProgram.uniform1f("saturation", tweaks.getSaturation());
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gPostColorFilterProgram.uniform3fv("lumWeights", 1, LLVector3(LUMINANCE_R, LUMINANCE_G, LUMINANCE_B).mV);
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/// Draw a screen space quad
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drawOrthoQuad(QUAD_NORMAL);
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gPostColorFilterProgram.unbind();
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}
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void LLPostProcess::applyNightVisionShader(void)
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{
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if(gPostNightVisionProgram.mProgramObject == 0)
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return;
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gPostNightVisionProgram.bind();
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gGL.getTexUnit(0)->bind(mSceneRenderTexture);
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gGL.getTexUnit(1)->bind(mNoiseTexture);
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gPostNightVisionProgram.uniform1f("brightMult", tweaks.getBrightMult());
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gPostNightVisionProgram.uniform1f("noiseStrength", tweaks.getNoiseStrength());
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mNoiseTextureScale = 0.001f + ((100.f - tweaks.getNoiseSize()) / 100.f);
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mNoiseTextureScale *= (mScreenHeight / NOISE_SIZE);
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/// Draw a screen space quad
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drawOrthoQuad(QUAD_NOISE);
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gPostNightVisionProgram.unbind();
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}
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void LLPostProcess::applyGaussBlurShader(void)
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{
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int pass_count = tweaks.getGaussBlurPasses();
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if(!pass_count || gPostGaussianBlurProgram.mProgramObject == 0)
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return;
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gPostGaussianBlurProgram.bind();
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gGL.getTexUnit(0)->bind(mSceneRenderTexture);
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GLint horiz_pass = gPostGaussianBlurProgram.getUniformLocation("horizontalPass");
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for(int i = 0;i<pass_count;++i)
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{
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for(int j = 0;j<2;++j)
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{
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if(i || j)
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copyFrameBuffer();
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glUniform1iARB(horiz_pass, j);
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drawOrthoQuad(QUAD_NORMAL);
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}
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}
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gPostGaussianBlurProgram.unbind();
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}
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void LLPostProcess::doEffects(void)
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{
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LLVertexBuffer::unbind();
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/// Copy the screen buffer to the render texture
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copyFrameBuffer();
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//Disable depth. Set blendmode to replace.
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LLGLDepthTest depth(GL_FALSE);
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LLGLEnable blend(GL_BLEND);
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gGL.setSceneBlendType(LLRender::BT_REPLACE);
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/// Change to an orthogonal view
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.pushMatrix();
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gGL.loadIdentity();
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gGL.ortho( 0.f, (GLdouble) mScreenWidth, 0.f, (GLdouble) mScreenHeight, -1.f, 1.f );
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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gGL.loadIdentity();
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applyShaders();
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checkError();
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LLGLSLShader::bindNoShader();
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/// Change to a perspective view
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gGL.flush();
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gGL.matrixMode( LLRender::MM_PROJECTION );
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gGL.popMatrix();
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gGL.matrixMode( LLRender::MM_MODELVIEW );
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gGL.popMatrix();
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gGL.setSceneBlendType(LLRender::BT_ALPHA); //Restore blendstate. Alpha is ASSUMED for hud/ui render, etc.
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gGL.getTexUnit(1)->disable();
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checkError();
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}
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void LLPostProcess::copyFrameBuffer()
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{
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gGL.getTexUnit(0)->bindManual(mSceneRenderTexture->getTarget(), mSceneRenderTexture->getTexName());
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glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 0, 0, mScreenWidth, mScreenHeight, 0);
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}
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void LLPostProcess::drawOrthoQuad(QuadType type)
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{
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if(type == QUAD_NOISE)
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{
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//This could also be done through uniforms.
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LLStrider<LLVector2> uv2;
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mVBO->getTexCoord1Strider(uv2);
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float offs[2] = {(float) rand() / (float) RAND_MAX, (float) rand() / (float) RAND_MAX};
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float scale[2] = {mScreenWidth * mNoiseTextureScale / mScreenHeight, mNoiseTextureScale};
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uv2[0] = LLVector2(offs[0],offs[1]);
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uv2[1] = LLVector2(offs[0],offs[1]+scale[1]);
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uv2[2] = LLVector2(offs[0]+scale[0],offs[1]);
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uv2[3] = LLVector2(uv2[2].mV[0],uv2[1].mV[1]);
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mVBO->flush();
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}
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U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | (type == QUAD_NOISE ? LLVertexBuffer::MAP_TEXCOORD1 : 0);
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mVBO->setBuffer(mask);
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mVBO->drawArrays(LLRender::TRIANGLE_STRIP, 0, 4);
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}
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void LLPostProcess::createScreenTexture()
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{
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std::vector<GLubyte> data(mScreenWidth * mScreenHeight * 3, 0) ;
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mSceneRenderTexture = new LLImageGL(FALSE) ;
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if(mSceneRenderTexture->createGLTexture())
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{
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gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, mSceneRenderTexture->getTexName());
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LLImageGL::setManualImage(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, mScreenWidth, mScreenHeight, GL_RGB, GL_UNSIGNED_BYTE, &data[0]);
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
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gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
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}
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}
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void LLPostProcess::createNoiseTexture()
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{
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std::vector<GLubyte> buffer(NOISE_SIZE * NOISE_SIZE);
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for (unsigned int i = 0; i < NOISE_SIZE; i++){
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for (unsigned int k = 0; k < NOISE_SIZE; k++){
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buffer[(i * NOISE_SIZE) + k] = (GLubyte)((double) rand() / ((double) RAND_MAX + 1.f) * 255.f);
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}
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}
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mNoiseTexture = new LLImageGL(FALSE) ;
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if(mNoiseTexture->createGLTexture())
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{
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gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseTexture->getTexName());
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LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_LUMINANCE, NOISE_SIZE, NOISE_SIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0]);
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
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gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
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}
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}
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bool LLPostProcess::checkError(void)
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{
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GLenum glErr;
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bool retCode = false;
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glErr = glGetError();
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while (glErr != GL_NO_ERROR)
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{
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// shaderErrorLog << (const char *) gluErrorString(glErr) << std::endl;
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char const * err_str_raw = (const char *) gluErrorString(glErr);
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if(err_str_raw == NULL)
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{
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std::ostringstream err_builder;
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err_builder << "unknown error number " << glErr;
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mShaderErrorString = err_builder.str();
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}
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else
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{
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mShaderErrorString = err_str_raw;
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}
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retCode = true;
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glErr = glGetError();
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}
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return retCode;
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}
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