Files
SingularityViewer/indra/llrender/llpostprocess.h
Shyotl ff81d9461a Added motionblur postprocess shader.
Conflicts:

	indra/newview/skins/default/xui/en-us/floater_post_process.xml
2012-09-19 15:33:58 -05:00

160 lines
7.4 KiB
C++

/**
* @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 <map>
#include "llsd.h"
#include "llrendertarget.h"
class LLSD;
typedef enum _QuadType {
QUAD_NONE,
QUAD_NORMAL,
QUAD_NOISE
} QuadType;
//LLPostProcessShader is an attempt to encapsulate the shaders a little better.
class LLPostProcessShader : public LLRefCount //Abstract. PostProcess shaders derive off of this common base.
{
protected:
//LLShaderSetting is used to associate key names to member variables to avoid LLSD lookups when drawing.
//It also facilitates automating the assigning of defaults to, as well as parsing from, the effects LLSD list.
//This replaces the entire old PostProcessTweaks structure. More will be done in the future to move into a more
//xml-driven configuration.
struct LLShaderSettingBase
{
LLShaderSettingBase(const char* name) : mSettingName(name) {}
const char* mSettingName; //LLSD key names as found in postprocesseffects.xml. eg 'contrast_base'
virtual LLSD getDefaultValue() = 0; //Converts the member variable as an LLSD. Used to set defaults absent in postprocesseffects.xml
virtual void setValue(const LLSD& value) = 0; //Connects the LLSD element to the member variable. Used when loading effects (such as default)
};
template<typename T>
struct LLShaderSetting : public LLShaderSettingBase
{
LLShaderSetting(const char* setting_name, T def) : LLShaderSettingBase(setting_name), mValue(def), mDefault(def) {}
T mValue; //The member variable mentioned above.
T mDefault; //Set via ctor. Value is inserted into the defaults LLSD list if absent from postprocesseffects.xml
LLSD getDefaultValue() { return mDefault; } //See LLShaderSettingBase::getDefaultValue
void setValue(const LLSD& value) { mValue = value; } //See LLShaderSettingBase::setValue
operator T() { return mValue; } //Typecast operator overload so this object can be handled as if it was whatever T represents.
};
std::vector<LLShaderSettingBase*> mSettings; //Contains a list of all the 'settings' this shader uses. Manually add via push_back in ctor.
public:
virtual ~LLPostProcessShader() {};
virtual bool isEnabled() = 0; //Returning false avoids bind/draw/unbind calls. If no shaders are enabled, framebuffer copying is skipped.
virtual S32 getColorChannel() = 0; //If color buffer is used in this shader returns > -1 to cue LLPostProcess on copying it from the framebuffer.
virtual S32 getDepthChannel() = 0; //If depth buffer is used in this shader returns > -1 to cue LLPostProcess on copying it from the framebuffer.
virtual QuadType bind() = 0; //Bind shader and textures, set up attribs. Returns the 'type' of quad to be drawn.
virtual bool draw(U32 pass) = 0; //returning false means finished. Used to update per-pass attributes and such. LLPostProcess will call
//drawOrthoQuad when this returns true, increment pass, then call this again, and keep repeating this until false is returned.
virtual void unbind() = 0; //Unbind shader and textures.
LLSD getDefaults(); //Returns a full LLSD kvp list filled with default values.
void loadSettings(const LLSD& settings); //Parses the effects LLSD list and sets the member variables linked to them (via LLShaderSetting::setValue())
};
//LLVector4 does not implicitly convert to and from LLSD, so template specilizations are necessary.
template<> LLSD LLPostProcessShader::LLShaderSetting<LLVector4>::getDefaultValue();
template<> void LLPostProcessShader::LLShaderSetting<LLVector4>::setValue(const LLSD& value);
class LLPostProcess : public LLSingleton<LLPostProcess>
{
private:
std::list<LLPointer<LLPostProcessShader> > mShaders; //List of all registered LLPostProcessShader instances.
LLPointer<LLVertexBuffer> mVBO;
U32 mNextDrawTarget; //Need to pingpong between two rendertargets. Cannot sample target texture of currently bound FBO.
// However this is ONLY the case if fbos are actually supported, else swapping isn't needed.
LLRenderTarget mRenderTarget[2];
U32 mDepthTexture;
LLPointer<LLImageGL> mNoiseTexture ;
U32 mScreenWidth;
U32 mScreenHeight;
F32 mNoiseTextureScale;
// The name of currently selected effect in mAllEffectInfo
std::string mSelectedEffectName;
// The map of settings for currently selected effect.
LLSD mSelectedEffectInfo;
// The map of all availible effects
LLSD mAllEffectInfo;
public:
LLPostProcess(void);
~LLPostProcess(void);
private:
// OpenGL initialization
void initialize(unsigned int width, unsigned int height); //Sets mScreenWidth and mScreenHeight
// calls createScreenTextures and createNoiseTexture
// creates VBO
void createScreenTextures(); //Creates color texture and depth texture(if needed).
void createNoiseTexture(); //Creates 'random' noise texture.
public:
// Teardown
// Called on destroyGL or cleanupClass. Releases VBOs, rendertargets and textures.
void destroyGL();
// Cleanup of global data that's only inited once per class.
static void cleanupClass();
// Setup for draw.
void copyFrameBuffer();
void bindNoise(U32 channel);
// Draw
void renderEffects(unsigned int width, unsigned int height); //Entry point for newview.
private:
void doEffects(void); //Sets up viewmatrix, blits the framebuffer, then calls applyShaders.
void applyShaders(void); //Iterates over all active post shaders, manages binding, calls drawOrthoQuad for render.
void drawOrthoQuad(QuadType type); //Finally draws fullscreen quad with the shader currently bound.
public:
LLVector2 getDimensions() { return LLVector2(mScreenWidth,mScreenHeight); }
// UI interaction
// Getters
inline LLSD const & getAllEffectInfo(void) const { return mAllEffectInfo; }
inline std::string const & getSelectedEffectName(void) const { return mSelectedEffectName; }
inline LLSD const & getSelectedEffectInfo(void) const { return mSelectedEffectInfo; }
// Setters
void setSelectedEffect(std::string const & effectName);
void setSelectedEffectValue(std::string const & setting, LLSD value);
void resetSelectedEffect();
void saveEffectAs(std::string const & effectName);
};
#endif // LL_POSTPROCESS_H