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SingularityViewer/indra/llrender/llpostprocess.h
2011-02-15 17:19:23 -06:00

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/**
* @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 <fstream>
#include "llgl.h"
#include "llglheaders.h"
class LLPostProcess
{
public:
typedef enum _QuadType {
QUAD_NORMAL,
QUAD_NOISE,
QUAD_BLOOM_EXTRACT,
QUAD_BLOOM_COMBINE
} QuadType;
/// GLSL Shader Encapsulation Struct
typedef std::map<const char *, GLuint> 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 & extractLow() {
return (*this)["extract_low"];
}
inline LLSD & extractHigh() {
return (*this)["extract_high"];
}
inline LLSD & bloomWidth() {
return (*this)["bloom_width"];
}
inline LLSD & bloomStrength() {
return (*this)["bloom_strength"];
}
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 & useBloomShader() {
return (*this)["enable_bloom"];
}*/
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 getExtractLow() const {
return F32((*this)["extract_low"].asReal());
}
inline F32 getExtractHigh() const {
return F32((*this)["extract_high"].asReal());
}
inline F32 getBloomWidth() const {
return F32((*this)["bloom_width"].asReal());
}
inline F32 getBloomStrength() const {
return F32((*this)["bloom_strength"].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"];
}
};
bool initialized;
PostProcessTweaks tweaks;
// the map of all availible effects
LLSD mAllEffects;
private:
LLPointer<LLImageGL> mSceneRenderTexture ;
LLPointer<LLImageGL> mNoiseTexture ;
LLPointer<LLImageGL> mTempBloomTexture ;
public:
LLPostProcess(void);
~LLPostProcess(void);
void apply(unsigned int width, unsigned int height);
void invalidate() ;
/// Perform global initialization for this class.
static void initClass(void);
// 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 screenW;
unsigned int screenH;
float noiseTextureScale;
/// Shader Uniforms
glslUniforms nightVisionUniforms;
glslUniforms bloomExtractUniforms;
glslUniforms bloomBlurUniforms;
glslUniforms colorFilterUniforms;
glslUniforms gaussBlurUniforms;
// 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 createNightVisionShader(void);
void applyNightVisionShader(void);
/// Bloom Functions
void createBloomShader(void);
void applyBloomShader(void);
/// Color Filter Functions
void createColorFilterShader(void);
void applyColorFilterShader(void);
/// Gaussian blur Filter Functions
void createGaussBlurShader(void);
void applyGaussBlurShader(void);
/// OpenGL Helper Functions
void getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog);
void createTexture(LLPointer<LLImageGL>& texture, unsigned int width, unsigned int height);
void copyFrameBuffer(LLGLuint texture, unsigned int width, unsigned int height);
void createNoiseTexture(LLPointer<LLImageGL>& texture);
bool checkError(void);
void checkShaderError(GLhandleARB shader);
void drawOrthoQuad(unsigned int width, unsigned int height, QuadType type);
void viewOrthogonal(unsigned int width, unsigned int height);
void changeOrthogonal(unsigned int width, unsigned int height);
void viewPerspective(void);
};
extern LLPostProcess * gPostProcess;
#endif // LL_POSTPROCESS_H