268 lines
6.3 KiB
C++
Executable File
268 lines
6.3 KiB
C++
Executable File
/**
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* @file llpostprocess.h
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* @brief LLPostProcess class definition
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_POSTPROCESS_H
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#define LL_POSTPROCESS_H
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#include <map>
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#include <fstream>
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#include "llgl.h"
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#include "llglheaders.h"
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#include "llstaticstringtable.h"
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class LLPostProcess
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{
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public:
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typedef enum _QuadType {
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QUAD_NORMAL,
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QUAD_NOISE,
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QUAD_BLOOM_EXTRACT,
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QUAD_BLOOM_COMBINE
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} QuadType;
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/// GLSL Shader Encapsulation Struct
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typedef LLStaticStringTable<GLuint> glslUniforms;
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struct PostProcessTweaks : public LLSD {
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inline PostProcessTweaks() : LLSD(LLSD::emptyMap())
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{
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}
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inline LLSD & brightMult() {
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return (*this)["brightness_multiplier"];
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}
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inline LLSD & noiseStrength() {
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return (*this)["noise_strength"];
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}
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inline LLSD & noiseSize() {
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return (*this)["noise_size"];
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}
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inline LLSD & extractLow() {
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return (*this)["extract_low"];
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}
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inline LLSD & extractHigh() {
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return (*this)["extract_high"];
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}
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inline LLSD & bloomWidth() {
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return (*this)["bloom_width"];
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}
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inline LLSD & bloomStrength() {
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return (*this)["bloom_strength"];
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}
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inline LLSD & brightness() {
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return (*this)["brightness"];
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}
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inline LLSD & contrast() {
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return (*this)["contrast"];
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}
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inline LLSD & contrastBaseR() {
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return (*this)["contrast_base"][0];
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}
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inline LLSD & contrastBaseG() {
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return (*this)["contrast_base"][1];
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}
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inline LLSD & contrastBaseB() {
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return (*this)["contrast_base"][2];
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}
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inline LLSD & contrastBaseIntensity() {
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return (*this)["contrast_base"][3];
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}
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inline LLSD & saturation() {
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return (*this)["saturation"];
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}
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inline LLSD & useNightVisionShader() {
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return (*this)["enable_night_vision"];
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}
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inline LLSD & useBloomShader() {
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return (*this)["enable_bloom"];
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}
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inline LLSD & useColorFilter() {
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return (*this)["enable_color_filter"];
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}
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inline F32 getBrightMult() const {
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return F32((*this)["brightness_multiplier"].asReal());
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}
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inline F32 getNoiseStrength() const {
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return F32((*this)["noise_strength"].asReal());
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}
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inline F32 getNoiseSize() const {
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return F32((*this)["noise_size"].asReal());
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}
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inline F32 getExtractLow() const {
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return F32((*this)["extract_low"].asReal());
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}
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inline F32 getExtractHigh() const {
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return F32((*this)["extract_high"].asReal());
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}
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inline F32 getBloomWidth() const {
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return F32((*this)["bloom_width"].asReal());
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}
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inline F32 getBloomStrength() const {
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return F32((*this)["bloom_strength"].asReal());
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}
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inline F32 getBrightness() const {
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return F32((*this)["brightness"].asReal());
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}
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inline F32 getContrast() const {
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return F32((*this)["contrast"].asReal());
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}
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inline F32 getContrastBaseR() const {
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return F32((*this)["contrast_base"][0].asReal());
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}
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inline F32 getContrastBaseG() const {
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return F32((*this)["contrast_base"][1].asReal());
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}
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inline F32 getContrastBaseB() const {
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return F32((*this)["contrast_base"][2].asReal());
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}
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inline F32 getContrastBaseIntensity() const {
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return F32((*this)["contrast_base"][3].asReal());
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}
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inline F32 getSaturation() const {
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return F32((*this)["saturation"].asReal());
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}
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};
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bool initialized;
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PostProcessTweaks tweaks;
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// the map of all availible effects
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LLSD mAllEffects;
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private:
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LLPointer<LLImageGL> mSceneRenderTexture ;
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LLPointer<LLImageGL> mNoiseTexture ;
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LLPointer<LLImageGL> mTempBloomTexture ;
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public:
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LLPostProcess(void);
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~LLPostProcess(void);
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void apply(unsigned int width, unsigned int height);
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void invalidate() ;
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/// Perform global initialization for this class.
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static void initClass(void);
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// Cleanup of global data that's only inited once per class.
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static void cleanupClass();
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void setSelectedEffect(std::string const & effectName);
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inline std::string const & getSelectedEffect(void) const {
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return mSelectedEffectName;
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}
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void saveEffect(std::string const & effectName);
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private:
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/// read in from file
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std::string mShaderErrorString;
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unsigned int screenW;
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unsigned int screenH;
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float noiseTextureScale;
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/// Shader Uniforms
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glslUniforms nightVisionUniforms;
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glslUniforms bloomExtractUniforms;
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glslUniforms bloomBlurUniforms;
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glslUniforms colorFilterUniforms;
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// the name of currently selected effect in mAllEffects
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// invariant: tweaks == mAllEffects[mSelectedEffectName]
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std::string mSelectedEffectName;
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/// General functions
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void initialize(unsigned int width, unsigned int height);
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void doEffects(void);
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void applyShaders(void);
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bool shadersEnabled(void);
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/// Night Vision Functions
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void createNightVisionShader(void);
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void applyNightVisionShader(void);
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/// Bloom Functions
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void createBloomShader(void);
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void applyBloomShader(void);
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/// Color Filter Functions
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void createColorFilterShader(void);
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void applyColorFilterShader(void);
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/// OpenGL Helper Functions
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void getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog);
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void createTexture(LLPointer<LLImageGL>& texture, unsigned int width, unsigned int height);
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void copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height);
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void createNoiseTexture(LLPointer<LLImageGL>& texture);
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bool checkError(void);
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void checkShaderError(GLhandleARB shader);
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void drawOrthoQuad(unsigned int width, unsigned int height, QuadType type);
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void viewOrthogonal(unsigned int width, unsigned int height);
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void changeOrthogonal(unsigned int width, unsigned int height);
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void viewPerspective(void);
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};
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extern LLPostProcess * gPostProcess;
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#endif // LL_POSTPROCESS_H
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