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author | Jacek Antonelli | 2008-09-06 18:24:57 -0500 |
---|---|---|
committer | Jacek Antonelli | 2008-09-06 18:25:07 -0500 |
commit | 798d367d54a6c6379ad355bd8345fa40e31e7fe9 (patch) | |
tree | 1921f1708cd0240648c97bc02df2c2ab5f2fc41e /linden/indra/llrender/llpostprocess.cpp | |
parent | Second Life viewer sources 1.20.15 (diff) | |
download | meta-impy-798d367d54a6c6379ad355bd8345fa40e31e7fe9.zip meta-impy-798d367d54a6c6379ad355bd8345fa40e31e7fe9.tar.gz meta-impy-798d367d54a6c6379ad355bd8345fa40e31e7fe9.tar.bz2 meta-impy-798d367d54a6c6379ad355bd8345fa40e31e7fe9.tar.xz |
Second Life viewer sources 1.21.0-RC
Diffstat (limited to 'linden/indra/llrender/llpostprocess.cpp')
-rw-r--r-- | linden/indra/llrender/llpostprocess.cpp | 574 |
1 files changed, 574 insertions, 0 deletions
diff --git a/linden/indra/llrender/llpostprocess.cpp b/linden/indra/llrender/llpostprocess.cpp new file mode 100644 index 0000000..c884951 --- /dev/null +++ b/linden/indra/llrender/llpostprocess.cpp | |||
@@ -0,0 +1,574 @@ | |||
1 | /** | ||
2 | * @file llpostprocess.cpp | ||
3 | * @brief LLPostProcess class implementation | ||
4 | * | ||
5 | * $LicenseInfo:firstyear=2007&license=viewergpl$ | ||
6 | * | ||
7 | * Copyright (c) 2007-2008, Linden Research, Inc. | ||
8 | * | ||
9 | * Second Life Viewer Source Code | ||
10 | * The source code in this file ("Source Code") is provided by Linden Lab | ||
11 | * to you under the terms of the GNU General Public License, version 2.0 | ||
12 | * ("GPL"), unless you have obtained a separate licensing agreement | ||
13 | * ("Other License"), formally executed by you and Linden Lab. Terms of | ||
14 | * the GPL can be found in doc/GPL-license.txt in this distribution, or | ||
15 | * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 | ||
16 | * | ||
17 | * There are special exceptions to the terms and conditions of the GPL as | ||
18 | * it is applied to this Source Code. View the full text of the exception | ||
19 | * in the file doc/FLOSS-exception.txt in this software distribution, or | ||
20 | * online at http://secondlifegrid.net/programs/open_source/licensing/flossexception | ||
21 | * | ||
22 | * By copying, modifying or distributing this software, you acknowledge | ||
23 | * that you have read and understood your obligations described above, | ||
24 | * and agree to abide by those obligations. | ||
25 | * | ||
26 | * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO | ||
27 | * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, | ||
28 | * COMPLETENESS OR PERFORMANCE. | ||
29 | * $/LicenseInfo$ | ||
30 | */ | ||
31 | |||
32 | #include "linden_common.h" | ||
33 | |||
34 | #include "llpostprocess.h" | ||
35 | #include "llglslshader.h" | ||
36 | #include "llsdserialize.h" | ||
37 | #include "llrender.h" | ||
38 | |||
39 | |||
40 | LLPostProcess * gPostProcess = NULL; | ||
41 | |||
42 | |||
43 | static const unsigned int NOISE_SIZE = 512; | ||
44 | |||
45 | /// CALCULATING LUMINANCE (Using NTSC lum weights) | ||
46 | /// http://en.wikipedia.org/wiki/Luma_%28video%29 | ||
47 | static const float LUMINANCE_R = 0.299f; | ||
48 | static const float LUMINANCE_G = 0.587f; | ||
49 | static const float LUMINANCE_B = 0.114f; | ||
50 | |||
51 | static const char * const XML_FILENAME = "postprocesseffects.xml"; | ||
52 | |||
53 | LLPostProcess::LLPostProcess(void) : | ||
54 | sceneRenderTexture(0), noiseTexture(0), | ||
55 | tempBloomTexture(0), | ||
56 | initialized(false), | ||
57 | mAllEffects(LLSD::emptyMap()), | ||
58 | screenW(1), screenH(1) | ||
59 | { | ||
60 | /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender. | ||
61 | std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME)); | ||
62 | LL_DEBUGS2("AppInit", "Shaders") << "Loading PostProcess Effects settings from " << pathName << LL_ENDL; | ||
63 | |||
64 | llifstream effectsXML(pathName); | ||
65 | |||
66 | if (effectsXML) | ||
67 | { | ||
68 | LLPointer<LLSDParser> parser = new LLSDXMLParser(); | ||
69 | |||
70 | parser->parse(effectsXML, mAllEffects, LLSDSerialize::SIZE_UNLIMITED); | ||
71 | } | ||
72 | |||
73 | if (!mAllEffects.has("default")) | ||
74 | { | ||
75 | LLSD & defaultEffect = (mAllEffects["default"] = LLSD::emptyMap()); | ||
76 | |||
77 | defaultEffect["enable_night_vision"] = LLSD::Boolean(false); | ||
78 | defaultEffect["enable_bloom"] = LLSD::Boolean(false); | ||
79 | defaultEffect["enable_color_filter"] = LLSD::Boolean(false); | ||
80 | |||
81 | /// NVG Defaults | ||
82 | defaultEffect["brightness_multiplier"] = 3.0; | ||
83 | defaultEffect["noise_size"] = 25.0; | ||
84 | defaultEffect["noise_strength"] = 0.4; | ||
85 | |||
86 | // TODO BTest potentially add this to tweaks? | ||
87 | noiseTextureScale = 1.0f; | ||
88 | |||
89 | /// Bloom Defaults | ||
90 | defaultEffect["extract_low"] = 0.95; | ||
91 | defaultEffect["extract_high"] = 1.0; | ||
92 | defaultEffect["bloom_width"] = 2.25; | ||
93 | defaultEffect["bloom_strength"] = 1.5; | ||
94 | |||
95 | /// Color Filter Defaults | ||
96 | defaultEffect["brightness"] = 1.0; | ||
97 | defaultEffect["contrast"] = 1.0; | ||
98 | defaultEffect["saturation"] = 1.0; | ||
99 | |||
100 | LLSD& contrastBase = (defaultEffect["contrast_base"] = LLSD::emptyArray()); | ||
101 | contrastBase.append(1.0); | ||
102 | contrastBase.append(1.0); | ||
103 | contrastBase.append(1.0); | ||
104 | contrastBase.append(0.5); | ||
105 | } | ||
106 | |||
107 | setSelectedEffect("default"); | ||
108 | */ | ||
109 | } | ||
110 | |||
111 | LLPostProcess::~LLPostProcess(void) | ||
112 | { | ||
113 | glDeleteTextures(1, &sceneRenderTexture); | ||
114 | glDeleteTextures(1, &noiseTexture); | ||
115 | glDeleteTextures(1, &tempBloomTexture); | ||
116 | } | ||
117 | |||
118 | // static | ||
119 | void LLPostProcess::initClass(void) | ||
120 | { | ||
121 | //this will cause system to crash at second time login | ||
122 | //if first time login fails due to network connection --- bao | ||
123 | //***llassert_always(gPostProcess == NULL); | ||
124 | //replaced by the following line: | ||
125 | if(gPostProcess) | ||
126 | return ; | ||
127 | |||
128 | |||
129 | gPostProcess = new LLPostProcess(); | ||
130 | } | ||
131 | |||
132 | // static | ||
133 | void LLPostProcess::cleanupClass() | ||
134 | { | ||
135 | delete gPostProcess; | ||
136 | gPostProcess = NULL; | ||
137 | } | ||
138 | |||
139 | void LLPostProcess::setSelectedEffect(std::string const & effectName) | ||
140 | { | ||
141 | mSelectedEffectName = effectName; | ||
142 | static_cast<LLSD &>(tweaks) = mAllEffects[effectName]; | ||
143 | } | ||
144 | |||
145 | void LLPostProcess::saveEffect(std::string const & effectName) | ||
146 | { | ||
147 | /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender. | ||
148 | mAllEffects[effectName] = tweaks; | ||
149 | |||
150 | std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME)); | ||
151 | //llinfos << "Saving PostProcess Effects settings to " << pathName << llendl; | ||
152 | |||
153 | llofstream effectsXML(pathName); | ||
154 | |||
155 | LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter(); | ||
156 | |||
157 | formatter->format(mAllEffects, effectsXML); | ||
158 | */ | ||
159 | } | ||
160 | |||
161 | void LLPostProcess::apply(unsigned int width, unsigned int height) | ||
162 | { | ||
163 | if (!initialized || width != screenW || height != screenH){ | ||
164 | initialize(width, height); | ||
165 | } | ||
166 | if (shadersEnabled()){ | ||
167 | doEffects(); | ||
168 | } | ||
169 | } | ||
170 | |||
171 | void LLPostProcess::initialize(unsigned int width, unsigned int height) | ||
172 | { | ||
173 | screenW = width; | ||
174 | screenH = height; | ||
175 | createTexture(sceneRenderTexture, screenW, screenH); | ||
176 | initialized = true; | ||
177 | |||
178 | checkError(); | ||
179 | createNightVisionShader(); | ||
180 | createBloomShader(); | ||
181 | createColorFilterShader(); | ||
182 | checkError(); | ||
183 | } | ||
184 | |||
185 | inline bool LLPostProcess::shadersEnabled(void) | ||
186 | { | ||
187 | return (tweaks.useColorFilter().asBoolean() || | ||
188 | tweaks.useNightVisionShader().asBoolean() || | ||
189 | tweaks.useBloomShader().asBoolean() ); | ||
190 | |||
191 | } | ||
192 | |||
193 | void LLPostProcess::applyShaders(void) | ||
194 | { | ||
195 | if (tweaks.useColorFilter()){ | ||
196 | applyColorFilterShader(); | ||
197 | checkError(); | ||
198 | } | ||
199 | if (tweaks.useNightVisionShader()){ | ||
200 | /// If any of the above shaders have been called update the frame buffer; | ||
201 | if (tweaks.useColorFilter()){ | ||
202 | copyFrameBuffer(sceneRenderTexture, screenW, screenH); | ||
203 | } | ||
204 | applyNightVisionShader(); | ||
205 | checkError(); | ||
206 | } | ||
207 | if (tweaks.useBloomShader()){ | ||
208 | /// If any of the above shaders have been called update the frame buffer; | ||
209 | if (tweaks.useColorFilter().asBoolean() || tweaks.useNightVisionShader().asBoolean()){ | ||
210 | copyFrameBuffer(sceneRenderTexture, screenW, screenH); | ||
211 | } | ||
212 | applyBloomShader(); | ||
213 | checkError(); | ||
214 | } | ||
215 | } | ||
216 | |||
217 | void LLPostProcess::applyColorFilterShader(void) | ||
218 | { | ||
219 | /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender. | ||
220 | gPostColorFilterProgram.bind(); | ||
221 | |||
222 | gGL.getTexUnit(0)->activate(); | ||
223 | glEnable(GL_TEXTURE_RECTANGLE_ARB); | ||
224 | |||
225 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, sceneRenderTexture); | ||
226 | |||
227 | getShaderUniforms(colorFilterUniforms, gPostColorFilterProgram.mProgramObject); | ||
228 | glUniform1iARB(colorFilterUniforms["RenderTexture"], 0); | ||
229 | glUniform1fARB(colorFilterUniforms["brightness"], tweaks.getBrightness()); | ||
230 | glUniform1fARB(colorFilterUniforms["contrast"], tweaks.getContrast()); | ||
231 | float baseI = (tweaks.getContrastBaseR() + tweaks.getContrastBaseG() + tweaks.getContrastBaseB()) / 3.0f; | ||
232 | baseI = tweaks.getContrastBaseIntensity() / ((baseI < 0.001f) ? 0.001f : baseI); | ||
233 | float baseR = tweaks.getContrastBaseR() * baseI; | ||
234 | float baseG = tweaks.getContrastBaseG() * baseI; | ||
235 | float baseB = tweaks.getContrastBaseB() * baseI; | ||
236 | glUniform3fARB(colorFilterUniforms["contrastBase"], baseR, baseG, baseB); | ||
237 | glUniform1fARB(colorFilterUniforms["saturation"], tweaks.getSaturation()); | ||
238 | glUniform3fARB(colorFilterUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B); | ||
239 | |||
240 | LLGLEnable blend(GL_BLEND); | ||
241 | gGL.setSceneBlendType(LLRender::BT_REPLACE); | ||
242 | LLGLDepthTest depth(GL_FALSE); | ||
243 | |||
244 | /// Draw a screen space quad | ||
245 | drawOrthoQuad(screenW, screenH, QUAD_NORMAL); | ||
246 | gPostColorFilterProgram.unbind(); | ||
247 | */ | ||
248 | } | ||
249 | |||
250 | void LLPostProcess::createColorFilterShader(void) | ||
251 | { | ||
252 | /// Define uniform names | ||
253 | colorFilterUniforms["RenderTexture"] = 0; | ||
254 | colorFilterUniforms["brightness"] = 0; | ||
255 | colorFilterUniforms["contrast"] = 0; | ||
256 | colorFilterUniforms["contrastBase"] = 0; | ||
257 | colorFilterUniforms["saturation"] = 0; | ||
258 | colorFilterUniforms["lumWeights"] = 0; | ||
259 | } | ||
260 | |||
261 | void LLPostProcess::applyNightVisionShader(void) | ||
262 | { | ||
263 | /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender. | ||
264 | gPostNightVisionProgram.bind(); | ||
265 | |||
266 | gGL.getTexUnit(0)->activate(); | ||
267 | glEnable(GL_TEXTURE_RECTANGLE_ARB); | ||
268 | |||
269 | getShaderUniforms(nightVisionUniforms, gPostNightVisionProgram.mProgramObject); | ||
270 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, sceneRenderTexture); | ||
271 | glUniform1iARB(nightVisionUniforms["RenderTexture"], 0); | ||
272 | |||
273 | gGL.getTexUnit(1)->activate(); | ||
274 | glEnable(GL_TEXTURE_2D); | ||
275 | |||
276 | glBindTexture(GL_TEXTURE_2D, noiseTexture); | ||
277 | glUniform1iARB(nightVisionUniforms["NoiseTexture"], 1); | ||
278 | |||
279 | |||
280 | glUniform1fARB(nightVisionUniforms["brightMult"], tweaks.getBrightMult()); | ||
281 | glUniform1fARB(nightVisionUniforms["noiseStrength"], tweaks.getNoiseStrength()); | ||
282 | noiseTextureScale = 0.01f + ((101.f - tweaks.getNoiseSize()) / 100.f); | ||
283 | noiseTextureScale *= (screenH / NOISE_SIZE); | ||
284 | |||
285 | |||
286 | glUniform3fARB(nightVisionUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B); | ||
287 | |||
288 | LLGLEnable blend(GL_BLEND); | ||
289 | gGL.setSceneBlendType(LLRender::BT_REPLACE); | ||
290 | LLGLDepthTest depth(GL_FALSE); | ||
291 | |||
292 | /// Draw a screen space quad | ||
293 | drawOrthoQuad(screenW, screenH, QUAD_NOISE); | ||
294 | gPostNightVisionProgram.unbind(); | ||
295 | gGL.getTexUnit(0)->activate(); | ||
296 | */ | ||
297 | } | ||
298 | |||
299 | void LLPostProcess::createNightVisionShader(void) | ||
300 | { | ||
301 | /// Define uniform names | ||
302 | nightVisionUniforms["RenderTexture"] = 0; | ||
303 | nightVisionUniforms["NoiseTexture"] = 0; | ||
304 | nightVisionUniforms["brightMult"] = 0; | ||
305 | nightVisionUniforms["noiseStrength"] = 0; | ||
306 | nightVisionUniforms["lumWeights"] = 0; | ||
307 | |||
308 | createNoiseTexture(noiseTexture); | ||
309 | } | ||
310 | |||
311 | void LLPostProcess::applyBloomShader(void) | ||
312 | { | ||
313 | |||
314 | } | ||
315 | |||
316 | void LLPostProcess::createBloomShader(void) | ||
317 | { | ||
318 | createTexture(tempBloomTexture, unsigned(screenW * 0.5), unsigned(screenH * 0.5)); | ||
319 | |||
320 | /// Create Bloom Extract Shader | ||
321 | bloomExtractUniforms["RenderTexture"] = 0; | ||
322 | bloomExtractUniforms["extractLow"] = 0; | ||
323 | bloomExtractUniforms["extractHigh"] = 0; | ||
324 | bloomExtractUniforms["lumWeights"] = 0; | ||
325 | |||
326 | /// Create Bloom Blur Shader | ||
327 | bloomBlurUniforms["RenderTexture"] = 0; | ||
328 | bloomBlurUniforms["bloomStrength"] = 0; | ||
329 | bloomBlurUniforms["texelSize"] = 0; | ||
330 | bloomBlurUniforms["blurDirection"] = 0; | ||
331 | bloomBlurUniforms["blurWidth"] = 0; | ||
332 | } | ||
333 | |||
334 | void LLPostProcess::getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog) | ||
335 | { | ||
336 | /// Find uniform locations and insert into map | ||
337 | std::map<const char *, GLuint>::iterator i; | ||
338 | for (i = uniforms.begin(); i != uniforms.end(); ++i){ | ||
339 | i->second = glGetUniformLocationARB(prog, i->first); | ||
340 | } | ||
341 | } | ||
342 | |||
343 | void LLPostProcess::doEffects(void) | ||
344 | { | ||
345 | /// Save GL State | ||
346 | glPushAttrib(GL_ALL_ATTRIB_BITS); | ||
347 | glPushClientAttrib(GL_ALL_ATTRIB_BITS); | ||
348 | |||
349 | /// Copy the screen buffer to the render texture | ||
350 | copyFrameBuffer(sceneRenderTexture, screenW, screenH); | ||
351 | |||
352 | /// Clear the frame buffer. | ||
353 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | ||
354 | glClear(GL_COLOR_BUFFER_BIT); | ||
355 | |||
356 | /// Change to an orthogonal view | ||
357 | viewOrthogonal(screenW, screenH); | ||
358 | |||
359 | checkError(); | ||
360 | applyShaders(); | ||
361 | |||
362 | LLGLSLShader::bindNoShader(); | ||
363 | checkError(); | ||
364 | |||
365 | /// Change to a perspective view | ||
366 | viewPerspective(); | ||
367 | |||
368 | /// Reset GL State | ||
369 | glPopClientAttrib(); | ||
370 | glPopAttrib(); | ||
371 | checkError(); | ||
372 | } | ||
373 | |||
374 | void LLPostProcess::copyFrameBuffer(GLuint & texture, unsigned int width, unsigned int height) | ||
375 | { | ||
376 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture); | ||
377 | glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 0, 0, width, height, 0); | ||
378 | } | ||
379 | |||
380 | void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadType type) | ||
381 | { | ||
382 | #if 0 | ||
383 | float noiseX = 0.f; | ||
384 | float noiseY = 0.f; | ||
385 | float screenRatio = 1.0f; | ||
386 | |||
387 | if (type == QUAD_NOISE){ | ||
388 | noiseX = ((float) rand() / (float) RAND_MAX); | ||
389 | noiseY = ((float) rand() / (float) RAND_MAX); | ||
390 | screenRatio = (float) width / (float) height; | ||
391 | } | ||
392 | |||
393 | |||
394 | glBegin(GL_QUADS); | ||
395 | if (type != QUAD_BLOOM_EXTRACT){ | ||
396 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height); | ||
397 | } else { | ||
398 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height * 2.0f); | ||
399 | } | ||
400 | if (type == QUAD_NOISE){ | ||
401 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, | ||
402 | noiseX, | ||
403 | noiseTextureScale + noiseY); | ||
404 | } else if (type == QUAD_BLOOM_COMBINE){ | ||
405 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, (GLfloat) height * 0.5f); | ||
406 | } | ||
407 | glVertex2f(0.f, (GLfloat) screenH - height); | ||
408 | |||
409 | if (type != QUAD_BLOOM_EXTRACT){ | ||
410 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f); | ||
411 | } else { | ||
412 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f); | ||
413 | } | ||
414 | if (type == QUAD_NOISE){ | ||
415 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, | ||
416 | noiseX, | ||
417 | noiseY); | ||
418 | } else if (type == QUAD_BLOOM_COMBINE){ | ||
419 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, 0.f); | ||
420 | } | ||
421 | glVertex2f(0.f, (GLfloat) height + (screenH - height)); | ||
422 | |||
423 | |||
424 | if (type != QUAD_BLOOM_EXTRACT){ | ||
425 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, 0.f); | ||
426 | } else { | ||
427 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, 0.f); | ||
428 | } | ||
429 | if (type == QUAD_NOISE){ | ||
430 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, | ||
431 | screenRatio * noiseTextureScale + noiseX, | ||
432 | noiseY); | ||
433 | } else if (type == QUAD_BLOOM_COMBINE){ | ||
434 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, 0.f); | ||
435 | } | ||
436 | glVertex2f((GLfloat) width, (GLfloat) height + (screenH - height)); | ||
437 | |||
438 | |||
439 | if (type != QUAD_BLOOM_EXTRACT){ | ||
440 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, (GLfloat) height); | ||
441 | } else { | ||
442 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, (GLfloat) height * 2.0f); | ||
443 | } | ||
444 | if (type == QUAD_NOISE){ | ||
445 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, | ||
446 | screenRatio * noiseTextureScale + noiseX, | ||
447 | noiseTextureScale + noiseY); | ||
448 | } else if (type == QUAD_BLOOM_COMBINE){ | ||
449 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, (GLfloat) height * 0.5f); | ||
450 | } | ||
451 | glVertex2f((GLfloat) width, (GLfloat) screenH - height); | ||
452 | glEnd(); | ||
453 | #endif | ||
454 | } | ||
455 | |||
456 | void LLPostProcess::viewOrthogonal(unsigned int width, unsigned int height) | ||
457 | { | ||
458 | glMatrixMode(GL_PROJECTION); | ||
459 | glPushMatrix(); | ||
460 | glLoadIdentity(); | ||
461 | glOrtho( 0.f, (GLdouble) width , (GLdouble) height , 0.f, -1.f, 1.f ); | ||
462 | glMatrixMode(GL_MODELVIEW); | ||
463 | glPushMatrix(); | ||
464 | glLoadIdentity(); | ||
465 | } | ||
466 | |||
467 | void LLPostProcess::viewPerspective(void) | ||
468 | { | ||
469 | glMatrixMode( GL_PROJECTION ); | ||
470 | glPopMatrix(); | ||
471 | glMatrixMode( GL_MODELVIEW ); | ||
472 | glPopMatrix(); | ||
473 | } | ||
474 | |||
475 | void LLPostProcess::changeOrthogonal(unsigned int width, unsigned int height) | ||
476 | { | ||
477 | viewPerspective(); | ||
478 | viewOrthogonal(width, height); | ||
479 | } | ||
480 | |||
481 | void LLPostProcess::createTexture(GLuint & texture, unsigned int width, unsigned int height) | ||
482 | { | ||
483 | if (texture != 0){ | ||
484 | glDeleteTextures(1, &texture); | ||
485 | } | ||
486 | |||
487 | std::vector<GLubyte> data(width * height * 4, 0); | ||
488 | |||
489 | glGenTextures(1, &texture); | ||
490 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture); | ||
491 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0, | ||
492 | GL_RGBA, GL_UNSIGNED_BYTE, &data[0]); | ||
493 | glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MIN_FILTER,GL_LINEAR); | ||
494 | glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MAG_FILTER,GL_LINEAR); | ||
495 | glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
496 | glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
497 | } | ||
498 | |||
499 | void LLPostProcess::createNoiseTexture(GLuint & texture) | ||
500 | { | ||
501 | if (texture != 0){ | ||
502 | glDeleteTextures(1, &texture); | ||
503 | } | ||
504 | glGenTextures(1, &texture); | ||
505 | |||
506 | std::vector<GLubyte> buffer(NOISE_SIZE * NOISE_SIZE); | ||
507 | for (unsigned int i = 0; i < NOISE_SIZE; i++){ | ||
508 | for (unsigned int k = 0; k < NOISE_SIZE; k++){ | ||
509 | buffer[(i * NOISE_SIZE) + k] = (GLubyte)((double) rand() / ((double) RAND_MAX + 1.f) * 255.f); | ||
510 | } | ||
511 | } | ||
512 | glBindTexture(GL_TEXTURE_2D, texture); | ||
513 | glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, NOISE_SIZE, NOISE_SIZE, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0]); | ||
514 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR); | ||
515 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR); | ||
516 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); | ||
517 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); | ||
518 | } | ||
519 | |||
520 | bool LLPostProcess::checkError(void) | ||
521 | { | ||
522 | GLenum glErr; | ||
523 | bool retCode = false; | ||
524 | |||
525 | glErr = glGetError(); | ||
526 | while (glErr != GL_NO_ERROR) | ||
527 | { | ||
528 | // shaderErrorLog << (const char *) gluErrorString(glErr) << std::endl; | ||
529 | char const * err_str_raw = (const char *) gluErrorString(glErr); | ||
530 | |||
531 | if(err_str_raw == NULL) | ||
532 | { | ||
533 | std::ostringstream err_builder; | ||
534 | err_builder << "unknown error number " << glErr; | ||
535 | mShaderErrorString = err_builder.str(); | ||
536 | } | ||
537 | else | ||
538 | { | ||
539 | mShaderErrorString = err_str_raw; | ||
540 | } | ||
541 | |||
542 | retCode = true; | ||
543 | glErr = glGetError(); | ||
544 | } | ||
545 | return retCode; | ||
546 | } | ||
547 | |||
548 | void LLPostProcess::checkShaderError(GLhandleARB shader) | ||
549 | { | ||
550 | GLint infologLength = 0; | ||
551 | GLint charsWritten = 0; | ||
552 | GLchar *infoLog; | ||
553 | |||
554 | checkError(); // Check for OpenGL errors | ||
555 | |||
556 | glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &infologLength); | ||
557 | |||
558 | checkError(); // Check for OpenGL errors | ||
559 | |||
560 | if (infologLength > 0) | ||
561 | { | ||
562 | infoLog = (GLchar *)malloc(infologLength); | ||
563 | if (infoLog == NULL) | ||
564 | { | ||
565 | /// Could not allocate infolog buffer | ||
566 | return; | ||
567 | } | ||
568 | glGetInfoLogARB(shader, infologLength, &charsWritten, infoLog); | ||
569 | // shaderErrorLog << (char *) infoLog << std::endl; | ||
570 | mShaderErrorString = (char *) infoLog; | ||
571 | free(infoLog); | ||
572 | } | ||
573 | checkError(); // Check for OpenGL errors | ||
574 | } | ||