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1/**
2 * @file llpostprocess.h
3 * @brief LLPostProcess class definition
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#ifndef LL_POSTPROCESS_H
33#define LL_POSTPROCESS_H
34
35#include <map>
36#include <fstream>
37#include "llgl.h"
38#include "llglheaders.h"
39
40class LLPostProcess
41{
42public:
43
44 typedef enum _QuadType {
45 QUAD_NORMAL,
46 QUAD_NOISE,
47 QUAD_BLOOM_EXTRACT,
48 QUAD_BLOOM_COMBINE
49 } QuadType;
50
51 /// GLSL Shader Encapsulation Struct
52 typedef std::map<const char *, GLuint> glslUniforms;
53
54 struct PostProcessTweaks : public LLSD {
55 inline PostProcessTweaks() : LLSD(LLSD::emptyMap())
56 {
57 }
58
59 inline LLSD & brightMult() {
60 return (*this)["brightness_multiplier"];
61 }
62
63 inline LLSD & noiseStrength() {
64 return (*this)["noise_strength"];
65 }
66
67 inline LLSD & noiseSize() {
68 return (*this)["noise_size"];
69 }
70
71 inline LLSD & extractLow() {
72 return (*this)["extract_low"];
73 }
74
75 inline LLSD & extractHigh() {
76 return (*this)["extract_high"];
77 }
78
79 inline LLSD & bloomWidth() {
80 return (*this)["bloom_width"];
81 }
82
83 inline LLSD & bloomStrength() {
84 return (*this)["bloom_strength"];
85 }
86
87 inline LLSD & brightness() {
88 return (*this)["brightness"];
89 }
90
91 inline LLSD & contrast() {
92 return (*this)["contrast"];
93 }
94
95 inline LLSD & contrastBaseR() {
96 return (*this)["contrast_base"][0];
97 }
98
99 inline LLSD & contrastBaseG() {
100 return (*this)["contrast_base"][1];
101 }
102
103 inline LLSD & contrastBaseB() {
104 return (*this)["contrast_base"][2];
105 }
106
107 inline LLSD & contrastBaseIntensity() {
108 return (*this)["contrast_base"][3];
109 }
110
111 inline LLSD & saturation() {
112 return (*this)["saturation"];
113 }
114
115 inline LLSD & useNightVisionShader() {
116 return (*this)["enable_night_vision"];
117 }
118
119 inline LLSD & useBloomShader() {
120 return (*this)["enable_bloom"];
121 }
122
123 inline LLSD & useColorFilter() {
124 return (*this)["enable_color_filter"];
125 }
126
127
128 inline F32 getBrightMult() const {
129 return F32((*this)["brightness_multiplier"].asReal());
130 }
131
132 inline F32 getNoiseStrength() const {
133 return F32((*this)["noise_strength"].asReal());
134 }
135
136 inline F32 getNoiseSize() const {
137 return F32((*this)["noise_size"].asReal());
138 }
139
140 inline F32 getExtractLow() const {
141 return F32((*this)["extract_low"].asReal());
142 }
143
144 inline F32 getExtractHigh() const {
145 return F32((*this)["extract_high"].asReal());
146 }
147
148 inline F32 getBloomWidth() const {
149 return F32((*this)["bloom_width"].asReal());
150 }
151
152 inline F32 getBloomStrength() const {
153 return F32((*this)["bloom_strength"].asReal());
154 }
155
156 inline F32 getBrightness() const {
157 return F32((*this)["brightness"].asReal());
158 }
159
160 inline F32 getContrast() const {
161 return F32((*this)["contrast"].asReal());
162 }
163
164 inline F32 getContrastBaseR() const {
165 return F32((*this)["contrast_base"][0].asReal());
166 }
167
168 inline F32 getContrastBaseG() const {
169 return F32((*this)["contrast_base"][1].asReal());
170 }
171
172 inline F32 getContrastBaseB() const {
173 return F32((*this)["contrast_base"][2].asReal());
174 }
175
176 inline F32 getContrastBaseIntensity() const {
177 return F32((*this)["contrast_base"][3].asReal());
178 }
179
180 inline F32 getSaturation() const {
181 return F32((*this)["saturation"].asReal());
182 }
183
184 };
185
186 GLuint sceneRenderTexture;
187 GLuint noiseTexture;
188 GLuint tempBloomTexture;
189 bool initialized;
190 PostProcessTweaks tweaks;
191
192 // the map of all availible effects
193 LLSD mAllEffects;
194
195public:
196 LLPostProcess(void);
197
198 ~LLPostProcess(void);
199
200 void apply(unsigned int width, unsigned int height);
201
202 /// Perform global initialization for this class.
203 static void initClass(void);
204
205 // Cleanup of global data that's only inited once per class.
206 static void cleanupClass();
207
208 void setSelectedEffect(std::string const & effectName);
209
210 inline std::string const & getSelectedEffect(void) const {
211 return mSelectedEffectName;
212 }
213
214 void saveEffect(std::string const & effectName);
215
216private:
217 /// read in from file
218 std::string mShaderErrorString;
219 unsigned int screenW;
220 unsigned int screenH;
221
222 float noiseTextureScale;
223
224 /// Shader Uniforms
225 glslUniforms nightVisionUniforms;
226 glslUniforms bloomExtractUniforms;
227 glslUniforms bloomBlurUniforms;
228 glslUniforms colorFilterUniforms;
229
230 // the name of currently selected effect in mAllEffects
231 // invariant: tweaks == mAllEffects[mSelectedEffectName]
232 std::string mSelectedEffectName;
233
234 /// General functions
235 void initialize(unsigned int width, unsigned int height);
236 void doEffects(void);
237 void applyShaders(void);
238 bool shadersEnabled(void);
239
240 /// Night Vision Functions
241 void createNightVisionShader(void);
242 void applyNightVisionShader(void);
243
244 /// Bloom Functions
245 void createBloomShader(void);
246 void applyBloomShader(void);
247
248 /// Color Filter Functions
249 void createColorFilterShader(void);
250 void applyColorFilterShader(void);
251
252 /// OpenGL Helper Functions
253 void getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog);
254 void createTexture(GLuint & texture, unsigned int width, unsigned int height);
255 void copyFrameBuffer(GLuint & texture, unsigned int width, unsigned int height);
256 void createNoiseTexture(GLuint & texture);
257 bool checkError(void);
258 void checkShaderError(GLhandleARB shader);
259 void drawOrthoQuad(unsigned int width, unsigned int height, QuadType type);
260 void viewOrthogonal(unsigned int width, unsigned int height);
261 void changeOrthogonal(unsigned int width, unsigned int height);
262 void viewPerspective(void);
263};
264
265extern LLPostProcess * gPostProcess;
266
267
268#endif // LL_POSTPROCESS_H