diff options
Diffstat (limited to 'linden/indra/newview/llpostprocess.cpp')
-rw-r--r-- | linden/indra/newview/llpostprocess.cpp | 567 |
1 files changed, 0 insertions, 567 deletions
diff --git a/linden/indra/newview/llpostprocess.cpp b/linden/indra/newview/llpostprocess.cpp deleted file mode 100644 index 7ee7100..0000000 --- a/linden/indra/newview/llpostprocess.cpp +++ /dev/null | |||
@@ -1,567 +0,0 @@ | |||
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 "llviewerprecompiledheaders.h" | ||
33 | |||
34 | #include "pipeline.h" | ||
35 | #include "llpostprocess.h" | ||
36 | #include "llglslshader.h" | ||
37 | #include "llsdserialize.h" | ||
38 | #include "llrender.h" | ||
39 | |||
40 | |||
41 | LLPostProcess * gPostProcess = NULL; | ||
42 | |||
43 | |||
44 | static const unsigned int NOISE_SIZE = 512; | ||
45 | |||
46 | /// CALCULATING LUMINANCE (Using NTSC lum weights) | ||
47 | /// http://en.wikipedia.org/wiki/Luma_%28video%29 | ||
48 | static const float LUMINANCE_R = 0.299f; | ||
49 | static const float LUMINANCE_G = 0.587f; | ||
50 | static const float LUMINANCE_B = 0.114f; | ||
51 | |||
52 | static const char * const XML_FILENAME = "postprocesseffects.xml"; | ||
53 | |||
54 | LLPostProcess::LLPostProcess(void) : | ||
55 | sceneRenderTexture(0), noiseTexture(0), | ||
56 | tempBloomTexture(0), | ||
57 | initialized(false), | ||
58 | mAllEffects(LLSD::emptyMap()), | ||
59 | screenW(1), screenH(1) | ||
60 | { | ||
61 | LLString 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.c_str()); | ||
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 | LLPostProcess::~LLPostProcess(void) | ||
111 | { | ||
112 | glDeleteTextures(1, &sceneRenderTexture); | ||
113 | glDeleteTextures(1, &noiseTexture); | ||
114 | glDeleteTextures(1, &tempBloomTexture); | ||
115 | } | ||
116 | |||
117 | // static | ||
118 | void LLPostProcess::initClass(void) | ||
119 | { | ||
120 | //this will cause system to crash at second time login | ||
121 | //if first time login fails due to network connection --- bao | ||
122 | //***llassert_always(gPostProcess == NULL); | ||
123 | //replaced by the following line: | ||
124 | if(gPostProcess) | ||
125 | return ; | ||
126 | |||
127 | |||
128 | gPostProcess = new LLPostProcess(); | ||
129 | } | ||
130 | |||
131 | // static | ||
132 | void LLPostProcess::cleanupClass() | ||
133 | { | ||
134 | delete gPostProcess; | ||
135 | gPostProcess = NULL; | ||
136 | } | ||
137 | |||
138 | void LLPostProcess::setSelectedEffect(std::string const & effectName) | ||
139 | { | ||
140 | mSelectedEffectName = effectName; | ||
141 | static_cast<LLSD &>(tweaks) = mAllEffects[effectName]; | ||
142 | } | ||
143 | |||
144 | void LLPostProcess::saveEffect(std::string const & effectName) | ||
145 | { | ||
146 | mAllEffects[effectName] = tweaks; | ||
147 | |||
148 | LLString pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME)); | ||
149 | //llinfos << "Saving PostProcess Effects settings to " << pathName << llendl; | ||
150 | |||
151 | llofstream effectsXML(pathName.c_str()); | ||
152 | |||
153 | LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter(); | ||
154 | |||
155 | formatter->format(mAllEffects, effectsXML); | ||
156 | } | ||
157 | |||
158 | void LLPostProcess::apply(unsigned int width, unsigned int height) | ||
159 | { | ||
160 | if (!initialized || width != screenW || height != screenH){ | ||
161 | initialize(width, height); | ||
162 | } | ||
163 | if (shadersEnabled()){ | ||
164 | doEffects(); | ||
165 | } | ||
166 | } | ||
167 | |||
168 | void LLPostProcess::initialize(unsigned int width, unsigned int height) | ||
169 | { | ||
170 | screenW = width; | ||
171 | screenH = height; | ||
172 | createTexture(sceneRenderTexture, screenW, screenH); | ||
173 | initialized = true; | ||
174 | |||
175 | checkError(); | ||
176 | createNightVisionShader(); | ||
177 | createBloomShader(); | ||
178 | createColorFilterShader(); | ||
179 | checkError(); | ||
180 | } | ||
181 | |||
182 | inline bool LLPostProcess::shadersEnabled(void) | ||
183 | { | ||
184 | return (tweaks.useColorFilter().asBoolean() || | ||
185 | tweaks.useNightVisionShader().asBoolean() || | ||
186 | tweaks.useBloomShader().asBoolean() ); | ||
187 | |||
188 | } | ||
189 | |||
190 | void LLPostProcess::applyShaders(void) | ||
191 | { | ||
192 | if (tweaks.useColorFilter()){ | ||
193 | applyColorFilterShader(); | ||
194 | checkError(); | ||
195 | } | ||
196 | if (tweaks.useNightVisionShader()){ | ||
197 | /// If any of the above shaders have been called update the frame buffer; | ||
198 | if (tweaks.useColorFilter()){ | ||
199 | copyFrameBuffer(sceneRenderTexture, screenW, screenH); | ||
200 | } | ||
201 | applyNightVisionShader(); | ||
202 | checkError(); | ||
203 | } | ||
204 | if (tweaks.useBloomShader()){ | ||
205 | /// If any of the above shaders have been called update the frame buffer; | ||
206 | if (tweaks.useColorFilter().asBoolean() || tweaks.useNightVisionShader().asBoolean()){ | ||
207 | copyFrameBuffer(sceneRenderTexture, screenW, screenH); | ||
208 | } | ||
209 | applyBloomShader(); | ||
210 | checkError(); | ||
211 | } | ||
212 | } | ||
213 | |||
214 | void LLPostProcess::applyColorFilterShader(void) | ||
215 | { | ||
216 | gPostColorFilterProgram.bind(); | ||
217 | |||
218 | gGL.getTexUnit(0)->activate(); | ||
219 | glEnable(GL_TEXTURE_RECTANGLE_ARB); | ||
220 | |||
221 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, sceneRenderTexture); | ||
222 | |||
223 | getShaderUniforms(colorFilterUniforms, gPostColorFilterProgram.mProgramObject); | ||
224 | glUniform1iARB(colorFilterUniforms["RenderTexture"], 0); | ||
225 | glUniform1fARB(colorFilterUniforms["brightness"], tweaks.getBrightness()); | ||
226 | glUniform1fARB(colorFilterUniforms["contrast"], tweaks.getContrast()); | ||
227 | float baseI = (tweaks.getContrastBaseR() + tweaks.getContrastBaseG() + tweaks.getContrastBaseB()) / 3.0f; | ||
228 | baseI = tweaks.getContrastBaseIntensity() / ((baseI < 0.001f) ? 0.001f : baseI); | ||
229 | float baseR = tweaks.getContrastBaseR() * baseI; | ||
230 | float baseG = tweaks.getContrastBaseG() * baseI; | ||
231 | float baseB = tweaks.getContrastBaseB() * baseI; | ||
232 | glUniform3fARB(colorFilterUniforms["contrastBase"], baseR, baseG, baseB); | ||
233 | glUniform1fARB(colorFilterUniforms["saturation"], tweaks.getSaturation()); | ||
234 | glUniform3fARB(colorFilterUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B); | ||
235 | |||
236 | LLGLEnable blend(GL_BLEND); | ||
237 | gGL.setSceneBlendType(LLRender::BT_REPLACE); | ||
238 | LLGLDepthTest depth(GL_FALSE); | ||
239 | |||
240 | /// Draw a screen space quad | ||
241 | drawOrthoQuad(screenW, screenH, QUAD_NORMAL); | ||
242 | gPostColorFilterProgram.unbind(); | ||
243 | } | ||
244 | |||
245 | void LLPostProcess::createColorFilterShader(void) | ||
246 | { | ||
247 | /// Define uniform names | ||
248 | colorFilterUniforms["RenderTexture"] = 0; | ||
249 | colorFilterUniforms["brightness"] = 0; | ||
250 | colorFilterUniforms["contrast"] = 0; | ||
251 | colorFilterUniforms["contrastBase"] = 0; | ||
252 | colorFilterUniforms["saturation"] = 0; | ||
253 | colorFilterUniforms["lumWeights"] = 0; | ||
254 | } | ||
255 | |||
256 | void LLPostProcess::applyNightVisionShader(void) | ||
257 | { | ||
258 | gPostNightVisionProgram.bind(); | ||
259 | |||
260 | gGL.getTexUnit(0)->activate(); | ||
261 | glEnable(GL_TEXTURE_RECTANGLE_ARB); | ||
262 | |||
263 | getShaderUniforms(nightVisionUniforms, gPostNightVisionProgram.mProgramObject); | ||
264 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, sceneRenderTexture); | ||
265 | glUniform1iARB(nightVisionUniforms["RenderTexture"], 0); | ||
266 | |||
267 | gGL.getTexUnit(1)->activate(); | ||
268 | glEnable(GL_TEXTURE_2D); | ||
269 | |||
270 | glBindTexture(GL_TEXTURE_2D, noiseTexture); | ||
271 | glUniform1iARB(nightVisionUniforms["NoiseTexture"], 1); | ||
272 | |||
273 | |||
274 | glUniform1fARB(nightVisionUniforms["brightMult"], tweaks.getBrightMult()); | ||
275 | glUniform1fARB(nightVisionUniforms["noiseStrength"], tweaks.getNoiseStrength()); | ||
276 | noiseTextureScale = 0.01f + ((101.f - tweaks.getNoiseSize()) / 100.f); | ||
277 | noiseTextureScale *= (screenH / NOISE_SIZE); | ||
278 | |||
279 | |||
280 | glUniform3fARB(nightVisionUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B); | ||
281 | |||
282 | LLGLEnable blend(GL_BLEND); | ||
283 | gGL.setSceneBlendType(LLRender::BT_REPLACE); | ||
284 | LLGLDepthTest depth(GL_FALSE); | ||
285 | |||
286 | /// Draw a screen space quad | ||
287 | drawOrthoQuad(screenW, screenH, QUAD_NOISE); | ||
288 | gPostNightVisionProgram.unbind(); | ||
289 | gGL.getTexUnit(0)->activate(); | ||
290 | } | ||
291 | |||
292 | void LLPostProcess::createNightVisionShader(void) | ||
293 | { | ||
294 | /// Define uniform names | ||
295 | nightVisionUniforms["RenderTexture"] = 0; | ||
296 | nightVisionUniforms["NoiseTexture"] = 0; | ||
297 | nightVisionUniforms["brightMult"] = 0; | ||
298 | nightVisionUniforms["noiseStrength"] = 0; | ||
299 | nightVisionUniforms["lumWeights"] = 0; | ||
300 | |||
301 | createNoiseTexture(noiseTexture); | ||
302 | } | ||
303 | |||
304 | void LLPostProcess::applyBloomShader(void) | ||
305 | { | ||
306 | |||
307 | } | ||
308 | |||
309 | void LLPostProcess::createBloomShader(void) | ||
310 | { | ||
311 | createTexture(tempBloomTexture, unsigned(screenW * 0.5), unsigned(screenH * 0.5)); | ||
312 | |||
313 | /// Create Bloom Extract Shader | ||
314 | bloomExtractUniforms["RenderTexture"] = 0; | ||
315 | bloomExtractUniforms["extractLow"] = 0; | ||
316 | bloomExtractUniforms["extractHigh"] = 0; | ||
317 | bloomExtractUniforms["lumWeights"] = 0; | ||
318 | |||
319 | /// Create Bloom Blur Shader | ||
320 | bloomBlurUniforms["RenderTexture"] = 0; | ||
321 | bloomBlurUniforms["bloomStrength"] = 0; | ||
322 | bloomBlurUniforms["texelSize"] = 0; | ||
323 | bloomBlurUniforms["blurDirection"] = 0; | ||
324 | bloomBlurUniforms["blurWidth"] = 0; | ||
325 | } | ||
326 | |||
327 | void LLPostProcess::getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog) | ||
328 | { | ||
329 | /// Find uniform locations and insert into map | ||
330 | std::map<const char *, GLuint>::iterator i; | ||
331 | for (i = uniforms.begin(); i != uniforms.end(); ++i){ | ||
332 | i->second = glGetUniformLocationARB(prog, i->first); | ||
333 | } | ||
334 | } | ||
335 | |||
336 | void LLPostProcess::doEffects(void) | ||
337 | { | ||
338 | /// Save GL State | ||
339 | glPushAttrib(GL_ALL_ATTRIB_BITS); | ||
340 | glPushClientAttrib(GL_ALL_ATTRIB_BITS); | ||
341 | |||
342 | /// Copy the screen buffer to the render texture | ||
343 | copyFrameBuffer(sceneRenderTexture, screenW, screenH); | ||
344 | |||
345 | /// Clear the frame buffer. | ||
346 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | ||
347 | glClear(GL_COLOR_BUFFER_BIT); | ||
348 | |||
349 | /// Change to an orthogonal view | ||
350 | viewOrthogonal(screenW, screenH); | ||
351 | |||
352 | checkError(); | ||
353 | applyShaders(); | ||
354 | |||
355 | LLGLSLShader::bindNoShader(); | ||
356 | checkError(); | ||
357 | |||
358 | /// Change to a perspective view | ||
359 | viewPerspective(); | ||
360 | |||
361 | /// Reset GL State | ||
362 | glPopClientAttrib(); | ||
363 | glPopAttrib(); | ||
364 | checkError(); | ||
365 | } | ||
366 | |||
367 | void LLPostProcess::copyFrameBuffer(GLuint & texture, unsigned int width, unsigned int height) | ||
368 | { | ||
369 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture); | ||
370 | glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 0, 0, width, height, 0); | ||
371 | } | ||
372 | |||
373 | void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadType type) | ||
374 | { | ||
375 | #if 0 | ||
376 | float noiseX = 0.f; | ||
377 | float noiseY = 0.f; | ||
378 | float screenRatio = 1.0f; | ||
379 | |||
380 | if (type == QUAD_NOISE){ | ||
381 | noiseX = ((float) rand() / (float) RAND_MAX); | ||
382 | noiseY = ((float) rand() / (float) RAND_MAX); | ||
383 | screenRatio = (float) width / (float) height; | ||
384 | } | ||
385 | |||
386 | |||
387 | glBegin(GL_QUADS); | ||
388 | if (type != QUAD_BLOOM_EXTRACT){ | ||
389 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height); | ||
390 | } else { | ||
391 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height * 2.0f); | ||
392 | } | ||
393 | if (type == QUAD_NOISE){ | ||
394 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, | ||
395 | noiseX, | ||
396 | noiseTextureScale + noiseY); | ||
397 | } else if (type == QUAD_BLOOM_COMBINE){ | ||
398 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, (GLfloat) height * 0.5f); | ||
399 | } | ||
400 | glVertex2f(0.f, (GLfloat) screenH - height); | ||
401 | |||
402 | if (type != QUAD_BLOOM_EXTRACT){ | ||
403 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f); | ||
404 | } else { | ||
405 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f); | ||
406 | } | ||
407 | if (type == QUAD_NOISE){ | ||
408 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, | ||
409 | noiseX, | ||
410 | noiseY); | ||
411 | } else if (type == QUAD_BLOOM_COMBINE){ | ||
412 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, 0.f); | ||
413 | } | ||
414 | glVertex2f(0.f, (GLfloat) height + (screenH - height)); | ||
415 | |||
416 | |||
417 | if (type != QUAD_BLOOM_EXTRACT){ | ||
418 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, 0.f); | ||
419 | } else { | ||
420 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, 0.f); | ||
421 | } | ||
422 | if (type == QUAD_NOISE){ | ||
423 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, | ||
424 | screenRatio * noiseTextureScale + noiseX, | ||
425 | noiseY); | ||
426 | } else if (type == QUAD_BLOOM_COMBINE){ | ||
427 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, 0.f); | ||
428 | } | ||
429 | glVertex2f((GLfloat) width, (GLfloat) height + (screenH - height)); | ||
430 | |||
431 | |||
432 | if (type != QUAD_BLOOM_EXTRACT){ | ||
433 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, (GLfloat) height); | ||
434 | } else { | ||
435 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, (GLfloat) height * 2.0f); | ||
436 | } | ||
437 | if (type == QUAD_NOISE){ | ||
438 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, | ||
439 | screenRatio * noiseTextureScale + noiseX, | ||
440 | noiseTextureScale + noiseY); | ||
441 | } else if (type == QUAD_BLOOM_COMBINE){ | ||
442 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, (GLfloat) height * 0.5f); | ||
443 | } | ||
444 | glVertex2f((GLfloat) width, (GLfloat) screenH - height); | ||
445 | glEnd(); | ||
446 | #endif | ||
447 | } | ||
448 | |||
449 | void LLPostProcess::viewOrthogonal(unsigned int width, unsigned int height) | ||
450 | { | ||
451 | glMatrixMode(GL_PROJECTION); | ||
452 | glPushMatrix(); | ||
453 | glLoadIdentity(); | ||
454 | glOrtho( 0.f, (GLdouble) width , (GLdouble) height , 0.f, -1.f, 1.f ); | ||
455 | glMatrixMode(GL_MODELVIEW); | ||
456 | glPushMatrix(); | ||
457 | glLoadIdentity(); | ||
458 | } | ||
459 | |||
460 | void LLPostProcess::viewPerspective(void) | ||
461 | { | ||
462 | glMatrixMode( GL_PROJECTION ); | ||
463 | glPopMatrix(); | ||
464 | glMatrixMode( GL_MODELVIEW ); | ||
465 | glPopMatrix(); | ||
466 | } | ||
467 | |||
468 | void LLPostProcess::changeOrthogonal(unsigned int width, unsigned int height) | ||
469 | { | ||
470 | viewPerspective(); | ||
471 | viewOrthogonal(width, height); | ||
472 | } | ||
473 | |||
474 | void LLPostProcess::createTexture(GLuint & texture, unsigned int width, unsigned int height) | ||
475 | { | ||
476 | if (texture != 0){ | ||
477 | glDeleteTextures(1, &texture); | ||
478 | } | ||
479 | |||
480 | std::vector<GLubyte> data(width * height * 4, 0); | ||
481 | |||
482 | glGenTextures(1, &texture); | ||
483 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture); | ||
484 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0, | ||
485 | GL_RGBA, GL_UNSIGNED_BYTE, &data[0]); | ||
486 | glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MIN_FILTER,GL_LINEAR); | ||
487 | glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MAG_FILTER,GL_LINEAR); | ||
488 | glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
489 | glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
490 | } | ||
491 | |||
492 | void LLPostProcess::createNoiseTexture(GLuint & texture) | ||
493 | { | ||
494 | if (texture != 0){ | ||
495 | glDeleteTextures(1, &texture); | ||
496 | } | ||
497 | glGenTextures(1, &texture); | ||
498 | |||
499 | std::vector<GLubyte> buffer(NOISE_SIZE * NOISE_SIZE); | ||
500 | for (unsigned int i = 0; i < NOISE_SIZE; i++){ | ||
501 | for (unsigned int k = 0; k < NOISE_SIZE; k++){ | ||
502 | buffer[(i * NOISE_SIZE) + k] = (GLubyte)((double) rand() / ((double) RAND_MAX + 1.f) * 255.f); | ||
503 | } | ||
504 | } | ||
505 | glBindTexture(GL_TEXTURE_2D, texture); | ||
506 | glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, NOISE_SIZE, NOISE_SIZE, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0]); | ||
507 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR); | ||
508 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR); | ||
509 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); | ||
510 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); | ||
511 | } | ||
512 | |||
513 | bool LLPostProcess::checkError(void) | ||
514 | { | ||
515 | GLenum glErr; | ||
516 | bool retCode = false; | ||
517 | |||
518 | glErr = glGetError(); | ||
519 | while (glErr != GL_NO_ERROR) | ||
520 | { | ||
521 | // shaderErrorLog << (const char *) gluErrorString(glErr) << std::endl; | ||
522 | char const * err_str_raw = (const char *) gluErrorString(glErr); | ||
523 | |||
524 | if(err_str_raw == NULL) | ||
525 | { | ||
526 | std::ostringstream err_builder; | ||
527 | err_builder << "unknown error number " << glErr; | ||
528 | mShaderErrorString = err_builder.str(); | ||
529 | } | ||
530 | else | ||
531 | { | ||
532 | mShaderErrorString = err_str_raw; | ||
533 | } | ||
534 | |||
535 | retCode = true; | ||
536 | glErr = glGetError(); | ||
537 | } | ||
538 | return retCode; | ||
539 | } | ||
540 | |||
541 | void LLPostProcess::checkShaderError(GLhandleARB shader) | ||
542 | { | ||
543 | GLint infologLength = 0; | ||
544 | GLint charsWritten = 0; | ||
545 | GLchar *infoLog; | ||
546 | |||
547 | checkError(); // Check for OpenGL errors | ||
548 | |||
549 | glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &infologLength); | ||
550 | |||
551 | checkError(); // Check for OpenGL errors | ||
552 | |||
553 | if (infologLength > 0) | ||
554 | { | ||
555 | infoLog = (GLchar *)malloc(infologLength); | ||
556 | if (infoLog == NULL) | ||
557 | { | ||
558 | /// Could not allocate infolog buffer | ||
559 | return; | ||
560 | } | ||
561 | glGetInfoLogARB(shader, infologLength, &charsWritten, infoLog); | ||
562 | // shaderErrorLog << (char *) infoLog << std::endl; | ||
563 | mShaderErrorString = (char *) infoLog; | ||
564 | free(infoLog); | ||
565 | } | ||
566 | checkError(); // Check for OpenGL errors | ||
567 | } | ||