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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) 2007-2009, 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
21 * http://secondlifegrid.net/programs/open_source/licensing/flossexception
22 *
23 * By copying, modifying or distributing this software, you acknowledge
24 * that you have read and understood your obligations described above,
25 * and agree to abide by those obligations.
26 *
27 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
28 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
29 * COMPLETENESS OR PERFORMANCE.
30 * $/LicenseInfo$
31 */
32
33#ifndef LL_POSTPROCESS_H
34#define LL_POSTPROCESS_H
35
36#include <map>
37#include <fstream>
38#include "llgl.h"
39#include "llglheaders.h"
40
41class LLPostProcess
42{
43public:
44
45 typedef enum _QuadType {
46 QUAD_NORMAL,
47 QUAD_NOISE,
48 QUAD_BLOOM_EXTRACT,
49 QUAD_BLOOM_COMBINE
50 } QuadType;
51
52 /// GLSL Shader Encapsulation Struct
53 typedef std::map<const char *, GLuint> glslUniforms;
54
55 struct PostProcessTweaks : public LLSD {
56 inline PostProcessTweaks() : LLSD(LLSD::emptyMap())
57 {
58 }
59
60 inline LLSD & brightMult() {
61 return (*this)["brightness_multiplier"];
62 }
63
64 inline LLSD & noiseStrength() {
65 return (*this)["noise_strength"];
66 }
67
68 inline LLSD & noiseSize() {
69 return (*this)["noise_size"];
70 }
71
72 inline LLSD & extractLow() {
73 return (*this)["extract_low"];
74 }
75
76 inline LLSD & extractHigh() {
77 return (*this)["extract_high"];
78 }
79
80 inline LLSD & bloomWidth() {
81 return (*this)["bloom_width"];
82 }
83
84 inline LLSD & bloomStrength() {
85 return (*this)["bloom_strength"];
86 }
87
88 inline LLSD & brightness() {
89 return (*this)["brightness"];
90 }
91
92 inline LLSD & contrast() {
93 return (*this)["contrast"];
94 }
95
96 inline LLSD & contrastBaseR() {
97 return (*this)["contrast_base"][0];
98 }
99
100 inline LLSD & contrastBaseG() {
101 return (*this)["contrast_base"][1];
102 }
103
104 inline LLSD & contrastBaseB() {
105 return (*this)["contrast_base"][2];
106 }
107
108 inline LLSD & contrastBaseIntensity() {
109 return (*this)["contrast_base"][3];
110 }
111
112 inline LLSD & saturation() {
113 return (*this)["saturation"];
114 }
115
116 inline LLSD & useNightVisionShader() {
117 return (*this)["enable_night_vision"];
118 }
119
120 inline LLSD & useBloomShader() {
121 return (*this)["enable_bloom"];
122 }
123
124 inline LLSD & useColorFilter() {
125 return (*this)["enable_color_filter"];
126 }
127
128
129 inline F32 getBrightMult() const {
130 return F32((*this)["brightness_multiplier"].asReal());
131 }
132
133 inline F32 getNoiseStrength() const {
134 return F32((*this)["noise_strength"].asReal());
135 }
136
137 inline F32 getNoiseSize() const {
138 return F32((*this)["noise_size"].asReal());
139 }
140
141 inline F32 getExtractLow() const {
142 return F32((*this)["extract_low"].asReal());
143 }
144
145 inline F32 getExtractHigh() const {
146 return F32((*this)["extract_high"].asReal());
147 }
148
149 inline F32 getBloomWidth() const {
150 return F32((*this)["bloom_width"].asReal());
151 }
152
153 inline F32 getBloomStrength() const {
154 return F32((*this)["bloom_strength"].asReal());
155 }
156
157 inline F32 getBrightness() const {
158 return F32((*this)["brightness"].asReal());
159 }
160
161 inline F32 getContrast() const {
162 return F32((*this)["contrast"].asReal());
163 }
164
165 inline F32 getContrastBaseR() const {
166 return F32((*this)["contrast_base"][0].asReal());
167 }
168
169 inline F32 getContrastBaseG() const {
170 return F32((*this)["contrast_base"][1].asReal());
171 }
172
173 inline F32 getContrastBaseB() const {
174 return F32((*this)["contrast_base"][2].asReal());
175 }
176
177 inline F32 getContrastBaseIntensity() const {
178 return F32((*this)["contrast_base"][3].asReal());
179 }
180
181 inline F32 getSaturation() const {
182 return F32((*this)["saturation"].asReal());
183 }
184
185 };
186
187 bool initialized;
188 PostProcessTweaks tweaks;
189
190 // the map of all availible effects
191 LLSD mAllEffects;
192
193private:
194 LLPointer<LLImageGL> mSceneRenderTexture ;
195 LLPointer<LLImageGL> mNoiseTexture ;
196 LLPointer<LLImageGL> mTempBloomTexture ;
197
198
199
200public:
201 LLPostProcess(void);
202
203 ~LLPostProcess(void);
204
205 void apply(unsigned int width, unsigned int height);
206 void invalidate() ;
207
208 /// Perform global initialization for this class.
209 static void initClass(void);
210
211 // Cleanup of global data that's only inited once per class.
212 static void cleanupClass();
213
214 void setSelectedEffect(std::string const & effectName);
215
216 inline std::string const & getSelectedEffect(void) const {
217 return mSelectedEffectName;
218 }
219
220 void saveEffect(std::string const & effectName);
221
222private:
223 /// read in from file
224 std::string mShaderErrorString;
225 unsigned int screenW;
226 unsigned int screenH;
227
228 float noiseTextureScale;
229
230 /// Shader Uniforms
231 glslUniforms nightVisionUniforms;
232 glslUniforms bloomExtractUniforms;
233 glslUniforms bloomBlurUniforms;
234 glslUniforms colorFilterUniforms;
235
236 // the name of currently selected effect in mAllEffects
237 //invariant: tweaks == mAllEffects[mSelectedEffectName]
238 std::string mSelectedEffectName;
239
240 /// General functions
241 void initialize(unsigned int width, unsigned int height);
242 void doEffects(void);
243 void applyShaders(void);
244 bool shadersEnabled(void);
245
246 /// Night Vision Functions
247 void createNightVisionShader(void);
248 void applyNightVisionShader(void);
249
250 /// Bloom Functions
251 void createBloomShader(void);
252 void applyBloomShader(void);
253
254 /// Color Filter Functions
255 void createColorFilterShader(void);
256 void applyColorFilterShader(void);
257
258 /// OpenGL Helper Functions
259 void getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog);
260 void createTexture(LLPointer<LLImageGL>& texture, unsigned int width, unsigned int height);
261 void copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height);
262 void createNoiseTexture(LLPointer<LLImageGL>& texture);
263 bool checkError(void);
264 void checkShaderError(GLhandleARB shader);
265 void drawOrthoQuad(unsigned int width, unsigned int height, QuadType type);
266 void viewOrthogonal(unsigned int width, unsigned int height);
267 void changeOrthogonal(unsigned int width, unsigned int height);
268 void viewPerspective(void);
269};
270
271extern LLPostProcess * gPostProcess;
272
273
274#endif // LL_POSTPROCESS_H