/indra/llrender/llpostprocess.h
C++ Header | 266 lines | 166 code | 62 blank | 38 comment | 0 complexity | cdb8785ffb53020683f076b7a9c1e0ea MD5 | raw file
Possible License(s): LGPL-2.1
- /**
- * @file llpostprocess.h
- * @brief LLPostProcess class definition
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
- #ifndef LL_POSTPROCESS_H
- #define LL_POSTPROCESS_H
- #include <map>
- #include <fstream>
- #include "llgl.h"
- #include "llglheaders.h"
- class LLPostProcess
- {
- public:
- typedef enum _QuadType {
- QUAD_NORMAL,
- QUAD_NOISE,
- QUAD_BLOOM_EXTRACT,
- QUAD_BLOOM_COMBINE
- } QuadType;
- /// GLSL Shader Encapsulation Struct
- typedef std::map<const char *, GLuint> glslUniforms;
- struct PostProcessTweaks : public LLSD {
- inline PostProcessTweaks() : LLSD(LLSD::emptyMap())
- {
- }
- inline LLSD & brightMult() {
- return (*this)["brightness_multiplier"];
- }
- inline LLSD & noiseStrength() {
- return (*this)["noise_strength"];
- }
- inline LLSD & noiseSize() {
- return (*this)["noise_size"];
- }
- inline LLSD & extractLow() {
- return (*this)["extract_low"];
- }
- inline LLSD & extractHigh() {
- return (*this)["extract_high"];
- }
- inline LLSD & bloomWidth() {
- return (*this)["bloom_width"];
- }
- inline LLSD & bloomStrength() {
- return (*this)["bloom_strength"];
- }
- inline LLSD & brightness() {
- return (*this)["brightness"];
- }
- inline LLSD & contrast() {
- return (*this)["contrast"];
- }
- inline LLSD & contrastBaseR() {
- return (*this)["contrast_base"][0];
- }
- inline LLSD & contrastBaseG() {
- return (*this)["contrast_base"][1];
- }
- inline LLSD & contrastBaseB() {
- return (*this)["contrast_base"][2];
- }
- inline LLSD & contrastBaseIntensity() {
- return (*this)["contrast_base"][3];
- }
- inline LLSD & saturation() {
- return (*this)["saturation"];
- }
- inline LLSD & useNightVisionShader() {
- return (*this)["enable_night_vision"];
- }
- inline LLSD & useBloomShader() {
- return (*this)["enable_bloom"];
- }
- inline LLSD & useColorFilter() {
- return (*this)["enable_color_filter"];
- }
- inline F32 getBrightMult() const {
- return F32((*this)["brightness_multiplier"].asReal());
- }
- inline F32 getNoiseStrength() const {
- return F32((*this)["noise_strength"].asReal());
- }
- inline F32 getNoiseSize() const {
- return F32((*this)["noise_size"].asReal());
- }
- inline F32 getExtractLow() const {
- return F32((*this)["extract_low"].asReal());
- }
- inline F32 getExtractHigh() const {
- return F32((*this)["extract_high"].asReal());
- }
- inline F32 getBloomWidth() const {
- return F32((*this)["bloom_width"].asReal());
- }
- inline F32 getBloomStrength() const {
- return F32((*this)["bloom_strength"].asReal());
- }
- inline F32 getBrightness() const {
- return F32((*this)["brightness"].asReal());
- }
- inline F32 getContrast() const {
- return F32((*this)["contrast"].asReal());
- }
- inline F32 getContrastBaseR() const {
- return F32((*this)["contrast_base"][0].asReal());
- }
- inline F32 getContrastBaseG() const {
- return F32((*this)["contrast_base"][1].asReal());
- }
- inline F32 getContrastBaseB() const {
- return F32((*this)["contrast_base"][2].asReal());
- }
- inline F32 getContrastBaseIntensity() const {
- return F32((*this)["contrast_base"][3].asReal());
- }
- inline F32 getSaturation() const {
- return F32((*this)["saturation"].asReal());
- }
- };
-
- bool initialized;
- PostProcessTweaks tweaks;
- // the map of all availible effects
- LLSD mAllEffects;
- private:
- LLPointer<LLImageGL> mSceneRenderTexture ;
- LLPointer<LLImageGL> mNoiseTexture ;
- LLPointer<LLImageGL> mTempBloomTexture ;
- public:
- LLPostProcess(void);
- ~LLPostProcess(void);
- void apply(unsigned int width, unsigned int height);
- void invalidate() ;
- /// Perform global initialization for this class.
- static void initClass(void);
- // Cleanup of global data that's only inited once per class.
- static void cleanupClass();
- void setSelectedEffect(std::string const & effectName);
- inline std::string const & getSelectedEffect(void) const {
- return mSelectedEffectName;
- }
- void saveEffect(std::string const & effectName);
- private:
- /// read in from file
- std::string mShaderErrorString;
- unsigned int screenW;
- unsigned int screenH;
- float noiseTextureScale;
-
- /// Shader Uniforms
- glslUniforms nightVisionUniforms;
- glslUniforms bloomExtractUniforms;
- glslUniforms bloomBlurUniforms;
- glslUniforms colorFilterUniforms;
- // the name of currently selected effect in mAllEffects
- // invariant: tweaks == mAllEffects[mSelectedEffectName]
- std::string mSelectedEffectName;
- /// General functions
- void initialize(unsigned int width, unsigned int height);
- void doEffects(void);
- void applyShaders(void);
- bool shadersEnabled(void);
- /// Night Vision Functions
- void createNightVisionShader(void);
- void applyNightVisionShader(void);
- /// Bloom Functions
- void createBloomShader(void);
- void applyBloomShader(void);
- /// Color Filter Functions
- void createColorFilterShader(void);
- void applyColorFilterShader(void);
- /// OpenGL Helper Functions
- void getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog);
- void createTexture(LLPointer<LLImageGL>& texture, unsigned int width, unsigned int height);
- void copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height);
- void createNoiseTexture(LLPointer<LLImageGL>& texture);
- bool checkError(void);
- void checkShaderError(GLhandleARB shader);
- void drawOrthoQuad(unsigned int width, unsigned int height, QuadType type);
- void viewOrthogonal(unsigned int width, unsigned int height);
- void changeOrthogonal(unsigned int width, unsigned int height);
- void viewPerspective(void);
- };
- extern LLPostProcess * gPostProcess;
- #endif // LL_POSTPROCESS_H