llpostprocess.cpp
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- /**
- * @file llpostprocess.cpp
- * @brief LLPostProcess class implementation
- *
- * $LicenseInfo:firstyear=2007&license=viewergpl$
- *
- * Copyright (c) 2007-2010, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- #include "linden_common.h"
- #include "llpostprocess.h"
- #include "llglslshader.h"
- #include "llsdserialize.h"
- #include "llrender.h"
- LLPostProcess * gPostProcess = NULL;
- static const unsigned int NOISE_SIZE = 512;
- /// CALCULATING LUMINANCE (Using NTSC lum weights)
- /// http://en.wikipedia.org/wiki/Luma_%28video%29
- static const float LUMINANCE_R = 0.299f;
- static const float LUMINANCE_G = 0.587f;
- static const float LUMINANCE_B = 0.114f;
- static const char * const XML_FILENAME = "postprocesseffects.xml";
- LLPostProcess::LLPostProcess(void) :
- initialized(false),
- mAllEffects(LLSD::emptyMap()),
- screenW(1), screenH(1)
- {
- mSceneRenderTexture = NULL ;
- mNoiseTexture = NULL ;
- mTempBloomTexture = NULL ;
- noiseTextureScale = 1.0f;
-
- /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
- std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
- LL_DEBUGS2("AppInit", "Shaders") << "Loading PostProcess Effects settings from " << pathName << LL_ENDL;
- llifstream effectsXML(pathName);
- if (effectsXML)
- {
- LLPointer<LLSDParser> parser = new LLSDXMLParser();
- parser->parse(effectsXML, mAllEffects, LLSDSerialize::SIZE_UNLIMITED);
- }
- if (!mAllEffects.has("default"))
- {
- LLSD & defaultEffect = (mAllEffects["default"] = LLSD::emptyMap());
- defaultEffect["enable_night_vision"] = LLSD::Boolean(false);
- defaultEffect["enable_bloom"] = LLSD::Boolean(false);
- defaultEffect["enable_color_filter"] = LLSD::Boolean(false);
- /// NVG Defaults
- defaultEffect["brightness_multiplier"] = 3.0;
- defaultEffect["noise_size"] = 25.0;
- defaultEffect["noise_strength"] = 0.4;
- // TODO BTest potentially add this to tweaks?
- noiseTextureScale = 1.0f;
-
- /// Bloom Defaults
- defaultEffect["extract_low"] = 0.95;
- defaultEffect["extract_high"] = 1.0;
- defaultEffect["bloom_width"] = 2.25;
- defaultEffect["bloom_strength"] = 1.5;
- /// Color Filter Defaults
- defaultEffect["brightness"] = 1.0;
- defaultEffect["contrast"] = 1.0;
- defaultEffect["saturation"] = 1.0;
- LLSD& contrastBase = (defaultEffect["contrast_base"] = LLSD::emptyArray());
- contrastBase.append(1.0);
- contrastBase.append(1.0);
- contrastBase.append(1.0);
- contrastBase.append(0.5);
- }
- setSelectedEffect("default");
- */
- }
- LLPostProcess::~LLPostProcess(void)
- {
- invalidate() ;
- }
- // static
- void LLPostProcess::initClass(void)
- {
- //this will cause system to crash at second time login
- //if first time login fails due to network connection --- bao
- //***llassert_always(gPostProcess == NULL);
- //replaced by the following line:
- if(gPostProcess)
- return ;
-
-
- gPostProcess = new LLPostProcess();
- }
- // static
- void LLPostProcess::cleanupClass()
- {
- delete gPostProcess;
- gPostProcess = NULL;
- }
- void LLPostProcess::setSelectedEffect(std::string const & effectName)
- {
- mSelectedEffectName = effectName;
- static_cast<LLSD &>(tweaks) = mAllEffects[effectName];
- }
- void LLPostProcess::saveEffect(std::string const & effectName)
- {
- /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
- mAllEffects[effectName] = tweaks;
- std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
- //llinfos << "Saving PostProcess Effects settings to " << pathName << llendl;
- llofstream effectsXML(pathName);
- LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter();
- formatter->format(mAllEffects, effectsXML);
- */
- }
- void LLPostProcess::invalidate()
- {
- mSceneRenderTexture = NULL ;
- mNoiseTexture = NULL ;
- mTempBloomTexture = NULL ;
- initialized = FALSE ;
- }
- void LLPostProcess::apply(unsigned int width, unsigned int height)
- {
- if (!initialized || width != screenW || height != screenH){
- initialize(width, height);
- }
- if (shadersEnabled()){
- doEffects();
- }
- }
- void LLPostProcess::initialize(unsigned int width, unsigned int height)
- {
- screenW = width;
- screenH = height;
- createTexture(mSceneRenderTexture, screenW, screenH);
- initialized = true;
- checkError();
- createNightVisionShader();
- createBloomShader();
- createColorFilterShader();
- checkError();
- }
- inline bool LLPostProcess::shadersEnabled(void)
- {
- return (tweaks.useColorFilter().asBoolean() ||
- tweaks.useNightVisionShader().asBoolean() ||
- tweaks.useBloomShader().asBoolean() );
- }
- void LLPostProcess::applyShaders(void)
- {
- if (tweaks.useColorFilter()){
- applyColorFilterShader();
- checkError();
- }
- if (tweaks.useNightVisionShader()){
- /// If any of the above shaders have been called update the frame buffer;
- if (tweaks.useColorFilter())
- {
- U32 tex = mSceneRenderTexture->getTexName() ;
- copyFrameBuffer(tex, screenW, screenH);
- }
- applyNightVisionShader();
- checkError();
- }
- if (tweaks.useBloomShader()){
- /// If any of the above shaders have been called update the frame buffer;
- if (tweaks.useColorFilter().asBoolean() || tweaks.useNightVisionShader().asBoolean())
- {
- U32 tex = mSceneRenderTexture->getTexName() ;
- copyFrameBuffer(tex, screenW, screenH);
- }
- applyBloomShader();
- checkError();
- }
- }
- void LLPostProcess::applyColorFilterShader(void)
- {
- /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
- gPostColorFilterProgram.bind();
- gGL.getTexUnit(0)->activate();
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, sceneRenderTexture);
- getShaderUniforms(colorFilterUniforms, gPostColorFilterProgram.mProgramObject);
- glUniform1iARB(colorFilterUniforms["RenderTexture"], 0);
- glUniform1fARB(colorFilterUniforms["brightness"], tweaks.getBrightness());
- glUniform1fARB(colorFilterUniforms["contrast"], tweaks.getContrast());
- float baseI = (tweaks.getContrastBaseR() + tweaks.getContrastBaseG() + tweaks.getContrastBaseB()) / 3.0f;
- baseI = tweaks.getContrastBaseIntensity() / ((baseI < 0.001f) ? 0.001f : baseI);
- float baseR = tweaks.getContrastBaseR() * baseI;
- float baseG = tweaks.getContrastBaseG() * baseI;
- float baseB = tweaks.getContrastBaseB() * baseI;
- glUniform3fARB(colorFilterUniforms["contrastBase"], baseR, baseG, baseB);
- glUniform1fARB(colorFilterUniforms["saturation"], tweaks.getSaturation());
- glUniform3fARB(colorFilterUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B);
-
- LLGLEnable blend(GL_BLEND);
- gGL.setSceneBlendType(LLRender::BT_REPLACE);
- LLGLDepthTest depth(GL_FALSE);
-
- /// Draw a screen space quad
- drawOrthoQuad(screenW, screenH, QUAD_NORMAL);
- gPostColorFilterProgram.unbind();
- */
- }
- void LLPostProcess::createColorFilterShader(void)
- {
- /// Define uniform names
- colorFilterUniforms["RenderTexture"] = 0;
- colorFilterUniforms["brightness"] = 0;
- colorFilterUniforms["contrast"] = 0;
- colorFilterUniforms["contrastBase"] = 0;
- colorFilterUniforms["saturation"] = 0;
- colorFilterUniforms["lumWeights"] = 0;
- }
- void LLPostProcess::applyNightVisionShader(void)
- {
- /* Do nothing. Needs to be updated to use our current shader system, and to work with the move into llrender.
- gPostNightVisionProgram.bind();
- gGL.getTexUnit(0)->activate();
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
- getShaderUniforms(nightVisionUniforms, gPostNightVisionProgram.mProgramObject);
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, sceneRenderTexture);
- glUniform1iARB(nightVisionUniforms["RenderTexture"], 0);
- gGL.getTexUnit(1)->activate();
- gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(1)->bindManual(LLTexUnit::TT_TEXTURE, noiseTexture);
- glUniform1iARB(nightVisionUniforms["NoiseTexture"], 1);
-
- glUniform1fARB(nightVisionUniforms["brightMult"], tweaks.getBrightMult());
- glUniform1fARB(nightVisionUniforms["noiseStrength"], tweaks.getNoiseStrength());
- noiseTextureScale = 0.01f + ((101.f - tweaks.getNoiseSize()) / 100.f);
- noiseTextureScale *= (screenH / NOISE_SIZE);
- glUniform3fARB(nightVisionUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B);
-
- LLGLEnable blend(GL_BLEND);
- gGL.setSceneBlendType(LLRender::BT_REPLACE);
- LLGLDepthTest depth(GL_FALSE);
-
- /// Draw a screen space quad
- drawOrthoQuad(screenW, screenH, QUAD_NOISE);
- gPostNightVisionProgram.unbind();
- gGL.getTexUnit(0)->activate();
- */
- }
- void LLPostProcess::createNightVisionShader(void)
- {
- /// Define uniform names
- nightVisionUniforms["RenderTexture"] = 0;
- nightVisionUniforms["NoiseTexture"] = 0;
- nightVisionUniforms["brightMult"] = 0;
- nightVisionUniforms["noiseStrength"] = 0;
- nightVisionUniforms["lumWeights"] = 0;
- createNoiseTexture(mNoiseTexture);
- }
- void LLPostProcess::applyBloomShader(void)
- {
- }
- void LLPostProcess::createBloomShader(void)
- {
- createTexture(mTempBloomTexture, unsigned(screenW * 0.5), unsigned(screenH * 0.5));
- /// Create Bloom Extract Shader
- bloomExtractUniforms["RenderTexture"] = 0;
- bloomExtractUniforms["extractLow"] = 0;
- bloomExtractUniforms["extractHigh"] = 0;
- bloomExtractUniforms["lumWeights"] = 0;
-
- /// Create Bloom Blur Shader
- bloomBlurUniforms["RenderTexture"] = 0;
- bloomBlurUniforms["bloomStrength"] = 0;
- bloomBlurUniforms["texelSize"] = 0;
- bloomBlurUniforms["blurDirection"] = 0;
- bloomBlurUniforms["blurWidth"] = 0;
- }
- void LLPostProcess::getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog)
- {
- /// Find uniform locations and insert into map
- std::map<const char *, GLuint>::iterator i;
- for (i = uniforms.begin(); i != uniforms.end(); ++i){
- i->second = glGetUniformLocationARB(prog, i->first);
- }
- }
- void LLPostProcess::doEffects(void)
- {
- /// Save GL State
- glPushAttrib(GL_ALL_ATTRIB_BITS);
- glPushClientAttrib(GL_ALL_ATTRIB_BITS);
- /// Copy the screen buffer to the render texture
- {
- U32 tex = mSceneRenderTexture->getTexName() ;
- copyFrameBuffer(tex, screenW, screenH);
- }
- /// Clear the frame buffer.
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
-
- /// Change to an orthogonal view
- viewOrthogonal(screenW, screenH);
-
- checkError();
- applyShaders();
-
- LLGLSLShader::bindNoShader();
- checkError();
- /// Change to a perspective view
- viewPerspective();
- /// Reset GL State
- glPopClientAttrib();
- glPopAttrib();
- checkError();
- }
- void LLPostProcess::copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height)
- {
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture);
- glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 0, 0, width, height, 0);
- }
- void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadType type)
- {
- #if 0
- float noiseX = 0.f;
- float noiseY = 0.f;
- float screenRatio = 1.0f;
- if (type == QUAD_NOISE){
- noiseX = ((float) rand() / (float) RAND_MAX);
- noiseY = ((float) rand() / (float) RAND_MAX);
- screenRatio = (float) width / (float) height;
- }
-
- glBegin(GL_QUADS);
- if (type != QUAD_BLOOM_EXTRACT){
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height);
- } else {
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height * 2.0f);
- }
- if (type == QUAD_NOISE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
- noiseX,
- noiseTextureScale + noiseY);
- } else if (type == QUAD_BLOOM_COMBINE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, (GLfloat) height * 0.5f);
- }
- glVertex2f(0.f, (GLfloat) screenH - height);
- if (type != QUAD_BLOOM_EXTRACT){
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f);
- } else {
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f);
- }
- if (type == QUAD_NOISE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
- noiseX,
- noiseY);
- } else if (type == QUAD_BLOOM_COMBINE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, 0.f);
- }
- glVertex2f(0.f, (GLfloat) height + (screenH - height));
-
- if (type != QUAD_BLOOM_EXTRACT){
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, 0.f);
- } else {
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, 0.f);
- }
- if (type == QUAD_NOISE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
- screenRatio * noiseTextureScale + noiseX,
- noiseY);
- } else if (type == QUAD_BLOOM_COMBINE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, 0.f);
- }
- glVertex2f((GLfloat) width, (GLfloat) height + (screenH - height));
-
- if (type != QUAD_BLOOM_EXTRACT){
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, (GLfloat) height);
- } else {
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, (GLfloat) height * 2.0f);
- }
- if (type == QUAD_NOISE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
- screenRatio * noiseTextureScale + noiseX,
- noiseTextureScale + noiseY);
- } else if (type == QUAD_BLOOM_COMBINE){
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, (GLfloat) height * 0.5f);
- }
- glVertex2f((GLfloat) width, (GLfloat) screenH - height);
- glEnd();
- #endif
- }
- void LLPostProcess::viewOrthogonal(unsigned int width, unsigned int height)
- {
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho( 0.f, (GLdouble) width , (GLdouble) height , 0.f, -1.f, 1.f );
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- }
- void LLPostProcess::viewPerspective(void)
- {
- glMatrixMode( GL_PROJECTION );
- glPopMatrix();
- glMatrixMode( GL_MODELVIEW );
- glPopMatrix();
- }
- void LLPostProcess::changeOrthogonal(unsigned int width, unsigned int height)
- {
- viewPerspective();
- viewOrthogonal(width, height);
- }
- void LLPostProcess::createTexture(LLPointer<LLImageGL>& texture, unsigned int width, unsigned int height)
- {
- std::vector<GLubyte> data(width * height * 4, 0) ;
- texture = new LLImageGL(FALSE) ;
- if(texture->createGLTexture())
- {
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture->getTexName());
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- }
- }
- void LLPostProcess::createNoiseTexture(LLPointer<LLImageGL>& texture)
- {
- std::vector<GLubyte> buffer(NOISE_SIZE * NOISE_SIZE);
- for (unsigned int i = 0; i < NOISE_SIZE; i++){
- for (unsigned int k = 0; k < NOISE_SIZE; k++){
- buffer[(i * NOISE_SIZE) + k] = (GLubyte)((double) rand() / ((double) RAND_MAX + 1.f) * 255.f);
- }
- }
- texture = new LLImageGL(FALSE) ;
- if(texture->createGLTexture())
- {
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture->getTexName());
- LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_LUMINANCE, NOISE_SIZE, NOISE_SIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0]);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
- }
- }
- bool LLPostProcess::checkError(void)
- {
- GLenum glErr;
- bool retCode = false;
- glErr = glGetError();
- while (glErr != GL_NO_ERROR)
- {
- // shaderErrorLog << (const char *) gluErrorString(glErr) << std::endl;
- char const * err_str_raw = (const char *) gluErrorString(glErr);
- if(err_str_raw == NULL)
- {
- std::ostringstream err_builder;
- err_builder << "unknown error number " << glErr;
- mShaderErrorString = err_builder.str();
- }
- else
- {
- mShaderErrorString = err_str_raw;
- }
- retCode = true;
- glErr = glGetError();
- }
- return retCode;
- }
- void LLPostProcess::checkShaderError(GLhandleARB shader)
- {
- GLint infologLength = 0;
- GLint charsWritten = 0;
- GLchar *infoLog;
- checkError(); // Check for OpenGL errors
- glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &infologLength);
- checkError(); // Check for OpenGL errors
- if (infologLength > 0)
- {
- infoLog = (GLchar *)malloc(infologLength);
- if (infoLog == NULL)
- {
- /// Could not allocate infolog buffer
- return;
- }
- glGetInfoLogARB(shader, infologLength, &charsWritten, infoLog);
- // shaderErrorLog << (char *) infoLog << std::endl;
- mShaderErrorString = (char *) infoLog;
- free(infoLog);
- }
- checkError(); // Check for OpenGL errors
- }