diff options
author | Jonathan Goodman <geenz@lindenlab.com> | 2022-10-10 15:19:04 +0000 |
---|---|---|
committer | Jonathan Goodman <geenz@lindenlab.com> | 2022-10-10 15:19:04 +0000 |
commit | 7ff19ec98c25c6ad17b979078e77ec2cab9f7ebd (patch) | |
tree | ed8934f91cbbcd1591bf79bd46eef9b0b847500b | |
parent | a73b226f9ee1df4803da8acbcfcef579254a51a4 (diff) | |
parent | ace892b8f5b12f4c85aec70caa032a13f8d0fd2c (diff) |
Merged DRTVWR-559 into SL-18290
48 files changed, 955 insertions, 492 deletions
diff --git a/indra/llrender/llcubemaparray.cpp b/indra/llrender/llcubemaparray.cpp index abb93093e0..a21f7d084e 100644 --- a/indra/llrender/llcubemaparray.cpp +++ b/indra/llrender/llcubemaparray.cpp @@ -122,7 +122,9 @@ void LLCubeMapArray::allocate(U32 resolution, U32 components, U32 count, BOOL us bind(0); - glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGB16F, resolution, resolution, count*6, 0, + U32 format = components == 4 ? GL_RGBA12 : GL_RGB10; + + glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, format, resolution, resolution, count*6, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); mImage->setAddressMode(LLTexUnit::TAM_CLAMP); diff --git a/indra/llrender/llglcommonfunc.cpp b/indra/llrender/llglcommonfunc.cpp index e9ec28927f..04d29b9430 100644 --- a/indra/llrender/llglcommonfunc.cpp +++ b/indra/llrender/llglcommonfunc.cpp @@ -31,7 +31,8 @@ namespace LLGLCommonFunc { void selected_stencil_test() { - glStencilFunc(GL_ALWAYS, 2, 0xffff); - glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + // deprecated + //glStencilFunc(GL_ALWAYS, 2, 0xffff); + //glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); } } diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index 7fcb130ac6..01ccf3d314 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -150,6 +150,7 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo if (mDepth) { glBindFramebuffer(GL_FRAMEBUFFER, mFBO); + llassert(!mStencil); // use of stencil buffer is deprecated (performance penalty) if (mStencil) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth); @@ -370,6 +371,7 @@ void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target) glBindFramebuffer(GL_FRAMEBUFFER, target.mFBO); stop_glerror(); + llassert(!mStencil); // deprecated -- performance penalty if (mStencil) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth); @@ -417,6 +419,7 @@ void LLRenderTarget::release() if (mUseDepth) { //detach shared depth buffer + llassert(!mStencil); //deprecated, performance penalty if (mStencil) { //attached as a renderbuffer glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); @@ -515,7 +518,8 @@ void LLRenderTarget::clear(U32 mask_in) U32 mask = GL_COLOR_BUFFER_BIT; if (mUseDepth) { - mask |= GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; + mask |= GL_DEPTH_BUFFER_BIT; // stencil buffer is deprecated, performance pnealty | GL_STENCIL_BUFFER_BIT; + } if (mFBO) { diff --git a/indra/llwindow/llwindowwin32.cpp b/indra/llwindow/llwindowwin32.cpp index 553507bc0c..aadf895271 100644 --- a/indra/llwindow/llwindowwin32.cpp +++ b/indra/llwindow/llwindowwin32.cpp @@ -1376,8 +1376,8 @@ BOOL LLWindowWin32::switchContext(BOOL fullscreen, const LLCoordScreen& size, BO attrib_list[cur_attrib++] = WGL_DEPTH_BITS_ARB; attrib_list[cur_attrib++] = 24; - attrib_list[cur_attrib++] = WGL_STENCIL_BITS_ARB; - attrib_list[cur_attrib++] = 8; + //attrib_list[cur_attrib++] = WGL_STENCIL_BITS_ARB; //stencil buffer is deprecated (performance penalty) + //attrib_list[cur_attrib++] = 8; attrib_list[cur_attrib++] = WGL_DRAW_TO_WINDOW_ARB; attrib_list[cur_attrib++] = GL_TRUE; diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 1c2034de69..2ec859fdae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -179,6 +179,13 @@ vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensi return packedNormalEnvIntensityFlags; } +// get linear depth value given a depth buffer sample d and znear and zfar values +float linearDepth(float d, float znear, float zfar) +{ + d = d * 2.0 - 1.0; + return znear * 2.0 * zfar / (zfar + znear - d * (zfar - znear)); +} + float getDepth(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen).r; diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 8c8bd6d0d5..ad105c616c 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -23,55 +23,10 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; -uniform sampler2D bumpMap; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform sampler2D screenDepth; - -uniform vec4 fogCol; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform vec2 fbScale; -uniform float refScale; -uniform float znear; -uniform float zfar; -uniform float kd; -uniform vec4 waterPlane; -uniform vec3 eyeVec; -uniform vec4 waterFogColor; -uniform float waterFogKS; -uniform vec2 screenRes; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec4 applyWaterFogView(vec3 pos, vec4 color); +// debug stub void main() { - vec4 color; - - //get detail normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - vec3 wavef = normalize(wave1+wave2+wave3); - - //figure out distortion vector (ripply) - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - distort = distort+wavef.xy*refScale; - - vec4 fb = texture2D(screenTex, distort); - - frag_color = applyWaterFogView(view.xyz, fb); + frag_color = vec4(0, 1, 1, 0); } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 7dbba12502..011b3c8643 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -75,10 +75,16 @@ vec4 applyWaterFogView(vec3 pos, vec4 color) vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) { + if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0) + { + return color; + } + vec3 view = normalize(pos); //normalize view vector float es = -(dot(view, waterPlane.xyz)); + //find intersection point with water plane and eye vector //get eye depth diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl index 63e2fce40f..b633813819 100644 --- a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl @@ -177,10 +177,10 @@ float computeLod(float pdf) return lod; } -vec3 filterColor(vec3 N) +vec4 filterColor(vec3 N) { //return textureLod(uCubeMap, N, 3.0).rgb; - vec3 color = vec3(0.f); + vec4 color = vec4(0.f); float weight = 0.0f; for(int i = 0; i < u_sampleCount; ++i) @@ -198,7 +198,7 @@ vec3 filterColor(vec3 N) lod = clamp(lod, 0, 7); // sample lambertian at a lower resolution to avoid fireflies - vec3 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod).rgb; + vec4 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod); color += lambertian; } @@ -212,16 +212,16 @@ vec3 filterColor(vec3 N) color /= float(u_sampleCount); } - return color.rgb ; + return color; } // entry point void main() { - vec3 color = vec3(0); + vec4 color = vec4(0); color = filterColor(vary_dir); - frag_color = vec4(color,1.0); + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl index db130e456c..f5d2804c7f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl @@ -23,13 +23,13 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif +out vec4 frag_data[4]; void main() { - frag_color = vec4(1,1,1,1); + // emissive red PBR material for debugging + frag_data[0] = vec4(0, 0, 0, 0); + frag_data[1] = vec4(0, 0, 0, 0); + frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR); + frag_data[3] = vec4(1, 0, 0, 0); } diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl index bb4a79247d..f4879b52de 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -26,11 +26,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform samplerCubeArray reflectionProbes; uniform int sourceIdx; @@ -122,11 +118,11 @@ float D_GGX(float dotNH, float roughness) return (alpha2)/(PI * denom*denom); } -vec3 prefilterEnvMap(vec3 R) +vec4 prefilterEnvMap(vec3 R) { vec3 N = R; vec3 V = R; - vec3 color = vec3(0.0); + vec4 color = vec4(0.0); float totalWeight = 0.0; float envMapDim = 256.0; int numSamples = 4; @@ -157,7 +153,7 @@ vec3 prefilterEnvMap(vec3 R) // Biased (+1.0) mip level for better result float mip = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f); //float mip = clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f); - color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip).rgb * dotNL; + color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip) * dotNL; totalWeight += dotNL; } @@ -168,6 +164,6 @@ vec3 prefilterEnvMap(vec3 R) void main() { vec3 N = normalize(vary_dir); - frag_color = vec4(prefilterEnvMap(N), 1.0); + frag_color = prefilterEnvMap(N); } // ============================================================================================================= diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl index e8452a9c14..9dd97a80b2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl @@ -33,10 +33,20 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect screenMap; +// NOTE screenMap should always be texture channel 0 and +// depthmap should always be channel 1 +uniform sampler2DRect diffuseRect; +uniform sampler2DRect depthMap; + +uniform float resScale; +uniform float znear; +uniform float zfar; VARYING vec2 vary_texcoord0; +// get linear depth value given a depth buffer sample d and znear and zfar values +float linearDepth(float d, float znear, float zfar); + void main() { #if 0 @@ -74,6 +84,18 @@ void main() frag_color = vec4(color, 1.0); #else - frag_color = vec4(texture2DRect(screenMap, vary_texcoord0.xy).rgb, 1.0); + vec2 depth_tc = vary_texcoord0.xy * resScale; + float depth = texture(depthMap, depth_tc).r; + float dist = linearDepth(depth, znear, zfar); + + // convert linear depth to distance + vec3 v; + v.xy = depth_tc / 512.0 * 2.0 - 1.0; + v.z = 1.0; + v = normalize(v); + dist /= v.z; + + vec3 col = texture2DRect(diffuseRect, vary_texcoord0.xy).rgb; + frag_color = vec4(col, dist/256.0); #endif } diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl index 59e7e64fbb..d485379a56 100644 --- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -22,40 +22,22 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +//class2/environment/waterF.glsl + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif -vec3 scaleSoftClipFragLinear(vec3 l); -vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); -void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); - -// PBR interface -vec3 pbrIbl(vec3 diffuseColor, - vec3 specularColor, - vec3 radiance, // radiance map sample - vec3 irradiance, // irradiance map sample - float ao, // ambient occlusion factor - float nv, // normal dot view vector - float perceptualRoughness); - -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, - float metallic, - vec3 n, // normal - vec3 v, // surface point to camera - vec3 l); //surface point to light +vec3 scaleSoftClip(vec3 inColor); +vec3 atmosTransport(vec3 inColor); uniform sampler2D bumpMap; uniform sampler2D bumpMap2; uniform float blend_factor; uniform sampler2D screenTex; -uniform sampler2D screenDepth; - uniform sampler2D refTex; uniform float sunAngle; @@ -70,17 +52,12 @@ uniform vec3 normScale; uniform float fresnelScale; uniform float fresnelOffset; uniform float blurMultiplier; -uniform vec4 waterFogColor; //bigWave is (refCoord.w, view.w); VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; -in vec3 vary_position; -in vec3 vary_normal; -in vec3 vary_tangent; -in vec3 vary_light_dir; vec3 BlendNormal(vec3 bump1, vec3 bump2) { @@ -88,37 +65,15 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2) return n; } -vec3 srgb_to_linear(vec3 col); - -void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, - vec3 pos, vec3 norm, float glossiness, float envIntensity); - -vec3 vN, vT, vB; - -vec3 transform_normal(vec3 vNt) -{ - return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN); -} - -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec3 pos, vec3 norm, float glossiness); - -vec3 getPositionWithNDC(vec3 ndc); void main() { vec4 color; - - vN = vary_normal; - vT = vary_tangent; - vB = cross(vN, vT); - - vec3 pos = vary_position.xyz; - - float dist = length(pos.xyz); + + float dist = length(view.xy); //normalize view vector - vec3 viewVec = normalize(pos.xyz); + vec3 viewVec = normalize(view.xyz); //get wave normals vec2 bigwave = vec2(refCoord.w, view.w); @@ -126,6 +81,7 @@ void main() vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0; vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; @@ -134,15 +90,6 @@ void main() vec3 wave2 = BlendNormal(wave2_a, wave2_b); vec3 wave3 = BlendNormal(wave3_a, wave3_b); - wave1 = transform_normal(wave1); - wave2 = transform_normal(wave2); - wave3 = transform_normal(wave3); - - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - - wavef.z *= max(-viewVec.z, 0.1); - - wavef = normalize(wavef); //get base fresnel components @@ -151,6 +98,7 @@ void main() dot(viewVec, (wave2 + wave3) * 0.5), dot(viewVec, wave3) ) * fresnelScale + fresnelOffset; + df *= df; vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; @@ -161,84 +109,57 @@ void main() vec2 dmod_scale = vec2(dmod*dmod, dmod); - float df1 = df.x + df.y + df.z; - - wavef = normalize(wavef + vary_normal); - //wavef = vary_normal; + //get reflected color + vec2 refdistort1 = wave1.xy*normScale.x; + vec2 refvec1 = distort+refdistort1/dmod_scale; + vec4 refcol1 = texture2D(refTex, refvec1); + + vec2 refdistort2 = wave2.xy*normScale.y; + vec2 refvec2 = distort+refdistort2/dmod_scale; + vec4 refcol2 = texture2D(refTex, refvec2); + + vec2 refdistort3 = wave3.xy*normScale.z; + vec2 refvec3 = distort+refdistort3/dmod_scale; + vec4 refcol3 = texture2D(refTex, refvec3); - vec3 waver = reflect(viewVec, -wavef)*3; + vec4 refcol = refcol1 + refcol2 + refcol3; + float df1 = df.x + df.y + df.z; + refcol *= df1 * 0.333; + + vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + + wavef.z *= max(-viewVec.z, 0.1); + wavef = normalize(wavef); + + float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; + + vec2 refdistort4 = wavef.xy*0.125; + refdistort4.y -= abs(refdistort4.y); + vec2 refvec4 = distort+refdistort4/dmod; + float dweight = min(dist2*blurMultiplier, 1.0); + vec4 baseCol = texture2D(refTex, refvec4); + refcol = mix(baseCol*df2, refcol, dweight); + + //get specular component + float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); + + //harden specular + spec = pow(spec, 128.0); //figure out distortion vector (ripply) - vec2 distort2 = distort + waver.xy * refScale / max(dmod * df1, 1.0); - distort2 = clamp(distort2, vec2(0), vec2(0.99)); - - vec4 fb = texture2D(screenTex, distort2); - float depth = texture2D(screenDepth, distort2).r; - vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); - -#if 1 - if (refPos.z > pos.z-0.05) - { - //we sampled an above water sample, don't distort - distort2 = distort; - fb = texture2D(screenTex, distort2); - depth = texture2D(screenDepth, distort2).r; - refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); - } -#endif - - fb = applyWaterFogViewLinear(refPos, fb); - - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVarsLinear(pos.xyz, wavef, lightDir, sunlit, amblit, additive, atten); - - vec3 v = -viewVec; - float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0); - - float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness - float roughness = 0.08; - float gloss = 1.0 - roughness; - - vec3 baseColor = vec3(0.25); - vec3 f0 = vec3(0.04); - vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0); - diffuseColor *= gloss; - - vec3 specularColor = mix(f0, baseColor.rgb, metallic); - - //vec3 refnorm = normalize(wavef + vary_normal); - vec3 refnorm = wavef; - - - vec3 irradiance = vec3(0); - vec3 radiance = vec3(0); - sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss); - radiance *= 0.5; - irradiance = fb.rgb; - - color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0); - - - // fudge -- for punctual lighting, pretend water is metallic - diffuseColor = vec3(0); - specularColor = vec3(1); - roughness = 0.1; - float scol = 1.0; // TODO -- incorporate shadow map - - //color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol; - color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); - color.rgb = scaleSoftClipFragLinear(color.rgb); - - color.a = 0.f; - //color.rgb = fb.rgb; - //color.rgb = vec3(depth*depth*depth*depth); - //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5); - //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5); - //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5); + vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); + + vec4 fb = texture2D(screenTex, distort2); + + //mix with reflection + // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug + color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); + color.rgb += spec * specular; + + color.rgb = atmosTransport(color.rgb); + color.rgb = scaleSoftClip(color.rgb); + color.a = spec * sunAngle2; + frag_color = color; #if defined(WATER_EDGE) diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 80f9e29123..ec9218f00e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -239,7 +239,7 @@ bool intersect(const Ray &ray) const return true; } */ -// adapted -- assume that origin is inside sphere, return distance from origin to edge of sphere +// adapted -- assume that origin is inside sphere, return intersection of ray with edge of sphere vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) { float t0, t1; // solutions for t if the ray intersects @@ -310,17 +310,19 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i) // Tap a reflection probe // pos - position of pixel // dir - pixel normal +// vi - return value of intersection point with influence volume +// wi - return value of approximate world space position of sampled pixel // lod - which mip to bias towards (lower is higher res, sharper reflections) // c - center of probe // r2 - radius of probe squared // i - index of probe -// vi - point at which reflection vector struck the influence volume, in clip space -vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) +vec3 tapRefMap(vec3 pos, vec3 dir, out vec3 vi, out vec3 wi, float lod, vec3 c, float r2, int i) { //lod = max(lod, 1); // parallax adjustment vec3 v; + if (refIndex[i].w < 0) { v = boxIntersect(pos, dir, i); @@ -330,11 +332,18 @@ vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) v = sphereIntersect(pos, dir, c, r2); } + vi = v; + v -= c; + vec3 d = normalize(v); + v = env_mat * v; - { - return textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod).rgb; - } + + vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod); + + wi = d * ret.a * 256.0+c; + + return ret.rgb; } // Tap an irradiance map @@ -343,7 +352,6 @@ vec3 tapRefMap(vec3 pos, vec3 dir, float lod, vec3 c, float r2, int i) // c - center of probe // r2 - radius of probe squared // i - index of probe -// vi - point at which reflection vector struck the influence volume, in clip space vec3 tapIrradianceMap(vec3 pos, vec3 dir, vec3 c, float r2, int i) { //lod = max(lod, 1); @@ -383,26 +391,48 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight) float p = float(abs(refIndex[i].w)); // priority float rr = r*r; // radius squred - float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down) + float r1 = r * 0.1; // 90% of radius (outer sphere to start interpolating down) vec3 delta = pos.xyz-refSphere[i].xyz; float d2 = dot(delta,delta); float r2 = r1*r1; { - vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, rr, i); - - float w = 1.0/d2; + vec3 vi, wi; + + vec3 refcol = tapRefMap(pos, dir, vi, wi, lod, refSphere[i].xyz, rr, i); float atten = 1.0-max(d2-r2, 0.0)/(rr-r2); + + if (refIndex[i].w >= 0) + { + //adjust lookup by distance result + float d = length(vi - wi); + vi += dir * d; + + vi -= refSphere[i].xyz; + + vi = env_mat * vi; + + refcol = textureLod(reflectionProbes, vec4(vi, refIndex[i].x), lod).rgb; + } + + //float w = 1.0 / max(d3, 1.0); + vec3 pi = normalize(wi - pos); + float w = max(dot(pi, dir), 0.1); + w = pow(w, 32.0); + w *= atten; + + //w *= p; // boost weight based on priority - col += refcol*w; - + col += refcol.rgb*w; + wsum += w; } } - if (probeInfluences <= 1) +#if 1 + if (probeInfluences < 1) { //edge-of-scene probe or no probe influence, mix in with embiggened version of probes closest to camera for (int idx = 0; idx < 8; ++idx) { @@ -415,15 +445,17 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod, float minweight) float d2 = dot(delta,delta); { - vec3 refcol = tapRefMap(pos, dir, lod, refSphere[i].xyz, d2, i); - + vec3 vi, wi; + vec3 refcol = tapRefMap(pos, dir, vi, wi, lod, refSphere[i].xyz, d2, i); + float w = 1.0/d2; w *= w; - col += refcol*w; + col += refcol.rgb*w; wsum += w; } } } +#endif if (wsum > 0.0) { diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index e5ffe55163..eea497bce5 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -86,7 +86,7 @@ vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); #ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); #endif // PBR interface @@ -236,7 +236,7 @@ void main() } #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom)); + vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom)); color = fogged.rgb; #endif diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl new file mode 100644 index 0000000000..819e6dcf15 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -0,0 +1,74 @@ +/** + * @file class3\environment\underWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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 + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +uniform sampler2D diffuseMap; +uniform sampler2D bumpMap; +uniform sampler2D screenTex; +uniform sampler2D refTex; +uniform sampler2D screenDepth; + +uniform vec4 fogCol; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform vec2 fbScale; +uniform float refScale; +uniform float znear; +uniform float zfar; +uniform float kd; +uniform vec4 waterPlane; +uniform vec3 eyeVec; +uniform vec4 waterFogColor; +uniform float waterFogKS; +uniform vec2 screenRes; + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +in vec3 vary_position; + +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); + +void main() +{ + vec4 color; + + //get detail normals + vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + vec3 wavef = normalize(wave1+wave2+wave3); + + //figure out distortion vector (ripply) + vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + distort = distort+wavef.xy*refScale; + + vec4 fb = texture2D(screenTex, distort); + + frag_color = applyWaterFogViewLinear(vary_position, fb); +} diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl new file mode 100644 index 0000000000..4c361884a5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -0,0 +1,258 @@ +/** + * @file waterF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +// class3/environment/waterF.glsl + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +vec3 scaleSoftClipFragLinear(vec3 l); +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); + +// PBR interface +vec3 pbrIbl(vec3 diffuseColor, + vec3 specularColor, + vec3 radiance, // radiance map sample + vec3 irradiance, // irradiance map sample + float ao, // ambient occlusion factor + float nv, // normal dot view vector + float perceptualRoughness); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + +uniform sampler2D bumpMap; +uniform sampler2D bumpMap2; +uniform float blend_factor; +uniform sampler2D screenTex; +uniform sampler2D screenDepth; + +uniform sampler2D refTex; + +uniform float sunAngle; +uniform float sunAngle2; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform float refScale; +uniform float kd; +uniform vec2 screenRes; +uniform vec3 normScale; +uniform float fresnelScale; +uniform float fresnelOffset; +uniform float blurMultiplier; +uniform vec4 waterFogColor; + + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +in vec3 vary_position; +in vec3 vary_normal; +in vec3 vary_tangent; +in vec3 vary_light_dir; + +vec3 BlendNormal(vec3 bump1, vec3 bump2) +{ + vec3 n = mix(bump1, bump2, blend_factor); + return n; +} + +vec3 srgb_to_linear(vec3 col); + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec3 pos, vec3 norm, float glossiness, float envIntensity); + +vec3 vN, vT, vB; + +vec3 transform_normal(vec3 vNt) +{ + return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN); +} + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec3 pos, vec3 norm, float glossiness); + +vec3 getPositionWithNDC(vec3 ndc); + +void main() +{ + vec4 color; + + vN = vary_normal; + vT = vary_tangent; + vB = cross(vN, vT); + + vec3 pos = vary_position.xyz; + + float dist = length(pos.xyz); + + //normalize view vector + vec3 viewVec = normalize(pos.xyz); + + //get wave normals + vec2 bigwave = vec2(refCoord.w, view.w); + vec3 wave1_a = texture(bumpMap, bigwave, -2 ).xyz*2.0-1.0; + vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + + vec3 wave1_b = texture(bumpMap2, bigwave ).xyz*2.0-1.0; + vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; + + vec3 wave1 = BlendNormal(wave1_a, wave1_b); + vec3 wave2 = BlendNormal(wave2_a, wave2_b); + vec3 wave3 = BlendNormal(wave3_a, wave3_b); + + wave1 = transform_normal(wave1); + wave2 = transform_normal(wave2); + wave3 = transform_normal(wave3); + + vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + + //wavef.z *= max(-viewVec.z, 0.1); + + wavef = normalize(wavef); + + //get base fresnel components + + vec3 df = vec3( + dot(viewVec, wave1), + dot(viewVec, (wave2 + wave3) * 0.5), + dot(viewVec, wave3) + ) * fresnelScale + fresnelOffset; + + vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + + float dist2 = dist; + dist = max(dist, 5.0); + + float dmod = sqrt(dist); + + vec2 dmod_scale = vec2(dmod*dmod, dmod); + + float df1 = df.x + df.y + df.z; + + //wavef = normalize(wavef - vary_normal); + //wavef = vary_normal; + + vec3 waver = reflect(viewVec, -wavef)*3; + + //figure out distortion vector (ripply) + vec2 distort2 = distort + waver.xy * refScale / max(dmod * df1, 1.0); + distort2 = clamp(distort2, vec2(0), vec2(0.99)); + + vec4 fb = texture2D(screenTex, distort2); + float depth = texture2D(screenDepth, distort2).r; + vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); + + if (refPos.z > pos.z-0.05) + { + //we sampled an above water sample, don't distort + distort2 = distort; + fb = texture2D(screenTex, distort2); + depth = texture2D(screenDepth, distort2).r; + refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); + } + + fb = applyWaterFogViewLinear(refPos, fb); + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); + sunlit = vec3(1); // TODO -- figure out why sunlit is breaking at some view angles + vec3 v = -viewVec; + float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0); + + float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness + float roughness = 0.1; + float gloss = 1.0 - roughness; + + vec3 baseColor = vec3(0.25); + vec3 f0 = vec3(0.04); + vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0); + diffuseColor *= gloss; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); + + vec3 refnorm = normalize(wavef + vary_normal); + //vec3 refnorm = wavef; + + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss); + radiance *= 0.5; + irradiance = fb.rgb; + + color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0); + + // fudge -- for punctual lighting, pretend water is metallic + diffuseColor = vec3(0); + specularColor = vec3(1); + roughness = 0.1; + float scol = 1.0; // TODO -- incorporate shadow map + + //color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol; + + //get specular component + float spec = clamp(dot(vary_light_dir, (reflect(viewVec, wavef))), 0.0, 1.0); + + //harden specular + spec = pow(spec, 128.0); + + color.rgb += spec * specular; + + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); + color.rgb = scaleSoftClipFragLinear(color.rgb); + + color.a = 0.f; + //color.rgb = fb.rgb; + //color.rgb = vec3(depth*depth*depth*depth); + //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5); + //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5); + //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5); + + //color.rgb = radiance; + frag_color = color; + +#if defined(WATER_EDGE) + gl_FragDepth = 0.9999847f; +#endif + +} + diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt index cfcb623caf..ddd24b70c6 100644 --- a/indra/newview/featuretable.txt +++ b/indra/newview/featuretable.txt @@ -1,4 +1,4 @@ -version 39 +version 40 // The version number above should be incremented IF AND ONLY IF some // change has been made that is sufficiently important to justify // resetting the graphics preferences of all users to the recommended @@ -56,7 +56,7 @@ RenderVBOEnable 1 1 RenderVBOMappingDisable 1 1 RenderVolumeLODFactor 1 2.0 UseStartScreen 1 1 -UseOcclusion 1 1 +UseOcclusion 1 0 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 128 Disregard128DefaultDrawDistance 1 1 diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index 79ce057c30..98f498f59d 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -1,4 +1,4 @@ -version 40 +version 41 // The version number above should be incremented IF AND ONLY IF some // change has been made that is sufficiently important to justify // resetting the graphics preferences of all users to the recommended @@ -55,7 +55,7 @@ RenderVBOEnable 1 1 RenderVBOMappingDisable 1 1 RenderVolumeLODFactor 1 2.0 UseStartScreen 1 1 -UseOcclusion 1 1 +UseOcclusion 1 0 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 128 Disregard128DefaultDrawDistance 1 1 diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 074d223b59..015e520179 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -570,7 +570,7 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL ba LLGLDisable cull(params.mGLTFMaterial && params.mGLTFMaterial->mDoubleSided ? GL_CULL_FACE : 0); - LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test); + //LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test); params.mVertexBuffer->setBufferFast(mask); params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index a985807a38..8a912b00d9 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -167,10 +167,10 @@ void LLDrawPoolAlpha::renderPostDeferred(S32 pass) if (!LLPipeline::sImpostorRender && gSavedSettings.getBOOL("RenderDepthOfField") && !gCubeSnapshot) { //update depth buffer sampler - gPipeline.mRT->screen.flush(); + /*gPipeline.mRT->screen.flush(); gPipeline.mRT->deferredDepth.copyContents(gPipeline.mRT->deferredScreen, 0, 0, gPipeline.mRT->deferredScreen.getWidth(), gPipeline.mRT->deferredScreen.getHeight(), 0, 0, gPipeline.mRT->deferredDepth.getWidth(), gPipeline.mRT->deferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); - gPipeline.mRT->deferredDepth.bindTarget(); + gPipeline.mRT->deferredDepth.bindTarget();*/ simple_shader = fullbright_shader = &gObjectFullbrightAlphaMaskProgram; simple_shader->bind(); @@ -184,8 +184,8 @@ void LLDrawPoolAlpha::renderPostDeferred(S32 pass) renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, true); // <--- discard mostly transparent faces - gPipeline.mRT->deferredDepth.flush(); - gPipeline.mRT->screen.bindTarget(); + //gPipeline.mRT->deferredDepth.flush(); + //gPipeline.mRT->screen.bindTarget(); gGL.setColorMask(true, false); } @@ -798,7 +798,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged) bool tex_setup = TexSetup(¶ms, (mat != nullptr)); { - LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test); + //LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test); gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor); diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 235672b07a..75917d0ae3 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -1467,11 +1467,11 @@ void LLDrawPoolInvisible::render(S32 pass) } U32 invisi_mask = LLVertexBuffer::MAP_VERTEX; - glStencilMask(0); + //glStencilMask(0); //deprecated gGL.setColorMask(false, false); pushBatches(LLRenderPass::PASS_INVISIBLE, invisi_mask, FALSE); gGL.setColorMask(true, false); - glStencilMask(0xFFFFFFFF); + //glStencilMask(0xFFFFFFFF); //deprecated if (gPipeline.shadersLoaded()) { diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp index 2b05f4c453..d97f0714ef 100644 --- a/indra/newview/lldrawpoolmaterials.cpp +++ b/indra/newview/lldrawpoolmaterials.cpp @@ -260,7 +260,7 @@ void LLDrawPoolMaterials::pushMaterialsBatch(LLDrawInfo& params, U32 mask, bool (GLfloat*)&(mpc.mGLMp[0])); } - LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test); + //LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test); params.mVertexBuffer->setBufferFast(mask); params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 0b9bca06db..fc8df01002 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -255,7 +255,7 @@ void LLDrawPoolWater::render(S32 pass) glClearStencil(1); glClear(GL_STENCIL_BUFFER_BIT); - LLGLEnable gls_stencil(GL_STENCIL_TEST); + //LLGLEnable gls_stencil(GL_STENCIL_TEST); glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP); glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index b24bc69791..431a9ebb29 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -666,7 +666,7 @@ void LLFace::renderOneWireframe(const LLColor4 &color, F32 fogCfx, bool wirefram { LLGLDisable depth(wireframe_selection ? 0 : GL_BLEND); - LLGLEnable stencil(wireframe_selection ? 0 : GL_STENCIL_TEST); + //LLGLEnable stencil(wireframe_selection ? 0 : GL_STENCIL_TEST); if (!wireframe_selection) { //modify wireframe into outline selection mode diff --git a/indra/newview/llhudeffectlookat.cpp b/indra/newview/llhudeffectlookat.cpp index 6898dce7b1..0f230067bc 100644 --- a/indra/newview/llhudeffectlookat.cpp +++ b/indra/newview/llhudeffectlookat.cpp @@ -495,7 +495,7 @@ void LLHUDEffectLookAt::render() { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - LLGLDisable gls_stencil(GL_STENCIL_TEST); + //LLGLDisable gls_stencil(GL_STENCIL_TEST); LLVector3 target = mTargetPos + ((LLVOAvatar*)(LLViewerObject*)mSourceObject)->mHeadp->getWorldPosition(); gGL.matrixMode(LLRender::MM_MODELVIEW); diff --git a/indra/newview/llhudeffectpointat.cpp b/indra/newview/llhudeffectpointat.cpp index ecf6d42d69..dfa299528a 100644 --- a/indra/newview/llhudeffectpointat.cpp +++ b/indra/newview/llhudeffectpointat.cpp @@ -322,7 +322,7 @@ void LLHUDEffectPointAt::render() update(); if (sDebugPointAt && mTargetType != POINTAT_TARGET_NONE) { - LLGLDisable gls_stencil(GL_STENCIL_TEST); + //LLGLDisable gls_stencil(GL_STENCIL_TEST); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLVector3 target = mTargetPos + mSourceObject->getRenderPosition(); diff --git a/indra/newview/llhudicon.cpp b/indra/newview/llhudicon.cpp index 60294f6a51..38be2b69fd 100644 --- a/indra/newview/llhudicon.cpp +++ b/indra/newview/llhudicon.cpp @@ -79,7 +79,7 @@ void LLHUDIcon::render() { LLGLSUIDefault texture_state; LLGLDepthTest gls_depth(GL_TRUE); - LLGLDisable gls_stencil(GL_STENCIL_TEST); + //LLGLDisable gls_stencil(GL_STENCIL_TEST); if (mHidden) return; diff --git a/indra/newview/llhudnametag.cpp b/indra/newview/llhudnametag.cpp index 952fbf8e4b..e2d63ecc0a 100644 --- a/indra/newview/llhudnametag.cpp +++ b/indra/newview/llhudnametag.cpp @@ -228,7 +228,7 @@ void LLHUDNameTag::render() if (sDisplayText) { LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); - LLGLDisable gls_stencil(GL_STENCIL_TEST); + //LLGLDisable gls_stencil(GL_STENCIL_TEST); renderText(FALSE); } } diff --git a/indra/newview/llhudtext.cpp b/indra/newview/llhudtext.cpp index 5952edfc44..7511dabd5b 100644 --- a/indra/newview/llhudtext.cpp +++ b/indra/newview/llhudtext.cpp @@ -102,7 +102,7 @@ void LLHUDText::render() if (!mOnHUDAttachment && sDisplayText) { LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); - LLGLDisable gls_stencil(GL_STENCIL_TEST); + //LLGLDisable gls_stencil(GL_STENCIL_TEST); renderText(); } } diff --git a/indra/newview/llmaniprotate.cpp b/indra/newview/llmaniprotate.cpp index d85a846f4d..6b9543d433 100644 --- a/indra/newview/llmaniprotate.cpp +++ b/indra/newview/llmaniprotate.cpp @@ -277,7 +277,7 @@ void LLManipRotate::render() LLGLEnable cull_face(GL_CULL_FACE); LLGLEnable clip_plane0(GL_CLIP_PLANE0); LLGLDepthTest gls_depth(GL_FALSE); - LLGLDisable gls_stencil(GL_STENCIL_TEST); + //LLGLDisable gls_stencil(GL_STENCIL_TEST); // First pass: centers. Second pass: sides. for( S32 i=0; i<2; i++ ) diff --git a/indra/newview/llmanipscale.cpp b/indra/newview/llmanipscale.cpp index e74fd1241b..c15f1da26b 100644 --- a/indra/newview/llmanipscale.cpp +++ b/indra/newview/llmanipscale.cpp @@ -757,7 +757,7 @@ void LLManipScale::renderBoxHandle( F32 x, F32 y, F32 z ) { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLGLDepthTest gls_depth(GL_FALSE); - LLGLDisable gls_stencil(GL_STENCIL_TEST); + //LLGLDisable gls_stencil(GL_STENCIL_TEST); gGL.pushMatrix(); { diff --git a/indra/newview/llmaniptranslate.cpp b/indra/newview/llmaniptranslate.cpp index 0b2a1ef389..b9e68bd6a9 100644 --- a/indra/newview/llmaniptranslate.cpp +++ b/indra/newview/llmaniptranslate.cpp @@ -1063,7 +1063,7 @@ void LLManipTranslate::render() renderGuidelines(); } { - LLGLDisable gls_stencil(GL_STENCIL_TEST); + //LLGLDisable gls_stencil(GL_STENCIL_TEST); renderTranslationHandles(); renderSnapGuides(); } @@ -1529,7 +1529,7 @@ void LLManipTranslate::renderSnapGuides() LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); { - LLGLDisable stencil(GL_STENCIL_TEST); + //LLGLDisable stencil(GL_STENCIL_TEST); { LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_GREATER); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, getGridTexName()); @@ -1628,6 +1628,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal, LLQuaternion grid_rotation, LLColor4 inner_color) { +#if 0 // DEPRECATED if (!gSavedSettings.getBOOL("GridCrossSections")) { return; @@ -1651,13 +1652,13 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal, } { - glStencilMask(stencil_mask); - glClearStencil(1); - glClear(GL_STENCIL_BUFFER_BIT); + //glStencilMask(stencil_mask); //deprecated + //glClearStencil(1); + //glClear(GL_STENCIL_BUFFER_BIT); LLGLEnable cull_face(GL_CULL_FACE); - LLGLEnable stencil(GL_STENCIL_TEST); + //LLGLEnable stencil(GL_STENCIL_TEST); LLGLDepthTest depth (GL_TRUE, GL_FALSE, GL_ALWAYS); - glStencilFunc(GL_ALWAYS, 0, stencil_mask); + //glStencilFunc(GL_ALWAYS, 0, stencil_mask); gGL.setColorMask(false, false); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); @@ -1690,14 +1691,14 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal, } //stencil in volumes - glStencilOp(GL_INCR, GL_INCR, GL_INCR); + //glStencilOp(GL_INCR, GL_INCR, GL_INCR); glCullFace(GL_FRONT); for (U32 i = 0; i < num_types; i++) { gPipeline.renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE); } - glStencilOp(GL_DECR, GL_DECR, GL_DECR); + //glStencilOp(GL_DECR, GL_DECR, GL_DECR); glCullFace(GL_BACK); for (U32 i = 0; i < num_types; i++) { @@ -1741,7 +1742,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal, { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLGLDepthTest depth(GL_FALSE); - LLGLEnable stencil(GL_STENCIL_TEST); + //LLGLEnable stencil(GL_STENCIL_TEST); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_EQUAL, 0, stencil_mask); renderGrid(0,0,tiles,inner_color.mV[0], inner_color.mV[1], inner_color.mV[2], 0.25f); @@ -1752,6 +1753,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal, glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); gGL.popMatrix(); +#endif } void LLManipTranslate::renderText() diff --git a/indra/newview/llmaterialeditor.cpp b/indra/newview/llmaterialeditor.cpp index a2cd68259b..27b5d508e0 100644 --- a/indra/newview/llmaterialeditor.cpp +++ b/indra/newview/llmaterialeditor.cpp @@ -1,6 +1,6 @@ /** * @file llmaterialeditor.cpp - * @brief Implementation of the notecard editor + * @brief Implementation of the gltf material editor * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code @@ -150,16 +150,44 @@ void LLFloaterComboOptions::onCancel() class LLMaterialEditorCopiedCallback : public LLInventoryCallback { public: - LLMaterialEditorCopiedCallback(const std::string &buffer, const LLUUID &old_item_id) : mBuffer(buffer), mOldItemId(old_item_id) {} + LLMaterialEditorCopiedCallback( + const std::string &buffer, + const LLSD &old_key, + bool has_unsaved_changes) + : mBuffer(buffer), + mOldKey(old_key), + mHasUnsavedChanges(has_unsaved_changes) + {} + + LLMaterialEditorCopiedCallback( + const LLSD &old_key, + const std::string &new_name) + : mOldKey(old_key), + mNewName(new_name), + mHasUnsavedChanges(false) + {} virtual void fire(const LLUUID& inv_item_id) { - LLMaterialEditor::finishSaveAs(mOldItemId, inv_item_id, mBuffer); + if (!mNewName.empty()) + { + // making a copy from a notecard doesn't change name, do it now + LLViewerInventoryItem* item = gInventory.getItem(inv_item_id); + if (item->getName() != mNewName) + { + LLSD updates; + updates["name"] = mNewName; + update_inventory_item(inv_item_id, updates, NULL); + } + } + LLMaterialEditor::finishSaveAs(mOldKey, inv_item_id, mBuffer, mHasUnsavedChanges); } private: std::string mBuffer; - LLUUID mOldItemId; + LLSD mOldKey; + std::string mNewName; + bool mHasUnsavedChanges; }; ///---------------------------------------------------------------------------- @@ -190,6 +218,15 @@ void LLMaterialEditor::setObjectID(const LLUUID& object_id) } } +void LLMaterialEditor::setAuxItem(const LLInventoryItem* item) +{ + LLPreview::setAuxItem(item); + if (item) + { + mAssetID = item->getAssetUUID(); + } +} + BOOL LLMaterialEditor::postBuild() { mBaseColorTextureCtrl = getChild<LLTextureCtrl>("base_color_texture"); @@ -456,10 +493,25 @@ void LLMaterialEditor::setDoubleSided(bool double_sided) void LLMaterialEditor::setHasUnsavedChanges(bool value) { - if (value != mHasUnsavedChanges) + mHasUnsavedChanges = value; + childSetVisible("unsaved_changes", value); + + if (mHasUnsavedChanges) { - mHasUnsavedChanges = value; - childSetVisible("unsaved_changes", value); + const LLInventoryItem* item = getItem(); + if (item) + { + LLPermissions perm(item->getPermissions()); + bool allow_modify = canModify(mObjectUUID, item); + bool source_library = mObjectUUID.isNull() && gInventory.isObjectDescendentOf(mItemUUID, gInventory.getLibraryRootFolderID()); + bool source_notecard = mNotecardInventoryID.notNull(); + + setCanSave(allow_modify && !source_library && !source_notecard); + } + } + else + { + setCanSave(false); } S32 upload_texture_count = 0; @@ -1019,23 +1071,39 @@ void LLMaterialEditor::finishTaskUpload(LLUUID itemId, LLUUID newAssetId, LLUUID } } -void LLMaterialEditor::finishSaveAs(const LLUUID &oldItemId, const LLUUID &newItemId, const std::string &buffer) +void LLMaterialEditor::finishSaveAs( + const LLSD &oldKey, + const LLUUID &newItemId, + const std::string &buffer, + bool has_unsaved_changes) { - LLMaterialEditor* me = LLFloaterReg::findTypedInstance<LLMaterialEditor>("material_editor", LLSD(oldItemId)); + LLMaterialEditor* me = LLFloaterReg::findTypedInstance<LLMaterialEditor>("material_editor", oldKey); LLViewerInventoryItem* item = gInventory.getItem(newItemId); if (item) { if (me) { me->mItemUUID = newItemId; + me->mObjectUUID = LLUUID::null; + me->mNotecardInventoryID = LLUUID::null; + me->mNotecardObjectID = LLUUID::null; + me->mAuxItem = nullptr; me->setKey(LLSD(newItemId)); // for findTypedInstance me->setMaterialName(item->getName()); - if (!saveToInventoryItem(buffer, newItemId, LLUUID::null)) + if (has_unsaved_changes) { + if (!saveToInventoryItem(buffer, newItemId, LLUUID::null)) + { + me->setEnabled(true); + } + } + else + { + me->loadAsset(); me->setEnabled(true); } } - else + else if(has_unsaved_changes) { saveToInventoryItem(buffer, newItemId, LLUUID::null); } @@ -1052,17 +1120,24 @@ void LLMaterialEditor::refreshFromInventory(const LLUUID& new_item_id) if (new_item_id.notNull()) { mItemUUID = new_item_id; - if (mObjectUUID.isNull()) + if (mNotecardInventoryID.notNull()) { - setKey(LLSD(new_item_id)); + LLSD floater_key; + floater_key["objectid"] = mNotecardObjectID; + floater_key["notecardid"] = mNotecardInventoryID; + setKey(floater_key); } - else + else if (mObjectUUID.notNull()) { LLSD floater_key; floater_key["taskid"] = new_item_id; floater_key["itemid"] = mObjectUUID; setKey(floater_key); } + else + { + setKey(LLSD(new_item_id)); + } } LL_DEBUGS() << "LLPreviewNotecard::refreshFromInventory()" << LL_ENDL; loadAsset(); @@ -1094,7 +1169,15 @@ void LLMaterialEditor::onSaveAsMsgCallback(const LLSD& notification, const LLSD& LLInventoryObject::correctInventoryName(new_name); if (!new_name.empty()) { - const LLInventoryItem* item = getItem(); + const LLInventoryItem* item; + if (mNotecardInventoryID.notNull()) + { + item = mAuxItem.get(); + } + else + { + item = getItem(); + } if (item) { const LLUUID &marketplacelistings_id = gInventory.findCategoryUUIDForType(LLFolderType::FT_MARKETPLACE_LISTINGS, false); @@ -1105,15 +1188,27 @@ void LLMaterialEditor::onSaveAsMsgCallback(const LLSD& notification, const LLSD& } // A two step process, first copy an existing item, then create new asset - std::string buffer = getEncodedAsset(); - LLPointer<LLInventoryCallback> cb = new LLMaterialEditorCopiedCallback(buffer, item->getUUID()); - copy_inventory_item( - gAgent.getID(), - item->getPermissions().getOwner(), - item->getUUID(), - parent_id, - new_name, - cb); + if (mNotecardInventoryID.notNull()) + { + LLPointer<LLInventoryCallback> cb = new LLMaterialEditorCopiedCallback(getKey(), new_name); + copy_inventory_from_notecard(parent_id, + mNotecardObjectID, + mNotecardInventoryID, + mAuxItem.get(), + gInventoryCallbacks.registerCB(cb)); + } + else + { + std::string buffer = getEncodedAsset(); + LLPointer<LLInventoryCallback> cb = new LLMaterialEditorCopiedCallback(buffer, getKey(), mHasUnsavedChanges); + copy_inventory_item( + gAgent.getID(), + item->getPermissions().getOwner(), + item->getUUID(), + parent_id, + new_name, + cb); + } mAssetStatus = PREVIEW_ASSET_LOADING; setEnabled(false); @@ -1772,19 +1867,26 @@ void LLMaterialEditor::loadAsset() // TODO: see commented out "editor" references and make them do something appropriate to the UI // request the asset. - const LLInventoryItem* item = getItem(); + const LLInventoryItem* item; + if (mNotecardInventoryID.notNull()) + { + item = mAuxItem.get(); + } + else + { + item = getItem(); + } bool fail = false; if (item) { LLPermissions perm(item->getPermissions()); - BOOL allow_copy = gAgent.allowOperation(PERM_COPY, perm, GP_OBJECT_MANIPULATE); - BOOL allow_modify = canModify(mObjectUUID, item); - BOOL source_library = mObjectUUID.isNull() && gInventory.isObjectDescendentOf(mItemUUID, gInventory.getLibraryRootFolderID()); + bool allow_copy = gAgent.allowOperation(PERM_COPY, perm, GP_OBJECT_MANIPULATE); + bool allow_modify = canModify(mObjectUUID, item); + bool source_library = mObjectUUID.isNull() && gInventory.isObjectDescendentOf(mItemUUID, gInventory.getLibraryRootFolderID()); setCanSaveAs(allow_copy); - setCanSave(allow_modify && !source_library); setMaterialName(item->getName()); { @@ -1801,7 +1903,11 @@ void LLMaterialEditor::loadAsset() LLHost source_sim = LLHost(); LLSD* user_data = new LLSD(); - if (mObjectUUID.notNull()) + if (mNotecardInventoryID.notNull()) + { + user_data->with("objectid", mNotecardObjectID).with("notecardid", mNotecardInventoryID); + } + else if (mObjectUUID.notNull()) { LLViewerObject* objectp = gObjectList.findObject(mObjectUUID); if (objectp && objectp->getRegion()) diff --git a/indra/newview/llmaterialeditor.h b/indra/newview/llmaterialeditor.h index 4e17cee154..d329222648 100644 --- a/indra/newview/llmaterialeditor.h +++ b/indra/newview/llmaterialeditor.h @@ -136,7 +136,11 @@ public: static void finishTaskUpload(LLUUID itemId, LLUUID newAssetId, LLUUID taskId); - static void finishSaveAs(const LLUUID &oldItemId, const LLUUID &newItemId, const std::string &buffer); + static void finishSaveAs( + const LLSD &oldKey, + const LLUUID &newItemId, + const std::string &buffer, + bool has_unsaved_changes); void refreshFromInventory(const LLUUID& new_item_id = LLUUID::null); @@ -147,6 +151,7 @@ public: // llpreview void setObjectID(const LLUUID& object_id) override; + void setAuxItem(const LLInventoryItem* item) override; // llpanel BOOL postBuild() override; diff --git a/indra/newview/llpanelobjectinventory.cpp b/indra/newview/llpanelobjectinventory.cpp index c5bf18a065..d61cc26f62 100644 --- a/indra/newview/llpanelobjectinventory.cpp +++ b/indra/newview/llpanelobjectinventory.cpp @@ -1198,10 +1198,12 @@ void LLTaskMaterialBridge::openItem() LLSD floater_key; floater_key["taskid"] = mPanel->getTaskUUID(); floater_key["itemid"] = mUUID; - LLMaterialEditor* mat = LLFloaterReg::showTypedInstance<LLMaterialEditor>("material_editor", floater_key, TAKE_FOCUS_YES); + LLMaterialEditor* mat = LLFloaterReg::getTypedInstance<LLMaterialEditor>("material_editor", floater_key); if (mat) { mat->setObjectID(mPanel->getTaskUUID()); + mat->openFloater(floater_key); + mat->setFocus(TRUE); } } } diff --git a/indra/newview/llpreview.h b/indra/newview/llpreview.h index 9ac15d1639..ab60f4c008 100644 --- a/indra/newview/llpreview.h +++ b/indra/newview/llpreview.h @@ -83,7 +83,7 @@ public: virtual BOOL handleHover(S32 x, S32 y, MASK mask); virtual void onOpen(const LLSD& key); - void setAuxItem( const LLInventoryItem* item ); + virtual void setAuxItem( const LLInventoryItem* item ); static void onBtnCopyToInv(void* userdata); diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp index cbefb93ca9..8f1ee8f70b 100644 --- a/indra/newview/llreflectionmapmanager.cpp +++ b/indra/newview/llreflectionmapmanager.cpp @@ -83,7 +83,7 @@ void LLReflectionMapManager::update() { U32 color_fmt = GL_RGB16F; const bool use_depth_buffer = true; - const bool use_stencil_buffer = true; + const bool use_stencil_buffer = false; U32 targetRes = LL_REFLECTION_PROBE_RESOLUTION * 2; // super sample mRenderTarget.allocate(targetRes, targetRes, color_fmt, use_depth_buffer, use_stencil_buffer, LLTexUnit::TT_RECT_TEXTURE); } @@ -96,7 +96,7 @@ void LLReflectionMapManager::update() mMipChain.resize(count); for (int i = 0; i < count; ++i) { - mMipChain[i].allocate(res, res, GL_RGB16F, false, false, LLTexUnit::TT_RECT_TEXTURE); + mMipChain[i].allocate(res, res, GL_RGBA16F, false, false, LLTexUnit::TT_RECT_TEXTURE); res /= 2; } } @@ -385,12 +385,10 @@ void LLReflectionMapManager::doProbeUpdate() void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) { - mRenderTarget.bindTarget(); // hacky hot-swap of camera specific render targets gPipeline.mRT = &gPipeline.mAuxillaryRT; probe->update(mRenderTarget.getWidth(), face); gPipeline.mRT = &gPipeline.mMainRT; - mRenderTarget.flush(); S32 targetIdx = mReflectionProbeCount; @@ -399,12 +397,15 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) targetIdx += 1; } + gGL.setColorMask(true, true); + // downsample to placeholder map { LLGLDepthTest depth(GL_FALSE, GL_FALSE); LLGLDisable cull(GL_CULL_FACE); gReflectionMipProgram.bind(); + gGL.matrixMode(gGL.MM_MODELVIEW); gGL.pushMatrix(); gGL.loadIdentity(); @@ -418,6 +419,12 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) S32 mips = log2((F32)LL_REFLECTION_PROBE_RESOLUTION) + 0.5f; + S32 diffuseChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); + S32 depthChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); + + LLRenderTarget* screen_rt = &gPipeline.mAuxillaryRT.screen; + LLRenderTarget* depth_rt = &gPipeline.mAuxillaryRT.deferredScreen; + for (int i = 0; i < mMipChain.size(); ++i) { LL_PROFILE_GPU_ZONE("probe mip"); @@ -425,13 +432,24 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) if (i == 0) { - gGL.getTexUnit(0)->bind(&mRenderTarget); + + gGL.getTexUnit(diffuseChannel)->bind(screen_rt); } else { - gGL.getTexUnit(0)->bind(&(mMipChain[i - 1])); + gGL.getTexUnit(diffuseChannel)->bind(&(mMipChain[i - 1])); } + gGL.getTexUnit(depthChannel)->bind(depth_rt, true); + + static LLStaticHashedString resScale("resScale"); + static LLStaticHashedString znear("znear"); + static LLStaticHashedString zfar("zfar"); + + gReflectionMipProgram.uniform1f(resScale, (F32) (1 << i)); + gReflectionMipProgram.uniform1f(znear, probe->getNearClip()); + gReflectionMipProgram.uniform1f(zfar, MAX_FAR_CLIP); + gGL.begin(gGL.QUADS); gGL.texCoord2f(0, 0); @@ -471,6 +489,8 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) gGL.matrixMode(gGL.MM_MODELVIEW); gGL.popMatrix(); + gGL.getTexUnit(diffuseChannel)->unbind(LLTexUnit::TT_RECT_TEXTURE); + gGL.getTexUnit(depthChannel)->unbind(LLTexUnit::TT_RECT_TEXTURE); gReflectionMipProgram.unbind(); } @@ -851,10 +871,10 @@ void LLReflectionMapManager::initReflectionMaps() mTexture = new LLCubeMapArray(); // store mReflectionProbeCount+2 cube maps, final two cube maps are used for render target and radiance map generation source) - mTexture->allocate(LL_REFLECTION_PROBE_RESOLUTION, 3, mReflectionProbeCount + 2); + mTexture->allocate(LL_REFLECTION_PROBE_RESOLUTION, 4, mReflectionProbeCount + 2); mIrradianceMaps = new LLCubeMapArray(); - mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 3, mReflectionProbeCount, FALSE); + mIrradianceMaps->allocate(LL_IRRADIANCE_MAP_RESOLUTION, 4, mReflectionProbeCount, FALSE); } if (mVertexBuffer.isNull()) @@ -875,6 +895,5 @@ void LLReflectionMapManager::initReflectionMaps() buff->flush(); mVertexBuffer = buff; - } } diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index d02c5861b1..96c41416fa 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -1013,11 +1013,11 @@ public: virtual void processGroup(LLViewerOctreeGroup* base_group) { LLSpatialGroup* group = (LLSpatialGroup*)base_group; - if (group->needsUpdate() || + /*if (group->needsUpdate() || group->getVisible(LLViewerCamera::sCurCameraID) < LLDrawable::getCurrentFrame() - 1) { group->doOcclusion(mCamera); - } + }*/ gPipeline.markNotCulled(group, *mCamera); } }; diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 118dbb833e..112d669740 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -161,7 +161,7 @@ void display_startup() LLGLState::checkStates(); LLGLState::checkTextureChannels(); - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT); LLGLSUIDefault gls_ui; gPipeline.disableLights(); @@ -763,7 +763,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLGLState::checkTextureChannels(); } - glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT); } LLGLState::checkStates(); @@ -962,7 +962,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) gGL.setColorMask(true, false); if (LLPipeline::sRenderDeferred) { - gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance()); + gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance(), true); } else { @@ -998,12 +998,12 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLRenderTarget &rt = (gPipeline.sRenderDeferred ? gPipeline.mRT->deferredScreen : gPipeline.mRT->screen); rt.flush(); - if (rt.sUseFBO) + /*if (rt.sUseFBO) { LLRenderTarget::copyContentsToFramebuffer(rt, 0, 0, rt.getWidth(), rt.getHeight(), 0, 0, rt.getWidth(), rt.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - } + }*/ if (LLPipeline::sRenderDeferred) { @@ -1106,7 +1106,7 @@ void display_cube_face() glClearColor(0, 0, 0, 0); gPipeline.generateSunShadow(*LLViewerCamera::getInstance()); - glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT); // | GL_STENCIL_BUFFER_BIT); { LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; @@ -1151,7 +1151,7 @@ void display_cube_face() LLPipeline::sUnderWaterRender = FALSE; // Finalize scene - gPipeline.renderFinalize(); + //gPipeline.renderFinalize(); LLSpatialGroup::sNoDelete = FALSE; gPipeline.clearReferences(); @@ -1374,10 +1374,10 @@ void render_ui(F32 zoom_factor, int subfield) gGL.popMatrix(); } - // Finalize scene - gPipeline.renderFinalize(); - { + // draw hud and 3D ui elements into screen render target so they'll be able to use + // the depth buffer (avoids extra copy of depth buffer per frame) + gPipeline.mRT->screen.bindTarget(); // SL-15709 // NOTE: Tracy only allows one ZoneScoped per function. // Solutions are: @@ -1394,41 +1394,46 @@ void render_ui(F32 zoom_factor, int subfield) gPipeline.disableLights(); } - { - gGL.color4f(1,1,1,1); - if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) - { - if (!gDisconnected) - { - LL_PROFILE_ZONE_NAMED_CATEGORY_UI("UI 3D"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_3D); - render_ui_3d(); - LLGLState::checkStates(); - } - else - { - render_disconnected_background(); - } + gGL.color4f(1,1,1,1); - LL_PROFILE_ZONE_NAMED_CATEGORY_UI("UI 2D"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_2D); - render_ui_2d(); - LLGLState::checkStates(); - } - gGL.flush(); + bool render_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI); + if (render_ui) + { + if (!gDisconnected) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_UI("UI 3D"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_3D); + render_ui_3d(); + LLGLState::checkStates(); + } + else + { + render_disconnected_background(); + } + } - gViewerWindow->setup2DRender(); - gViewerWindow->updateDebugText(); - gViewerWindow->drawDebugText(); + gPipeline.mRT->screen.flush(); - LLVertexBuffer::unbind(); - } + // apply gamma correction and post effects before rendering 2D UI + gPipeline.renderFinalize(); - if (!gSnapshot) - { - set_current_modelview(saved_view); - gGL.popMatrix(); - } + if (render_ui) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_UI("UI 2D"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_2D); + render_ui_2d(); + LLGLState::checkStates(); + gGL.flush(); + } - } // Tracy integration + gViewerWindow->setup2DRender(); + gViewerWindow->updateDebugText(); + gViewerWindow->drawDebugText(); + } + + if (!gSnapshot) + { + set_current_modelview(saved_view); + gGL.popMatrix(); + } } static LLTrace::BlockTimerStatHandle FTM_SWAP("Swap"); diff --git a/indra/newview/llvieweroctree.cpp b/indra/newview/llvieweroctree.cpp index a75eb518f3..1f16161780 100644 --- a/indra/newview/llvieweroctree.cpp +++ b/indra/newview/llvieweroctree.cpp @@ -1169,7 +1169,7 @@ void LLOcclusionCullingGroup::checkOcclusion() else if (mSpatialPartition->isOcclusionEnabled() && isOcclusionState(LLOcclusionCullingGroup::OCCLUDED)) { //check occlusion has been issued for occluded node that has not had a query issued assert_states_valid(this); - clearOcclusionState(LLOcclusionCullingGroup::OCCLUDED, LLOcclusionCullingGroup::STATE_MODE_DIFF); + //clearOcclusionState(LLOcclusionCullingGroup::OCCLUDED, LLOcclusionCullingGroup::STATE_MODE_DIFF); assert_states_valid(this); } } diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 46abd83449..d4c93eec06 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -505,7 +505,7 @@ void LLViewerShaderMgr::setShaders() S32 obj_class = 2; S32 effect_class = 2; S32 wl_class = 1; - S32 water_class = 2; + S32 water_class = 3; S32 deferred_class = 0; if (useRenderDeferred) @@ -3807,6 +3807,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface() if (success) { gReflectionMipProgram.mName = "Reflection Mip Shader"; + gReflectionMipProgram.mFeatures.isDeferred = true; gReflectionMipProgram.mShaderFiles.clear(); gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER)); gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/reflectionmipF.glsl", GL_FRAGMENT_SHADER)); diff --git a/indra/newview/llviewertexteditor.cpp b/indra/newview/llviewertexteditor.cpp index 7c860936a5..3f302d4f45 100644 --- a/indra/newview/llviewertexteditor.cpp +++ b/indra/newview/llviewertexteditor.cpp @@ -42,6 +42,7 @@ #include "lllandmark.h" #include "lllandmarkactions.h" #include "lllandmarklist.h" +#include "llmaterialeditor.h" #include "llmemorystream.h" #include "llmenugl.h" #include "llnotecard.h" @@ -542,6 +543,7 @@ LLUIImagePtr LLEmbeddedItems::getItemImage(llwchar ext_char) const case LLAssetType::AT_GESTURE: img_name = "Inv_Gesture"; break; case LLAssetType::AT_MESH: img_name = "Inv_Mesh"; break; case LLAssetType::AT_SETTINGS: img_name = "Inv_Settings"; break; + case LLAssetType::AT_MATERIAL: img_name = "Inv_Material"; break; default: img_name = "Inv_Invalid"; break; // use the Inv_Invalid icon for undefined object types (see MAINT-3981) } @@ -1127,6 +1129,9 @@ BOOL LLViewerTextEditor::openEmbeddedItem(LLPointer<LLInventoryItem> item, llwch case LLAssetType::AT_SETTINGS: openEmbeddedSetting(item, wc); return TRUE; + case LLAssetType::AT_MATERIAL: + openEmbeddedGLTFMaterial(item, wc); + return TRUE; case LLAssetType::AT_NOTECARD: case LLAssetType::AT_LSL_TEXT: case LLAssetType::AT_CLOTHING: @@ -1213,6 +1218,26 @@ void LLViewerTextEditor::openEmbeddedSetting(LLInventoryItem* item, llwchar wc) } } +void LLViewerTextEditor::openEmbeddedGLTFMaterial(LLInventoryItem* item, llwchar wc) +{ + if (!item) + { + return; + } + + LLSD floater_key; + floater_key["objectid"] = mObjectID; + floater_key["notecardid"] = mNotecardInventoryID; + LLMaterialEditor* preview = LLFloaterReg::getTypedInstance<LLMaterialEditor>("material_editor", floater_key); + if (preview) + { + preview->setAuxItem(item); + preview->setNotecardInfo(mNotecardInventoryID, mObjectID); + preview->openFloater(floater_key); + preview->setFocus(TRUE); + } +} + void LLViewerTextEditor::showUnsavedAlertDialog( LLInventoryItem* item ) { LLSD payload; diff --git a/indra/newview/llviewertexteditor.h b/indra/newview/llviewertexteditor.h index a6d7fef409..6170d476b8 100644 --- a/indra/newview/llviewertexteditor.h +++ b/indra/newview/llviewertexteditor.h @@ -108,6 +108,7 @@ private: void openEmbeddedLandmark( LLPointer<LLInventoryItem> item_ptr, llwchar wc ); void openEmbeddedCallingcard( LLInventoryItem* item, llwchar wc); void openEmbeddedSetting(LLInventoryItem* item, llwchar wc); + void openEmbeddedGLTFMaterial(LLInventoryItem* item, llwchar wc); void showCopyToInvDialog( LLInventoryItem* item, llwchar wc ); void showUnsavedAlertDialog( LLInventoryItem* item ); diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index b2728b294e..8ef65b665d 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -4845,7 +4845,7 @@ BOOL LLViewerWindow::rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_hei // PRE SNAPSHOT gDisplaySwapBuffers = FALSE; - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // stencil buffer is deprecated | GL_STENCIL_BUFFER_BIT); setCursor(UI_CURSOR_WAIT); // Hide all the UI widgets first and draw a frame @@ -5144,7 +5144,7 @@ BOOL LLViewerWindow::simpleSnapshot(LLImageRaw* raw, S32 image_width, S32 image_ LL_PROFILE_ZONE_SCOPED_CATEGORY_APP; gDisplaySwapBuffers = FALSE; - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // stencil buffer is deprecated | GL_STENCIL_BUFFER_BIT); setCursor(UI_CURSOR_WAIT); BOOL prev_draw_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI) ? TRUE : FALSE; @@ -5248,10 +5248,10 @@ BOOL LLViewerWindow::cubeSnapshot(const LLVector3& origin, LLCubeMapArray* cubea llassert(LLPipeline::sRenderDeferred); llassert(!gCubeSnapshot); //assert a snapshot isn't already in progress - U32 res = LLRenderTarget::sCurResX; + U32 res = gPipeline.mRT->deferredScreen.getWidth(); - llassert(res <= gPipeline.mRT->deferredScreen.getWidth()); - llassert(res <= gPipeline.mRT->deferredScreen.getHeight()); + //llassert(res <= gPipeline.mRT->deferredScreen.getWidth()); + //llassert(res <= gPipeline.mRT->deferredScreen.getHeight()); // save current view/camera settings so we can restore them afterwards S32 old_occlusion = LLPipeline::sUseOcclusion; @@ -5271,7 +5271,7 @@ BOOL LLViewerWindow::cubeSnapshot(const LLVector3& origin, LLCubeMapArray* cubea camera->setOrigin(origin); camera->setNear(near_clip); - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // stencil buffer is deprecated | GL_STENCIL_BUFFER_BIT); U32 dynamic_render_types[] = { LLPipeline::RENDER_TYPE_AVATAR, diff --git a/indra/newview/llvoicevisualizer.cpp b/indra/newview/llvoicevisualizer.cpp index 6e08a2ff12..34e561174c 100644 --- a/indra/newview/llvoicevisualizer.cpp +++ b/indra/newview/llvoicevisualizer.cpp @@ -356,7 +356,7 @@ void LLVoiceVisualizer::render() //--------------------------------------------------------------- LLGLSPipelineAlpha alpha_blend; LLGLDepthTest depth(GL_TRUE, GL_FALSE); - LLGLDisable gls_stencil(GL_STENCIL_TEST); + //LLGLDisable gls_stencil(GL_STENCIL_TEST); //------------------------------------------------------------- // create coordinates of the geometry for the dot diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 08c99266f8..87a5cd9cc8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -132,12 +132,12 @@ // NOTE: Keep in sync with indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml // NOTE: Unused consts are commented out since some compilers (on macOS) may complain about unused variables. // const S32 WATER_REFLECT_NONE_WATER_OPAQUE = -2; - const S32 WATER_REFLECT_NONE_WATER_TRANSPARENT = -1; - const S32 WATER_REFLECT_MINIMAL = 0; + //const S32 WATER_REFLECT_NONE_WATER_TRANSPARENT = -1; + //const S32 WATER_REFLECT_MINIMAL = 0; // const S32 WATER_REFLECT_TERRAIN = 1; - const S32 WATER_REFLECT_STATIC_OBJECTS = 2; - const S32 WATER_REFLECT_AVATARS = 3; - const S32 WATER_REFLECT_EVERYTHING = 4; + //const S32 WATER_REFLECT_STATIC_OBJECTS = 2; + //const S32 WATER_REFLECT_AVATARS = 3; + //const S32 WATER_REFLECT_EVERYTHING = 4; bool gShiftFrame = false; @@ -885,14 +885,17 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) const U32 occlusion_divisor = 3; //allocate deferred rendering color buffers - if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; - if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + //if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!mRT->occlusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!addDeferredAttachments(mRT->deferredScreen)) return false; GLuint screenFormat = GL_RGBA16; if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + + mRT->deferredScreen.shareDepthBuffer(mRT->screen); + if (samples > 0) { if (!mRT->fxaaBuffer.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; @@ -929,17 +932,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mRT->fxaaBuffer.release(); mRT->screen.release(); mRT->deferredScreen.release(); //make sure to release any render targets that share a depth buffer with mRT->deferredScreen first - mRT->deferredDepth.release(); + //mRT->deferredDepth.release(); mRT->occlusionDepth.release(); if (!mRT->screen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } - if (LLPipeline::sRenderDeferred) - { //share depth buffer between deferred targets - mRT->deferredScreen.shareDepthBuffer(mRT->screen); - } - gGL.getTexUnit(0)->disable(); stop_glerror(); @@ -2540,6 +2538,13 @@ void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera) sCull->pushVisibleGroup(group); } + if (group->needsUpdate() || + group->getVisible(LLViewerCamera::sCurCameraID) < LLDrawable::getCurrentFrame() - 1) + { + // include this group in occlusion groups, not because it is an occluder, but because we want to run + // an occlusion query to find out if it's an occluder + markOccluder(group); + } mNumVisibleNodes++; } @@ -2575,6 +2580,7 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d if (scratch_space) { GLint bits = 0; + llassert(!source.hasStencil()); // stencil buffer usage is deprecated bits |= (source.hasStencil() && dest.hasStencil()) ? GL_STENCIL_BUFFER_BIT : 0; bits |= GL_DEPTH_BUFFER_BIT; scratch_space->copyContents(source, @@ -2632,10 +2638,17 @@ void LLPipeline::doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderT { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; llassert(!gCubeSnapshot); +#if 0 downsampleDepthBuffer(source, dest, scratch_space); dest.bindTarget(); doOcclusion(camera); dest.flush(); +#else + // none of the above shenanigans should matter (enough) because we've preserved hierarchical Z before issuing occlusion queries + //source.bindTarget(); + doOcclusion(camera); + //source.flush(); +#endif } void LLPipeline::doOcclusion(LLCamera& camera) @@ -4052,10 +4065,10 @@ void render_hud_elements() LLGLDisable fog(GL_FOG); LLGLSUIDefault gls_ui; - LLGLEnable stencil(GL_STENCIL_TEST); - glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF); - glStencilMask(0xFFFFFFFF); - glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + //LLGLEnable stencil(GL_STENCIL_TEST); + //glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF); + //glStencilMask(0xFFFFFFFF); + //glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); gGL.color4f(1,1,1,1); @@ -4112,14 +4125,15 @@ void LLPipeline::renderHighlights() LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); LLGLDisable test(GL_ALPHA_TEST); - LLGLEnable stencil(GL_STENCIL_TEST); + //LLGLEnable stencil(GL_STENCIL_TEST); gGL.flush(); - glStencilMask(0xFFFFFFFF); - glClearStencil(1); - glClear(GL_STENCIL_BUFFER_BIT); + // stencil ops are deprecated + //glStencilMask(0xFFFFFFFF); + //glClearStencil(1); + //glClear(GL_STENCIL_BUFFER_BIT); - glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); - glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + //glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); + //glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); gGL.setColorMask(false, false); @@ -4131,8 +4145,8 @@ void LLPipeline::renderHighlights() } gGL.setColorMask(true, false); - glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); + //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // deprecated + //glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); //gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); @@ -4578,12 +4592,14 @@ void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate) #endif } -void LLPipeline::renderGeomDeferred(LLCamera& camera) +void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) { LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred"); LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); LL_PROFILE_GPU_ZONE("renderGeomDeferred"); + bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion; + { LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pools"); //LL_RECORD_BLOCK_TIME(FTM_DEFERRED_POOLS); @@ -4623,6 +4639,17 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) cur_type = poolp->getType(); + if (occlude && cur_type >= LLDrawPool::POOL_GRASS) + { + llassert(!gCubeSnapshot); // never do occlusion culling on cube snapshots + occlude = false; + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + LLGLSLShader::bindNoShader(); + doOcclusion(camera); + gGL.setColorMask(true, false); + } + pool_set_t::iterator iter2 = iter1; if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0) { @@ -4679,7 +4706,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) } // Tracy ZoneScoped } -void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) +void LLPipeline::renderGeomPostDeferred(LLCamera& camera) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_POST_DEFERRED_POOLS); LL_PROFILE_GPU_ZONE("renderGeomPostDeferred"); @@ -4696,7 +4723,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) gGL.setColorMask(true, false); pool_set_t::iterator iter1 = mPools.begin(); - bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion; while ( iter1 != mPools.end() ) { @@ -4704,17 +4730,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) cur_type = poolp->getType(); - if (occlude && cur_type >= LLDrawPool::POOL_GRASS) - { - llassert(!gCubeSnapshot); // never do occlusion culling on cube snapshots - occlude = false; - gGLLastMatrix = NULL; - gGL.loadMatrix(gGLModelView); - LLGLSLShader::bindNoShader(); - doOcclusion(camera, mRT->screen, mRT->occlusionDepth, &mRT->deferredDepth); - gGL.setColorMask(true, false); - } - pool_set_t::iterator iter2 = iter1; if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0) { @@ -4766,16 +4781,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix(gGLModelView); - if (occlude) - { - occlude = false; - LLGLSLShader::bindNoShader(); - doOcclusion(camera); - gGLLastMatrix = NULL; - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.loadMatrix(gGLModelView); - } - if (!gCubeSnapshot) { // debug displays @@ -4990,7 +4995,7 @@ void LLPipeline::renderDebug() const LLColor4 clearColor = gSavedSettings.getColor4("PathfindingNavMeshClear"); gGL.setColorMask(true, true); glClearColor(clearColor.mV[0],clearColor.mV[1],clearColor.mV[2],0); - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // no stencil -- deprecated | GL_STENCIL_BUFFER_BIT); gGL.setColorMask(true, false); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } @@ -7594,6 +7599,76 @@ void LLPipeline::renderFinalize() gGL.setColorMask(true, true); glClearColor(0, 0, 0, 0); + if (!gCubeSnapshot) + { + // gamma correct lighting + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + gGL.loadIdentity(); + + { + LL_PROFILE_GPU_ZONE("gamma correct"); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + LLRenderTarget* screen_target = &mRT->screen; + + LLVector2 tc1(0, 0); + LLVector2 tc2((F32)screen_target->getWidth() * 2, (F32)screen_target->getHeight() * 2); + + screen_target->bindTarget(); + // Apply gamma correction to the frame here. + gDeferredPostGammaCorrectProgram.bind(); + // mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + S32 channel = 0; + channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage()); + if (channel > -1) + { + screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); + } + + gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_target->getHeight()); + + F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); + + gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f)); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); + + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); + + gGL.end(); + + gGL.getTexUnit(channel)->unbind(screen_target->getUsage()); + gDeferredPostGammaCorrectProgram.unbind(); + screen_target->flush(); + } + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + + LLVertexBuffer::unbind(); + + if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + { + // Render debugging beacons. + gObjectList.renderObjectBeacons(); + gObjectList.resetObjectBeacons(); + gSky.addSunMoonBeacons(); + } + } + if (sRenderGlow) { LL_PROFILE_GPU_ZONE("glow"); @@ -8063,6 +8138,7 @@ void LLPipeline::renderFinalize() shader->unbind(); } } +#if 0 // DEPRECATED else // not deferred { U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; @@ -8105,7 +8181,7 @@ void LLPipeline::renderFinalize() gGlowCombineProgram.unbind(); } - +#endif gGL.setSceneBlendType(LLRender::BT_ALPHA); if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) @@ -8139,12 +8215,12 @@ void LLPipeline::renderFinalize() gSplatTextureRectProgram.unbind(); } - if (LLRenderTarget::sUseFBO && !gCubeSnapshot) + /*if (LLRenderTarget::sUseFBO && !gCubeSnapshot) { // copy depth buffer from mRT->screen to framebuffer LLRenderTarget::copyContentsToFramebuffer(mRT->screen, 0, 0, mRT->screen.getWidth(), mRT->screen.getHeight(), 0, 0, mRT->screen.getWidth(), mRT->screen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - } + }*/ gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); @@ -8162,7 +8238,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; LL_PROFILE_GPU_ZONE("bindDeferredShader"); LLRenderTarget* deferred_target = &mRT->deferredScreen; - LLRenderTarget* deferred_depth_target = &mRT->deferredDepth; + //LLRenderTarget* deferred_depth_target = &mRT->deferredDepth; LLRenderTarget* deferred_light_target = &mRT->deferredLight; shader.bind(); @@ -8198,12 +8274,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ } +#if 0 channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); if (channel > -1) { gGL.getTexUnit(channel)->bind(deferred_depth_target, TRUE); stop_glerror(); } +#else + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); + if (channel > -1) + { + gGL.getTexUnit(channel)->bind(deferred_target, TRUE); + stop_glerror(); + } +#endif glh::matrix4f projection = get_current_projection(); glh::matrix4f inv_proj = projection.inverse(); @@ -8452,13 +8537,15 @@ void LLPipeline::renderDeferredLighting() } LLRenderTarget *screen_target = &mRT->screen; - LLRenderTarget *deferred_target = &mRT->deferredScreen; - LLRenderTarget *deferred_depth_target = &mRT->deferredDepth; - LLRenderTarget *deferred_light_target = &mRT->deferredLight; + //LLRenderTarget *deferred_target = &mRT->deferredScreen; + //LLRenderTarget *deferred_depth_target = &mRT->deferredDepth; + LLRenderTarget* deferred_light_target = &mRT->deferredLight; { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("deferred"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED); LLViewerCamera *camera = LLViewerCamera::getInstance(); + +#if 0 { LLGLDepthTest depth(GL_TRUE); deferred_depth_target->copyContents(*deferred_target, @@ -8473,6 +8560,7 @@ void LLPipeline::renderDeferredLighting() GL_DEPTH_BUFFER_BIT, GL_NEAREST); } +#endif LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE : 0); @@ -8482,7 +8570,7 @@ void LLPipeline::renderDeferredLighting() } // ati doesn't seem to love actually using the stencil buffer on FBO's - LLGLDisable stencil(GL_STENCIL_TEST); + //LLGLDisable stencil(GL_STENCIL_TEST); // glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); // glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); @@ -8707,7 +8795,7 @@ void LLPipeline::renderDeferredLighting() #if 0 { // render non-deferred geometry (fullbright, alpha, etc) LLGLDisable blend(GL_BLEND); - LLGLDisable stencil(GL_STENCIL_TEST); + //LLGLDisable stencil(GL_STENCIL_TEST); gGL.setSceneBlendType(LLRender::BT_ALPHA); gPipeline.pushRenderTypeMask(); @@ -8986,7 +9074,7 @@ void LLPipeline::renderDeferredLighting() { // render non-deferred geometry (alpha, fullbright, glow) LLGLDisable blend(GL_BLEND); - LLGLDisable stencil(GL_STENCIL_TEST); + //LLGLDisable stencil(GL_STENCIL_TEST); pushRenderTypeMask(); andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, @@ -9019,76 +9107,6 @@ void LLPipeline::renderDeferredLighting() } screen_target->flush(); - - if (!gCubeSnapshot) - { - // gamma correct lighting - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadIdentity(); - - { - LL_PROFILE_GPU_ZONE("gamma correct"); - - LLGLDepthTest depth(GL_FALSE, GL_FALSE); - - LLVector2 tc1(0, 0); - LLVector2 tc2((F32)screen_target->getWidth() * 2, (F32)screen_target->getHeight() * 2); - - screen_target->bindTarget(); - // Apply gamma correction to the frame here. - gDeferredPostGammaCorrectProgram.bind(); - // mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - S32 channel = 0; - channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage()); - if (channel > -1) - { - screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); - } - - gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_target->getHeight()); - - F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); - - gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f)); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1, -1); - - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1, 3); - - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3, -1); - - gGL.end(); - - gGL.getTexUnit(channel)->unbind(screen_target->getUsage()); - gDeferredPostGammaCorrectProgram.unbind(); - screen_target->flush(); - } - - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - - LLVertexBuffer::unbind(); - - if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) - { - // Render debugging beacons. - gObjectList.renderObjectBeacons(); - gObjectList.resetObjectBeacons(); - gSky.addSunMoonBeacons(); - } - } - - screen_target->flush(); } void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) @@ -9234,7 +9252,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) { LLRenderTarget* deferred_target = &mRT->deferredScreen; - LLRenderTarget* deferred_depth_target = &mRT->deferredDepth; + //LLRenderTarget* deferred_depth_target = &mRT->deferredDepth; LLRenderTarget* deferred_light_target = &mRT->deferredLight; stop_glerror(); @@ -9243,7 +9261,8 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_BRDF_LUT); - shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); + //shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->getUsage()); shader.disableTexture(LLShaderMgr::DIFFUSE_MAP); shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index a31df9c16f..23ddfb51e5 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -290,8 +290,8 @@ public: void renderGeom(LLCamera& camera, bool forceVBOUpdate = false); - void renderGeomDeferred(LLCamera& camera); - void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true); + void renderGeomDeferred(LLCamera& camera, bool do_occlusion = false); + void renderGeomPostDeferred(LLCamera& camera); void renderGeomShadow(LLCamera& camera); void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target = nullptr); void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep); diff --git a/indra/newview/skins/default/xui/en/floater_build_options.xml b/indra/newview/skins/default/xui/en/floater_build_options.xml index 38428b36fc..7278e55d57 100644 --- a/indra/newview/skins/default/xui/en/floater_build_options.xml +++ b/indra/newview/skins/default/xui/en/floater_build_options.xml @@ -46,14 +46,14 @@ name="GridSubUnit" top_pad="0" width="200" /> - <check_box + <!-- <check_box control_name="GridCrossSections" height="16" label="View cross-sections" layout="topleft" name="GridCrossSection" top_pad="5" - width="200" /> + width="200" />--> <text type="string" length="1" |