diff options
| author | Dave Parks <davep@lindenlab.com> | 2023-03-28 14:30:59 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2023-03-28 14:30:59 -0500 | 
| commit | 10f66c05190585e9de2e85831712323c297d81c4 (patch) | |
| tree | 7ca97a8f67aea3714a88e4e5016be12a0d1f62e5 | |
| parent | 9bf08f553aa59122a606487f1b28bd6083d9f966 (diff) | |
DRTVWR-559 Dynamically adjust exposure.
| -rw-r--r-- | indra/llrender/llshadermgr.cpp | 1 | ||||
| -rw-r--r-- | indra/llrender/llshadermgr.h | 1 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl | 66 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl | 9 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl | 2 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 6 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl | 6 | ||||
| -rw-r--r-- | indra/newview/llviewershadermgr.cpp | 16 | ||||
| -rw-r--r-- | indra/newview/llviewershadermgr.h | 1 | ||||
| -rw-r--r-- | indra/newview/pipeline.cpp | 58 | ||||
| -rw-r--r-- | indra/newview/pipeline.h | 8 | 
11 files changed, 158 insertions, 16 deletions
| diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 08a2e6779e..016cbe6e75 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1238,6 +1238,7 @@ void LLShaderMgr::initAttribsAndUniforms()  	mReservedUniforms.push_back("diffuseRect");  	mReservedUniforms.push_back("specularRect");      mReservedUniforms.push_back("emissiveRect"); +    mReservedUniforms.push_back("exposureMap");      mReservedUniforms.push_back("brdfLut");  	mReservedUniforms.push_back("noiseMap");  	mReservedUniforms.push_back("lightFunc"); diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index 93ea49d16a..ec3455952b 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -192,6 +192,7 @@ public:          DEFERRED_DIFFUSE,                   //  "diffuseRect"          DEFERRED_SPECULAR,                  //  "specularRect"          DEFERRED_EMISSIVE,                  //  "emissiveRect" +        EXPOSURE_MAP,                       //  "exposureMap"          DEFERRED_BRDF_LUT,                  //  "brdfLut"          DEFERRED_NOISE,                     //  "noiseMap"          DEFERRED_LIGHTFUNC,                 //  "lightFunc" diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl new file mode 100644 index 0000000000..6994a20b79 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -0,0 +1,66 @@ +/**  + * @file exposureF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ +  +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +uniform sampler2D diffuseRect; +uniform float dt; + +void main()  +{ +    int samples = 16; +    float step = 1.0/(samples-4); + +    float start = step; +    float end = 1.0-step; + +    float w = 0.0; + +    vec3 col; + +    for (float x = start; x <= end; x += step) +    { +        for (float y = start; y <= end; y += step) +        { +            vec2 tc = vec2(x,y); +            w += 1.0; +            col += texture(diffuseRect, tc).rgb; +        } +    } + +    col /= w; + +    // calculate luminance the same way LLColor4::calcHSL does +    float mx = max(max(col.r, col.g), col.b); +    float mn = min(min(col.r, col.g), col.b); +    float lum = (mx + mn) * 0.5; + +    frag_color = vec4(lum, lum, lum, dt); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 87324bca7f..87725affe7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -35,6 +35,7 @@ out vec4 frag_color;  uniform sampler2D diffuseRect;  uniform sampler2D emissiveRect; +uniform sampler2D exposureMap;  uniform vec2 screen_res;  VARYING vec2 vary_fragcoord; @@ -107,7 +108,10 @@ uniform float gamma;  vec3 toneMap(vec3 color)  { -    color *= exposure; +    float exp_sample = texture(exposureMap, vec2(0.5,0.5)).r; + +    float exp_scale = clamp(0.1/exp_sample, 0.4, 8.0); +    color *= exposure * exp_scale;  #ifdef TONEMAP_ACES_NARKOWICZ      color = toneMapACES_Narkowicz(color); @@ -190,6 +194,9 @@ void main()      vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));      diff.rgb += nz*0.003;      //diff.rgb = nz; + +    //float exp_sample = texture(exposureMap, vec2(0.5,0.5)).r; +    //diff.g = exp_sample;      frag_color = diff;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl index 4d24b4de9a..8b4cac3e64 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl @@ -33,6 +33,6 @@ void main()  {  	//transform vertex  	vec4 pos = vec4(position.xyz, 1.0); -	gl_Position = pos;	 +	gl_Position = pos;  	vary_fragcoord = (pos.xy*0.5+0.5);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index f028b303f7..0090155e5c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,10 +91,8 @@ void main()      vary_LightNormPosDot = rel_pos_lightnorm_dot;      // Initialize temp variables -    vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; -    float scale = cube_snapshot*0.75+1; -    sunlight *= scale; - +    vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color; +          // Sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes      vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index 55e1411be2..f9a1f5e4d6 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -62,7 +62,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      vec3  rel_pos_norm = normalize(rel_pos);      float rel_pos_len  = length(rel_pos); -    vec3  sunlight     = (sun_up_factor == 1) ? sunlight_color : moonlight_color; +    float scale = sun_up_factor + 1.0; +    vec3  sunlight     = (sun_up_factor == 1) ? sunlight_color: moonlight_color; +    sunlight *= scale;      // sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes @@ -140,7 +142,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      // fudge sunlit and amblit to get consistent lighting compared to legacy      // midday before PBR was a thing -    sunlit = sunlight.rgb * 0.7; +    sunlit = sunlight.rgb / scale;      amblit = tmpAmbient.rgb * 0.25;      additive *= vec3(1.0 - combined_haze); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 7790013f01..93f4d22ff8 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -187,6 +187,7 @@ LLGLSLShader			gDeferredPostProgram;  LLGLSLShader			gDeferredCoFProgram;  LLGLSLShader			gDeferredDoFCombineProgram;  LLGLSLShader			gDeferredPostGammaCorrectProgram; +LLGLSLShader			gExposureProgram;  LLGLSLShader			gFXAAProgram;  LLGLSLShader			gDeferredPostNoDoFProgram;  LLGLSLShader			gDeferredWLSkyProgram; @@ -1000,6 +1001,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredPostProgram.unload();		  		gDeferredCoFProgram.unload();		  		gDeferredDoFCombineProgram.unload(); +        gExposureProgram.unload();  		gDeferredPostGammaCorrectProgram.unload();  		gFXAAProgram.unload();  		gDeferredWLSkyProgram.unload(); @@ -2518,6 +2520,20 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;  	} +    if (success) +    { +        gExposureProgram.mName = "Exposure"; +        gExposureProgram.mFeatures.hasSrgb = true; +        gExposureProgram.mFeatures.isDeferred = true; +        gExposureProgram.mShaderFiles.clear(); +        gExposureProgram.clearPermutations(); +        gExposureProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); +        gExposureProgram.mShaderFiles.push_back(make_pair("deferred/exposureF.glsl", GL_FRAGMENT_SHADER)); +        gExposureProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; +        success = gExposureProgram.createShader(NULL, NULL); +        llassert(success); +    } +  	if (success)  	{  		gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 867413b6c9..6fb2bc3fec 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -235,6 +235,7 @@ extern LLGLSLShader			gDeferredDoFCombineProgram;  extern LLGLSLShader			gFXAAProgram;  extern LLGLSLShader			gDeferredPostNoDoFProgram;  extern LLGLSLShader			gDeferredPostGammaCorrectProgram; +extern LLGLSLShader			gExposureProgram;  extern LLGLSLShader			gDeferredAvatarShadowProgram;  extern LLGLSLShader			gDeferredAvatarAlphaShadowProgram;  extern LLGLSLShader			gDeferredAvatarAlphaMaskShadowProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 7a5443825d..7b72d7f987 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -849,6 +849,13 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)          mSceneMap.allocate(resX, resY, GL_RGB, true);      } +    mPostMap.allocate(resX, resY, GL_RGBA); + +    mExposureMap.allocate(1, 1, GL_R16F); +    mExposureMap.bindTarget(); +    mExposureMap.clear(); +    mExposureMap.flush(); +      //HACK make screenbuffer allocations start failing after 30 seconds      if (gSavedSettings.getBOOL("SimulateFBOFailure"))      { @@ -1079,6 +1086,10 @@ void LLPipeline::releaseGLBuffers()      mSceneMap.release(); +    mExposureMap.release(); + +    mPostMap.release(); +  	for (U32 i = 0; i < 3; i++)  	{  		mGlow[i].release(); @@ -7393,7 +7404,36 @@ void LLPipeline::renderFinalize()              dst.flush();          } -        screenTarget()->bindTarget(); +        // exposure sample +        { +            LL_PROFILE_GPU_ZONE("exposure sample"); +            mExposureMap.bindTarget(); + +            LLGLDepthTest depth(GL_FALSE, GL_FALSE); +            LLGLEnable blend(GL_BLEND); +            gGL.setSceneBlendType(LLRender::BT_ALPHA); + +            gExposureProgram.bind(); + +            S32 channel = 0; +            channel = gExposureProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screenTarget()->getUsage()); +            if (channel > -1) +            { +                screenTarget()->bindTexture(0, channel, LLTexUnit::TFO_POINT); +            } + +            static LLStaticHashedString dt("dt"); +            gExposureProgram.uniform1f(dt, gFrameIntervalSeconds); +             +            mScreenTriangleVB->setBuffer(); +            mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + +            gGL.getTexUnit(channel)->unbind(screenTarget()->getUsage()); +            gExposureProgram.unbind(); +            mExposureMap.flush(); +        } + +        mPostMap.bindTarget();          // gamma correct lighting          { @@ -7420,6 +7460,12 @@ void LLPipeline::renderFinalize()  				mGlow[1].bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);  			} +            channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::EXPOSURE_MAP, mExposureMap.getUsage()); +            if (channel > -1) +            { +                mExposureMap.bindTexture(0, channel); +            } +              gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screenTarget()->getWidth(), screenTarget()->getHeight());              static LLCachedControl<F32> exposure(gSavedSettings, "RenderExposure", 1.f); @@ -7437,7 +7483,7 @@ void LLPipeline::renderFinalize()              gDeferredPostGammaCorrectProgram.unbind();          } -		screenTarget()->flush(); +        mPostMap.flush();          LLVertexBuffer::unbind();      } @@ -7466,10 +7512,10 @@ void LLPipeline::renderFinalize()  			shader->bind();  			shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); -			channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screenTarget()->getUsage()); +			channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mPostMap.getUsage());  			if (channel > -1)  			{ -				screenTarget()->bindTexture(0, channel); +				mPostMap.bindTexture(0, channel);  			}              { @@ -7480,7 +7526,7 @@ void LLPipeline::renderFinalize()  			gGL.flush(); -			shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screenTarget()->getUsage()); +			shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mPostMap.getUsage());  			shader->unbind();  			mRT->fxaaBuffer.flush(); @@ -7535,7 +7581,7 @@ void LLPipeline::renderFinalize()              S32 screen_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DIFFUSE);              S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); -			gGL.getTexUnit(screen_channel)->bind(screenTarget()); +			gGL.getTexUnit(screen_channel)->bind(&mPostMap);              gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true);  			gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 4cefb719fd..19d511c2c4 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -300,8 +300,6 @@ public:      void bindReflectionProbes(LLGLSLShader& shader);      void unbindReflectionProbes(LLGLSLShader& shader); -     -  	void renderDeferredLighting();  	void postDeferredGammaCorrect(LLRenderTarget* screen_target); @@ -679,6 +677,12 @@ public:      // for use by SSR      LLRenderTarget          mSceneMap; +    // exposure map for getting average color in scene +    LLRenderTarget          mExposureMap; + +    // tonemapped and gamma corrected render ready for post +    LLRenderTarget          mPostMap; +      LLCullResult            mSky;      LLCullResult            mReflectedObjects;      LLCullResult            mRefractedObjects; | 
