diff options
author | Graham Linden <graham@lindenlab.com> | 2018-12-10 15:02:34 -0800 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2018-12-10 15:02:34 -0800 |
commit | 8c128f5b635b4ae8f36b37fde8702aedc2fad1cc (patch) | |
tree | 5131042d65bc33d16b24e3aa30cf45c201b285f4 | |
parent | 13d1f84bf6c3c408704901cb3aad6cffaa8ef6da (diff) |
Mods to allow using ALM rendering in water reflections so
the reflections will better match what they're reflecting
when ALM is enabled.
-rw-r--r-- | indra/newview/lldrawpoolwlsky.cpp | 2 | ||||
-rw-r--r-- | indra/newview/llviewerdisplay.cpp | 2 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 1004 | ||||
-rw-r--r-- | indra/newview/pipeline.h | 43 |
4 files changed, 247 insertions, 804 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 8904020ab9..025a4c86e5 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -375,7 +375,7 @@ void LLDrawPoolWLSky::renderStarsDeferred(void) const gDeferredStarProgram.uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); - if (LLPipeline::sRenderingWaterReflection) + if (LLPipeline::sReflectionRender) { star_alpha = 1.0f; } diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 29b4ab0a24..5d01e7e584 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -1023,7 +1023,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) if (LLPipeline::sRenderDeferred) { - gPipeline.renderDeferredLighting(); + gPipeline.renderDeferredLighting(&gPipeline.mScreen); } LLPipeline::sUnderWaterRender = FALSE; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index d56350f705..a6fb2fb5ba 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -340,7 +340,6 @@ bool LLPipeline::sRenderFrameTest = false; bool LLPipeline::sRenderAttachedLights = true; bool LLPipeline::sRenderAttachedParticles = true; bool LLPipeline::sRenderDeferred = false; -bool LLPipeline::sRenderingWaterReflection = false; bool LLPipeline::sMemAllocationThrottled = false; S32 LLPipeline::sVisibleLightCount = 0; F32 LLPipeline::sMinRenderSize = 0.f; @@ -882,6 +881,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (LLPipeline::sRenderDeferred) { + U32 water_buffer_res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512); S32 shadow_detail = RenderShadowDetail; bool ssao = RenderDeferredSSAO; @@ -890,9 +890,15 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) //allocate deferred rendering color buffers if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + + if (!mWaterDeferredScreen.allocate(water_buffer_res, water_buffer_res, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mWaterDeferredDepth.allocate(water_buffer_res, water_buffer_res, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mWaterOcclusionDepth.allocate(water_buffer_res >> 1, water_buffer_res >> 1, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mOcclusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!addDeferredAttachments(mDeferredScreen)) return false; - + if (!addDeferredAttachments(mWaterDeferredScreen)) return false; + GLuint screenFormat = GL_RGBA16; if (gGLManager.mIsATI) { @@ -917,10 +923,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0) { //only need mDeferredLight for shadows OR ssao OR dof OR fxaa if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; + if (!mWaterDeferredLight.allocate(water_buffer_res, water_buffer_res, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } else { mDeferredLight.release(); + mWaterDeferredLight.release(); } F32 scale = RenderShadowResolutionScale; @@ -930,11 +938,14 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (shadow_detail > 0) { //allocate 4 sun shadow maps for (U32 i = 0; i < 4; i++) - { - //allocate VSM sun shadow map(s) - if ((shadow_detail > 3) && !mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, GL_RGBA16F_ARB, FALSE, FALSE, LLTexUnit::TT_TEXTURE)) + { + if (shadow_detail > 3) { - return false; + //allocate VSM sun shadow map(s) + if (!mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, GL_RGBA16F_ARB, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) + { + return false; + } } else if (!mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) { @@ -955,13 +966,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) } } -// for EEP atmospherics - bool allocated_inscatter = mInscatter.allocate(resX >> 2, resY >> 2, GL_RGBA16F_ARB, FALSE, FALSE, LLTexUnit::TT_TEXTURE); - if (!allocated_inscatter) - { - return false; - } - U32 width = (U32) (resX*scale); U32 height = width; @@ -1002,12 +1006,16 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) else { mDeferredLight.release(); - + mWaterDeferredLight.release(); + releaseShadowTargets(); mFXAABuffer.release(); mScreen.release(); mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first mDeferredDepth.release(); + mWaterDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mWaterDeferredScreen first + mWaterDeferredDepth.release(); + mWaterOcclusionDepth.release(); mOcclusionDepth.release(); if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; @@ -1197,12 +1205,13 @@ void LLPipeline::releaseScreenBuffers() mPhysicsDisplay.release(); mDeferredScreen.release(); mDeferredDepth.release(); + mWaterDeferredScreen.release(); + mWaterDeferredDepth.release(); mDeferredLight.release(); + mWaterDeferredLight.release(); + mWaterOcclusionDepth.release(); mOcclusionDepth.release(); - releaseShadowTargets(); - - mInscatter.release(); } @@ -1227,19 +1236,13 @@ void LLPipeline::createGLBuffers() updateRenderDeferred(); - bool materials_in_water = false; - -#if MATERIALS_IN_REFLECTIONS - materials_in_water = gSavedSettings.getS32("RenderWaterMaterials"); -#endif - if (LLPipeline::sWaterReflections) { //water reflection texture U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512); - + // Set up SRGB targets if we're doing deferred-path reflection rendering // - if (LLPipeline::sRenderDeferred && materials_in_water) + if (LLPipeline::sRenderDeferred) { mWaterRef.allocate(res,res,GL_SRGB8_ALPHA8,TRUE,FALSE); //always use FBO for mWaterDis so it can be used for avatar texture bakes @@ -1247,10 +1250,10 @@ void LLPipeline::createGLBuffers() } else { - mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE); - //always use FBO for mWaterDis so it can be used for avatar texture bakes - mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true); - } + mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE); + //always use FBO for mWaterDis so it can be used for avatar texture bakes + mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true); + } } mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE); @@ -1459,7 +1462,7 @@ void LLPipeline::enableShadows(const bool enable_shadows) S32 LLPipeline::getMaxLightingDetail() const { - /*if (mVertexShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS) + /*if (mShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS) { return 3; } @@ -2405,7 +2408,11 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl if (to_texture) { - if (LLPipeline::sRenderDeferred) + if (LLPipeline::sRenderDeferred && LLPipeline::sReflectionRender) + { + mWaterOcclusionDepth.bindTarget(); + } + else if (LLPipeline::sRenderDeferred) { mOcclusionDepth.bindTarget(); } @@ -2432,10 +2439,6 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl LLGLDisable test(GL_ALPHA_TEST); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - -// glh::matrix4f modelview = get_last_modelview(); -// glh::matrix4f proj = get_last_projection(); - LLGLDepthTest depth(GL_TRUE, GL_FALSE); bool bound_shader = false; @@ -2536,7 +2539,11 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl if (to_texture) { - if (LLPipeline::sRenderDeferred) + if (LLPipeline::sRenderDeferred && LLPipeline::sReflectionRender) + { + mWaterOcclusionDepth.flush(); + } + else if (LLPipeline::sRenderDeferred) { mOcclusionDepth.flush(); } @@ -4638,63 +4645,46 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); - U32 cur_type = 0; - gGL.setColorMask(true, true); - - pool_set_t::iterator iter1 = mPools.begin(); - while ( iter1 != mPools.end() ) + pool_set_t::iterator iter = mPools.begin(); + while ( iter != mPools.end() ) { - LLDrawPool *poolp = *iter1; - - cur_type = poolp->getType(); + LLDrawPool* poolp = *iter; + llassert(poolp != nullptr); + if (poolp) + { + U32 pool_type = poolp->getType(); + S32 deferred_passes = poolp->getNumDeferredPasses(); + if (hasRenderType(pool_type) && (deferred_passes > 0)) + { + LL_RECORD_BLOCK_TIME(FTM_DEFERRED_POOLRENDER); - pool_set_t::iterator iter2 = iter1; - if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0) - { - LL_RECORD_BLOCK_TIME(FTM_DEFERRED_POOLRENDER); + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; - gGL.loadMatrix(gGLModelView); - - for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ ) - { - LLVertexBuffer::unbind(); - poolp->beginDeferredPass(i); - for (iter2 = iter1; iter2 != mPools.end(); iter2++) - { - LLDrawPool *p = *iter2; - if (p->getType() != cur_type) - { - break; - } - - if ( !p->getSkipRenderFlag() ) { p->renderDeferred(i); } - } - poolp->endDeferredPass(i); - LLVertexBuffer::unbind(); + for( S32 i = 0; i < deferred_passes; i++ ) + { + LLVertexBuffer::unbind(); + stop_glerror(); - if (gDebugGL || gDebugPipeline) - { - LLGLState::checkStates(); - } - } - } - else - { - // Skip all pools of this type - for (iter2 = iter1; iter2 != mPools.end(); iter2++) - { - LLDrawPool *p = *iter2; - if (p->getType() != cur_type) - { - break; - } - } - } - iter1 = iter2; - stop_glerror(); + poolp->beginDeferredPass(i); + poolp->renderDeferred(i); + poolp->endDeferredPass(i); + + // per-pass validation that our conception of current GL state is correct + if (gDebugGL || gDebugPipeline) + { + LLGLState::checkStates(); + } + } + + LLVertexBuffer::unbind(); + stop_glerror(); + } + } + + iter++; } gGLLastMatrix = NULL; @@ -4732,7 +4722,8 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); LLGLSLShader::bindNoShader(); - doOcclusion(camera, mScreen, mOcclusionDepth, &mDeferredDepth); + + doOcclusion(camera, mScreen, sReflectionRender ? mWaterOcclusionDepth : mOcclusionDepth, sReflectionRender ? &mWaterDeferredDepth : &mDeferredDepth); gGL.setColorMask(true, false); } @@ -7555,6 +7546,8 @@ static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom"); void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) { + LLRenderTarget* deferred_light_target = LLPipeline::sReflectionRender ? &mWaterDeferredLight : &mDeferredLight; + if (!(gPipeline.canUseVertexShaders() && sRenderGlow)) { @@ -7846,7 +7839,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) F32 magnification = focal_length/(subject_distance-focal_length); { //build diffuse+bloom+CoF - mDeferredLight.bindTarget(); + deferred_light_target->bindTarget(); shader = &gDeferredCoFProgram; bindDeferredShader(*shader); @@ -7877,7 +7870,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) gGL.end(); unbindDeferredShader(*shader); - mDeferredLight.flush(); + deferred_light_target->flush(); } U32 dof_width = (U32) (mScreen.getWidth()*CameraDoFResScale); @@ -7890,10 +7883,10 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) shader = &gDeferredPostProgram; bindDeferredShader(*shader); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_light_target->getUsage()); if (channel > -1) { - mDeferredLight.bindTexture(0, channel); + deferred_light_target->bindTexture(0, channel); } shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); @@ -7919,8 +7912,8 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) { //combine result based on alpha if (multisample) { - mDeferredLight.bindTarget(); - glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); + deferred_light_target->bindTarget(); + glViewport(0, 0, deferred_light_target->getWidth(), deferred_light_target->getHeight()); } else { @@ -7969,7 +7962,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) if (multisample) { - mDeferredLight.flush(); + deferred_light_target->flush(); } } } @@ -7977,7 +7970,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) { if (multisample) { - mDeferredLight.bindTarget(); + deferred_light_target->bindTarget(); } LLGLSLShader* shader = &gDeferredPostNoDoFProgram; @@ -8012,7 +8005,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) if (multisample) { - mDeferredLight.flush(); + deferred_light_target->flush(); } } @@ -8030,10 +8023,10 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) shader->bind(); shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_light_target->getUsage()); if (channel > -1) { - mDeferredLight.bindTexture(0, channel); + deferred_light_target->bindTexture(0, channel); } gGL.begin(LLRender::TRIANGLE_STRIP); @@ -8044,7 +8037,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) gGL.flush(); - shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_light_target->getUsage()); shader->unbind(); mFXAABuffer.flush(); @@ -8208,63 +8201,69 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) static LLTrace::BlockTimerStatHandle FTM_BIND_DEFERRED("Bind Deferred"); -void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 noise_map) +void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target) { LL_RECORD_BLOCK_TIME(FTM_BIND_DEFERRED); - if (noise_map == 0xFFFFFFFF) - { - noise_map = mNoiseMap; - } + LLRenderTarget* deferred_target = LLPipeline::sReflectionRender ? &mWaterDeferredScreen : &mDeferredScreen; + LLRenderTarget* deferred_depth_target = LLPipeline::sReflectionRender ? &mWaterDeferredDepth : &mDeferredDepth; + LLRenderTarget* deferred_light_target = LLPipeline::sReflectionRender ? &mWaterDeferredLight : &mDeferredLight; shader.bind(); S32 channel = 0; - channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); if (channel > -1) { - mDeferredScreen.bindTexture(0,channel); + deferred_target->bindTexture(0,channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); if (channel > -1) { - mDeferredScreen.bindTexture(1, channel); + deferred_target->bindTexture(1, channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); if (channel > -1) { - mDeferredScreen.bindTexture(2, channel); + deferred_target->bindTexture(2, channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); if (channel > -1) { - gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE); + gGL.getTexUnit(channel)->bind(deferred_depth_target, TRUE); stop_glerror(); - - //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); - //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA); + } - stop_glerror(); + glh::matrix4f projection = get_current_projection(); + glh::matrix4f inv_proj = projection.inverse(); - glh::matrix4f projection = get_current_projection(); - glh::matrix4f inv_proj = projection.inverse(); - - shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); - shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0], - (F32) gGLViewport[1], - (F32) gGLViewport[2], - (F32) gGLViewport[3]); - } + if (shader.getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX) != -1) + { + shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); + } + + if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1) + { + shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0], + (F32) gGLViewport[1], + (F32) gGLViewport[2], + (F32) gGLViewport[3]); + } + + /*if (sReflectionRender && shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX)) + { + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, FALSE, mReflectionModelView.m); + }*/ channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); if (channel > -1) { - gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map); + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } @@ -8276,17 +8275,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n stop_glerror(); - channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); + light_target = light_target ? light_target : deferred_light_target; + channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, light_target->getUsage()); if (channel > -1) { - if (light_index > 0) - { - mScreen.bindTexture(0, channel); - } - else - { - mDeferredLight.bindTexture(0, channel); - } + light_target->bindTexture(0, channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } @@ -8342,12 +8335,10 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n } } - stop_glerror(); - F32 mat[16*6]; for (U32 i = 0; i < 16; i++) { - mat[i] = mSunShadowMatrix[0].m[i]; + mat[i] = mSunShadowMatrix[0].m[i]; mat[i+16] = mSunShadowMatrix[1].m[i]; mat[i+32] = mSunShadowMatrix[2].m[i]; mat[i+48] = mSunShadowMatrix[3].m[i]; @@ -8403,7 +8394,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f; F32 shadow_bias = RenderShadowBias + shadow_bias_error; - shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); + shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_target->getWidth(), deferred_target->getHeight()); shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f); shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error); shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, shadow_bias); @@ -8453,21 +8444,24 @@ static LLTrace::BlockTimerStatHandle FTM_PROJECTORS("Projectors"); static LLTrace::BlockTimerStatHandle FTM_POST("Post"); -void LLPipeline::renderDeferredLighting() +void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) { if (!sCull) { return; } + LLRenderTarget* deferred_target = LLPipeline::sReflectionRender ? &mWaterDeferredScreen : &mDeferredScreen; + LLRenderTarget* deferred_depth_target = LLPipeline::sReflectionRender ? &mWaterDeferredDepth : &mDeferredDepth; + LLRenderTarget* deferred_light_target = LLPipeline::sReflectionRender ? &mWaterDeferredLight : &mDeferredLight; + { LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED); - LLViewerCamera* camera = LLViewerCamera::getInstance(); { LLGLDepthTest depth(GL_TRUE); - mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(), - 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); + deferred_depth_target->copyContents(*deferred_target, 0, 0, deferred_target->getWidth(), deferred_target->getHeight(), + 0, 0, deferred_depth_target->getWidth(), deferred_depth_target->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); } LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); @@ -8534,13 +8528,13 @@ void LLPipeline::renderDeferredLighting() if (RenderDeferredSSAO || RenderShadowDetail > 0) { - mDeferredLight.bindTarget(); + deferred_light_target->bindTarget(); { //paint shadow/SSAO light map (direct lighting lightmap) LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW); - bindDeferredShader(gDeferredSunProgram, 0); + bindDeferredShader(gDeferredSunProgram, deferred_light_target); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); glClearColor(1,1,1,1); - mDeferredLight.clear(GL_COLOR_BUFFER_BIT); + deferred_light_target->clear(GL_COLOR_BUFFER_BIT); glClearColor(0,0,0,0); glh::matrix4f inv_trans = get_current_modelview().inverse().transpose(); @@ -8563,7 +8557,7 @@ void LLPipeline::renderDeferredLighting() } gDeferredSunProgram.uniform3fv(sOffset, slice, offset); - gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight()); + gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_light_target->getWidth(), deferred_light_target->getHeight()); { LLGLDisable blend(GL_BLEND); @@ -8575,16 +8569,16 @@ void LLPipeline::renderDeferredLighting() unbindDeferredShader(gDeferredSunProgram); } - mDeferredLight.flush(); + deferred_light_target->flush(); } if (RenderDeferredSSAO) { //soften direct lighting lightmap LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW); //blur lightmap - mScreen.bindTarget(); + screen_target->bindTarget(); glClearColor(1,1,1,1); - mScreen.clear(GL_COLOR_BUFFER_BIT); + screen_target->clear(GL_COLOR_BUFFER_BIT); glClearColor(0,0,0,0); bindDeferredShader(gDeferredBlurLightProgram); @@ -8620,12 +8614,13 @@ void LLPipeline::renderDeferredLighting() stop_glerror(); } - mScreen.flush(); + screen_target->flush(); unbindDeferredShader(gDeferredBlurLightProgram); - bindDeferredShader(gDeferredBlurLightProgram, 1); + bindDeferredShader(gDeferredBlurLightProgram, screen_target); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredLight.bindTarget(); + deferred_light_target->bindTarget(); gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f); @@ -8636,7 +8631,7 @@ void LLPipeline::renderDeferredLighting() mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); stop_glerror(); } - mDeferredLight.flush(); + deferred_light_target->flush(); unbindDeferredShader(gDeferredBlurLightProgram); } @@ -8648,15 +8643,17 @@ void LLPipeline::renderDeferredLighting() gGL.popMatrix(); stop_glerror(); - mScreen.bindTarget(); + screen_target->bindTarget(); // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky glClearColor(0,0,0,0); - mScreen.clear(GL_COLOR_BUFFER_BIT); + screen_target->clear(GL_COLOR_BUFFER_BIT); if (RenderDeferredAtmospheric) - { //apply sunlight contribution + { //apply sunlight contribution + LLGLSLShader& soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram; + LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS); - bindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram); + bindDeferredShader(soften_shader); { LLGLDepthTest depth(GL_FALSE); LLGLDisable blend(GL_BLEND); @@ -8910,17 +8907,17 @@ void LLPipeline::renderDeferredLighting() count++; if (count == max_count || fullscreen_lights.empty()) { - U32 idx = count-1; - bindDeferredShader(gDeferredMultiLightProgram[idx]); - gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); - gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light); - gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col); - gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); - far_z = 0.f; - count = 0; - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - unbindDeferredShader(gDeferredMultiLightProgram[idx]); + U32 idx = count-1; + bindDeferredShader(gDeferredMultiLightProgram[idx]); + gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); + gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light); + gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col); + gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); + far_z = 0.f; + count = 0; + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + unbindDeferredShader(gDeferredMultiLightProgram[idx]); } } @@ -8973,7 +8970,7 @@ void LLPipeline::renderDeferredLighting() gGL.setColorMask(true, true); } - mScreen.flush(); + screen_target->flush(); //gamma correct lighting gGL.matrixMode(LLRender::MM_PROJECTION); @@ -8987,22 +8984,22 @@ void LLPipeline::renderDeferredLighting() LLGLDepthTest depth(GL_FALSE, GL_FALSE); LLVector2 tc1(0,0); - LLVector2 tc2((F32) mScreen.getWidth()*2, - (F32) mScreen.getHeight()*2); + LLVector2 tc2((F32) screen_target->getWidth()*2, + (F32) screen_target->getHeight()*2); - mScreen.bindTarget(); + 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, mScreen.getUsage()); + channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage()); if (channel > -1) { - mScreen.bindTexture(0,channel); + screen_target->bindTexture(0,channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mScreen.getWidth(), mScreen.getHeight()); + gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_target->getHeight()); F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); @@ -9020,9 +9017,9 @@ void LLPipeline::renderDeferredLighting() gGL.end(); - gGL.getTexUnit(channel)->unbind(mScreen.getUsage()); + gGL.getTexUnit(channel)->unbind(screen_target->getUsage()); gDeferredPostGammaCorrectProgram.unbind(); - mScreen.flush(); + screen_target->flush(); } gGL.matrixMode(LLRender::MM_PROJECTION); @@ -9030,7 +9027,7 @@ void LLPipeline::renderDeferredLighting() gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); - mScreen.bindTarget(); + screen_target->bindTarget(); { //render non-deferred geometry (alpha, fullbright, glow) LLGLDisable blend(GL_BLEND); @@ -9081,561 +9078,10 @@ void LLPipeline::renderDeferredLighting() } } - mScreen.flush(); + screen_target->flush(); } -void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target) -{ - if (!sCull) - { - return; - } - - { - LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED); - - LLViewerCamera* camera = LLViewerCamera::getInstance(); - - { - LLGLDepthTest depth(GL_TRUE); - mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(), - 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - } - - LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); - - if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) - { - gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); - } - - //ati doesn't seem to love actually using the stencil buffer on FBO's - LLGLDisable stencil(GL_STENCIL_TEST); - //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); - //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - - gGL.setColorMask(true, true); - - //draw a cube around every light - LLVertexBuffer::unbind(); - - LLGLEnable cull(GL_CULL_FACE); - LLGLEnable blend(GL_BLEND); - - glh::matrix4f mat = copy_matrix(gGLModelView); - - LLStrider<LLVector3> vert; - mDeferredVB->getVertexStrider(vert); - - vert[0].set(-1,1,0); - vert[1].set(-1,-3,0); - vert[2].set(3,1,0); - - const LLEnvironment& environment = LLEnvironment::instance(); - - bool sun_up = environment.getIsSunUp(); - bool moon_up = environment.getIsMoonUp(); - - { - setupHWLights(NULL); //to set mSun/MoonDir; - glh::vec4f tc(mSunDir.mV); - mat.mult_matrix_vec(tc); - - glh::vec4f tc_moon(mMoonDir.mV); - mTransformedMoonDir.set(tc_moon.v); - mTransformedMoonDir.normalize(); - - bool sun_is_primary = sun_up || !moon_up; - if (sun_is_primary) - { - mTransformedSunDir.set(tc.v); - mTransformedSunDir.normalize(); - } - else - { - mTransformedSunDir.set(tc_moon.v); - mTransformedSunDir.normalize(); - } - } - - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - - if (RenderDeferredSSAO || RenderShadowDetail > 0) - { - mDeferredLight.bindTarget(); - { //paint shadow/SSAO light map (direct lighting lightmap) - LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW); - bindDeferredShader(gDeferredSunProgram); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - glClearColor(1,1,1,1); - mDeferredLight.clear(GL_COLOR_BUFFER_BIT); - glClearColor(0,0,0,0); - - glh::matrix4f inv_trans = get_current_modelview().inverse().transpose(); - - const U32 slice = 32; - F32 offset[slice*3]; - for (U32 i = 0; i < 4; i++) - { - for (U32 j = 0; j < 8; j++) - { - glh::vec3f v; - v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i); - v.normalize(); - inv_trans.mult_matrix_vec(v); - v.normalize(); - offset[(i*8+j)*3+0] = v.v[0]; - offset[(i*8+j)*3+1] = v.v[2]; - offset[(i*8+j)*3+2] = v.v[1]; - } - } - -// pretty sure this doesn't work as expected since the shaders using 'shadow_offset' all declare it as a single uniform float, no array or vec - gDeferredSunProgram.uniform3fv(LLShaderMgr::DEFERRED_SHADOW_OFFSET, slice, offset); - gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight()); - - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - stop_glerror(); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - stop_glerror(); - } - - unbindDeferredShader(gDeferredSunProgram); - } - mDeferredLight.flush(); - } - - stop_glerror(); - gGL.popMatrix(); - stop_glerror(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - stop_glerror(); - gGL.popMatrix(); - stop_glerror(); - - target->bindTarget(); - - //clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky - glClearColor(0,0,0,0); - target->clear(GL_COLOR_BUFFER_BIT); - - if (RenderDeferredAtmospheric) - { //apply sunlight contribution - LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS); - bindDeferredShader(gDeferredSoftenProgram); - { - LLGLDepthTest depth(GL_FALSE); - LLGLDisable blend(GL_BLEND); - LLGLDisable test(GL_ALPHA_TEST); - - //full screen blit - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - } - - unbindDeferredShader(gDeferredSoftenProgram); - } - - { //render non-deferred geometry (fullbright, alpha, etc) - LLGLDisable blend(GL_BLEND); - LLGLDisable stencil(GL_STENCIL_TEST); - gGL.setSceneBlendType(LLRender::BT_ALPHA); - - gPipeline.pushRenderTypeMask(); - - gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY, - LLPipeline::RENDER_TYPE_CLOUDS, - LLPipeline::RENDER_TYPE_WL_SKY, - LLPipeline::END_RENDER_TYPES); - - - renderGeomPostDeferred(*LLViewerCamera::getInstance(), false); - gPipeline.popRenderTypeMask(); - } - - bool render_local = RenderLocalLights; - - if (render_local) - { - gGL.setSceneBlendType(LLRender::BT_ADD); - std::list<LLVector4> fullscreen_lights; - LLDrawable::drawable_list_t spot_lights; - LLDrawable::drawable_list_t fullscreen_spot_lights; - - for (U32 i = 0; i < 2; i++) - { - mTargetShadowSpotLight[i] = NULL; - } - - std::list<LLVector4> light_colors; - - LLVertexBuffer::unbind(); - - { - bindDeferredShader(gDeferredLightProgram); - - if (mCubeVB.isNull()) - { - mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB); - } - - mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter) - { - LLDrawable* drawablep = *iter; - - LLVOVolume* volume = drawablep->getVOVolume(); - if (!volume) - { - continue; - } - - if (volume->isAttachment()) - { - if (!sRenderAttachedLights) - { - continue; - } - } - - - LLVector4a center; - center.load3(drawablep->getPositionAgent().mV); - const F32* c = center.getF32ptr(); - F32 s = volume->getLightRadius()*1.5f; - - LLColor3 col = volume->getLightColor(); - - if (col.magVecSquared() < 0.001f) - { - continue; - } - - if (s <= 0.001f) - { - continue; - } - - LLVector4a sa; - sa.splat(s); - if (camera->AABBInFrustumNoFarClip(center, sa) == 0) - { - continue; - } - - sVisibleLightCount++; - - if (camera->getOrigin().mV[0] > c[0] + s + 0.2f || - camera->getOrigin().mV[0] < c[0] - s - 0.2f || - camera->getOrigin().mV[1] > c[1] + s + 0.2f || - camera->getOrigin().mV[1] < c[1] - s - 0.2f || - camera->getOrigin().mV[2] > c[2] + s + 0.2f || - camera->getOrigin().mV[2] < c[2] - s - 0.2f) - { //draw box if camera is outside box - if (render_local) - { - if (volume->isLightSpotlight()) - { - drawablep->getVOVolume()->updateSpotLightPriority(); - spot_lights.push_back(drawablep); - continue; - } - - /*col.mV[0] = powf(col.mV[0], 2.2f); - col.mV[1] = powf(col.mV[1], 2.2f); - col.mV[2] = powf(col.mV[2], 2.2f);*/ - - LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS); - gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); - gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); - gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); - gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); - gGL.syncMatrices(); - - mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); - stop_glerror(); - } - } - else - { - if (volume->isLightSpotlight()) - { - drawablep->getVOVolume()->updateSpotLightPriority(); - fullscreen_spot_lights.push_back(drawablep); - continue; - } - - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); - - fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); - light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f)); - } - } - unbindDeferredShader(gDeferredLightProgram); - } - - if (!spot_lights.empty()) - { - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - bindDeferredShader(gDeferredSpotLightProgram); - - mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - - gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); - - for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) - { - LL_RECORD_BLOCK_TIME(FTM_PROJECTORS); - LLDrawable* drawablep = *iter; - - LLVOVolume* volume = drawablep->getVOVolume(); - - LLVector4a center; - center.load3(drawablep->getPositionAgent().mV); - const F32* c = center.getF32ptr(); - F32 s = volume->getLightRadius()*1.5f; - - sVisibleLightCount++; - - setupSpotLight(gDeferredSpotLightProgram, drawablep); - - LLColor3 col = volume->getLightColor(); - /*col.mV[0] = powf(col.mV[0], 2.2f); - col.mV[1] = powf(col.mV[1], 2.2f); - col.mV[2] = powf(col.mV[2], 2.2f);*/ - - gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); - gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); - gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); - gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); - gGL.syncMatrices(); - - mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); - } - gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); - unbindDeferredShader(gDeferredSpotLightProgram); - } - - //reset mDeferredVB to fullscreen triangle - mDeferredVB->getVertexStrider(vert); - vert[0].set(-1,1,0); - vert[1].set(-1,-3,0); - vert[2].set(3,1,0); - - { - LLGLDepthTest depth(GL_FALSE); - - //full screen blit - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - - U32 count = 0; - - const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT; - LLVector4 light[max_count]; - LLVector4 col[max_count]; - - F32 far_z = 0.f; - - while (!fullscreen_lights.empty()) - { - LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS); - light[count] = fullscreen_lights.front(); - fullscreen_lights.pop_front(); - col[count] = light_colors.front(); - light_colors.pop_front(); - - /*col[count].mV[0] = powf(col[count].mV[0], 2.2f); - col[count].mV[1] = powf(col[count].mV[1], 2.2f); - col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/ - - far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z); - //col[count] = pow4fsrgb(col[count], 2.2f); - count++; - if (count == max_count || fullscreen_lights.empty()) - { - U32 idx = count-1; - bindDeferredShader(gDeferredMultiLightProgram[idx]); - gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); - gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light); - gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col); - gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); - far_z = 0.f; - count = 0; - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - } - - unbindDeferredShader(gDeferredMultiLightProgram[0]); - - bindDeferredShader(gDeferredMultiSpotLightProgram); - - gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); - - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - - for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) - { - LL_RECORD_BLOCK_TIME(FTM_PROJECTORS); - LLDrawable* drawablep = *iter; - - LLVOVolume* volume = drawablep->getVOVolume(); - - LLVector3 center = drawablep->getPositionAgent(); - F32* c = center.mV; - F32 s = volume->getLightRadius()*1.5f; - - sVisibleLightCount++; - - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); - - setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); - - LLColor3 col = volume->getLightColor(); - - /*col.mV[0] = powf(col.mV[0], 2.2f); - col.mV[1] = powf(col.mV[1], 2.2f); - col.mV[2] = powf(col.mV[2], 2.2f);*/ - - gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); - gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); - gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); - gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - - gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); - unbindDeferredShader(gDeferredMultiSpotLightProgram); - - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - } - } - - gGL.setColorMask(true, true); - } - - /*target->flush(); - - //gamma correct lighting - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadIdentity(); - - { - LLGLDepthTest depth(GL_FALSE, GL_FALSE); - - LLVector2 tc1(0,0); - LLVector2 tc2((F32) target->getWidth()*2, - (F32) target->getHeight()*2); - - 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, target->getUsage()); - if (channel > -1) - { - target->bindTexture(0,channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - - gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, target->getWidth(), 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(target->getUsage()); - gDeferredPostGammaCorrectProgram.unbind(); - target->flush(); - } - - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - - target->bindTarget();*/ - - { //render non-deferred geometry (alpha, fullbright, glow) - LLGLDisable blend(GL_BLEND); - LLGLDisable stencil(GL_STENCIL_TEST); - - pushRenderTypeMask(); - andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, - LLPipeline::RENDER_TYPE_FULLBRIGHT, - LLPipeline::RENDER_TYPE_VOLUME, - LLPipeline::RENDER_TYPE_GLOW, - LLPipeline::RENDER_TYPE_BUMP, - LLPipeline::RENDER_TYPE_PASS_SIMPLE, - LLPipeline::RENDER_TYPE_PASS_ALPHA, - LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, - LLPipeline::RENDER_TYPE_PASS_BUMP, - LLPipeline::RENDER_TYPE_PASS_POST_BUMP, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, - LLPipeline::RENDER_TYPE_PASS_GLOW, - LLPipeline::RENDER_TYPE_PASS_GRASS, - LLPipeline::RENDER_TYPE_PASS_SHINY, - LLPipeline::RENDER_TYPE_PASS_INVISIBLE, - LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, - LLPipeline::RENDER_TYPE_AVATAR, - LLPipeline::RENDER_TYPE_ALPHA_MASK, - LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, - END_RENDER_TYPES); - - renderGeomPostDeferred(*LLViewerCamera::getInstance()); - popRenderTypeMask(); - } - - //target->flush(); -} - void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) { //construct frustum @@ -9777,12 +9223,16 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) { + LLRenderTarget* deferred_target = LLPipeline::sReflectionRender ? &mWaterDeferredScreen : &mDeferredScreen; + LLRenderTarget* deferred_depth_target = LLPipeline::sReflectionRender ? &mWaterDeferredDepth : &mDeferredDepth; + LLRenderTarget* deferred_light_target = LLPipeline::sReflectionRender ? &mWaterDeferredLight : &mDeferredLight; + stop_glerror(); - shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); - shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); - shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); - shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage()); - shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->getUsage()); shader.disableTexture(LLShaderMgr::DIFFUSE_MAP); shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM); @@ -9848,8 +9298,9 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) LLCamera camera = camera_in; camera.setFar(camera.getFar()*0.87654321f); - LLPipeline::sReflectionRender = true; - + + LLPipeline::sReflectionRender = true; + gPipeline.pushRenderTypeMask(); glh::matrix4f projection = get_current_projection(); @@ -9871,7 +9322,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) camera.setOriginAndLookAt(reflect_origin, LLVector3::z_axis, reflect_interest_point); //plane params - LLVector3 pnorm; + LLVector3 pnorm; S32 water_clip = 0; if (!LLViewerCamera::getInstance()->cameraUnderWater()) { //camera is above water, clip plane points up @@ -9886,20 +9337,13 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) water_clip = -1; } - bool materials_in_water = false; - -#if MATERIALS_IN_REFLECTIONS - materials_in_water = gSavedSettings.getS32("RenderWaterMaterials"); -#endif - if (!LLViewerCamera::getInstance()->cameraUnderWater()) { //generate planar reflection map - - LLPipeline::sRenderingWaterReflection = true; - //disable occlusion culling for reflection map for now S32 occlusion = LLPipeline::sUseOcclusion; + LLPipeline::sUseOcclusion = 0; + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); glClearColor(0,0,0,0); @@ -9929,6 +9373,8 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) // convert from CFR to OGL coord sys... mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat; + mReflectionModelView = mat; + set_current_modelview(mat); gGL.loadMatrix(mat.m); @@ -9948,31 +9394,35 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) LLPipeline::RENDER_TYPE_CLOUDS, LLPipeline::END_RENDER_TYPES); + mWaterRef.flush(); + + gGL.setColorMask(true, true); + glClearColor(0,0,0,0); + + gPipeline.mWaterDeferredDepth.bindTarget(); + gPipeline.mWaterDeferredDepth.clear(); + gPipeline.mWaterDeferredScreen.bindTarget(); + gPipeline.mWaterDeferredScreen.clear(); + static LLCullResult result; updateCull(camera, result); stateSort(camera, result); + gPipeline.grabReferences(result); - if (LLPipeline::sRenderDeferred && materials_in_water) + if (LLPipeline::sRenderDeferred) { - mWaterRef.flush(); - - gPipeline.grabReferences(result); - gPipeline.mDeferredScreen.bindTarget(); - gGL.setColorMask(true, true); - glClearColor(0,0,0,0); - gPipeline.mDeferredScreen.clear(); - renderGeomDeferred(camera); } else { - renderGeom(camera, TRUE); + renderGeom(camera, TRUE); } gPipeline.popRenderTypeMask(); } gGL.setColorMask(true, false); + gPipeline.pushRenderTypeMask(); clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER, @@ -9998,20 +9448,19 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) } } - LLGLUserClipPlane clip_plane(plane, mat, projection); LLGLDisable cull(GL_CULL_FACE); - updateCull(camera, ref_result, water_clip, &plane); + updateCull(camera, ref_result); stateSort(camera, ref_result); + gPipeline.grabReferences(ref_result); } if (LLDrawPoolWater::sNeedsDistortionUpdate) { if (RenderReflectionDetail > 0) { - gPipeline.grabReferences(ref_result); LLGLUserClipPlane clip_plane(plane, mat, projection); - if (LLPipeline::sRenderDeferred && materials_in_water) + if (LLPipeline::sRenderDeferred) { renderGeomDeferred(camera); } @@ -10022,17 +9471,17 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) } } - if (LLPipeline::sRenderDeferred && materials_in_water) + if (LLPipeline::sRenderDeferred) { - gPipeline.mDeferredScreen.flush(); - renderDeferredLightingToRT(&mWaterRef); + gPipeline.mWaterDeferredScreen.flush(); + gPipeline.mWaterDeferredDepth.flush(); + mWaterRef.copyContents(gPipeline.mWaterDeferredScreen, 0, 0, gPipeline.mWaterDeferredScreen.getWidth(), gPipeline.mWaterDeferredScreen.getHeight(), + 0, 0, gPipeline.mWaterRef.getWidth(), gPipeline.mWaterRef.getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); } gPipeline.popRenderTypeMask(); } - LLPipeline::sRenderingWaterReflection = false; - glCullFace(GL_BACK); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); @@ -10092,13 +9541,13 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) gGL.setColorMask(true, false); - if (LLPipeline::sRenderDeferred && materials_in_water) + if (LLPipeline::sRenderDeferred) { mWaterDis.flush(); - gPipeline.mDeferredScreen.bindTarget(); + gPipeline.mWaterDeferredScreen.bindTarget(); gGL.setColorMask(true, true); glClearColor(0,0,0,0); - gPipeline.mDeferredScreen.clear(); + gPipeline.mWaterDeferredScreen.clear(); gPipeline.grabReferences(result); renderGeomDeferred(camera); } @@ -10119,19 +9568,20 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) } } - if (LLPipeline::sRenderDeferred && materials_in_water) + if (LLPipeline::sRenderDeferred) { - gPipeline.mDeferredScreen.flush(); - renderDeferredLightingToRT(&mWaterDis); + gPipeline.mWaterDeferredScreen.flush(); + gPipeline.mWaterDeferredDepth.flush(); + mWaterDis.copyContents(gPipeline.mWaterDeferredScreen, 0, 0, gPipeline.mWaterDeferredScreen.getWidth(), gPipeline.mWaterDeferredScreen.getHeight(), + 0, 0, gPipeline.mWaterDeferredDepth.getWidth(), gPipeline.mWaterDeferredDepth.getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); } } - mWaterDis.flush(); - LLPipeline::sUnderWaterRender = false; - + mWaterDis.flush(); } last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate; + LLPipeline::sUnderWaterRender = false; LLPipeline::sReflectionRender = false; if (!LLRenderTarget::sUseFBO) diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 9977781065..b631d5bf6c 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -276,12 +276,11 @@ public: void renderGeomDeferred(LLCamera& camera); void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true); void renderGeomShadow(LLCamera& camera); - void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF); + void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target = nullptr); void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep); void unbindDeferredShader(LLGLSLShader& shader); - void renderDeferredLighting(); - void renderDeferredLightingToRT(LLRenderTarget* target); + void renderDeferredLighting(LLRenderTarget* light_target); void generateWaterReflection(LLCamera& camera); void generateSunShadow(LLCamera& camera); @@ -588,7 +587,6 @@ public: static bool sRenderAttachedLights; static bool sRenderAttachedParticles; static bool sRenderDeferred; - static bool sRenderingWaterReflection; static bool sMemAllocationThrottled; static S32 sVisibleLightCount; static F32 sMinRenderSize; @@ -620,37 +618,32 @@ public: //sun shadow map LLRenderTarget mShadow[6]; LLRenderTarget mShadowOcclusion[6]; - LLRenderTarget mInscatter; - std::vector<LLVector3> mShadowFrustPoints[4]; - LLVector4 mShadowError; - LLVector4 mShadowFOV; - LLVector3 mShadowFrustOrigin[4]; - LLCamera mShadowCamera[8]; - LLVector3 mShadowExtents[4][2]; + + std::vector<LLVector3> mShadowFrustPoints[4]; + LLVector4 mShadowError; + LLVector4 mShadowFOV; + LLVector3 mShadowFrustOrigin[4]; + LLCamera mShadowCamera[8]; + LLVector3 mShadowExtents[4][2]; glh::matrix4f mSunShadowMatrix[6]; glh::matrix4f mShadowModelview[6]; glh::matrix4f mShadowProjection[6]; - glh::matrix4f mGIMatrix; - glh::matrix4f mGIMatrixProj; - glh::matrix4f mGIModelview; - glh::matrix4f mGIProjection; - glh::matrix4f mGINormalMatrix; - glh::matrix4f mGIInvProj; - LLVector2 mGIRange; - F32 mGILightRadius; - - LLPointer<LLDrawable> mShadowSpotLight[2]; - F32 mSpotLightFade[2]; - LLPointer<LLDrawable> mTargetShadowSpotLight[2]; + glh::matrix4f mReflectionModelView; + + LLPointer<LLDrawable> mShadowSpotLight[2]; + F32 mSpotLightFade[2]; + LLPointer<LLDrawable> mTargetShadowSpotLight[2]; LLVector4 mSunClipPlanes; LLVector4 mSunOrthoClipPlanes; - LLVector2 mScreenScale; //water reflection texture LLRenderTarget mWaterRef; - + LLRenderTarget mWaterDeferredScreen; + LLRenderTarget mWaterDeferredDepth; + LLRenderTarget mWaterOcclusionDepth; + LLRenderTarget mWaterDeferredLight; //water distortion texture (refraction) LLRenderTarget mWaterDis; |