diff options
author | Graham Linden <graham@lindenlab.com> | 2019-03-15 08:13:04 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-03-15 08:13:04 -0700 |
commit | a10ec81e82d79bd79d5b058fda1b370073bfb480 (patch) | |
tree | a6e7f5be307197ace5b0a58429a99d2ecfd55dac | |
parent | 7021c7a8db9610e0d1866c2c4cbc644e2243367e (diff) |
SL-10743, SL-10744
Don't step on SUNLIGHT_COLOR uniform w/ syncLightState competing set.
Put drawpool alpha render loop lighting setup changes as they were
(this will give back some performance and possibly require reopening 10566).
7 files changed, 69 insertions, 15 deletions
diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index 744c5853e4..f1bea326c1 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -1281,19 +1281,18 @@ void LLSettingsSky::calculateLightSettings() const // and vary_sunlight will work properly with moon light F32 lighty = lightnorm[1]; - - lighty = llmax(0.f, lighty); - if(lighty > 0.f) + if(fabs(lighty) > 0.001f) { lighty = 1.f / lighty; } + lighty = llmax(0.001f, lighty); componentMultBy(sunlight, componentExp((light_atten * -1.f) * lighty)); //increase ambient when there are more clouds LLColor3 tmpAmbient = ambient + (smear(1.f) - ambient) * cloud_shadow * 0.5f; //brightness of surface both sunlight and ambient - mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance)); + mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance)); mSunAmbient = gammaCorrect(componentMult(tmpAmbient, light_transmittance) * 0.5); mMoonDiffuse = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.5f); diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index e3bb9298cb..dc662bf898 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1180,8 +1180,6 @@ void LLRender::syncLightState() shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV); shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV); shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); - shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); - shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuseB[0].mV); } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 251ec7d785..fdbf5ec840 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -118,7 +118,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec float amb_da = ambiance; amb_da *= dist_atten; amb_da += (da*0.5) * ambiance; - amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da += (da*da*0.5 + 0.25) * ambiance; amb_da = min(amb_da, 1.0f - lit); col.rgb += amb_da * light_col * diffuse; @@ -228,7 +228,6 @@ void main() color.rgb += light.rgb; color.rgb = linear_to_srgb(color.rgb); - #endif #ifdef WATER_FOG diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 76c1fc7cf4..ae2dd24b19 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -112,7 +112,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe //angular attenuation da = dot(n, lv); da *= clamp(da, 0.0, 1.0); - da *= pow(da, 1.0 / 1.3); float lit = max(da * dist_atten, 0.0); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 565c00ba79..14af657e67 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -96,7 +96,11 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; + if (temp2.y > 0.001f) + { + temp2.y = 1. / temp2.y; + } + temp2.y = max(0.001f, temp2.y); sunlight *= exp(-light_atten * temp2.y); // main atmospheric scattering line integral diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index bef7a8827a..6c4098b9fb 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -91,7 +91,11 @@ void calcAtmospherics(vec3 inPositionEye) { //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; + if (temp2.y > 0.001f) + { + temp2.y = 1. / temp2.y; + } + temp2.y = max(0.001f, temp2.y); sunlight *= exp( - light_atten * temp2.y); // main atmospheric scattering line integral diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 7aaab2e3af..4c625eb684 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -67,6 +67,7 @@ static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED_SHADER_BINDS("Alp static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED_TEX_BINDS("Alpha Def Tex Binds"); static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MESH_REBUILD("Alpha Mesh Rebuild"); static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_EMISSIVE("Alpha Emissive"); +static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_LIGHT_SETUP("Alpha Light Setup"); LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) : LLRenderPass(type), current_shader(NULL), target_shader(NULL), @@ -640,11 +641,13 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) } } +#if BATCH_FULLBRIGHTS if (params.mFullbright) { fullbrights.push_back(¶ms); continue; } +#endif LLRenderPass::applyModelMatrix(params); @@ -654,10 +657,31 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) { mat = params.mMaterial; } - + + if (params.mFullbright) + { + // Turn off lighting if it hasn't already been so. + if (light_enabled || !initialized_lighting) + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_LIGHT_SETUP); + + initialized_lighting = TRUE; + if (use_shaders) + { + target_shader = fullbright_shader; + } + else + { + gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + } + light_enabled = FALSE; + } + } // Turn on lighting if it isn't already. - if (!light_enabled || !initialized_lighting) + else if (!light_enabled || !initialized_lighting) { + LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_LIGHT_SETUP); + initialized_lighting = TRUE; if (use_shaders) { @@ -689,10 +713,14 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) current_shader = target_shader; } } - else + else if (!params.mFullbright) { target_shader = simple_shader; } + else + { + target_shader = fullbright_shader; + } if(use_shaders && (current_shader != target_shader)) {// If we need shaders, and we're not ALREADY using the proper shader, then bind it @@ -754,7 +782,26 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE)) { LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_EMISSIVE); +#if BATCH_EMISSIVES emissives.push_back(¶ms); +#else +// install glow-accumulating blend mode + gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color + LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow) + + emissive_shader->bind(); + + params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE); + + // do the actual drawing, again + params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); + gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + + // restore our alpha blend mode + gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + + current_shader->bind(); +#endif } if (tex_setup) @@ -766,9 +813,13 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) } } +#if BATCH_FULLBRIGHTS renderFullbrights(mask, fullbrights); - renderEmissives(mask, emissives); +#endif +#if BATCH_EMISSIVES + renderEmissives(mask, emissives); +#endif if (current_shader) { current_shader->bind(); |