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authorDave Parks <davep@lindenlab.com>2010-11-21 02:53:33 -0600
committerDave Parks <davep@lindenlab.com>2010-11-21 02:53:33 -0600
commite4b502793da09c746d3b0c13782ec9ffb90c54d2 (patch)
tree88064086c4001360c6acb542427b064ca158a331
parent6866900e9267fd9d2b694e3d68187d4bb0162424 (diff)
Fake anti-aliasing for deferred rendering as an alternative to real anti-aliasing.
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl93
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl61
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl19
-rw-r--r--indra/newview/llviewershadermgr.cpp20
-rw-r--r--indra/newview/pipeline.cpp29
6 files changed, 89 insertions, 135 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 7e41b07f8a..03c2e63fb1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -10,50 +10,77 @@
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
-uniform sampler2DRect localLightMap;
-uniform sampler2DRect sunLightMap;
-uniform sampler2DRect giLightMap;
-uniform sampler2D luminanceMap;
-uniform sampler2DRect lightMap;
+uniform sampler2DRect edgeMap;
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform sampler2D bloomMap;
-uniform vec3 lum_quad;
-uniform float lum_lod;
-uniform vec4 ambient;
-
-uniform vec3 gi_quad;
+uniform float depth_cutoff;
+uniform float norm_cutoff;
+uniform mat4 inv_proj;
uniform vec2 screen_res;
+
varying vec2 vary_fragcoord;
+float getDepth(vec2 pos_screen)
+{
+ float z = texture2DRect(depthMap, pos_screen.xy).a;
+ z = z*2.0-1.0;
+ vec4 ndc = vec4(0.0, 0.0, z, 1.0);
+ vec4 p = inv_proj*ndc;
+ return p.z/p.w;
+}
+
void main()
{
+ vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ float depth = getDepth(vary_fragcoord.xy);
+
vec2 tc = vary_fragcoord.xy;
- vec3 lum = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
- float luminance = lum.r;
- luminance = luminance*lum_quad.y+lum_quad.z;
-
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
-
- float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g;
-
- vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
- gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb;
- gi_col *= diff;
- vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
+ float sc = 0.75;
+
+ vec2 de;
+ de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc)));
+ de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc)));
+ de /= depth;
+ de *= de;
+ de = step(depth_cutoff, de);
+
+ vec2 ne;
+ vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb;
+ nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
+ ne.x = dot(nexnorm, norm);
+ vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb;
+ neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
+ ne.y = dot(neynorm, norm);
+
+ ne = 1.0-ne;
+
+ ne = step(norm_cutoff, ne);
+
+ float edge_weight = clamp(dot(de,de)+dot(ne,ne), 0.0, 1.0);
+ //edge_weight *= 0.0;
+
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,1))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,-1))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,1))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,-1))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(-1,0))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(1,0))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(0,1))*edge_weight;
+ diff += texture2DRect(diffuseRect, vary_fragcoord.xy+vec2(0,-1))*edge_weight;
- vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
-
-
- sun_col *= 1.0/min(luminance, 1.0);
- gi_col *= 1.0/luminance;
-
- vec3 col = sun_col.rgb+gi_col+local_col;
+ diff /= 1.0+edge_weight*8.0;
- gl_FragColor.rgb = col.rgb;
- col.rgb = max(col.rgb-vec3(1.0,1.0,1.0), vec3(0.0, 0.0, 0.0));
+ vec4 blur = texture2DRect(edgeMap, vary_fragcoord.xy);
- gl_FragColor.a = 0.0; // max(dot(col.rgb,col.rgb)*lum_quad.x, sun_col.a);
+ //gl_FragColor = vec4(edge_weight,edge_weight,edge_weight, 1.0);
+ gl_FragColor = diff + bloom;
+ //gl_FragColor.r = edge_weight;
- //gl_FragColor.rgb = vec3(lum_lod);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
index c9bee13b48..3155f3f929 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
@@ -12,8 +12,6 @@
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
-uniform float gi_dist_cutoff;
-
varying vec2 vary_fragcoord;
uniform float depth_cutoff;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl
deleted file mode 100644
index 3da50eb52a..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl
+++ /dev/null
@@ -1,61 +0,0 @@
-/**
- * @file postDeferredF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-#version 120
-
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect localLightMap;
-uniform sampler2DRect sunLightMap;
-uniform sampler2DRect giLightMap;
-uniform sampler2D luminanceMap;
-uniform sampler2DRect lightMap;
-
-uniform vec3 gi_lum_quad;
-uniform vec3 sun_lum_quad;
-uniform vec3 lum_quad;
-uniform float lum_lod;
-uniform vec4 ambient;
-
-uniform vec3 gi_quad;
-
-uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- vec3 lcol = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
-
- float lum = sqrt(lcol.r)*lum_quad.x+lcol.r*lcol.r*lum_quad.y+lcol.r*lum_quad.z;
-
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
-
- float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g;
-
- vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
- gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb;
- gi_col *= diff;
-
- vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
-
- vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
-
-
- float sun_lum = 1.0-lum;
- sun_lum = sun_lum*sun_lum*sun_lum_quad.x + sun_lum*sun_lum_quad.y+sun_lum_quad.z;
-
- float gi_lum = lum;
- gi_lum = gi_lum*gi_lum*gi_lum_quad.x+gi_lum*gi_lum_quad.y+gi_lum_quad.z;
- gi_col *= 1.0/gi_lum;
-
- vec3 col = sun_col.rgb*(1.0+max(sun_lum,0.0))+gi_col+local_col;
-
- gl_FragColor.rgb = col.rgb;
- gl_FragColor.a = max(sun_lum*min(sun_col.r+sun_col.g+sun_col.b, 1.0), sun_col.a);
-
- //gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl
deleted file mode 100644
index 12983baa94..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-/**
- * @file postDeferredV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-#version 120
-
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
-
-void main()
-{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-}
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 6231822fe7..a16257940e 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1225,6 +1225,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
}
+ if (success)
+ {
+ gDeferredPostProgram.mName = "Deferred Post Shader";
+ gDeferredPostProgram.mShaderFiles.clear();
+ gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredPostProgram.createShader(NULL, NULL);
+ }
+
if (mVertexShaderLevel[SHADER_DEFERRED] > 1)
{
if (success)
@@ -1240,15 +1250,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (mVertexShaderLevel[SHADER_DEFERRED] > 2)
{
- if (success)
- {
- gDeferredPostProgram.mName = "Deferred Post Shader";
- gDeferredPostProgram.mShaderFiles.clear();
- gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredPostProgram.createShader(NULL, NULL);
- }
+
if (success)
{
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index d1a4575880..4007d9d8f3 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -693,8 +693,9 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
}
- if (LLRenderTarget::sUseFBO && gGLManager.mHasFramebufferMultisample && samples > 1)
- {
+ if (LLRenderTarget::sUseFBO && !sRenderDeferred && gGLManager.mHasFramebufferMultisample && samples > 1)
+ { // DON'T use multisample buffers when rendering deferred -- multisampling doesn't play nice with deferred rendering
+ //so a post-effect smooths edges in screen space
mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples);
if (LLPipeline::sRenderDeferred)
{
@@ -6245,12 +6246,18 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
LLVertexBuffer::unbind();
- if (LLPipeline::sRenderDeferred && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
+ if (LLPipeline::sRenderDeferred)
{
+ LLGLSLShader* shader = &gDeferredPostProgram;
+ if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
+ {
+ shader = &gDeferredGIFinalProgram;
+ }
+
LLGLDisable blend(GL_BLEND);
- bindDeferredShader(gDeferredGIFinalProgram);
+ bindDeferredShader(*shader);
- S32 channel = gDeferredGIFinalProgram.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
+ S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
if (channel > -1)
{
mScreen.bindTexture(0, channel);
@@ -6268,7 +6275,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.end();
- unbindDeferredShader(gDeferredGIFinalProgram);
+ unbindDeferredShader(*shader);
}
else
{
@@ -6329,12 +6336,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+ }
- if (LLRenderTarget::sUseFBO)
- { //copy depth buffer from mScreen to framebuffer
- LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
- 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- }
+ if (LLRenderTarget::sUseFBO)
+ { //copy depth buffer from mScreen to framebuffer
+ LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
+ 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);