diff options
author | Graham Linden <graham@lindenlab.com> | 2019-05-28 14:36:00 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-05-28 14:36:00 -0700 |
commit | 3d9bd0fb8291ad3de4aaa20100149bd45680538b (patch) | |
tree | 48e7e9ea75a8d98d4e79bf49f0c7cf961a9afb76 /indra/newview/app_settings | |
parent | 63ecb7325e77bf3ca568788a4557045054a4520b (diff) |
SL-10969, SL-11073
Modify forward projector lighting to use falloff like the deferred lights.
Make tex cache not evaluate evictions for size during validation passes.
Diffstat (limited to 'indra/newview/app_settings')
8 files changed, 123 insertions, 91 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index cd0494dc67..2b5509400e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -88,45 +88,71 @@ float getAmbientClamp(); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) { + vec3 col = vec3(0); + //get light vector vec3 lv = lp.xyz-v; //get distance - float d = length(lv); - + float dist = length(lv); float da = 1.0; - vec3 col = vec3(0); + if (dist > la) + { + return col; + } + + dist /= la; - if (d > 0.0 && la > 0.0 && fa > 0.0) + /* clip to projector bounds + vec4 proj_tc = proj_mat * lp; + + if (proj_tc.z < 0 + || proj_tc.z > 1 + || proj_tc.x < 0 + || proj_tc.x > 1 + || proj_tc.y < 0 + || proj_tc.y > 1) + { + return col; + }*/ + + fa += 1.0; + if (dist > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector lv = normalize(lv); //distance attenuation - float dist = d/la; float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= dist_atten; - //dist_atten *= 2.0f; + dist_atten *= 2.0f; + + if (dist_atten <= 0.0) + { + return col; + } // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation - da *= max(dot(n, lv), 0.0); + da *= dot(n, lv); - float lit = max(da * dist_atten,0.0); + float lit = 0.0f; float amb_da = ambiance; - if (lit > 0) + if (da > 0) { + lit = max(da * dist_atten,0.0); col = lit * light_col * diffuse; amb_da += (da*0.5+0.5) * ambiance; } amb_da += (da*da*0.5 + 0.5) * ambiance; amb_da *= dist_atten; amb_da = min(amb_da, 1.0f - lit); + col.rgb += amb_da * light_col * diffuse; // no spec for alpha shader... @@ -150,14 +176,14 @@ void main() #endif #ifdef USE_DIFFUSE_TEX - vec4 diffuse_linear = texture2D(diffuseMap,vary_texcoord0.xy); + vec4 diffuse_srgb = texture2D(diffuseMap,vary_texcoord0.xy); + vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); #endif #ifdef USE_INDEXED_TEX vec4 diffuse_linear = diffuseLookup(vary_texcoord0.xy); -#endif - vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); +#endif #ifdef FOR_IMPOSTOR vec4 color; @@ -229,12 +255,11 @@ vec3 post_ambient = color.rgb; vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_linear.rgb; + color.rgb *= diffuse_srgb.rgb; vec3 post_diffuse = color.rgb; color.rgb = atmosFragLighting(color.rgb, additive, atten); - color.rgb = scaleSoftClipFrag(color.rgb); vec3 post_atmo = color.rgb; @@ -243,7 +268,7 @@ vec3 post_atmo = color.rgb; // to linear! color.rgb = srgb_to_linear(color.rgb); - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_srgb.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -258,6 +283,8 @@ vec3 post_atmo = color.rgb; color.rgb += light.rgb; #endif + color.rgb = scaleSoftClipFrag(color.rgb); + // back to sRGB as we're going directly to the final RT post-deferred gamma correction color.rgb = linear_to_srgb(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl index e4d96a0028..bbdc8fdd1c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl @@ -55,35 +55,7 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(dot(n, lv), 0.0); - } - - return da; -} +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index b599b6d2fc..c3ca9a6904 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -88,17 +88,19 @@ float getAmbientClamp(); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) { - vec3 col = vec3(0); + vec3 col = vec3(0); //get light vector vec3 lv = lp.xyz-v; - + //get distance - float d = length(lv); - + float dist = length(lv); float da = 1.0; - /*vec4 proj_tc = proj_mat * lp; + dist /= la; + + /* clip to projector bounds + vec4 proj_tc = proj_mat * lp; if (proj_tc.z < 0 || proj_tc.z > 1 @@ -110,35 +112,42 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe return col; }*/ - if (d > 0.0 && la > 0.0 && fa > 0.0) + fa += 1.0; + if (dist > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector lv = normalize(lv); //distance attenuation - float dist = d/la; float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= dist_atten; - //dist_atten *= 2.0f; + dist_atten *= 2.0f; + + if (dist_atten <= 0.0) + { + return col; + } // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation - da *= max(dot(n, lv), 0.0); - - float lit = max(da * dist_atten, 0.0); + da *= dot(n, lv); + + float lit = 0.0f; float amb_da = ambiance; - if (lit > 0) - { - col = light_col*lit*diffuse; - amb_da += (da*0.5 + 0.5) * ambiance; + if (da > 0) + { + lit = max(da * dist_atten,0.0); + col = lit * light_col * diffuse; + amb_da += (da*0.5+0.5) * ambiance; } - amb_da += (da*da*0.5+0.5) * ambiance; + amb_da += (da*da*0.5 + 0.5) * ambiance; amb_da *= dist_atten; amb_da = min(amb_da, 1.0f - lit); + col.rgb += amb_da * light_col * diffuse; if (spec.a > 0.0) @@ -217,8 +226,15 @@ void main() { vec2 pos_screen = vary_texcoord0.xy; - vec4 diffuse_linear = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); + vec4 diffuse_tap = texture2D(diffuseMap, vary_texcoord0.xy); + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + vec4 diffuse_srgb = diffuse_tap; + vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_tap.a); +#else + vec4 diffuse_linear = diffuse_tap; + vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_tap.a); +#endif #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) if (diffuse_linear.a < minimum_alpha) @@ -331,7 +347,7 @@ vec3 post_ambient = color.rgb; vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_linear.rgb; + color.rgb *= diffuse_srgb.rgb; vec3 post_diffuse = color.rgb; @@ -358,7 +374,9 @@ vec3 post_diffuse = color.rgb; vec3 sp = sun_contrib*scol / 16.0f; sp = clamp(sp, vec3(0), vec3(1)); bloom = dot(sp, sp) / 6.0; +#if !defined(SUNLIGHT_KILL) color += sp * spec.rgb; +#endif } } @@ -371,8 +389,9 @@ vec3 post_spec = color.rgb; vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; +#if !defined(SUNLIGHT_KILL) color = mix(color.rgb, reflected_color, envIntensity); - +#endif float cur_glare = max(reflected_color.r, reflected_color.g); cur_glare = max(cur_glare, reflected_color.b); cur_glare *= envIntensity*4.0; @@ -382,13 +401,12 @@ vec3 post_spec = color.rgb; vec3 post_env = color.rgb; color = atmosFragLighting(color, additive, atten); - color = scaleSoftClipFrag(color); - -vec3 post_atmo = color.rgb; //convert to linear space before adding local lights color = srgb_to_linear(color); +vec3 post_atmo = color.rgb; + vec3 npos = normalize(-pos.xyz); vec3 light = vec3(0,0,0); @@ -410,6 +428,8 @@ vec3 post_atmo = color.rgb; color.rgb += light.rgb; #endif + color = scaleSoftClipFrag(color); + // (only) post-deferred needs inline gamma correction color.rgb = linear_to_srgb(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index c7426788c4..39d14314cc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -153,7 +153,9 @@ vec3 post_diffuse = color.rgb; vec3 sp = sun_contrib*scontrib / 16.0; sp = clamp(sp, vec3(0), vec3(1)); bloom += dot(sp, sp) / 6.0; +#if !defined(SUNLIGHT_KILL) color += sp * spec.rgb; +#endif } } @@ -167,15 +169,19 @@ vec3 post_diffuse = color.rgb; { //add environmentmap vec3 env_vec = env_mat * refnormpersp; vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; +#if !defined(SUNLIGHT_KILL) color = mix(color.rgb, reflected_color, envIntensity); +#endif } vec3 post_env = color.rgb; if (norm.w < 1) { +#if !defined(SUNLIGHT_KILL) color = atmosFragLighting(color, additive, atten); color = scaleSoftClipFrag(color); +#endif } vec3 post_atmo = color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index d5448a1d31..2762a35403 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -28,32 +28,38 @@ float calcDirectionalLight(vec3 n, vec3 l) { - float a = max(dot(n,normalize(l)),0.0); + float a = max(dot(n,l),0.0); return a; } - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; //get distance - float d = length(lv); + float dist = length(lv); + + if (dist > la) + { + return 0; + } //normalize light vector - lv *= 1.0/d; - - //distance attenuation - float da = clamp(1.0/(la * d), 0.0, 1.0); - + lv = normalize(lv); + + fa += 1.0; + float dist_atten = min(1.0 - (dist-1.0*(1.0 - fa))/fa, 1.0); + + float da = max(dot(n, lv), 0.0); + // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation - da *= calcDirectionalLight(n, lv); + da *= dist_atten; - return da; + return da; } diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 7f3f84398b..88959266c8 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -52,7 +52,7 @@ float calcDirectionalLight(vec3 n, vec3 l) } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) +float calcLocalLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -91,8 +91,8 @@ void main() // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); + col.rgb += light_diffuse[2].rgb*calcLocalLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); + col.rgb += light_diffuse[3].rgb*calcLocalLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); vertex_color = col*color; } diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index 8795d69a3a..30ca88afd2 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -24,7 +24,7 @@ */ float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); @@ -40,8 +40,8 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color) // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); + col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); col.rgb = scaleDownLight(col.rgb); #if defined(LOCAL_LIGHT_KILL) @@ -50,6 +50,7 @@ i#endif // Add windlight lights col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); + #if !defined(SUNLIGHT_KILL) col.rgb = min(col.rgb*color.rgb, 1.0); #endif diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 38dd850296..4b663dd5b2 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -25,7 +25,7 @@ float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); @@ -42,12 +42,12 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color) // Collect normal lights (need to be divided by two, as we later multiply by 2) // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z); - col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].z); - col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z); - col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z); + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); + col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); + col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); + col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); + col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); + col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); col.rgb = scaleDownLight(col.rgb); |