diff options
author | Dave Parks <davep@lindenlab.com> | 2013-03-26 17:49:41 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2013-03-26 17:49:41 -0500 |
commit | 7be396cc985c0274ff05b375a8bf27c0e630666a (patch) | |
tree | cbf9717be4a15a0eb31fe53635c0f4dec8d4ad43 /indra/newview/pipeline.cpp | |
parent | c107afcb1ed02266d6f63910338c6095fcad9e23 (diff) |
NORSPEC-60 Fix for bloom on all shiny surfaces.
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 47 |
1 files changed, 43 insertions, 4 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 7fff2a66e8..d8f7f8350a 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1204,7 +1204,7 @@ void LLPipeline::createGLBuffers() for (U32 i = 0; i < 3; i++) { - mGlow[i].allocate(512,glow_res,sRenderDeferred ? GL_RGB10_A2 : GL_RGB10_A2,FALSE,FALSE); + mGlow[i].allocate(512,glow_res, GL_RGBA,FALSE,FALSE); } allocateScreenBuffer(resX,resY); @@ -1268,6 +1268,45 @@ void LLPipeline::createLUTBuffers() { U32 lightResX = gSavedSettings.getU32("RenderSpecularResX"); U32 lightResY = gSavedSettings.getU32("RenderSpecularResY"); + U8* ls = new U8[lightResX*lightResY]; + F32 specExp = gSavedSettings.getF32("RenderSpecularExponent"); + // Calculate the (normalized) Blinn-Phong specular lookup texture. + for (U32 y = 0; y < lightResY; ++y) + { + for (U32 x = 0; x < lightResX; ++x) + { + ls[y*lightResX+x] = 0; + F32 sa = (F32) x/(lightResX-1); + F32 spec = (F32) y/(lightResY-1); + F32 n = spec * spec * specExp; + + // Nothing special here. Just your typical blinn-phong term. + spec = powf(sa, n); + + // Apply our normalization function. + // Note: This is the full equation that applies the full normalization curve, not an approximation. + // This is fine, given we only need to create our LUT once per buffer initialization. + // The only trade off is we have a really low dynamic range. + // This means we have to account for things not being able to exceed 0 to 1 in our shaders. + spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n))); + + // Always sample at a 1.0/2.2 curve. + // This "Gamma corrects" our specular term, boosting our lower exponent reflections. + spec = powf(spec, 1.f/2.2f); + + // Easy fix for our dynamic range problem: divide by 6 here, multiply by 6 in our shaders. + // This allows for our specular term to exceed a value of 1 in our shaders. + // This is something that can be important for energy conserving specular models where higher exponents can result in highlights that exceed a range of 0 to 1. + // Technically, we could just use an R16F texture, but driver support for R16F textures can be somewhat spotty at times. + // This works remarkably well for higher specular exponents, though banding can sometimes be seen on lower exponents. + // Combined with a bit of noise and trilinear filtering, the banding is hardly noticable. + ls[y*lightResX+x] = (U8)(llclamp(spec * (1.f / 6), 0.f, 1.f) * 255); + } + } + + + /*U32 lightResX = gSavedSettings.getU32("RenderSpecularResX"); + U32 lightResY = gSavedSettings.getU32("RenderSpecularResY"); F32* ls = new F32[lightResX*lightResY]; //F32 specExp = gSavedSettings.getF32("RenderSpecularExponent"); // Note: only use this when creating new specular lighting functions. // Calculate the (normalized) blinn-phong specular lookup texture. (with a few tweaks) @@ -1292,11 +1331,11 @@ void LLPipeline::createLUTBuffers() // Though some older drivers may not like this, newer drivers shouldn't have this problem. ls[y*lightResX+x] = spec; } - } + }*/ - LLImageGL::generateTextures(LLTexUnit::TT_TEXTURE, GL_R16F, 1, &mLightFunc); + LLImageGL::generateTextures(LLTexUnit::TT_TEXTURE, GL_R8, 1, &mLightFunc); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); - LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R16F, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R16F, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, ls, false); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); |