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authorDave Parks <davep@lindenlab.com>2013-03-26 17:49:41 -0500
committerDave Parks <davep@lindenlab.com>2013-03-26 17:49:41 -0500
commit7be396cc985c0274ff05b375a8bf27c0e630666a (patch)
treecbf9717be4a15a0eb31fe53635c0f4dec8d4ad43 /indra/newview/pipeline.cpp
parentc107afcb1ed02266d6f63910338c6095fcad9e23 (diff)
NORSPEC-60 Fix for bloom on all shiny surfaces.
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp47
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);