diff options
author | Dave Parks <davep@lindenlab.com> | 2011-10-11 00:26:03 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2011-10-11 00:26:03 -0500 |
commit | 3211c6e3089b03d73f2e260be4037304660f834d (patch) | |
tree | 5ed0bb2ae02b44109a31786b0e9c6c3ac84d3490 /indra/newview/pipeline.cpp | |
parent | cffcb414f57bcdc7de862d791f8f9c1fea91a7fb (diff) |
SH-2240 WIP on removing lots of string comparisons that were added to deal with exploding amounts of non-built-in GL state
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 538 |
1 files changed, 346 insertions, 192 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 42873dbca8..e4125c8dc8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -113,6 +113,79 @@ //#define DEBUG_INDICES #endif +//cached settings +BOOL LLPipeline::RenderAvatarVP; +BOOL LLPipeline::VertexShaderEnable; +BOOL LLPipeline::WindLightUseAtmosShaders; +BOOL LLPipeline::RenderDeferred; +F32 LLPipeline::RenderDeferredSunWash; +U32 LLPipeline::RenderFSAASamples; +U32 LLPipeline::RenderResolutionDivisor; +BOOL LLPipeline::RenderUIBuffer; +S32 LLPipeline::RenderShadowDetail; +BOOL LLPipeline::RenderDeferredSSAO; +F32 LLPipeline::RenderShadowResolutionScale; +BOOL LLPipeline::RenderLocalLights; +BOOL LLPipeline::RenderDelayCreation; +BOOL LLPipeline::RenderAnimateRes; +BOOL LLPipeline::FreezeTime; +S32 LLPipeline::DebugBeaconLineWidth; +F32 LLPipeline::RenderHighlightBrightness; +LLColor4 LLPipeline::RenderHighlightColor; +F32 LLPipeline::RenderHighlightThickness; +BOOL LLPipeline::RenderSpotLightsInNondeferred; +LLColor4 LLPipeline::PreviewAmbientColor; +LLColor4 LLPipeline::PreviewDiffuse0; +LLColor4 LLPipeline::PreviewSpecular0; +LLColor4 LLPipeline::PreviewDiffuse1; +LLColor4 LLPipeline::PreviewSpecular1; +LLColor4 LLPipeline::PreviewDiffuse2; +LLColor4 LLPipeline::PreviewSpecular2; +LLVector3 LLPipeline::PreviewDirection0; +LLVector3 LLPipeline::PreviewDirection1; +LLVector3 LLPipeline::PreviewDirection2; +F32 LLPipeline::RenderGlowMinLuminance; +F32 LLPipeline::RenderGlowMaxExtractAlpha; +F32 LLPipeline::RenderGlowWarmthAmount; +LLVector3 LLPipeline::RenderGlowLumWeights; +LLVector3 LLPipeline::RenderGlowWarmthWeights; +S32 LLPipeline::RenderGlowResolutionPow; +S32 LLPipeline::RenderGlowIterations; +F32 LLPipeline::RenderGlowWidth; +F32 LLPipeline::RenderGlowStrength; +BOOL LLPipeline::RenderDepthOfField; +F32 LLPipeline::CameraFocusTransitionTime; +F32 LLPipeline::CameraFNumber; +F32 LLPipeline::CameraFocalLength; +F32 LLPipeline::CameraFieldOfView; +F32 LLPipeline::RenderShadowNoise; +F32 LLPipeline::RenderShadowBlurSize; +F32 LLPipeline::RenderSSAOScale; +U32 LLPipeline::RenderSSAOMaxScale; +F32 LLPipeline::RenderSSAOFactor; +LLVector3 LLPipeline::RenderSSAOEffect; +F32 LLPipeline::RenderShadowOffsetError; +F32 LLPipeline::RenderShadowBiasError; +F32 LLPipeline::RenderShadowOffset; +F32 LLPipeline::RenderShadowBias; +F32 LLPipeline::RenderSpotShadowOffset; +F32 LLPipeline::RenderSpotShadowBias; +F32 LLPipeline::RenderEdgeDepthCutoff; +F32 LLPipeline::RenderEdgeNormCutoff; +LLVector3 LLPipeline::RenderShadowGaussian; +F32 LLPipeline::RenderShadowBlurDistFactor; +BOOL LLPipeline::RenderDeferredAtmospheric; +S32 LLPipeline::RenderReflectionDetail; +F32 LLPipeline::RenderHighlightFadeTime; +LLVector3 LLPipeline::RenderShadowClipPlanes; +LLVector3 LLPipeline::RenderShadowOrthoClipPlanes; +LLVector3 LLPipeline::RenderShadowNearDist; +F32 LLPipeline::RenderFarClip; +LLVector3 LLPipeline::RenderShadowSplitExponent; +F32 LLPipeline::RenderShadowErrorCutoff; +F32 LLPipeline::RenderShadowFOVCutoff; +BOOL LLPipeline::CameraOffset; + const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f; const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f; const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; @@ -371,6 +444,8 @@ void LLPipeline::init() { LLMemType mt(LLMemType::MTYPE_PIPELINE_INIT); + refreshCachedSettings(); + gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity"); sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD"); sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); @@ -588,7 +663,7 @@ void LLPipeline::allocatePhysicsBuffer() void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { - U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); + U32 samples = gGLManager.getNumFBOFSAASamples(RenderFSAASamples); //try to allocate screen buffers at requested resolution and samples // - on failure, shrink number of samples and try again @@ -638,7 +713,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mScreenWidth = resX; mScreenHeight = resY; - U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor"); + U32 res_mod = RenderResolutionDivisor; if (res_mod > 1 && res_mod < resX && res_mod < resY) { @@ -646,7 +721,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) resY /= res_mod; } - if (gSavedSettings.getBOOL("RenderUIBuffer")) + if (RenderUIBuffer) { if (!mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) { @@ -656,8 +731,8 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (LLPipeline::sRenderDeferred) { - S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); - BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO"); + S32 shadow_detail = RenderShadowDetail; + BOOL ssao = RenderDeferredSSAO; //allocate deferred rendering color buffers if (!mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; @@ -683,7 +758,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mDeferredLight.release(); } - F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale"); + F32 scale = RenderShadowResolutionScale; if (shadow_detail > 0) { //allocate 4 sun shadow maps @@ -749,12 +824,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) //static void LLPipeline::updateRenderDeferred() { - BOOL deferred = ((gSavedSettings.getBOOL("RenderDeferred") && + BOOL deferred = ((RenderDeferred && LLRenderTarget::sUseFBO && - LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && - gSavedSettings.getBOOL("VertexShaderEnable") && - gSavedSettings.getBOOL("RenderAvatarVP") && - gSavedSettings.getBOOL("WindLightUseAtmosShaders")) ? TRUE : FALSE) && + LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && + VertexShaderEnable && + RenderAvatarVP && + WindLightUseAtmosShaders) ? TRUE : FALSE) && !gUseWireframe; sRenderDeferred = deferred; @@ -770,6 +845,82 @@ void LLPipeline::refreshRenderDeferred() updateRenderDeferred(); } +//static +void LLPipeline::refreshCachedSettings() +{ + VertexShaderEnable = gSavedSettings.getBOOL("VertexShaderEnable"); + RenderAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP"); + WindLightUseAtmosShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders"); + RenderDeferred = gSavedSettings.getBOOL("RenderDeferred"); + RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); + RenderFSAASamples = gSavedSettings.getU32("RenderFSAASamples"); + RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); + RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); + RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); + RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO"); + RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale"); + RenderLocalLights = gSavedSettings.getBOOL("RenderLocalLights"); + RenderDelayCreation = gSavedSettings.getBOOL("RenderDelayCreation"); + RenderAnimateRes = gSavedSettings.getBOOL("RenderAnimateRes"); + FreezeTime = gSavedSettings.getBOOL("FreezeTime"); + DebugBeaconLineWidth = gSavedSettings.getS32("DebugBeaconLineWidth"); + RenderHighlightBrightness = gSavedSettings.getF32("RenderHighlightBrightness"); + RenderHighlightColor = gSavedSettings.getColor4("RenderHighlightColor"); + RenderHighlightThickness = gSavedSettings.getF32("RenderHighlightThickness"); + RenderSpotLightsInNondeferred = gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"); + PreviewAmbientColor = gSavedSettings.getColor4("PreviewAmbientColor"); + PreviewDiffuse0 = gSavedSettings.getColor4("PreviewDiffuse0"); + PreviewSpecular0 = gSavedSettings.getColor4("PreviewSpecular0"); + PreviewDiffuse1 = gSavedSettings.getColor4("PreviewDiffuse1"); + PreviewSpecular1 = gSavedSettings.getColor4("PreviewSpecular1"); + PreviewDiffuse2 = gSavedSettings.getColor4("PreviewDiffuse2"); + PreviewSpecular2 = gSavedSettings.getColor4("PreviewSpecular2"); + PreviewDirection0 = gSavedSettings.getVector3("PreviewDirection0"); + PreviewDirection1 = gSavedSettings.getVector3("PreviewDirection1"); + PreviewDirection2 = gSavedSettings.getVector3("PreviewDirection2"); + RenderGlowMinLuminance = gSavedSettings.getF32("RenderGlowMinLuminance"); + RenderGlowMaxExtractAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha"); + RenderGlowWarmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount"); + RenderGlowLumWeights = gSavedSettings.getVector3("RenderGlowLumWeights"); + RenderGlowWarmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights"); + RenderGlowResolutionPow = gSavedSettings.getS32("RenderGlowResolutionPow"); + RenderGlowIterations = gSavedSettings.getS32("RenderGlowIterations"); + RenderGlowWidth = gSavedSettings.getF32("RenderGlowWidth"); + RenderGlowStrength = gSavedSettings.getF32("RenderGlowStrength"); + RenderDepthOfField = gSavedSettings.getBOOL("RenderDepthOfField"); + CameraFocusTransitionTime = gSavedSettings.getF32("CameraFocusTransitionTime"); + CameraFNumber = gSavedSettings.getF32("CameraFNumber"); + CameraFocalLength = gSavedSettings.getF32("CameraFocalLength"); + CameraFieldOfView = gSavedSettings.getF32("CameraFieldOfView"); + RenderShadowNoise = gSavedSettings.getF32("RenderShadowNoise"); + RenderShadowBlurSize = gSavedSettings.getF32("RenderShadowBlurSize"); + RenderSSAOScale = gSavedSettings.getF32("RenderSSAOScale"); + RenderSSAOMaxScale = gSavedSettings.getU32("RenderSSAOMaxScale"); + RenderSSAOFactor = gSavedSettings.getF32("RenderSSAOFactor"); + RenderSSAOEffect = gSavedSettings.getVector3("RenderSSAOEffect"); + RenderShadowOffsetError = gSavedSettings.getF32("RenderShadowOffsetError"); + RenderShadowBiasError = gSavedSettings.getF32("RenderShadowBiasError"); + RenderShadowOffset = gSavedSettings.getF32("RenderShadowOffset"); + RenderShadowBias = gSavedSettings.getF32("RenderShadowBias"); + RenderSpotShadowOffset = gSavedSettings.getF32("RenderSpotShadowOffset"); + RenderSpotShadowBias = gSavedSettings.getF32("RenderSpotShadowBias"); + RenderEdgeDepthCutoff = gSavedSettings.getF32("RenderEdgeDepthCutoff"); + RenderEdgeNormCutoff = gSavedSettings.getF32("RenderEdgeNormCutoff"); + RenderShadowGaussian = gSavedSettings.getVector3("RenderShadowGaussian"); + RenderShadowBlurDistFactor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); + RenderDeferredAtmospheric = gSavedSettings.getBOOL("RenderDeferredAtmospheric"); + RenderReflectionDetail = gSavedSettings.getS32("RenderReflectionDetail"); + RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime"); + RenderShadowClipPlanes = gSavedSettings.getVector3("RenderShadowClipPlanes"); + RenderShadowOrthoClipPlanes = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes"); + RenderShadowNearDist = gSavedSettings.getVector3("RenderShadowNearDist"); + RenderFarClip = gSavedSettings.getF32("RenderFarClip"); + RenderShadowSplitExponent = gSavedSettings.getVector3("RenderShadowSplitExponent"); + RenderShadowErrorCutoff = gSavedSettings.getF32("RenderShadowErrorCutoff"); + RenderShadowFOVCutoff = gSavedSettings.getF32("RenderShadowFOVCutoff"); + CameraOffset = gSavedSettings.getBOOL("CameraOffset"); +} + void LLPipeline::releaseGLBuffers() { assertInitialized(); @@ -1041,7 +1192,7 @@ S32 LLPipeline::setLightingDetail(S32 level) if (level < 0) { - if (gSavedSettings.getBOOL("RenderLocalLights")) + if (RenderLocalLights) { level = 1; } @@ -1362,7 +1513,7 @@ U32 LLPipeline::addObject(LLViewerObject *vobj) { LLMemType mt_ao(LLMemType::MTYPE_PIPELINE_ADD_OBJECT); - if (gSavedSettings.getBOOL("RenderDelayCreation")) + if (RenderDelayCreation) { mCreateQ.push_back(vobj); } @@ -1425,7 +1576,7 @@ void LLPipeline::createObject(LLViewerObject* vobj) markRebuild(drawablep, LLDrawable::REBUILD_ALL, TRUE); - if (drawablep->getVOVolume() && gSavedSettings.getBOOL("RenderAnimateRes")) + if (drawablep->getVOVolume() && RenderAnimateRes) { // fun animated res drawablep->updateXform(TRUE); @@ -1464,7 +1615,7 @@ void LLPipeline::resetFrameStats() //external functions for asynchronous updating void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep) { - if (gSavedSettings.getBOOL("FreezeTime")) + if (FreezeTime) { return; } @@ -1494,7 +1645,7 @@ void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep) void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep) { - if (gSavedSettings.getBOOL("FreezeTime")) + if (FreezeTime) { return; } @@ -1551,7 +1702,7 @@ void LLPipeline::updateMove() LLFastTimer t(FTM_UPDATE_MOVE); LLMemType mt_um(LLMemType::MTYPE_PIPELINE_UPDATE_MOVE); - if (gSavedSettings.getBOOL("FreezeTime")) + if (FreezeTime) { return; } @@ -2911,7 +3062,7 @@ void renderScriptedBeacons(LLDrawable* drawablep) { if (gPipeline.sRenderBeacons) { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -2937,7 +3088,7 @@ void renderScriptedTouchBeacons(LLDrawable* drawablep) { if (gPipeline.sRenderBeacons) { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -2962,7 +3113,7 @@ void renderPhysicalBeacons(LLDrawable* drawablep) { if (gPipeline.sRenderBeacons) { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -2998,7 +3149,7 @@ void renderMOAPBeacons(LLDrawable* drawablep) { if (gPipeline.sRenderBeacons) { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -3023,7 +3174,7 @@ void renderParticleBeacons(LLDrawable* drawablep) if (gPipeline.sRenderBeacons) { LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f); - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); } if (gPipeline.sRenderHighlight) @@ -3216,7 +3367,7 @@ void LLPipeline::postSort(LLCamera& camera) if (gPipeline.sRenderBeacons) { //pos += LLVector3(0.f, 0.f, 0.2f); - gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth")); + gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), DebugBeaconLineWidth); } } // now deal with highlights for all those seeable sound sources @@ -3281,7 +3432,7 @@ void render_hud_elements() if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(LLPipeline::RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d() // Draw the tracking overlays @@ -3368,9 +3519,9 @@ void LLPipeline::renderHighlights() gGL.begin(LLRender::TRIANGLES); - F32 scale = gSavedSettings.getF32("RenderHighlightBrightness"); - LLColor4 color = gSavedSettings.getColor4("RenderHighlightColor"); - F32 thickness = gSavedSettings.getF32("RenderHighlightThickness"); + F32 scale = RenderHighlightBrightness; + LLColor4 color = RenderHighlightColor; + F32 thickness = RenderHighlightThickness; for (S32 pass = 0; pass < 2; ++pass) { @@ -3425,7 +3576,7 @@ void LLPipeline::renderHighlights() if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { gHighlightProgram.bind(); - gHighlightProgram.uniform4f("highlight_color",1,1,1,0.5f); + gHighlightProgram.uniform4f(LLShaderMgr::HIGHLIGHT_COLOR,1,1,1,0.5f); } if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) @@ -3457,7 +3608,7 @@ void LLPipeline::renderHighlights() color.setVec(1.f, 0.f, 0.f, 0.5f); if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { - gHighlightProgram.uniform4f("highlight_color",1,0,0,0.5f); + gHighlightProgram.uniform4f(LLShaderMgr::HIGHLIGHT_COLOR,1,0,0,0.5f); } int count = mHighlightFaces.size(); for (S32 i = 0; i < count; i++) @@ -3530,7 +3681,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) gGL.matrixMode(LLRender::MM_MODELVIEW); LLGLSPipeline gls_pipeline; - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2); @@ -3755,7 +3906,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) } } - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); LLVertexBuffer::unbind(); @@ -3836,7 +3987,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) LLGLEnable cull(GL_CULL_FACE); - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); calcNearbyLights(camera); setupHWLights(NULL); @@ -5051,8 +5202,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) light_state->setQuadraticAttenuation(0.f); } + if (light->isLightSpotlight() // directional (spot-)light - && (LLPipeline::sRenderDeferred || gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"))) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on + && (LLPipeline::sRenderDeferred || RenderSpotLightsInNondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on { LLVector3 spotparams = light->getSpotLightParams(); LLQuaternion quat = light->getRenderRotation(); @@ -5233,19 +5385,19 @@ void LLPipeline::enableLightsPreview() glEnable(GL_LIGHTING); } - LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor"); + LLColor4 ambient = PreviewAmbientColor; gGL.setAmbientLightColor(ambient); - LLColor4 diffuse0 = gSavedSettings.getColor4("PreviewDiffuse0"); - LLColor4 specular0 = gSavedSettings.getColor4("PreviewSpecular0"); - LLColor4 diffuse1 = gSavedSettings.getColor4("PreviewDiffuse1"); - LLColor4 specular1 = gSavedSettings.getColor4("PreviewSpecular1"); - LLColor4 diffuse2 = gSavedSettings.getColor4("PreviewDiffuse2"); - LLColor4 specular2 = gSavedSettings.getColor4("PreviewSpecular2"); + LLColor4 diffuse0 = PreviewDiffuse0; + LLColor4 specular0 = PreviewSpecular0; + LLColor4 diffuse1 = PreviewDiffuse1; + LLColor4 specular1 = PreviewSpecular1; + LLColor4 diffuse2 = PreviewDiffuse2; + LLColor4 specular2 = PreviewSpecular2; - LLVector3 dir0 = gSavedSettings.getVector3("PreviewDirection0"); - LLVector3 dir1 = gSavedSettings.getVector3("PreviewDirection1"); - LLVector3 dir2 = gSavedSettings.getVector3("PreviewDirection2"); + LLVector3 dir0 = PreviewDirection0; + LLVector3 dir1 = PreviewDirection1; + LLVector3 dir2 = PreviewDirection2; dir0.normVec(); dir1.normVec(); @@ -6085,7 +6237,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } - U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor"); + U32 res_mod = RenderResolutionDivisor; LLVector2 tc1(0,0); LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2, @@ -6124,16 +6276,18 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } gGlowExtractProgram.bind(); - F32 minLum = llmax(gSavedSettings.getF32("RenderGlowMinLuminance"), 0.0f); - F32 maxAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha"); - F32 warmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount"); - LLVector3 lumWeights = gSavedSettings.getVector3("RenderGlowLumWeights"); - LLVector3 warmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights"); - gGlowExtractProgram.uniform1f("minLuminance", minLum); - gGlowExtractProgram.uniform1f("maxExtractAlpha", maxAlpha); - gGlowExtractProgram.uniform3f("lumWeights", lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]); - gGlowExtractProgram.uniform3f("warmthWeights", warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]); - gGlowExtractProgram.uniform1f("warmthAmount", warmthAmount); + F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f); + F32 maxAlpha = RenderGlowMaxExtractAlpha; + F32 warmthAmount = RenderGlowWarmthAmount; + LLVector3 lumWeights = RenderGlowLumWeights; + LLVector3 warmthWeights = RenderGlowWarmthWeights; + + + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); LLGLEnable blend_on(GL_BLEND); LLGLEnable test(GL_ALPHA_TEST); @@ -6164,22 +6318,22 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) tc2.setVec(2,2); // power of two between 1 and 1024 - U32 glowResPow = gSavedSettings.getS32("RenderGlowResolutionPow"); + U32 glowResPow = RenderGlowResolutionPow; const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); - S32 kernel = gSavedSettings.getS32("RenderGlowIterations")*2; - F32 delta = gSavedSettings.getF32("RenderGlowWidth") / glow_res; + S32 kernel = RenderGlowIterations*2; + F32 delta = RenderGlowWidth / glow_res; // Use half the glow width if we have the res set to less than 9 so that it looks // almost the same in either case. if (glowResPow < 9) { delta *= 0.5f; } - F32 strength = gSavedSettings.getF32("RenderGlowStrength"); + F32 strength = RenderGlowStrength; gGlowProgram.bind(); - gGlowProgram.uniform1f("glowStrength", strength); + gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); for (S32 i = 0; i < kernel; i++) { @@ -6200,11 +6354,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (i%2 == 0) { - gGlowProgram.uniform2f("glowDelta", delta, 0); + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); } else { - gGlowProgram.uniform2f("glowDelta", 0, delta); + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); } gGL.begin(LLRender::TRIANGLE_STRIP); @@ -6245,11 +6399,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (LLPipeline::sRenderDeferred) { + bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() && !LLToolMgr::getInstance()->inBuildMode() && - gSavedSettings.getBOOL("RenderDepthOfField"); + RenderDepthOfField; + - bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 1; + bool multisample = RenderFSAASamples > 1; if (multisample) { @@ -6261,7 +6417,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) glViewport(0, 0, width, height); gGlowCombineFXAAProgram.bind(); - gGlowCombineFXAAProgram.uniform2f("screen_res", width, height); + gGlowCombineFXAAProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); gGL.getTexUnit(0)->bind(&mGlow[1]); gGL.getTexUnit(1)->bind(&mScreen); @@ -6284,7 +6440,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) LLGLSLShader* shader = &gFXAAProgram; shader->bind(); - S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); + S32 channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); if (channel > -1) { mFXAABuffer.bindTexture(0, channel); @@ -6294,10 +6450,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) F32 scale_x = (F32) width/mFXAABuffer.getWidth(); F32 scale_y = (F32) height/mFXAABuffer.getHeight(); - shader->uniform2f("tc_scale", scale_x, scale_y); - shader->uniform2f("rcp_screen_res", 1.f/width*scale_x, 1.f/height*scale_y); - shader->uniform4f("rcp_frame_opt", -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); - shader->uniform4f("rcp_frame_opt2", -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); + shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); + shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.vertex2f(-1,-1); @@ -6391,7 +6547,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } else if (transition_time < 1.f) { //currently in a transition, continue interpolating - transition_time += 1.f/gSavedSettings.getF32("CameraFocusTransitionTime")*gFrameIntervalSeconds; + transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds; transition_time = llmin(transition_time, 1.f); F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f; @@ -6404,12 +6560,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) //convert to mm F32 subject_distance = current_distance*1000.f; - F32 fnumber = gSavedSettings.getF32("CameraFNumber"); - F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength"); + F32 fnumber = CameraFNumber; + F32 default_focal_length = CameraFocalLength; F32 fov = LLViewerCamera::getInstance()->getView(); - const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f; + const F32 default_fov = CameraFieldOfView * F_PI/180.f; //const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio"); //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); @@ -6432,13 +6588,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) blur_constant /= 1000.f; //convert to meters for shader F32 magnification = focal_length/(subject_distance-focal_length); - shader->uniform1f("focal_distance", -subject_distance/1000.f); - shader->uniform1f("blur_constant", blur_constant); - shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle)); - shader->uniform1f("magnification", magnification); + shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f); + shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); + shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); + shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); } - S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); if (channel > -1) { mScreen.bindTexture(0, channel); @@ -6446,7 +6602,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (multisample) { //bloom has already been added, bind black - channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); + channel = shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM); if (channel > -1) { gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep); @@ -6519,7 +6675,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.getTexUnit(0)->bind(&mGlow[1]); gGL.getTexUnit(1)->bind(&mScreen); - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); buff->setBuffer(mask); buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3); @@ -6611,28 +6767,28 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n shader.bind(); S32 channel = 0; - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(0,channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(1, channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(2, channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage()); if (channel > -1) { gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE); @@ -6646,21 +6802,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n glh::matrix4f projection = glh_get_current_projection(); glh::matrix4f inv_proj = projection.inverse(); - shader.uniformMatrix4fv("inv_proj", 1, FALSE, inv_proj.m); - shader.uniform4f("viewport", (F32) gGLViewport[0], + shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); + shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0], (F32) gGLViewport[1], (F32) gGLViewport[2], (F32) gGLViewport[3]); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NOISE); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); if (channel > -1) { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); if (channel > -1) { gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); @@ -6668,7 +6824,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); if (channel > -1) { if (light_index > 0) @@ -6682,7 +6838,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_BLOOM); if (channel > -1) { mGlow[1].bindTexture(0, channel); @@ -6692,7 +6848,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n for (U32 i = 0; i < 4; i++) { - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE); stop_glerror(); if (channel > -1) { @@ -6710,7 +6866,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n for (U32 i = 4; i < 6; i++) { - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i); + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i); stop_glerror(); if (channel > -1) { @@ -6739,12 +6895,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n mat[i+80] = mSunShadowMatrix[5].m[i]; } - shader.uniformMatrix4fv("shadow_matrix[0]", 6, FALSE, mat); - shader.uniformMatrix4fv("shadow_matrix", 6, FALSE, mat); + shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, FALSE, mat); stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); + channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); if (channel > -1) { LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; @@ -6759,24 +6914,23 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n m[4], m[5], m[6], m[8], m[9], m[10] }; - shader.uniform3fv("env_mat[0]", 3, mat); - shader.uniform3fv("env_mat", 3, mat); + shader.uniform3fv(LLShaderMgr::DEFERRED_ENV_MAT, 3, mat); } } - shader.uniform4fv("shadow_clip", 1, mSunClipPlanes.mV); - shader.uniform1f("sun_wash", gSavedSettings.getF32("RenderDeferredSunWash")); - shader.uniform1f("shadow_noise", gSavedSettings.getF32("RenderShadowNoise")); - shader.uniform1f("blur_size", gSavedSettings.getF32("RenderShadowBlurSize")); + shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV); + shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash); + shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise); + shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize); - shader.uniform1f("ssao_radius", gSavedSettings.getF32("RenderSSAOScale")); - shader.uniform1f("ssao_max_radius", gSavedSettings.getU32("RenderSSAOMaxScale")); + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale); + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale); - F32 ssao_factor = gSavedSettings.getF32("RenderSSAOFactor"); - shader.uniform1f("ssao_factor", ssao_factor); - shader.uniform1f("ssao_factor_inv", 1.0/ssao_factor); + F32 ssao_factor = RenderSSAOFactor; + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor); + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor); - LLVector3 ssao_effect = gSavedSettings.getVector3("RenderSSAOEffect"); + LLVector3 ssao_effect = RenderSSAOEffect; F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0; F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0; // This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by @@ -6784,23 +6938,23 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag, matrix_nondiag, matrix_diag, matrix_nondiag, matrix_nondiag, matrix_nondiag, matrix_diag}; - shader.uniformMatrix3fv("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat); - - F32 shadow_offset_error = 1.f + gSavedSettings.getF32("RenderShadowOffsetError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); - F32 shadow_bias_error = 1.f + gSavedSettings.getF32("RenderShadowBiasError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); - - shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); - shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f); - shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")*shadow_offset_error); - shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")*shadow_bias_error); - shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset")); - shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias")); - - shader.uniform3fv("sun_dir", 1, mTransformedSunDir.mV); - shader.uniform2f("shadow_res", mShadow[0].getWidth(), mShadow[0].getHeight()); - shader.uniform2f("proj_shadow_res", mShadow[4].getWidth(), mShadow[4].getHeight()); - shader.uniform1f("depth_cutoff", gSavedSettings.getF32("RenderEdgeDepthCutoff")); - shader.uniform1f("norm_cutoff", gSavedSettings.getF32("RenderEdgeNormCutoff")); + shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat); + + F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); + F32 shadow_bias_error = 1.f + RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); + + shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); + shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f); + shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset*shadow_offset_error); + shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, RenderShadowBias*shadow_bias_error); + shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset); + shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias); + + shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV); + shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mShadow[0].getWidth(), mShadow[0].getHeight()); + shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight()); + shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); + shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); if (shader.getUniformLocation("norm_mat") >= 0) @@ -6839,7 +6993,7 @@ void LLPipeline::renderDeferredLighting() 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); } - LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { @@ -6886,7 +7040,7 @@ void LLPipeline::renderDeferredLighting() gGL.pushMatrix(); gGL.loadIdentity(); - if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0) + if (RenderDeferredSSAO || RenderShadowDetail > 0) { mDeferredLight.bindTarget(); { //paint shadow/SSAO light map (direct lighting lightmap) @@ -6932,7 +7086,7 @@ void LLPipeline::renderDeferredLighting() mDeferredLight.flush(); } - if (gSavedSettings.getBOOL("RenderDeferredSSAO")) + if (RenderDeferredSSAO) { //soften direct lighting lightmap LLFastTimer ftm(FTM_SOFTEN_SHADOW); //blur lightmap @@ -6943,10 +7097,10 @@ void LLPipeline::renderDeferredLighting() bindDeferredShader(gDeferredBlurLightProgram); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian"); + LLVector3 go = RenderShadowGaussian; const U32 kern_length = 4; - F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize"); - F32 dist_factor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); + F32 blur_size = RenderShadowBlurSize; + F32 dist_factor = RenderShadowBlurDistFactor; // sample symmetrically with the middle sample falling exactly on 0.0 F32 x = 0.f; @@ -7011,7 +7165,7 @@ void LLPipeline::renderDeferredLighting() glClearColor(0,0,0,0); mScreen.clear(GL_COLOR_BUFFER_BIT); - if (gSavedSettings.getBOOL("RenderDeferredAtmospheric")) + if (RenderDeferredAtmospheric) { //apply sunlight contribution LLFastTimer ftm(FTM_ATMOSPHERICS); bindDeferredShader(gDeferredSoftenProgram); @@ -7056,7 +7210,7 @@ void LLPipeline::renderDeferredLighting() gPipeline.popRenderTypeMask(); } - BOOL render_local = gSavedSettings.getBOOL("RenderLocalLights"); + BOOL render_local = RenderLocalLights; if (render_local) { @@ -7162,10 +7316,10 @@ void LLPipeline::renderDeferredLighting() LLFastTimer ftm(FTM_LOCAL_LIGHTS); //glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); - gDeferredLightProgram.uniform3fv("center", 1, tc.v); - gDeferredLightProgram.uniform1f("size", s*s); - gDeferredLightProgram.uniform3fv("color", 1, col.mV); - gDeferredLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); //gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); gGL.syncMatrices(); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); @@ -7197,7 +7351,7 @@ void LLPipeline::renderDeferredLighting() mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) { @@ -7236,16 +7390,16 @@ void LLPipeline::renderDeferredLighting() v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110 v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111 - gDeferredSpotLightProgram.uniform3fv("center", 1, tc.v); - gDeferredSpotLightProgram.uniform1f("size", s*s); - gDeferredSpotLightProgram.uniform3fv("color", 1, col.mV); - gDeferredSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); gGL.syncMatrices(); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, GL_UNSIGNED_SHORT, get_box_fan_indices_ptr(camera, center)); } - gDeferredSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); unbindDeferredShader(gDeferredSpotLightProgram); } @@ -7292,12 +7446,12 @@ void LLPipeline::renderDeferredLighting() count++; if (count == max_count || fullscreen_lights.empty()) { - gDeferredMultiLightProgram.uniform1i("light_count", count); - gDeferredMultiLightProgram.uniform4fv("light", count, (GLfloat*) light); - gDeferredMultiLightProgram.uniform4fv("light_col", count, (GLfloat*) col); - gDeferredMultiLightProgram.uniform1f("far_z", far_z); + gDeferredMultiLightProgram.uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); + gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light); + gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col); + gDeferredMultiLightProgram.uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); far_z = 0.f; - count = 0; + count = 0; mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } } @@ -7306,7 +7460,7 @@ void LLPipeline::renderDeferredLighting() bindDeferredShader(gDeferredMultiSpotLightProgram); - gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); @@ -7331,14 +7485,14 @@ void LLPipeline::renderDeferredLighting() LLColor3 col = volume->getLightColor(); col *= volume->getLightIntensity(); - gDeferredMultiSpotLightProgram.uniform3fv("center", 1, tc.v); - gDeferredMultiSpotLightProgram.uniform1f("size", s*s); - gDeferredMultiSpotLightProgram.uniform3fv("color", 1, col.mV); - gDeferredMultiSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } - gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); unbindDeferredShader(gDeferredMultiSpotLightProgram); gGL.popMatrix(); @@ -7463,13 +7617,13 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) F32 proj_range = far_clip - near_clip; glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip); screen_to_light = trans * light_proj * screen_to_light; - shader.uniformMatrix4fv("proj_mat", 1, FALSE, screen_to_light.m); - shader.uniform1f("proj_near", near_clip); - shader.uniform3fv("proj_p", 1, p1.v); - shader.uniform3fv("proj_n", 1, n.v); - shader.uniform3fv("proj_origin", 1, screen_origin.v); - shader.uniform1f("proj_range", proj_range); - shader.uniform1f("proj_ambiance", params.mV[2]); + shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, FALSE, screen_to_light.m); + shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip); + shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v); + shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v); + shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v); + shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range); + shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]); S32 s_idx = -1; for (U32 i = 0; i < 2; i++) @@ -7480,15 +7634,15 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) } } - shader.uniform1i("proj_shadow_idx", s_idx); + shader.uniform1i(LLShaderMgr::PROJECTOR_SHADOW_INDEX, s_idx); if (s_idx >= 0) { - shader.uniform1f("shadow_fade", 1.f-mSpotLightFade[s_idx]); + shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f-mSpotLightFade[s_idx]); } else { - shader.uniform1f("shadow_fade", 1.f); + shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f); } { @@ -7522,7 +7676,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) img = LLViewerFetchedTexture::sWhiteImagep; } - S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); if (channel > -1) { @@ -7532,9 +7686,9 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) F32 lod_range = logf(img->getWidth())/logf(2.f); - shader.uniform1f("proj_focus", focus); - shader.uniform1f("proj_lod", lod_range); - shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); + shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus); + shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range); + shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIENT_LOD, llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); } } @@ -7543,17 +7697,17 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) { stop_glerror(); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); - shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); + shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage()); + shader.disableTexture(LLShaderMgr::DIFFUSE_MAP); + shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM); for (U32 i = 0; i < 4; i++) { - if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1) + if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1) { glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); } @@ -7561,16 +7715,16 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) for (U32 i = 4; i < 6; i++) { - if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i) > -1) + if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); } } - shader.disableTexture(LLViewerShaderMgr::DEFERRED_NOISE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC); + shader.disableTexture(LLShaderMgr::DEFERRED_NOISE); + shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); - S32 channel = shader.disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); + S32 channel = shader.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); if (channel > -1) { LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; @@ -7718,7 +7872,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) LLPipeline::RENDER_TYPE_CLOUDS, LLPipeline::END_RENDER_TYPES); - S32 detail = gSavedSettings.getS32("RenderReflectionDetail"); + S32 detail = RenderReflectionDetail; if (detail > 0) { //mask out selected geometry based on reflection detail if (detail < 4) @@ -7742,7 +7896,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) if (LLDrawPoolWater::sNeedsDistortionUpdate) { - if (gSavedSettings.getS32("RenderReflectionDetail") > 0) + if (RenderReflectionDetail > 0) { gPipeline.grabReferences(ref_result); LLGLUserClipPlane clip_plane(plane, mat, projection); @@ -8233,7 +8387,7 @@ void LLPipeline::generateHighlight(LLCamera& camera) if (!mHighlightSet.empty()) { - F32 transition = gFrameIntervalSeconds/gSavedSettings.getF32("RenderHighlightFadeTime"); + F32 transition = gFrameIntervalSeconds/RenderHighlightFadeTime; LLGLDisable test(GL_ALPHA_TEST); LLGLDepthTest depth(GL_FALSE); @@ -8279,7 +8433,7 @@ void LLPipeline::generateHighlight(LLCamera& camera) void LLPipeline::generateSunShadow(LLCamera& camera) { - if (!sRenderDeferred || gSavedSettings.getS32("RenderShadowDetail") <= 0) + if (!sRenderDeferred || RenderShadowDetail <= 0) { return; } @@ -8337,25 +8491,25 @@ void LLPipeline::generateSunShadow(LLCamera& camera) glh::matrix4f proj[6]; //clip contains parallel split distances for 3 splits - LLVector3 clip = gSavedSettings.getVector3("RenderShadowClipPlanes"); + LLVector3 clip = RenderShadowClipPlanes; //F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold"); //far clip on last split is minimum of camera view distance and 128 mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]); - clip = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes"); + clip = RenderShadowOrthoClipPlanes; mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]); //currently used for amount to extrude frusta corners for constructing shadow frusta - LLVector3 n = gSavedSettings.getVector3("RenderShadowNearDist"); + LLVector3 n = RenderShadowNearDist; //F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] }; //put together a universal "near clip" plane for shadow frusta LLPlane shadow_near_clip; { LLVector3 p = gAgent.getPositionAgent(); - p += mSunDir * gSavedSettings.getF32("RenderFarClip")*2.f; + p += mSunDir * RenderFarClip*2.f; shadow_near_clip.setVec(p, mSunDir); } @@ -8442,7 +8596,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) F32 range = far_clip-near_clip; - LLVector3 split_exp = gSavedSettings.getVector3("RenderShadowSplitExponent"); + LLVector3 split_exp = RenderShadowSplitExponent; F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) ); @@ -8653,7 +8807,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadowError.mV[j] /= wpf.size(); mShadowError.mV[j] /= size.mV[0]; - if (mShadowError.mV[j] > gSavedSettings.getF32("RenderShadowErrorCutoff")) + if (mShadowError.mV[j] > RenderShadowErrorCutoff) { //just use ortho projection mShadowFOV.mV[j] = -1.f; origin.clearVec(); @@ -8696,7 +8850,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) fovx = acos(fovx); fovz = acos(fovz); - F32 cutoff = llmin(gSavedSettings.getF32("RenderShadowFOVCutoff"), 1.4f); + F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f); mShadowFOV.mV[j] = fovx; @@ -8840,7 +8994,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //hack to disable projector shadows - bool gen_shadow = gSavedSettings.getS32("RenderShadowDetail") > 1; + bool gen_shadow = RenderShadowDetail > 1; if (gen_shadow) { @@ -8979,7 +9133,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) } - if (!gSavedSettings.getBOOL("CameraOffset")) + if (!CameraOffset) { glh_set_current_modelview(saved_view); glh_set_current_projection(saved_proj); |