diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-04-05 11:55:51 -0500 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-04-05 11:55:51 -0500 |
commit | 1f79379bf215c5368337c64b4f72c7c9ef3e09c2 (patch) | |
tree | 0864f4005090f49a59c0eabca3bd7760b5c1cf5e /indra/newview | |
parent | d6d634d29ff351450306e211982a98a0050f1b42 (diff) |
SL-19538 Followup -- tune exposure parameters and clamp local light ambiance. Make render targets 16F and scrube NaNs (thanks Rye). Update midday. (#154)
Diffstat (limited to 'indra/newview')
10 files changed, 106 insertions, 21 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 9ae33a85b4..063f4fcf96 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -10447,6 +10447,61 @@ <key>Value</key> <integer>3</integer> </map> + <key>RenderSkyHDRScale</key> + <map> + <key>Comment</key> + <string>Amount to over-brighten sun for HDR effect during the day</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>3.0</real> + </map> + <key>RenderReflectionProbeMaxLocalLightAmbiance</key> + <map> + <key>Comment</key> + <string>Maximum effective probe ambiance for local lights</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>4.0</real> + </map> + <key>RenderDynamicExposureMin</key> + <map> + <key>Comment</key> + <string>Minimum dynamic exposure amount</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.125</real> + </map> + <key>RenderDynamicExposureMax</key> + <map> + <key>Comment</key> + <string>Maximum dynamic exposure amount</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.3</real> + </map> + <key>RenderDynamicExposureCoefficient</key> + <map> + <key>Comment</key> + <string>Luminance coefficient for dynamic exposure</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.3</real> + </map> <key>RenderShaderLODThreshold</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 861b78c961..4c860cdde0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -36,6 +36,7 @@ uniform sampler2D exposureMap; uniform float dt; uniform vec2 noiseVec; +uniform vec3 dynamic_exposure_params; float lum(vec3 col) { @@ -81,7 +82,7 @@ void main() float L = lum(col); - float s = clamp(0.175/L, 0.125, 1.3); + float s = clamp(dynamic_exposure_params.x/L, dynamic_exposure_params.y, dynamic_exposure_params.z); float prev = texture(exposureMap, vec2(0.5,0.5)).r; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl index 257a76c663..6ecbfaecb1 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl @@ -54,8 +54,4 @@ vec3 scaleDownLight(vec3 light) return (light / scene_light_strength ); } -vec3 scaleUpLight(vec3 light) -{ - return (light * scene_light_strength); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 0fb30559d4..23ba95949a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -176,7 +176,7 @@ void main() } } - frag_color.rgb = final_color; + frag_color.rgb = max(final_color, vec3(0)); frag_color.a = 0.0; #endif // LOCAL_LIGHT_KILL diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 8229ecbbb7..30b96ce8dc 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -151,6 +151,6 @@ void main() } } - frag_color.rgb = final_color; + frag_color.rgb = max(final_color, vec3(0)); frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 7953360054..99beb0d890 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -90,6 +90,8 @@ uniform vec4 waterPlane; vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); #endif +uniform float sky_hdr_scale; + void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); vec3 pbrBaseLight(vec3 diffuseColor, @@ -196,22 +198,17 @@ void main() vec3 v = -normalize(pos.xyz); color = vec3(1,0,1); color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); - if (do_atmospherics) { - color = linear_to_srgb(color); color = atmosFragLightingLinear(color, additive, atten); - color = srgb_to_linear(color); } - - } else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { //should only be true of WL sky, just port over base color value color = srgb_to_linear(texture2D(emissiveRect, tc).rgb); - color *= sun_up_factor + 1.0; + color *= sun_up_factor * sky_hdr_scale + 1.0; } else { diff --git a/indra/newview/llenvironment.cpp b/indra/newview/llenvironment.cpp index 84ddb3ca99..26e7c6c66e 100644 --- a/indra/newview/llenvironment.cpp +++ b/indra/newview/llenvironment.cpp @@ -812,7 +812,7 @@ const F64Seconds LLEnvironment::TRANSITION_SLOW(10.0f); const F64Seconds LLEnvironment::TRANSITION_ALTITUDE(5.0f); const LLUUID LLEnvironment::KNOWN_SKY_SUNRISE("01e41537-ff51-2f1f-8ef7-17e4df760bfb"); -const LLUUID LLEnvironment::KNOWN_SKY_MIDDAY("e4391f43-74d6-d889-19fb-99a4a3ad6c5c"); +const LLUUID LLEnvironment::KNOWN_SKY_MIDDAY("d9950f9a-f693-be73-0384-13ee97b8ca10"); const LLUUID LLEnvironment::KNOWN_SKY_SUNSET("084e26cd-a900-28e8-08d0-64a9de5c15e2"); const LLUUID LLEnvironment::KNOWN_SKY_MIDNIGHT("8a01b97a-cb20-c1ea-ac63-f7ea84ad0090"); diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp index bccd76415f..8252b4be36 100644 --- a/indra/newview/llreflectionmapmanager.cpp +++ b/indra/newview/llreflectionmapmanager.cpp @@ -464,6 +464,13 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) // hacky hot-swap of camera specific render targets gPipeline.mRT = &gPipeline.mAuxillaryRT; + mLightScale = 1.f; + static LLCachedControl<F32> max_local_light_ambiance(gSavedSettings, "RenderReflectionProbeMaxLocalLightAmbiance", 8.f); + if (!isRadiancePass() && probe->getAmbiance() > max_local_light_ambiance) + { + mLightScale = max_local_light_ambiance / probe->getAmbiance(); + } + if (probe == mDefaultProbe) { touch_default_probe(probe); diff --git a/indra/newview/llreflectionmapmanager.h b/indra/newview/llreflectionmapmanager.h index fef308541d..9a46af58b3 100644 --- a/indra/newview/llreflectionmapmanager.h +++ b/indra/newview/llreflectionmapmanager.h @@ -187,5 +187,8 @@ private: // maximum LoD of reflection probes (mip levels - 1) F32 mMaxProbeLOD = 6.f; + + // amount to scale local lights during an irradiance map update (set during updateProbeFace and used by LLPipeline) + F32 mLightScale = 1.f; }; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 11deff5bff..1222613c66 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -796,7 +796,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, true)) return false; if (!addDeferredAttachments(mRT->deferredScreen)) return false; - GLuint screenFormat = GL_RGBA16; + GLuint screenFormat = GL_RGBA16F; if (!mRT->screen.allocate(resX, resY, screenFormat)) return false; @@ -813,7 +813,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0) { //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa - if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16)) return false; + if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16F)) return false; } else { @@ -5631,6 +5631,14 @@ void LLPipeline::setupHWLights() return; } + F32 light_scale = 1.f; + + if (gCubeSnapshot) + { //darken local lights when probe ambiance is above 1 + light_scale = mReflectionMapManager.mLightScale; + } + + LLEnvironment& environment = LLEnvironment::instance(); LLSettingsSky::ptr_t psky = environment.getCurrentSky(); @@ -5730,7 +5738,7 @@ void LLPipeline::setupHWLights() } //send linear light color to shader - LLColor4 light_color = light->getLightLinearColor(); + LLColor4 light_color = light->getLightLinearColor() * light_scale; light_color.mV[3] = 0.0f; F32 fade = iter->fade; @@ -7277,6 +7285,7 @@ void LLPipeline::renderFinalize() gExposureProgram.bind(); + S32 channel = 0; channel = gExposureProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); if (channel > -1) @@ -7296,11 +7305,17 @@ void LLPipeline::renderFinalize() mLastExposure.bindTexture(0, channel); } + static LLCachedControl<F32> dynamic_exposure_coefficient(gSavedSettings, "RenderDynamicExposureCoefficient", 0.175f); + static LLCachedControl<F32> dynamic_exposure_min(gSavedSettings, "RenderDynamicExposureMin", 0.125f); + static LLCachedControl<F32> dynamic_exposure_max(gSavedSettings, "RenderDynamicExposureMax", 1.3f); + static LLStaticHashedString dt("dt"); static LLStaticHashedString noiseVec("noiseVec"); + static LLStaticHashedString dynamic_exposure_params("dynamic_exposure_params"); gExposureProgram.uniform1f(dt, gFrameIntervalSeconds); gExposureProgram.uniform2f(noiseVec, ll_frand() * 2.0 - 1.0, ll_frand() * 2.0 - 1.0); - + gExposureProgram.uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, dynamic_exposure_min, dynamic_exposure_max); + mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); @@ -7876,6 +7891,13 @@ void LLPipeline::renderDeferredLighting() llassert(!sRenderingHUDs); + F32 light_scale = 1.f; + + if (gCubeSnapshot) + { //darken local lights when probe ambiance is above 1 + light_scale = mReflectionMapManager.mLightScale; + } + LLRenderTarget *screen_target = &mRT->screen; LLRenderTarget* deferred_light_target = &mRT->deferredLight; @@ -8032,9 +8054,13 @@ void LLPipeline::renderDeferredLighting() LL_PROFILE_GPU_ZONE("atmospherics"); bindDeferredShader(soften_shader); + static LLCachedControl<F32> sky_scale(gSavedSettings, "RenderSkyHDRScale", 1.f); + static LLStaticHashedString sky_hdr_scale("sky_hdr_scale"); + LLEnvironment &environment = LLEnvironment::instance(); soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); soften_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); + soften_shader.uniform1f(sky_hdr_scale, sky_scale); soften_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); @@ -8111,7 +8137,7 @@ void LLPipeline::renderDeferredLighting() F32 s = volume->getLightRadius() * 1.5f; // send light color to shader in linear space - LLColor3 col = volume->getLightLinearColor(); + LLColor3 col = volume->getLightLinearColor() * light_scale; if (col.magVecSquared() < 0.001f) { @@ -8205,7 +8231,7 @@ void LLPipeline::renderDeferredLighting() setupSpotLight(gDeferredSpotLightProgram, drawablep); // send light color to shader in linear space - LLColor3 col = volume->getLightLinearColor(); + LLColor3 col = volume->getLightLinearColor() * light_scale; gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); @@ -8280,7 +8306,7 @@ void LLPipeline::renderDeferredLighting() setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); // send light color to shader in linear space - LLColor3 col = volume->getLightLinearColor(); + LLColor3 col = volume->getLightLinearColor() * light_scale; gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final); |