diff options
author | David Parks <davep@lindenlab.com> | 2009-09-22 11:11:45 +0000 |
---|---|---|
committer | David Parks <davep@lindenlab.com> | 2009-09-22 11:11:45 +0000 |
commit | 536e38ad51b89808f26d8e3cd107fe093862d22a (patch) | |
tree | 230159ae9e319f5c419f1a643177b2bbb17d52c5 /indra/newview | |
parent | 760adead96e62cab8f9cdacc6469773a87dfbc1a (diff) |
Merging render-pipeline-6-qa-2 into viewer-2
Self reviewed.
Diffstat (limited to 'indra/newview')
148 files changed, 11032 insertions, 1444 deletions
diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt index 96aace9e2d..8a59b34332 100644 --- a/indra/newview/CMakeLists.txt +++ b/indra/newview/CMakeLists.txt @@ -372,6 +372,8 @@ set(viewer_SOURCE_FILES lltexglobalcolor.cpp lltexlayer.cpp lltexlayerparams.cpp + lltextureatlas.cpp + lltextureatlasmanager.cpp lltexturecache.cpp lltexturectrl.cpp lltexturefetch.cpp @@ -830,6 +832,8 @@ set(viewer_HEADER_FILES lltexglobalcolor.h lltexlayer.h lltexlayerparams.h + lltextureatlas.h + lltextureatlasmanager.h lltexturecache.h lltexturectrl.h lltexturefetch.h diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index bbe69531b4..c794d7d319 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -2597,6 +2597,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>EnableTextureAtlas</key> + <map> + <key>Comment</key> + <string>Whether to use texture atlas or not</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>EnableVoiceChat</key> <map> <key>Comment</key> @@ -5513,42 +5524,56 @@ <key>Value</key> <integer>1</integer> </map> - - <key>RenderShadowGaussian</key> + + <key>RenderShadowNearDist</key> <map> <key>Comment</key> - <string>Gaussian coefficients for the two shadow/SSAO blurring passes (z component unused).</string> + <string>Near clip plane of shadow camera (affects precision of depth shadows).</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>Vector3</string> <key>Value</key> <array> - <real>2.0</real> - <real>2.0</real> - <real>0.0</real> + <real>256</real> + <real>256</real> + <real>256</real> </array> </map> - - <key>RenderShadowNearDist</key> + <key>RenderShadowClipPlanes</key> <map> <key>Comment</key> - <string>Near clip plane of shadow camera (affects precision of depth shadows).</string> + <string>Near clip plane split distances for shadow map frusta.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>Vector3</string> <key>Value</key> <array> - <real>256</real> - <real>256</real> - <real>256</real> + <real>1.0</real> + <real>12.0</real> + <real>32.0</real> </array> </map> - <key>RenderShadowClipPlanes</key> + <key>RenderShadowSplitExponent</key> <map> <key>Comment</key> - <string>Near clip plane split distances for shadow map frusta.</string> + <string>Near clip plane split distances for shadow map frusta (x=perspective, y=ortho, z=transition rate).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Vector3</string> + <key>Value</key> + <array> + <real>3.0</real> + <real>3.0</real> + <real>2.0</real> + </array> + </map> + <key>RenderShadowOrthoClipPlanes</key> + <map> + <key>Comment</key> + <string>Near clip plane split distances for orthographic shadow map frusta.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -5560,6 +5585,39 @@ <real>24.0</real> </array> </map> + <key>RenderShadowProjOffset</key> + <map> + <key>Comment</key> + <string>Amount to scale distance to virtual origin of shadow perspective projection.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>2.0</real> + </map> + <key>RenderShadowSlopeThreshold</key> + <map> + <key>Comment</key> + <string>Cutoff slope value for points to affect perspective shadow generation</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.0</real> + </map> + <key>RenderShadowProjExponent</key> + <map> + <key>Comment</key> + <string>Exponent applied to transition between ortho and perspective shadow projections based on viewing angle and light vector.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.5</real> + </map> <key>RenderSSAOScale</key> <map> <key>Comment</key> @@ -5628,7 +5686,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>128</real> + <real>64</real> </map> <key>RenderCubeMap</key> <map> @@ -5707,7 +5765,7 @@ <key>Value</key> <integer>0</integer> </map> - + <key>RenderAnimateTrees</key> <map> <key>Comment</key> @@ -5719,6 +5777,174 @@ <key>Value</key> <integer>0</integer> </map> + + <key>RenderGIRange</key> + <map> + <key>Comment</key> + <string>Distance to cut off GI effect.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>96</real> + </map> + + <key>RenderGILuminance</key> + <map> + <key>Comment</key> + <string>Luminance factor of global illumination contribution.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.075</real> + </map> + + <key>RenderGIBrightness</key> + <map> + <key>Comment</key> + <string>Brightness factor of global illumination contribution.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.3</real> + </map> + + <key>RenderGINoise</key> + <map> + <key>Comment</key> + <string>Noise of position sampling for GI photon mapping.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.7</real> + </map> + + <key>RenderGIAttenuation</key> + <map> + <key>Comment</key> + <string>Distance attenuation factor for indirect lighting.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.1</real> + </map> + + <key>RenderGIBlurBrightness</key> + <map> + <key>Comment</key> + <string>Brightness factor of global illumination blur effect.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.025</real> + </map> + + <key>RenderGIBlurEdgeWeight</key> + <map> + <key>Comment</key> + <string>Edge weight for GI soften filter (sharpness).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.8</real> + </map> + + <key>RenderGIBlurIncrement</key> + <map> + <key>Comment</key> + <string>Increment of scale for each pass of global illumination blur effect.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.8</real> + </map> + + <key>RenderLuminanceScale</key> + <map> + <key>Comment</key> + <string>Luminance value scalar for darkening effect.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.0</real> + </map> + + <key>RenderSunLuminanceScale</key> + <map> + <key>Comment</key> + <string>Sun Luminance value scalar for darkening effect.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.0</real> + </map> + + <key>RenderSunLuminanceOffset</key> + <map> + <key>Comment</key> + <string>Sun Luminance value offset for darkening effect.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0</real> + </map> + + <key>RenderLuminanceDetail</key> + <map> + <key>Comment</key> + <string>Mipmap level to use for luminance</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>16.0</real> + </map> + + <key>RenderEdgeDepthCutoff</key> + <map> + <key>Comment</key> + <string>Cutoff for depth difference that amounts to an edge.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.01</real> + </map> + <key>RenderEdgeNormCutoff</key> + <map> + <key>Comment</key> + <string>Cutoff for normal difference that amounts to an edge.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.25</real> + </map> + <key>RenderDeferredAlphaSoften</key> <map> <key>Comment</key> @@ -5741,6 +5967,178 @@ <key>Value</key> <real>4</real> </map> + <key>RenderDeferredSpotShadowBias</key> + <map> + <key>Comment</key> + <string>Bias value for spot shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>-64.0</real> + </map> + <key>RenderDeferredSpotShadowOffset</key> + <map> + <key>Comment</key> + <string>Offset value for spot shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.8</real> + </map> + + <key>RenderShadowBias</key> + <map> + <key>Comment</key> + <string>Bias value for shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>-0.008</real> + </map> + <key>RenderShadowOffset</key> + <map> + <key>Comment</key> + <string>Offset value for shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.01</real> + </map> + + <key>RenderShadowResolutionScale</key> + <map> + <key>Comment</key> + <string>Scale of shadow map resolution vs. screen resolution</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.0</real> + </map> + + + + <key>RenderDeferredTreeShadowBias</key> + <map> + <key>Comment</key> + <string>Bias value for tree shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.0</real> + </map> + <key>RenderDeferredTreeShadowOffset</key> + <map> + <key>Comment</key> + <string>Offset value for tree shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.0</real> + </map> + + <key>RenderHighlightFadeTime</key> + <map> + <key>Comment</key> + <string>Transition time for mouseover highlights.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.1</real> + </map> + + <key>RenderHighlightBrightness</key> + <map> + <key>Comment</key> + <string>Brightness of mouseover highlights.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>4.0</real> + </map> + + <key>RenderHighlightThickness</key> + <map> + <key>Comment</key> + <string>Thickness of mouseover highlights.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.6</real> + </map> + + <key>RenderHighlightColor</key> + <map> + <key>Comment</key> + <string>Brightness of mouseover highlights.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Color4</string> + <key>Value</key> + <array> + <real>0.4</real> + <real>0.98</real> + <real>0.93</real> + <real>1.0</real> + </array> + </map> + + <key>RenderSpecularResX</key> + <map> + <key>Comment</key> + <string>Spec map resolution.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <real>128</real> + </map> + + <key>RenderSpecularResY</key> + <map> + <key>Comment</key> + <string>Spec map resolution.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <real>128</real> + </map> + + <key>RenderSpecularExponent</key> + <map> + <key>Comment</key> + <string>Specular exponent for generating spec map</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1</real> + </map> + <key>RenderDeferred</key> <map> <key>Comment</key> @@ -5752,6 +6150,31 @@ <key>Value</key> <integer>0</integer> </map> + + <key>RenderDeferredShadow</key> + <map> + <key>Comment</key> + <string>Enable shadows in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + + <key>RenderDeferredGI</key> + <map> + <key>Comment</key> + <string>Enable GI in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>RenderDeferredSunShadow</key> <map> <key>Comment</key> @@ -5763,6 +6186,67 @@ <key>Value</key> <integer>1</integer> </map> + + <key>RenderDeferredSun</key> + <map> + <key>Comment</key> + <string>Execute sunlight shader in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + + <key>RenderDeferredAtmospheric</key> + <map> + <key>Comment</key> + <string>Execute atmospheric shader in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + + <key>RenderDeferredBlurLight</key> + <map> + <key>Comment</key> + <string>Execute shadow softening shader in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + + <key>RenderDeferredLocalLights</key> + <map> + <key>Comment</key> + <string>Execute local lighting shader in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + + <key>RenderDeferredFullscreenLights</key> + <map> + <key>Comment</key> + <string>Execute local lighting shader in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>RenderDeferredSunWash</key> <map> <key>Comment</key> @@ -5785,6 +6269,45 @@ <key>Value</key> <real>-0.0001</real> </map> + <key>RenderShadowErrorCutoff</key> + <map> + <key>Comment</key> + <string>Cutoff error value to use ortho instead of perspective projection.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>5.0</real> + </map> + <key>RenderShadowFOVCutoff</key> + <map> + <key>Comment</key> + <string>Cutoff FOV to use ortho instead of perspective projection.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.1</real> + </map> + + <key>RenderShadowGaussian</key> + <map> + <key>Comment</key> + <string>Gaussian coefficients for the two shadow/SSAO blurring passes (z component unused).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Vector3</string> + <key>Value</key> + <array> + <real>3.0</real> + <real>2.0</real> + <real>0.0</real> + </array> + </map> + <key>RenderShadowBlurSize</key> <map> <key>Comment</key> @@ -5794,7 +6317,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>0.7</real> + <real>1.4</real> </map> <key>RenderShadowBlurSamples</key> <map> @@ -5805,8 +6328,106 @@ <key>Type</key> <string>U32</string> <key>Value</key> - <real>5</real> + <real>4</real> </map> + <key>RenderShadowBlurDistFactor</key> + <map> + <key>Comment</key> + <string>Distance scaler for shadow blur.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.1</real> + </map> + + <key>RenderGIAmbiance</key> + <map> + <key>Comment</key> + <string>Ambiance factor of global illumination contribution.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.5</real> + </map> + + <key>RenderGIMinRenderSize</key> + <map> + <key>Comment</key> + <string>Minimum size of objects to put into GI source map.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.5</real> + </map> + + <key>RenderGIBlurColorCurve</key> + <map> + <key>Comment</key> + <string>Color curve for GI softening kernel</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Vector3</string> + <key>Value</key> + <array> + <real>1.0</real> + <real>0.6</real> + <real>0.02</real> + </array> + </map> + + <key>RenderGIBlurPasses</key> + <map> + <key>Comment</key> + <string>Scale of GI softening kernel.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <real>4</real> + </map> + + <key>RenderGIBlurSize</key> + <map> + <key>Comment</key> + <string>Scale of GI softening kernel.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>4.0</real> + </map> + <key>RenderGIBlurSamples</key> + <map> + <key>Comment</key> + <string>Number of samples to take for each pass of GI blur (value range 1-16). Actual number of samples is value * 2 - 1.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <real>16</real> + </map> + <key>RenderGIBlurDistFactor</key> + <map> + <key>Comment</key> + <string>Distance scaler for GI blur.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.0</real> + </map> + <key>RenderDynamicLOD</key> <map> <key>Comment</key> @@ -6143,7 +6764,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>4096</integer> + <integer>8192</integer> </map> <key>RenderMaxVBOSize</key> <map> @@ -6354,6 +6975,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>RenderUIBuffer</key> + <map> + <key>Comment</key> + <string>Cache ui render in a screen aligned buffer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>RenderUnloadedAvatar</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index a91e9fa15b..4fb109d687 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -8,14 +8,10 @@ #extension GL_ARB_texture_rectangle : enable uniform sampler2D diffuseMap; -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; uniform sampler2D noiseMap; -uniform sampler2DRect positionMap; +uniform sampler2DRect depthMap; -uniform mat4 shadow_matrix[4]; +uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; @@ -26,52 +22,42 @@ varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; +varying vec3 vary_light; uniform float alpha_soften; +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; - vec3 samp_pos = texture2DRect(positionMap, frag).xyz; + vec3 samp_pos = getPosition(frag).xyz; - float shadow = 1.0; vec4 pos = vec4(vary_position, 1.0); - if (pos.z > -shadow_clip.w) - { - if (pos.z < -shadow_clip.z) - { - vec4 lpos = shadow_matrix[3]*pos; - shadow = shadow2DProj(shadowMap3, lpos).x; - shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); - } - else if (pos.z < -shadow_clip.y) - { - vec4 lpos = shadow_matrix[2]*pos; - shadow = shadow2DProj(shadowMap2, lpos).x; - } - else if (pos.z < -shadow_clip.x) - { - vec4 lpos = shadow_matrix[1]*pos; - shadow = shadow2DProj(shadowMap1, lpos).x; - } - else - { - vec4 lpos = shadow_matrix[0]*pos; - shadow = shadow2DProj(shadowMap0, lpos).x; - } - } - - vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); + vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); - if (samp_pos.z != 0.0) + if (samp_pos.z != 0.0 && gl_Color.a < 1.0) { float dist_factor = alpha_soften; float a = gl_Color.a; @@ -83,6 +69,7 @@ void main() //gl_FragColor = gl_Color; gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1); + //gl_FragColor = vec4(1,0,1,1)*shadow; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index b496bd674f..1a7d58b07b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -20,8 +20,11 @@ varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; +varying vec3 vary_light; uniform float near_clip; +uniform float shadow_offset; +uniform float shadow_bias; void main() { @@ -32,8 +35,9 @@ void main() vec4 pos = (gl_ModelViewMatrix * gl_Vertex); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); - vary_position = pos.xyz; + vary_position = pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias); + calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); @@ -54,6 +58,8 @@ void main() col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + vary_light = gl_LightSource[0].position.xyz; + vary_ambient = col.rgb*gl_Color.rgb; vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl index 6c94f5c5a7..ff64a6b0c3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl @@ -12,7 +12,7 @@ uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; uniform sampler2D noiseMap; -uniform mat4 shadow_matrix[4]; +uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; vec3 atmosLighting(vec3 light); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 58aa5a9cb5..75df388941 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -8,13 +8,18 @@ uniform sampler2D diffuseMap; varying vec3 vary_normal; -varying vec4 vary_position; void main() { - gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 diff = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); + + if (diff.a < 0.2) + { + discard; + } + + gl_FragData[0] = vec4(diff.rgb, 0.0); gl_FragData[1] = vec4(0,0,0,0); - gl_FragData[2] = vec4(normalize(vary_normal), 0.0); - gl_FragData[3] = vary_position; + gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 27c09db922..00083eb6b3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -10,6 +10,7 @@ uniform sampler2D diffuseMap; void main() { - gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy)); + gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); + //gl_FragColor = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 14da6b1ad4..8c8489d087 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -28,8 +28,7 @@ void main() norm = normalize(norm); pos = gl_ProjectionMatrix * pos; - //smash geometry against near clip plane - pos.z = max(pos.z, -1.0); + pos.z = max(pos.z, -pos.w+0.01); gl_Position = pos; gl_FrontColor = gl_Color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 12a7ff7f29..471a1f0407 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -10,7 +10,6 @@ mat4 getSkinnedTransform(); attribute vec4 weight; varying vec3 vary_normal; -varying vec4 vary_position; void main() { @@ -30,7 +29,6 @@ void main() norm.z = dot(trans[2].xyz, gl_Normal); norm = normalize(norm); - vary_position = pos; vary_normal = norm; gl_Position = gl_ProjectionMatrix * pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 3c6700a871..bd5e9dd758 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -7,10 +7,12 @@ #extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect positionMap; +uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; +uniform sampler2DRect giLightMap; +uniform float dist_factor; uniform float blur_size; uniform vec2 delta; uniform vec3 kern[32]; @@ -19,30 +21,52 @@ uniform float kern_scale; varying vec2 vary_fragcoord; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + void main() { - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; - vec3 pos = texture2DRect(positionMap, vary_fragcoord.xy).xyz; - vec2 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rg; + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; + vec3 pos = getPosition(vary_fragcoord.xy).xyz; + vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba; vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); + dlt /= max(-pos.z*dist_factor, 1.0); + vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' - vec2 col = defined_weight * ccol; + vec4 col = defined_weight.xyxx * ccol; for (int i = 1; i < kern_length; i++) { vec2 tc = vary_fragcoord.xy + kern[i].z*dlt; - vec3 samppos = texture2DRect(positionMap, tc).xyz; + vec3 samppos = getPosition(tc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= 0.003) { - col += texture2DRect(lightMap, tc).rg*kern[i].xy; + col += texture2DRect(lightMap, tc)*kern[i].xyxx; defined_weight += kern[i].xy; } } - col /= defined_weight; - gl_FragColor = vec4(col.r, col.g, 0.0, 1.0); + + col /= defined_weight.xyxx; + + gl_FragColor = col; + + //gl_FragColor = ccol; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index a8712bc8cc..1c29dae5f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -11,7 +11,6 @@ uniform sampler2D bumpMap; varying vec3 vary_mat0; varying vec3 vary_mat1; varying vec3 vary_mat2; -varying vec4 vary_position; void main() { @@ -22,8 +21,7 @@ void main() dot(norm,vary_mat1), dot(norm,vary_mat2)); - gl_FragData[0].rgb = gl_Color.rgb*col; - gl_FragData[1] = vec4(col*(gl_Color.a*1.5), gl_Color.a); - gl_FragData[2] = vec4(normalize(tnorm), 0.0); - gl_FragData[3] = vary_position; + gl_FragData[0] = vec4(gl_Color.rgb*col, 0.0); + gl_FragData[1] = vec4(col*gl_Color.a, gl_Color.a); + gl_FragData[2] = vec4(normalize(tnorm)*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index ba180922cc..9589912c6c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -8,7 +8,6 @@ varying vec3 vary_mat0; varying vec3 vary_mat1; varying vec3 vary_mat2; -varying vec4 vary_position; void main() { @@ -16,8 +15,6 @@ void main() gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vary_position = gl_ModelViewMatrix * gl_Vertex; - vec3 n = normalize(gl_NormalMatrix * gl_Normal); vec3 b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); vec3 t = cross(b, n); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index f2ba2df69a..5895ebda84 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -8,13 +8,11 @@ uniform sampler2D diffuseMap; varying vec3 vary_normal; -varying vec4 vary_position; void main() { vec3 col = texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; - gl_FragData[0] = vec4(gl_Color.rgb*col, 1.0); + gl_FragData[0] = vec4(gl_Color.rgb*col, 0.0); gl_FragData[1] = vec4(col*(gl_Color.a*1.5), gl_Color.a); - gl_FragData[2] = vec4(normalize(vary_normal), 0.0); - gl_FragData[3] = vary_position; + gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 3413a7f9d6..44468cdfa2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -6,16 +6,13 @@ */ varying vec3 vary_normal; -varying vec4 vary_position; void main() { //transform vertex - gl_Position = ftransform(); + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vary_position = gl_ModelViewMatrix * gl_Vertex; - vary_normal = normalize(gl_NormalMatrix * gl_Normal); gl_FrontColor = gl_Color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 2a811c5897..e518bddb98 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -8,14 +8,9 @@ #extension GL_ARB_texture_rectangle : enable uniform sampler2D diffuseMap; -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; +uniform sampler2DRect depthMap; uniform sampler2D noiseMap; -uniform sampler2DRect positionMap; -uniform mat4 shadow_matrix[4]; uniform vec4 shadow_clip; uniform vec2 screen_res; @@ -30,12 +25,27 @@ varying vec3 vary_fragcoord; uniform float alpha_soften; +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; - vec3 samp_pos = texture2DRect(positionMap, frag).xyz; + vec3 samp_pos = getPosition(frag).xyz; float shadow = 1.0; vec4 pos = vary_position; @@ -46,10 +56,10 @@ void main() color.rgb = fullbrightScaleSoftClip(color.rgb); - if (samp_pos.z != 0.0) + if (samp_pos.z != 0.0 && color.a < 1.0) { float dist_factor = alpha_soften; - float a = gl_Color.a; + float a = color.a; a *= a; dist_factor *= 1.0/(1.0-a); color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 6381a1ced8..aff51178b0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -12,12 +12,12 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -varying vec4 vary_position; varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_normal; varying vec3 vary_fragcoord; uniform float near_clip; +varying vec4 vary_position; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl new file mode 100644 index 0000000000..b351eec6e5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl @@ -0,0 +1,165 @@ +/** + * @file giF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2D noiseMap; + +uniform sampler2D diffuseGIMap; +uniform sampler2D normalGIMap; +uniform sampler2D depthGIMap; + +uniform sampler2D lightFunc; + +// Inputs +varying vec2 vary_fragcoord; + +uniform vec2 screen_res; + +uniform mat4 inv_proj; +uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space +uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space +uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix +uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space +uniform float gi_radius; +uniform float gi_intensity; +uniform int gi_samples; +uniform vec2 gi_kern[25]; +uniform vec2 gi_scale; +uniform vec3 gi_quad; +uniform vec3 gi_spec; +uniform float gi_direction_weight; +uniform float gi_light_offset; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +vec4 getGIPosition(vec2 gi_tc) +{ + float depth = texture2D(depthGIMap, gi_tc).a; + vec2 sc = gi_tc*2.0; + sc -= vec2(1.0, 1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = gi_inv_proj*ndc; + pos.xyz /= pos.w; + pos.w = 1.0; + return pos; +} + +vec3 giAmbient(vec3 pos, vec3 norm) +{ + vec4 gi_c = gi_mat_proj * vec4(pos, 1.0); + gi_c.xyz /= gi_c.w; + + vec4 gi_pos = gi_mat*vec4(pos,1.0); + vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz; + gi_norm = normalize(gi_norm); + + vec2 tcx = gi_norm.xy; + vec2 tcy = gi_norm.yx; + + vec4 eye_pos = gi_mat*vec4(0,0,0,1.0); + + vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz/eye_pos.w); + + //vec3 eye_dir = vec3(0,0,-1); + //eye_dir = (gi_norm_mat*vec4(eye_dir, 1.0)).xyz; + //eye_dir = normalize(eye_dir); + + //float round_x = gi_scale.x; + //float round_y = gi_scale.y; + + vec3 debug = texture2D(normalGIMap, gi_c.xy).rgb*0.5+0.5; + debug.xz = vec2(0.0,0.0); + //debug = fract(debug); + + float round_x = 1.0/64.0; + float round_y = 1.0/64.0; + + //gi_c.x = floor(gi_c.x/round_x+0.5)*round_x; + //gi_c.y = floor(gi_c.y/round_y+0.5)*round_y; + + float fda = 0.0; + vec3 fdiff = vec3(0,0,0); + + vec3 rcol = vec3(0,0,0); + + float fsa = 0.0; + + for (int i = -1; i < 2; i+=2 ) + { + for (int j = -1; j < 2; j+=2) + { + vec2 tc = vec2(i, j)*0.75; + vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0+tc*0.5).xyz; + //tc += gi_norm.xy*nz.z; + tc += nz.xy*2.0; + tc /= gi_samples; + tc += gi_c.xy; + + vec3 lnorm = -normalize(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0); + vec3 lpos = getGIPosition(tc.xy).xyz; + + vec3 at = lpos-gi_pos.xyz; + float dist = dot(at,at); + float da = clamp(1.0/(gi_spec.x*dist), 0.0, 1.0); + + if (da > 0.0) + { + //add angular attenuation + vec3 ldir = at; + float ang_atten = clamp(dot(ldir, gi_norm), 0.0, 1.0); + + float ld = -dot(ldir, lnorm); + + if (ang_atten > 0.0 && ld < 0.0) + { + vec3 diff = texture2D(diffuseGIMap, tc.xy).xyz; + da = da*ang_atten; + fda += da; + fdiff += diff*da; + } + } + } + } + + fdiff /= max(gi_spec.y*fda, gi_quad.z); + fdiff = clamp(fdiff, vec3(0), vec3(1)); + + vec3 ret = fda*fdiff; + //ret = ret*ret*gi_quad.x+ret*gi_quad.y+gi_quad.z; + + //fda *= nz.z; + + //rcol.rgb *= gi_intensity; + //return rcol.rgb+vary_AmblitColor.rgb*0.25; + //return vec4(debug, 0.0); + //return vec4(fda*fdiff, 0.0); + return clamp(ret,vec3(0.0), vec3(1.0)); + //return debug.xyz; +} + +void main() +{ + vec2 pos_screen = vary_fragcoord.xy; + vec4 pos = getPosition(pos_screen); + vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; + + gl_FragData[0].xyz = giAmbient(pos, norm); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl new file mode 100644 index 0000000000..71dcea9628 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl @@ -0,0 +1,22 @@ +/** + * @file giV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; + +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + vec4 tex = gl_MultiTexCoord0; + tex.w = 1.0; + + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 20a3f3df5b..8c140a7b4f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -9,12 +9,9 @@ uniform sampler2D diffuseMap; uniform sampler2D normalMap; uniform sampler2D specularMap; -varying vec4 vary_position; - void main() { gl_FragData[0] = texture2D(diffuseMap, gl_TexCoord[0].xy); gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy); - gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, vary_position.z); - gl_FragData[3] = vary_position; + gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 9c5ae31541..57532a30b3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -5,15 +5,11 @@ * $License$ */ -varying vec4 vary_position; - void main() { //transform vertex gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vary_position = gl_ModelViewMatrix * gl_Vertex; - gl_FrontColor = gl_Color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl new file mode 100644 index 0000000000..e8b53b0293 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -0,0 +1,15 @@ +/** + * @file luminanceF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +uniform sampler2DRect diffuseMap; + +varying vec2 vary_fragcoord; + +void main() +{ + gl_FragColor = texture2DRect(diffuseMap, vary_fragcoord.xy); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl new file mode 100644 index 0000000000..db8775f024 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl @@ -0,0 +1,20 @@ +/** + * @file giV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; + +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 3689d12840..797b9e9f3b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -7,13 +7,14 @@ #extension GL_ARB_texture_rectangle : enable +uniform sampler2DRect depthMap; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; uniform sampler2D noiseMap; +uniform sampler2D lightFunc; + uniform vec3 env_mat[3]; uniform float sun_wash; @@ -23,24 +24,48 @@ uniform int light_count; uniform vec4 light[16]; uniform vec4 light_col[16]; -varying vec3 vary_fragcoord; +varying vec4 vary_fragcoord; uniform vec2 screen_res; +uniform float far_z; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + void main() { vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; - vec3 pos = texture2DRect(positionMap, frag.xy).xyz; - vec3 norm = normalize(texture2DRect(normalMap, frag.xy).xyz); + vec3 pos = getPosition(frag.xy).xyz; + if (pos.z < far_z) + { + discard; + } + + vec3 norm = normalize(texture2DRect(normalMap, frag.xy).xyz*2.0-1.0); vec4 spec = texture2DRect(specularRect, frag.xy); vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 out_col = vec3(0,0,0); + vec3 npos = normalize(-pos); for (int i = 0; i < light_count; ++i) { vec3 lv = light[i].xyz-pos; float dist2 = dot(lv,lv); - if (dist2 > light[i].w) + dist2 /= light[i].w; + if (dist2 > 1.0) { continue; } @@ -55,29 +80,38 @@ void main() da = dot(norm, lv); float fa = light_col[i].a+1.0; - float dist_atten = clamp(1.0-(dist2-light[i].w*(1.0-fa))/(light[i].w*fa), 0.0, 1.0); + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= noise; float lit = da * dist_atten; vec3 col = light_col[i].rgb*lit*diff; + //vec3 col = vec3(dist2, light_col[i].a, lit); if (spec.a > 0.0) { - vec3 ref = reflect(normalize(pos), norm); - float sa = dot(ref,lv); - sa = max(sa, 0.0); - sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*light_col[i].rgb*spec.rgb; + //vec3 ref = dot(pos+lv, norm); + + float sa = dot(normalize(lv+npos),norm); + + if (sa > 0.0) + { + sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*light_col[i].rgb*spec.rgb; + } } out_col += col; } - //attenuate point light contribution by SSAO component - out_col *= texture2DRect(lightMap, frag.xy).g; + if (dot(out_col, out_col) <= 0.0) + { + discard; + } gl_FragColor.rgb = out_col; gl_FragColor.a = 0.0; + + //gl_FragColor = vec4(0.1, 0.025, 0.025/4.0, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl new file mode 100644 index 0000000000..28bcd720c0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -0,0 +1,178 @@ +/** + * @file multiSpotLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + + +#version 120 + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform samplerCube environmentMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod; //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + + vec3 pos = getPosition(frag.xy).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 > 1.0) + { + discard; + } + + vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z < 0.0) + { + discard; + } + + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + + float noise = texture2D(noiseMap, frag.xy/128.0).b; + if (proj_tc.z > 0.0 && + proj_tc.x < 1.0 && + proj_tc.y < 1.0 && + proj_tc.x > 0.0 && + proj_tc.y > 0.0) + { + float lit = 0.0; + if (da > 0.0) + { + float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + + vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*lit*diff_tex; + } + + float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); + float amb_da = proj_ambiance; + + amb_da += (da*da*0.5+0.5)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texture2DRect(specularRect, frag.xy); + if (spec.a > 0.0) + { + vec3 ref = reflect(normalize(pos), norm); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float ds = dot(ref, proj_n); + + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + + vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; + + if (stc.z > 0.0) + { + stc.xy /= stc.z+proj_near; + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; + } + } + } + } + + /*if (spec.a > 0.0) + { + //vec3 ref = reflect(normalize(pos), norm); + float sa = dot(normalize(lv-normalize(pos)),norm);; + //sa = max(sa, 0.0); + //sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); + sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*lcol*spec.rgb; + }*/ + + gl_FragColor.rgb = col; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 52bad1f34c..78256e20cc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -9,33 +9,53 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2DRect depthMap; uniform vec3 env_mat[3]; uniform float sun_wash; varying vec4 vary_light; -varying vec3 vary_fragcoord; +varying vec4 vary_fragcoord; uniform vec2 screen_res; +uniform mat4 inv_proj; +uniform vec4 viewport; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = (pos_screen.xy-viewport.xy)*2.0; + sc /= viewport.zw; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + void main() { - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - vec3 pos = texture2DRect(positionMap, frag).xyz; + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + + vec3 pos = getPosition(frag.xy).xyz; vec3 lv = vary_light.xyz-pos; float dist2 = dot(lv,lv); - if (dist2 > vary_light.w) + dist2 /= vary_light.w; + if (dist2 > 1.0) { discard; } - vec3 norm = texture2DRect(normalMap, frag).xyz; + vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; float da = dot(norm, lv); if (da < 0.0) { @@ -46,30 +66,32 @@ void main() lv = normalize(lv); da = dot(norm, lv); - float noise = texture2D(noiseMap, frag/128.0).b; + float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 col = texture2DRect(diffuseRect, frag).rgb; + vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; float fa = gl_Color.a+1.0; - float dist_atten = clamp(1.0-(dist2-vary_light.w*(1.0-fa))/(vary_light.w*fa), 0.0, 1.0); + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); float lit = da * dist_atten * noise; col = gl_Color.rgb*lit*col; - vec4 spec = texture2DRect(specularRect, frag); + vec4 spec = texture2DRect(specularRect, frag.xy); if (spec.a > 0.0) { - vec3 ref = reflect(normalize(pos), norm); - float sa = dot(ref,lv); - sa = max(sa, 0.0); - sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*gl_Color.rgb*spec.rgb; + float sa = dot(normalize(lv-normalize(pos)),norm); + if (sa > 0.0) + { + sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*gl_Color.rgb*spec.rgb; + } } - //attenuate point light contribution by SSAO component - col *= texture2DRect(lightMap, frag.xy).g; - - + if (dot(col, col) <= 0.0) + { + discard; + } + gl_FragColor.rgb = col; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index a4edb88259..e815ca260f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -6,7 +6,7 @@ */ varying vec4 vary_light; -varying vec3 vary_fragcoord; +varying vec4 vary_fragcoord; uniform vec2 screen_res; uniform float near_clip; @@ -14,10 +14,10 @@ uniform float near_clip; void main() { //transform vertex - gl_Position = ftransform(); + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; - vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); + vary_fragcoord = pos; vec4 tex = gl_MultiTexCoord0; tex.w = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl new file mode 100644 index 0000000000..71de03663c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -0,0 +1,57 @@ +/** + * @file postDeferredF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect localLightMap; +uniform sampler2DRect sunLightMap; +uniform sampler2DRect giLightMap; +uniform sampler2D luminanceMap; +uniform sampler2DRect lightMap; + +uniform vec3 lum_quad; +uniform float lum_lod; +uniform vec4 ambient; + +uniform vec3 gi_quad; + +uniform vec2 screen_res; +varying vec2 vary_fragcoord; + +void main() +{ + vec2 tc = vary_fragcoord.xy; + vec3 lum = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb; + float luminance = lum.r; + luminance = luminance*lum_quad.y+lum_quad.z; + + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + + float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g; + + vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; + gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb; + gi_col *= diff; + + vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy); + + vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb; + + + sun_col *= 1.0/min(luminance, 1.0); + gi_col *= 1.0/luminance; + + vec3 col = sun_col.rgb+gi_col+local_col; + + gl_FragColor.rgb = col.rgb; + col.rgb = max(col.rgb-vec3(1.0,1.0,1.0), vec3(0.0, 0.0, 0.0)); + + gl_FragColor.a = 0.0; // max(dot(col.rgb,col.rgb)*lum_quad.x, sun_col.a); + + //gl_FragColor.rgb = vec3(lum_lod); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl new file mode 100644 index 0000000000..9819232fd5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -0,0 +1,17 @@ +/** + * @file postDeferredV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl new file mode 100644 index 0000000000..9612aee405 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -0,0 +1,79 @@ +/** + * @file postgiF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2DRect giLightMap; +uniform sampler2D noiseMap; + +uniform vec2 kern[32]; +uniform float dist_factor; +uniform float blur_size; +uniform vec2 delta; +uniform int kern_length; +uniform float kern_scale; +uniform vec3 blur_quad; + +varying vec2 vary_fragcoord; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; + vec3 pos = getPosition(vary_fragcoord.xy).xyz; + + + vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; + vec2 dlt = kern_scale * delta/(1.0+norm.xy*norm.xy); + dlt /= max(-pos.z*dist_factor, 1.0); + float defined_weight = kern[0].x; + vec3 col = vec3(0.0); + + for (int i = 0; i < kern_length; i++) + { + vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; + vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz*2.0-1.0; + + float d = dot(norm.xyz, sampNorm); + + if (d > 0.8) + { + vec3 samppos = getPosition(tc.xy).xyz; + samppos -= pos; + if (dot(samppos,samppos) < -0.05*pos.z) + { + col += texture2DRect(giLightMap, tc).rgb*kern[i].x; + defined_weight += kern[i].x; + } + } + } + + col /= defined_weight; + + //col = ccol; + + col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z; + + gl_FragData[0].xyz = col; + + //gl_FragColor = ccol; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl new file mode 100644 index 0000000000..6adcda82a3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl @@ -0,0 +1,17 @@ +/** + * @file postgiV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index b3758c3638..b0b31fd4ba 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -7,8 +7,11 @@ uniform sampler2D diffuseMap; +varying vec4 post_pos; void main() { gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a); + + gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index aae1beeae3..7214d246a4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -5,13 +5,17 @@ * $License$ */ +varying vec4 post_pos; + void main() { //transform vertex vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex; - //smash geometry against the near clip plane (great for ortho projections) - pos.z = max(pos.z, -1.0); - gl_Position = pos; + + post_pos = pos; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_FrontColor = gl_Color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index d5671a6ce4..b4b0d0ce9d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -12,9 +12,9 @@ uniform sampler2DRect specularRect; uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; -uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform samplerCube environmentMap; +uniform sampler2D lightFunc; uniform float blur_size; uniform float blur_fidelity; @@ -38,9 +38,9 @@ uniform vec4 max_y; uniform vec4 glow; uniform float scene_light_strength; uniform vec3 env_mat[3]; -uniform mat4 shadow_matrix[3]; -uniform vec4 shadow_clip; -uniform mat3 ssao_effect_mat; +//uniform mat4 shadow_matrix[3]; +//uniform vec4 shadow_clip; +//uniform mat3 ssao_effect_mat; varying vec4 vary_light; varying vec2 vary_fragcoord; @@ -52,6 +52,22 @@ vec3 vary_AmblitColor; vec3 vary_AdditiveColor; vec3 vary_AtmosAttenuation; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + vec3 getPositionEye() { return vary_PositionEye; @@ -162,17 +178,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { temp2.x += .25; //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; - - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; //haze color setAdditiveColor( @@ -235,36 +241,27 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - vec3 pos = texture2DRect(positionMap, tc).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz; - vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; + vec3 pos = getPosition(tc).xyz; + vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; + //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; float da = max(dot(norm.xyz, vary_light.xyz), 0.0); - vec4 diffuse = vec4(texture2DRect(diffuseRect, tc).rgb, 1.0); + vec4 diffuse = texture2DRect(diffuseRect, tc); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - float scol = scol_ambocc.r; - float ambocc = scol_ambocc.g; - - calcAtmospherics(pos.xyz, ambocc); + calcAtmospherics(pos.xyz, 0.0); vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(min(da, scol)); + col += atmosAffectDirectionalLight(clamp(da, diffuse.a, 1.0)); col *= diffuse.rgb; - if (spec.a > 0.2) + if (spec.a > 0.0) { - vec3 ref = reflect(pos.xyz, norm.xyz); - vec3 rc; - rc.x = dot(ref, env_mat[0]); - rc.y = dot(ref, env_mat[1]); - rc.z = dot(ref, env_mat[2]); - - vec3 refcol = textureCube(environmentMap, rc).rgb; - col.rgb += refcol * spec.rgb; + vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(ref, vary_light.xyz); + col.rgb += vary_SunlitColor*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; } col = atmosLighting(col); @@ -272,8 +269,4 @@ void main() gl_FragColor.rgb = col; gl_FragColor.a = 0.0; - //gl_FragColor.rg = scol_ambocc.rg; - //gl_FragColor.rgb = norm.rgb*0.5+0.5; - //gl_FragColor.rgb = vec3(ambocc); - //gl_FragColor.rgb = vec3(scol); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl new file mode 100644 index 0000000000..2a7234fd83 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -0,0 +1,177 @@ +/** + * @file spotLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform samplerCube environmentMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod; //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + + vec3 pos = getPosition(frag.xy).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 > 1.0) + { + discard; + } + + vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z < 0.0) + { + discard; + } + + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + + float noise = texture2D(noiseMap, frag.xy/128.0).b; + if (proj_tc.z > 0.0 && + proj_tc.x < 1.0 && + proj_tc.y < 1.0 && + proj_tc.x > 0.0 && + proj_tc.y > 0.0) + { + float lit = 0.0; + if (da > 0.0) + { + float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + + vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*lit*diff_tex; + } + + float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); + float amb_da = proj_ambiance; + + amb_da += (da*da*0.5+0.5)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texture2DRect(specularRect, frag.xy); + if (spec.a > 0.0) + { + vec3 ref = reflect(normalize(pos), norm); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float ds = dot(ref, proj_n); + + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + + vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; + + if (stc.z > 0.0) + { + stc.xy /= stc.z+proj_near; + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; + } + } + } + } + + /*if (spec.a > 0.0) + { + //vec3 ref = reflect(normalize(pos), norm); + float sa = dot(normalize(lv-normalize(pos)),norm);; + //sa = max(sa, 0.0); + //sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); + sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*lcol*spec.rgb; + }*/ + + gl_FragColor.rgb = col; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index d43fe6ca95..22bdd2c7f3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -7,17 +7,21 @@ #extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect positionMap; -uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; +uniform sampler2DRect normalMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DRectShadow shadowMap4; +uniform sampler2DRectShadow shadowMap5; uniform sampler2D noiseMap; +uniform sampler2D lightFunc; + + // Inputs -uniform mat4 shadow_matrix[4]; +uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform float ssao_radius; uniform float ssao_max_radius; @@ -27,6 +31,25 @@ uniform float ssao_factor_inv; varying vec2 vary_fragcoord; varying vec4 vary_light; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + //calculate decreases in ambient lighting when crowded out (SSAO) float calcAmbientOcclusion(vec4 pos, vec3 norm) { @@ -54,7 +77,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) for (int i = 0; i < 8; i++) { vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); - vec3 samppos_world = texture2DRect(positionMap, samppos_screen).xyz; + vec3 samppos_world = getPosition(samppos_screen).xyz; vec3 diff = pos_world - samppos_world; float dist2 = dot(diff, diff); @@ -74,14 +97,18 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - return 1.0 - (float(points != 0) * angle_hidden); + return (1.0 - (float(points != 0) * angle_hidden)); } void main() { vec2 pos_screen = vary_fragcoord.xy; - vec4 pos = vec4(texture2DRect(positionMap, pos_screen).xyz, 1.0); - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; + + //try doing an unproject here + + vec4 pos = getPosition(pos_screen); + + vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { @@ -90,35 +117,45 @@ void main() }*/ float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + vec4 spos = vec4(pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias), 1.0); + + //vec3 debug = vec3(0,0,0); + if (dp_directional_light == 0.0) { // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup shadow = 0.0; } - else if (pos.z > -shadow_clip.w) + else if (spos.z > -shadow_clip.w) { - if (pos.z < -shadow_clip.z) + vec4 lpos; + + if (spos.z < -shadow_clip.z) { - vec4 lpos = shadow_matrix[3]*pos; - shadow = shadow2DProj(shadowMap3, lpos).x; + lpos = shadow_matrix[3]*spos; + lpos.xy *= screen_res; + shadow = shadow2DRectProj(shadowMap3, lpos).x; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } - else if (pos.z < -shadow_clip.y) + else if (spos.z < -shadow_clip.y) { - vec4 lpos = shadow_matrix[2]*pos; - shadow = shadow2DProj(shadowMap2, lpos).x; + lpos = shadow_matrix[2]*spos; + lpos.xy *= screen_res; + shadow = shadow2DRectProj(shadowMap2, lpos).x; } - else if (pos.z < -shadow_clip.x) + else if (spos.z < -shadow_clip.x) { - vec4 lpos = shadow_matrix[1]*pos; - shadow = shadow2DProj(shadowMap1, lpos).x; + lpos = shadow_matrix[1]*spos; + lpos.xy *= screen_res; + shadow = shadow2DRectProj(shadowMap1, lpos).x; } else { - vec4 lpos = shadow_matrix[0]*pos; - shadow = shadow2DProj(shadowMap0, lpos).x; + lpos = shadow_matrix[0]*spos; + lpos.xy *= screen_res; + shadow = shadow2DRectProj(shadowMap0, lpos).x; } // take the most-shadowed value out of these two: @@ -126,6 +163,17 @@ void main() // * an unblurred dot product between the sun and this norm // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting shadow = min(shadow, dp_directional_light); + + /*debug.r = lpos.y / (lpos.w*screen_res.y); + + lpos.xy /= lpos.w*32.0; + if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) + { + debug.gb = vec2(0.5, 0.5); + } + + debug += (1.0-shadow)*0.5;*/ + } else { @@ -135,5 +183,18 @@ void main() gl_FragColor[0] = shadow; gl_FragColor[1] = calcAmbientOcclusion(pos, norm); - //gl_FragColor[2] is unused as of August 2008, may be used for debugging + + //spotlight shadow 1 + vec4 lpos = shadow_matrix[4]*spos; + lpos.xy *= screen_res; + gl_FragColor[2] = shadow2DRectProj(shadowMap4, lpos).x; + + //spotlight shadow 2 + lpos = shadow_matrix[5]*spos; + lpos.xy *= screen_res; + gl_FragColor[3] = shadow2DRectProj(shadowMap5, lpos).x; + + //gl_FragColor.rgb = pos.xyz; + //gl_FragColor.b = shadow; + //gl_FragColor.rgb = debug; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 211b2e0397..3cccfb7202 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -12,7 +12,6 @@ uniform sampler2D detail_3; uniform sampler2D alpha_ramp; varying vec3 vary_normal; -varying vec4 vary_position; void main() { @@ -28,9 +27,8 @@ void main() float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - gl_FragData[0] = vec4(outColor.rgb, 1.0); + gl_FragData[0] = vec4(outColor.rgb, 0.0); gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2); - gl_FragData[2] = vec4(normalize(vary_normal), 0.0); - gl_FragData[3] = vary_position; + gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index e9d6dcabff..3038b14772 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -6,7 +6,6 @@ */ varying vec3 vary_normal; -varying vec4 vary_position; vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) { @@ -27,7 +26,6 @@ void main() //transform vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - vary_position = gl_ModelViewMatrix * gl_Vertex; vary_normal = normalize(gl_NormalMatrix * gl_Normal); // Transform and pass tex coords diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index bc2c9816dc..258acee08c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -8,13 +8,11 @@ uniform sampler2D diffuseMap; varying vec3 vary_normal; -varying vec4 vary_position; void main() { vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); - gl_FragData[0] = gl_Color*col; + gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); gl_FragData[1] = vec4(0,0,0,0); - gl_FragData[2] = vec4(normalize(vary_normal), 0.0); - gl_FragData[3] = vary_position; + gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 9131d7c2b3..6b9dc2defb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -6,7 +6,6 @@ */ varying vec3 vary_normal; -varying vec4 vary_position; void main() { @@ -14,8 +13,6 @@ void main() gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vary_position = gl_ModelViewMatrix * gl_Vertex; - vary_normal = normalize(gl_NormalMatrix * gl_Normal); gl_FrontColor = gl_Color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 0a1f019e3d..d21575119d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -5,19 +5,21 @@ * $License$ */ +#extension GL_ARB_texture_rectangle : enable + vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); uniform sampler2D bumpMap; uniform sampler2D screenTex; uniform sampler2D refTex; -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; uniform sampler2D noiseMap; -uniform mat4 shadow_matrix[4]; +uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform float sunAngle; @@ -32,7 +34,8 @@ uniform vec3 normScale; uniform float fresnelScale; uniform float fresnelOffset; uniform float blurMultiplier; - +uniform vec2 screen_res; +uniform mat4 norm_mat; //region space to screen space //bigWave is (refCoord.w, view.w); varying vec4 refCoord; @@ -88,7 +91,7 @@ void main() refcol *= df1 * 0.333; vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - wavef.z *= max(-viewVec.z, 0.1); + //wavef.z *= max(-viewVec.z, 0.1); wavef = normalize(wavef); float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; @@ -101,10 +104,10 @@ void main() refcol = mix(baseCol*df2, refcol, dweight); //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); + //float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); //harden specular - spec = pow(spec, 128.0); + //spec = pow(spec, 128.0); //figure out distortion vector (ripply) vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); @@ -118,40 +121,21 @@ void main() float shadow = 1.0; vec4 pos = vary_position; - vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; - - if (pos.z > -shadow_clip.w) - { - vec4 spos = pos; - - if (pos.z < -shadow_clip.z) - { - vec4 lpos = (shadow_matrix[3]*spos); - shadow = shadow2DProj(shadowMap3, lpos).x; - } - else if (pos.z < -shadow_clip.y) - { - vec4 lpos = (shadow_matrix[2]*spos); - shadow = shadow2DProj(shadowMap2, lpos).x; - } - else if (pos.z < -shadow_clip.x) - { - vec4 lpos = (shadow_matrix[1]*spos); - shadow = shadow2DProj(shadowMap1, lpos).x; - } - else - { - vec4 lpos = (shadow_matrix[0]*spos); - shadow = shadow2DProj(shadowMap0, lpos).x; - } - } - - spec *= shadow; - color.rgb += spec * specular; - - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClip(color.rgb); - color.a = spec * sunAngle2; + //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; + vec4 spos = pos; + + //spec *= shadow; + //color.rgb += spec * specular; + + //color.rgb = atmosTransport(color.rgb); + //color.rgb = scaleSoftClip(color.rgb); + //color.a = spec * sunAngle2; - gl_FragColor = color; + //wavef.z = -0.25f; + wavef = normalize(wavef); + wavef = (norm_mat*vec4(wavef, 1.0)).xyz; + + gl_FragData[0] = vec4(color.rgb, 0.75); + gl_FragData[1] = vec4(1,1,1, 0.8); + gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl new file mode 100644 index 0000000000..ad16de6d81 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -0,0 +1,132 @@ +/** + * @file alphaF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2D diffuseMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2D noiseMap; +uniform sampler2DRect depthMap; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 screen_res; +uniform vec2 shadow_res; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_fragcoord; +varying vec3 vary_position; +varying vec3 vary_light; + +uniform float alpha_soften; + +uniform float shadow_bias; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos.xyz /= pos.w; + pos.w = 1.0; + return pos; +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias; + + float cs = shadow2DRect(shadowMap, stc.xyz).x; + float shadow = cs; + + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); + + return shadow/5.0; +} + + +void main() +{ + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + + vec3 samp_pos = getPosition(frag).xyz; + + float shadow = 1.0; + vec4 pos = vec4(vary_position, 1.0); + + vec4 spos = pos; + + if (spos.z > -shadow_clip.w) + { + vec4 lpos; + + if (spos.z < -shadow_clip.z) + { + lpos = shadow_matrix[3]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap3, lpos, 1.5); + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + else if (spos.z < -shadow_clip.y) + { + lpos = shadow_matrix[2]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap2, lpos, 1.5); + } + else if (spos.z < -shadow_clip.x) + { + lpos = shadow_matrix[1]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap1, lpos, 1.5); + } + else + { + lpos = shadow_matrix[0]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap0, lpos, 1.5); + } + } + + vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); + vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + if (samp_pos.z != 0.0 && gl_Color.a < 1.0) + { + float dist_factor = alpha_soften; + float a = gl_Color.a; + a *= a; + dist_factor *= 1.0/(1.0-a); + color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); + } + + //gl_FragColor = gl_Color; + gl_FragColor = color; + //gl_FragColor = vec4(1,0,1,1)*shadow; + +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl new file mode 100644 index 0000000000..5991e1f3b5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -0,0 +1,76 @@ +/** + * @file alphaV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +float calcDirectionalLight(vec3 n, vec3 l); +float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); + +vec3 atmosAmbient(vec3 light); +vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_fragcoord; +varying vec3 vary_position; +varying vec3 vary_light; + +uniform float near_clip; +uniform float shadow_offset; +uniform float shadow_bias; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + vec4 pos = (gl_ModelViewMatrix * gl_Vertex); + vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + + float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); + vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; + + calcAtmospherics(pos.xyz); + + //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); + vec4 col; + col.a = gl_Color.a; + + // Add windlight lights + col.rgb = atmosAmbient(vec3(0.)); + col.rgb = scaleUpLight(col.rgb); + + // Collect normal lights (need to be divided by two, as we later multiply by 2) + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); + col.rgb = scaleDownLight(col.rgb); + + vary_light = gl_LightSource[0].position.xyz; + + vary_ambient = col.rgb*gl_Color.rgb; + vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); + + col.rgb = min(col.rgb*gl_Color.rgb, 1.0); + + gl_FrontColor = col; + + gl_FogFragCoord = pos.z; + + pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); + +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl new file mode 100644 index 0000000000..a81e4caf4c --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl @@ -0,0 +1,98 @@ +/** + * @file avatarAlphaF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2D diffuseMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2D noiseMap; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 screen_res; +uniform vec2 shadow_res; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_position; +varying vec3 vary_normal; + +uniform float shadow_bias; + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias; + + float cs = shadow2DRect(shadowMap, stc.xyz).x; + float shadow = cs; + + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); + + return shadow/5.0; +} + +void main() +{ + float shadow = 1.0; + vec4 pos = vec4(vary_position, 1.0); + vec3 norm = normalize(vary_normal); + + //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; + + vec4 spos = pos; + + if (spos.z > -shadow_clip.w) + { + vec4 lpos; + + if (spos.z < -shadow_clip.z) + { + lpos = shadow_matrix[3]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap3, lpos, 1.5); + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + else if (spos.z < -shadow_clip.y) + { + lpos = shadow_matrix[2]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap2, lpos, 1.5); + } + else if (spos.z < -shadow_clip.x) + { + lpos = shadow_matrix[1]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap1, lpos, 1.5); + } + else + { + lpos = shadow_matrix[0]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap0, lpos, 1.5); + } + } + + + vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a); + vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + gl_FragColor = color; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl new file mode 100644 index 0000000000..a939499b17 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -0,0 +1,84 @@ +/** + * @file avatarAlphaV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +mat4 getSkinnedTransform(); +void calcAtmospherics(vec3 inPositionEye); + +float calcDirectionalLight(vec3 n, vec3 l); +float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); + +vec3 atmosAmbient(vec3 light); +vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); + +varying vec3 vary_position; +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_normal; + +uniform float near_clip; +uniform float shadow_offset; +uniform float shadow_bias; + +void main() +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + + vec4 pos; + vec3 norm; + + mat4 trans = getSkinnedTransform(); + pos.x = dot(trans[0], gl_Vertex); + pos.y = dot(trans[1], gl_Vertex); + pos.z = dot(trans[2], gl_Vertex); + pos.w = 1.0; + + norm.x = dot(trans[0].xyz, gl_Normal); + norm.y = dot(trans[1].xyz, gl_Normal); + norm.z = dot(trans[2].xyz, gl_Normal); + norm = normalize(norm); + + gl_Position = gl_ProjectionMatrix * pos; + + float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); + vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; + vary_normal = norm; + + calcAtmospherics(pos.xyz); + + //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); + vec4 col; + col.a = gl_Color.a; + + // Add windlight lights + col.rgb = atmosAmbient(vec3(0.)); + col.rgb = scaleUpLight(col.rgb); + + // Collect normal lights (need to be divided by two, as we later multiply by 2) + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); + col.rgb = scaleDownLight(col.rgb); + + vary_ambient = col.rgb*gl_Color.rgb; + vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); + + col.rgb = min(col.rgb*gl_Color.rgb, 1.0); + + gl_FrontColor = col; + + gl_FogFragCoord = pos.z; + +} + + diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl new file mode 100644 index 0000000000..8bd702a8da --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl @@ -0,0 +1,96 @@ +/** + * @file blurLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2DRect lightMap; +uniform sampler2DRect edgeMap; + +uniform float dist_factor; +uniform float blur_size; +uniform vec2 delta; +uniform vec3 kern[4]; +uniform float kern_scale; + +varying vec2 vary_fragcoord; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; + vec3 pos = getPosition(vary_fragcoord.xy).xyz; + vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba; + + vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); + + dlt /= max(-pos.z*dist_factor, 1.0); + + vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' + vec4 col = defined_weight.xyxx * ccol; + + float e = 1.0; + for (int i = 0; i < 4; i++) + { + vec2 tc = vary_fragcoord.xy + kern[i].z*dlt; + + e = max(e, 0.0); + + vec2 wght = kern[i].xy*e; + + col += texture2DRect(lightMap, tc)*wght.xyxx; + defined_weight += wght; + + e *= e; + e -= texture2DRect(edgeMap, tc.xy).a+ + texture2DRect(edgeMap, tc.xy+dlt*0.333).a+ + texture2DRect(edgeMap, tc.xy-dlt*0.333).a; + } + + + e = 1.0; + + for (int i = 0; i < 4; i++) + { + vec2 tc = vary_fragcoord.xy - kern[i].z*dlt; + + e = max(e, 0.0); + + vec2 wght = kern[i].xy*e; + + col += texture2DRect(lightMap, tc)*wght.xyxx; + defined_weight += wght; + + e *= e; + e -= texture2DRect(edgeMap, tc.xy).a+ + texture2DRect(edgeMap, tc.xy+dlt*0.333).a+ + texture2DRect(edgeMap, tc.xy-dlt*0.333).a; + } + + + col /= defined_weight.xyxx; + + gl_FragColor = col; + + //gl_FragColor = ccol; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl new file mode 100644 index 0000000000..b7f07e5702 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl @@ -0,0 +1,17 @@ +/** + * @file blurLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl new file mode 100644 index 0000000000..02beddd43b --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl @@ -0,0 +1,58 @@ +/** + * @file edgeF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; + +uniform float gi_dist_cutoff; + +varying vec2 vary_fragcoord; + +uniform float depth_cutoff; +uniform float norm_cutoff; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +float getDepth(vec2 pos_screen) +{ + float z = texture2DRect(depthMap, pos_screen.xy).a; + z = z*2.0-1.0; + vec4 ndc = vec4(0.0, 0.0, z, 1.0); + vec4 p = inv_proj*ndc; + return p.z/p.w; +} + +void main() +{ + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; + float depth = getDepth(vary_fragcoord.xy); + + vec2 tc = vary_fragcoord.xy; + + float sc = 0.75; + + vec2 de; + de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc))); + de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc))); + de /= depth; + de *= de; + de = step(depth_cutoff, de); + + vec2 ne; + ne.x = dot(texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb*2.0-1.0, norm); + ne.y = dot(texture2DRect(normalMap, tc+vec2(sc,sc)).rgb*2.0-1.0, norm); + + ne = 1.0-ne; + + ne = step(norm_cutoff, ne); + + gl_FragColor.a = dot(de,de)+dot(ne,ne); + //gl_FragColor.a = dot(de,de); +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl new file mode 100644 index 0000000000..f1938c92b8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl @@ -0,0 +1,17 @@ +/** + * @file edgeV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl new file mode 100644 index 0000000000..651959413c --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -0,0 +1,188 @@ +/** + * @file multiSpotLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform samplerCube environmentMap; +uniform sampler2DRect lightMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod; //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod; +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; +uniform int proj_shadow_idx; +uniform float shadow_fade; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + + vec3 pos = getPosition(frag.xy).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 > 1.0) + { + discard; + } + + float shadow = 1.0; + + if (proj_shadow_idx >= 0) + { + vec4 shd = texture2DRect(lightMap, frag.xy); + float sh[2]; + sh[0] = shd.b; + sh[1] = shd.a; + shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); + } + + vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z < 0.0) + { + discard; + } + + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + if (dist_atten <= 0.0) + { + discard; + } + + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + + float noise = texture2D(noiseMap, frag.xy/128.0).b; + if (proj_tc.z > 0.0 && + proj_tc.x < 1.0 && + proj_tc.y < 1.0 && + proj_tc.x > 0.0 && + proj_tc.y > 0.0) + { + float lit = 0.0; + float amb_da = proj_ambiance; + + if (da > 0.0) + { + float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + + vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*lit*diff_tex*shadow; + amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; + } + + //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); + vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, proj_ambient_lod); + + amb_da += (da*da*0.5+0.5)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texture2DRect(specularRect, frag.xy); + if (spec.a > 0.0) + { + vec3 ref = reflect(normalize(pos), norm); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float ds = dot(ref, proj_n); + + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + + if (stc.z > 0.0) + { + stc.xy /= stc.w; + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; + } + } + } + } + + //attenuate point light contribution by SSAO component + col *= texture2DRect(lightMap, frag.xy).g; + + gl_FragColor.rgb = col; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl new file mode 100644 index 0000000000..ee0e9d6367 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl @@ -0,0 +1,59 @@ +/** + * @file postDeferredF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect localLightMap; +uniform sampler2DRect sunLightMap; +uniform sampler2DRect giLightMap; +uniform sampler2D luminanceMap; +uniform sampler2DRect lightMap; + +uniform vec3 gi_lum_quad; +uniform vec3 sun_lum_quad; +uniform vec3 lum_quad; +uniform float lum_lod; +uniform vec4 ambient; + +uniform vec3 gi_quad; + +uniform vec2 screen_res; +varying vec2 vary_fragcoord; + +void main() +{ + vec2 tc = vary_fragcoord.xy; + vec3 lcol = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb; + + float lum = sqrt(lcol.r)*lum_quad.x+lcol.r*lcol.r*lum_quad.y+lcol.r*lum_quad.z; + + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + + float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g; + + vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; + gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb; + gi_col *= diff; + + vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy); + + vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb; + + + float sun_lum = 1.0-lum; + sun_lum = sun_lum*sun_lum*sun_lum_quad.x + sun_lum*sun_lum_quad.y+sun_lum_quad.z; + + float gi_lum = lum; + gi_lum = gi_lum*gi_lum*gi_lum_quad.x+gi_lum*gi_lum_quad.y+gi_lum_quad.z; + gi_col *= 1.0/gi_lum; + + vec3 col = sun_col.rgb*(1.0+max(sun_lum,0.0))+gi_col+local_col; + + gl_FragColor.rgb = col.rgb; + gl_FragColor.a = max(sun_lum*min(sun_col.r+sun_col.g+sun_col.b, 1.0), sun_col.a); + + //gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl new file mode 100644 index 0000000000..9819232fd5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl @@ -0,0 +1,17 @@ +/** + * @file postDeferredV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl new file mode 100644 index 0000000000..531f7376a3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -0,0 +1,294 @@ +/** + * @file softenLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect normalMap; +uniform sampler2DRect lightMap; +uniform sampler2D noiseMap; +uniform samplerCube environmentMap; +uniform sampler2D lightFunc; +uniform vec3 gi_quad; + +uniform float blur_size; +uniform float blur_fidelity; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +//uniform vec4 camPosWorld; +uniform vec4 gamma; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform vec4 haze_horizon; +uniform vec4 haze_density; +uniform vec4 cloud_shadow; +uniform vec4 density_multiplier; +uniform vec4 distance_multiplier; +uniform vec4 max_y; +uniform vec4 glow; +uniform float scene_light_strength; +uniform vec3 env_mat[3]; +uniform vec4 shadow_clip; +uniform mat3 ssao_effect_mat; + +uniform sampler2DRect depthMap; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +varying vec4 vary_light; +varying vec2 vary_fragcoord; + +vec3 vary_PositionEye; + +vec3 vary_SunlitColor; +vec3 vary_AmblitColor; +vec3 vary_AdditiveColor; +vec3 vary_AtmosAttenuation; + +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +vec3 getPositionEye() +{ + return vary_PositionEye; +} +vec3 getSunlitColor() +{ + return vary_SunlitColor; +} +vec3 getAmblitColor() +{ + return vary_AmblitColor; +} +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ + return vary_AtmosAttenuation; +} + + +void setPositionEye(vec3 v) +{ + vary_PositionEye = v; +} + +void setSunlitColor(vec3 v) +{ + vary_SunlitColor = v; +} + +void setAmblitColor(vec3 v) +{ + vary_AmblitColor = v; +} + +void setAdditiveColor(vec3 v) +{ + vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ + vary_AtmosAttenuation = v; +} + +void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + + vec3 P = inPositionEye; + setPositionEye(P); + + //(TERRAIN) limit altitude + if (P.y > max_y.x) P *= (max_y.x / P.y); + if (P.y < -max_y.x) P *= (-max_y.x / P.y); + + vec3 tmpLightnorm = lightnorm.xyz; + + vec3 Pn = normalize(P); + float Plen = length(P); + + vec4 temp1 = vec4(0); + vec3 temp2 = vec3(0); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + //sunlight attenuation effect (hue and brightness) due to atmosphere + //this is used later for sunlight modulation at various altitudes + light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); + //I had thought blue_density and haze_density should have equal weighting, + //but attenuation due to haze_density tends to seem too strong + + temp1 = blue_density + vec4(haze_density.r); + blue_weight = blue_density / temp1; + haze_weight = vec4(haze_density.r) / temp1; + + //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) + temp2.y = max(0.0, tmpLightnorm.y); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // main atmospheric scattering line integral + temp2.z = Plen * density_multiplier.x; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); + + //final atmosphere attenuation factor + setAtmosAttenuation(temp1.rgb); + + //compute haze glow + //(can use temp2.x as temp because we haven't used it yet) + temp2.x = dot(Pn, tmpLightnorm.xyz); + temp2.x = 1. - temp2.x; + //temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .03); //was glow.y + //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + //higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + //glow.z should be negative, so we're doing a sort of (1 / "angle") function + + //add "minimum anti-solar illumination" + temp2.x += .25; + + //increase ambient when there are more clouds + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; + + /* decrease value and saturation (that in HSV, not HSL) for occluded areas + * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html + * // The following line of code performs the equivalent of: + * float ambAlpha = tmpAmbient.a; + * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis + * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); + * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); + */ + tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + + //haze color + setAdditiveColor( + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) + + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x + + tmpAmbient))); + + //brightness of surface both sunlight and ambient + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); +} + +vec3 atmosLighting(vec3 light) +{ + light *= getAtmosAttenuation().r; + light += getAdditiveColor(); + return (2.0 * light); +} + +vec3 atmosTransport(vec3 light) { + light *= getAtmosAttenuation().r; + light += getAdditiveColor() * 2.0; + return light; +} +vec3 atmosGetDiffuseSunlightColor() +{ + return getSunlitColor(); +} + +vec3 scaleDownLight(vec3 light) +{ + return (light / scene_light_strength ); +} + +vec3 scaleUpLight(vec3 light) +{ + return (light * scene_light_strength); +} + +vec3 atmosAmbient(vec3 light) +{ + return getAmblitColor() + light / 2.0; +} + +vec3 atmosAffectDirectionalLight(float lightIntensity) +{ + return getSunlitColor() * lightIntensity; +} + +vec3 scaleSoftClip(vec3 light) +{ + //soft clip effect: + light = 1. - clamp(light, vec3(0.), vec3(1.)); + light = 1. - pow(light, gamma.xxx); + + return light; +} + +void main() +{ + vec2 tc = vary_fragcoord.xy; + vec3 pos = getPosition(tc).xyz; + vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; + //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; + + float da = max(dot(norm.xyz, vary_light.xyz), 0.0); + + vec4 diffuse = texture2DRect(diffuseRect, tc); + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + + vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + float scol = max(scol_ambocc.r, diffuse.a); + float ambocc = scol_ambocc.g; + + calcAtmospherics(pos.xyz, ambocc); + + vec3 col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); + + col *= diffuse.rgb; + + if (spec.a > 0.0) + { + vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(ref, vary_light.xyz); + col.rgb += vary_SunlitColor*scol*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; + } + + col = atmosLighting(col); + col = scaleSoftClip(col); + + gl_FragColor.rgb = col; + + //gl_FragColor.rgb = gi_col.rgb; + gl_FragColor.a = 0.0; + + //gl_FragColor.rg = scol_ambocc.rg; + //gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb; + //gl_FragColor.rgb = norm.rgb*0.5+0.5; + //gl_FragColor.rgb = vec3(ambocc); + //gl_FragColor.rgb = vec3(scol); +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl new file mode 100644 index 0000000000..ad8af4780d --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -0,0 +1,24 @@ +/** + * @file softenLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +uniform vec2 screen_res; + +varying vec4 vary_light; +varying vec2 vary_fragcoord; +void main() +{ + //transform vertex + gl_Position = ftransform(); + + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + + vec4 tex = gl_MultiTexCoord0; + tex.w = 1.0; + + vary_light = gl_MultiTexCoord0; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl new file mode 100644 index 0000000000..d6534083cf --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -0,0 +1,199 @@ +/** + * @file spotLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform samplerCube environmentMap; +uniform sampler2DRect lightMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod; //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; +uniform int proj_shadow_idx; +uniform float shadow_fade; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + + float shadow = 1.0; + + if (proj_shadow_idx >= 0) + { + vec4 shd = texture2DRect(lightMap, frag.xy); + float sh[2]; + sh[0] = shd.b; + sh[1] = shd.a; + shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); + } + + vec3 pos = getPosition(frag.xy).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 > 1.0) + { + discard; + } + + vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z < 0.0) + { + discard; + } + + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + + float noise = texture2D(noiseMap, frag.xy/128.0).b; + if (proj_tc.z > 0.0 && + proj_tc.x < 1.0 && + proj_tc.y < 1.0 && + proj_tc.x > 0.0 && + proj_tc.y > 0.0) + { + float lit = 0.0; + if (da > 0.0) + { + float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + + vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*lit*diff_tex*shadow; + } + + float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); + float amb_da = proj_ambiance; + if (da > 0.0) + { + amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; + } + + amb_da += (da*da*0.5+0.5)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texture2DRect(specularRect, frag.xy); + if (spec.a > 0.0) + { + vec3 ref = reflect(normalize(pos), norm); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float ds = dot(ref, proj_n); + + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + + vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; + + if (stc.z > 0.0) + { + stc.xy /= stc.z+proj_near; + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; + } + } + } + } + + /*if (spec.a > 0.0) + { + //vec3 ref = reflect(normalize(pos), norm); + float sa = dot(normalize(lv-normalize(pos)),norm);; + //sa = max(sa, 0.0); + //sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); + sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*lcol*spec.rgb; + }*/ + + //attenuate point light contribution by SSAO component + col *= texture2DRect(lightMap, frag.xy).g; + + + gl_FragColor.rgb = col; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl new file mode 100644 index 0000000000..a0026edcd2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -0,0 +1,235 @@ +/** + * @file sunLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap4; +uniform sampler2DShadow shadowMap5; +uniform sampler2D noiseMap; + +uniform sampler2D lightFunc; + + +// Inputs +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +varying vec2 vary_fragcoord; +varying vec4 vary_light; + +uniform mat4 inv_proj; +uniform vec2 screen_res; +uniform vec2 shadow_res; +uniform vec2 proj_shadow_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ + vec2 kern[8]; + // exponentially (^2) distant occlusion samples spread around origin + kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; + kern[1] = vec2(1.0, 0.0) * 0.250*0.250; + kern[2] = vec2(0.0, 1.0) * 0.375*0.375; + kern[3] = vec2(0.0, -1.0) * 0.500*0.500; + kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; + kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; + kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; + kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; + + vec2 pos_screen = vary_fragcoord.xy; + vec3 pos_world = pos.xyz; + vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; + + float angle_hidden = 0.0; + int points = 0; + + float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); + + // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) + for (int i = 0; i < 8; i++) + { + vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); + vec3 samppos_world = getPosition(samppos_screen).xyz; + + vec3 diff = pos_world - samppos_world; + float dist2 = dot(diff, diff); + + // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area + // --> solid angle shrinking by the square of distance + //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 + //(k should vary inversely with # of samples, but this is taken care of later) + + //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces + // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) + angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); + + // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" + points = points + int(diff.z > -1.0); + } + + angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); + + return (1.0 - (float(points != 0) * angle_hidden)); +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias*scl; + + float cs = shadow2DRect(shadowMap, stc.xyz).x; + float shadow = cs; + + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); + + return shadow/5.0; + + //return shadow; +} + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias*scl; + + float cs = shadow2D(shadowMap, stc.xyz).x; + float shadow = cs; + + vec2 off = 1.5/proj_shadow_res; + + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); + + + return shadow/5.0; + + //return shadow; +} + +void main() +{ + vec2 pos_screen = vary_fragcoord.xy; + + //try doing an unproject here + + vec4 pos = getPosition(pos_screen); + + vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; + + /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL + { + gl_FragColor = vec4(0.0); // doesn't matter + return; + }*/ + + float shadow = 1.0; + float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + + vec4 spos = vec4(pos.xyz + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0); + + if (spos.z > -shadow_clip.w) + { + if (dp_directional_light == 0.0) + { + // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup + shadow = 0.0; + } + else + { + vec4 lpos; + + if (spos.z < -shadow_clip.z) + { + lpos = shadow_matrix[3]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap3, lpos, 0.25); + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + else if (spos.z < -shadow_clip.y) + { + lpos = shadow_matrix[2]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap2, lpos, 0.5); + } + else if (spos.z < -shadow_clip.x) + { + lpos = shadow_matrix[1]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap1, lpos, 0.75); + } + else + { + lpos = shadow_matrix[0]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap0, lpos, 1.0); + } + + // take the most-shadowed value out of these two: + // * the blurred sun shadow in the light (shadow) map + // * an unblurred dot product between the sun and this norm + // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting + shadow = min(shadow, dp_directional_light); + + //lpos.xy /= lpos.w*32.0; + //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) + //{ + // shadow = 0.0; + //} + + } + } + else + { + // more distant than the shadow map covers + shadow = 1.0; + } + + gl_FragColor[0] = shadow; + gl_FragColor[1] = calcAmbientOcclusion(pos, norm); + + //spotlight shadow 1 + vec4 lpos = shadow_matrix[4]*spos; + gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.1).x; + + //spotlight shadow 2 + lpos = shadow_matrix[5]*spos; + gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.1).x; + + //gl_FragColor.rgb = pos.xyz; + //gl_FragColor.b = shadow; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl new file mode 100644 index 0000000000..5081485c4b --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -0,0 +1,25 @@ +/** + * @file sunLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec4 vary_light; +varying vec2 vary_fragcoord; + +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + vec4 tex = gl_MultiTexCoord0; + tex.w = 1.0; + + vary_light = gl_MultiTexCoord0; + + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl new file mode 100644 index 0000000000..7325825d6d --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl @@ -0,0 +1,84 @@ +/** + * @file giDownsampleF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +uniform sampler2DRect giLightMap; + +uniform vec2 kern[32]; +uniform float dist_factor; +uniform float blur_size; +uniform vec2 delta; +uniform int kern_length; +uniform float kern_scale; +uniform vec3 blur_quad; + +varying vec2 vary_fragcoord; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +float getDepth(vec2 pos_screen) +{ + float z = texture2DRect(depthMap, pos_screen.xy).a; + z = z*2.0-1.0; + vec4 ndc = vec4(0.0, 0.0, z, 1.0); + vec4 p = inv_proj*ndc; + return p.z/p.w; +} + +void main() +{ + vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz*2.0-1.0; + float depth = getDepth(vary_fragcoord.xy); + + vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; + vec2 dlt = kern_scale * delta/(vec2(1.0,1.0)+norm.xy*norm.xy); + dlt /= clamp(-depth*blur_quad.x, 1.0, 3.0); + float defined_weight = kern[0].x; + vec3 col = ccol*kern[0].x; + + for (int i = 0; i < kern_length; i++) + { + vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; + vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz*2.0-1.0; + + float d = dot(norm.xyz, sampNorm); + + if (d > 0.5) + { + float sampdepth = getDepth(tc.xy); + sampdepth -= depth; + if (sampdepth*sampdepth < blur_quad.z) + { + col += texture2DRect(giLightMap, tc).rgb*kern[i].x; + defined_weight += kern[i].x; + } + } + } + + col /= defined_weight; + + //col = ccol; + + col = col*blur_quad.y; + + gl_FragData[0].xyz = col; + + //gl_FragColor = ccol; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl new file mode 100644 index 0000000000..6adcda82a3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl @@ -0,0 +1,17 @@ +/** + * @file postgiV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl new file mode 100644 index 0000000000..939710cb56 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl @@ -0,0 +1,190 @@ +/** + * @file giF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2DRect lightMap; +uniform sampler2DRect specularRect; + +uniform sampler2D noiseMap; + +uniform sampler2D diffuseGIMap; +uniform sampler2D specularGIMap; +uniform sampler2D normalGIMap; +uniform sampler2D depthGIMap; + +uniform sampler2D lightFunc; + +// Inputs +varying vec2 vary_fragcoord; + +uniform vec2 screen_res; + +uniform vec4 sunlight_color; + +uniform mat4 inv_proj; +uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space +uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space +uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix +uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space +uniform float gi_sample_width; +uniform float gi_noise; +uniform float gi_attenuation; +uniform float gi_range; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +vec4 getGIPosition(vec2 gi_tc) +{ + float depth = texture2D(depthGIMap, gi_tc).a; + vec2 sc = gi_tc*2.0; + sc -= vec2(1.0, 1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = gi_inv_proj*ndc; + pos.xyz /= pos.w; + pos.w = 1.0; + return pos; +} + +vec3 giAmbient(vec3 pos, vec3 norm) +{ + vec4 gi_c = gi_mat_proj * vec4(pos, 1.0); + gi_c.xyz /= gi_c.w; + + vec4 gi_pos = gi_mat*vec4(pos,1.0); + vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz; + gi_norm = normalize(gi_norm); + + vec4 c_spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).rgb; + gi_pos.xyz += nz.x*gi_noise*gi_norm.xyz; + vec2 tcx = gi_norm.xy; + vec2 tcy = gi_norm.yx; + + vec4 eye_pos = gi_mat*vec4(0,0,0,1.0); + + vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz); + vec3 eye_ref = reflect(eye_dir, gi_norm); + + float da = 0.0; //texture2DRect(lightMap, vary_fragcoord.xy).r*0.5; + vec3 fdiff = vec3(da); + float fda = da; + + vec3 rcol = vec3(0,0,0); + + float fsa = 0.0; + + + for (int i = -1; i <= 1; i += 2 ) + { + for (int j = -1; j <= 1; j+= 2) + { + vec2 tc = vec2(i, j)*0.75+gi_norm.xy*nz.z; + tc += nz.xy*2.0; + tc *= gi_sample_width*0.25; + tc += gi_c.xy; + + vec3 lnorm = -(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0); + vec3 lpos = getGIPosition(tc.xy).xyz; + + vec3 at = lpos-gi_pos.xyz; + float dist = length(at); + float dist_atten = clamp(1.0/(gi_attenuation*dist), 0.0, 1.0); + + + if (dist_atten > 0.01) + { //possible contribution of indirect light to this surface + vec3 ldir = at; + + float ld = -dot(ldir, lnorm); + + if (ld < 0.0) + { + float ang_atten = dot(ldir, gi_norm); + + if (ang_atten > 0.0) + { + vec4 spec = texture2D(specularGIMap, tc.xy); + at = normalize(at); + vec3 diff; + + float da = 0.0; + + //contribution from indirect source to visible pixel + vec3 ha = at; + ha.z -= 1.0; + ha = normalize(ha); + if (spec.a > 0.0) + { + float sa = dot(ha,lnorm); + da = texture2D(lightFunc, vec2(sa, spec.a)).a; + } + else + { + da = -lnorm.z; + } + + diff = texture2D(diffuseGIMap, tc.xy).rgb+spec.rgb*spec.a*2.0; + + if (da > 0.0) + { //contribution from visible pixel to eye + vec3 ha = normalize(at-eye_dir); + if (c_spec.a > 0.0) + { + float sa = dot(ha, gi_norm); + da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).a; + } + else + { + da = dist_atten*dot(gi_norm, normalize(ldir)); + } + fda += da; + fdiff += da*(c_spec.rgb*c_spec.a*2.0+vec3(1,1,1))*diff.rgb; + } + } + } + } + } + } + + fdiff *= sunlight_color.rgb; + + vec3 ret = fda*fdiff; + + return clamp(ret,vec3(0.0), vec3(1.0)); +} + +void main() +{ + vec2 pos_screen = vary_fragcoord.xy; + vec4 pos = getPosition(pos_screen); + + float rad = gi_range*0.5; + + vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; + float dist = max(length(pos.xyz)-rad, 0.0); + + float da = clamp(1.0-dist/rad, 0.0, 1.0); + + vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0); + + + gl_FragData[0].xyz = mix(vec3(0), ambient, da); +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl new file mode 100644 index 0000000000..e0eeebf8b6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl @@ -0,0 +1,25 @@ +/** + * @file giFinalF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2D bloomMap; +uniform sampler2DRect edgeMap; + +uniform vec2 screen_res; +varying vec2 vary_fragcoord; + + +void main() +{ + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + + gl_FragColor = bloom + diff; + //gl_FragColor.rgb = vec3(texture2DRect(edgeMap, vary_fragcoord.xy).a); +}
\ No newline at end of file diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl new file mode 100644 index 0000000000..41a29c31bd --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl @@ -0,0 +1,17 @@ +/** + * @file giFinalV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl new file mode 100644 index 0000000000..71dcea9628 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl @@ -0,0 +1,22 @@ +/** + * @file giV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; + +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + vec4 tex = gl_MultiTexCoord0; + tex.w = 1.0; + + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl new file mode 100644 index 0000000000..406a7e07cf --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl @@ -0,0 +1,19 @@ +/** + * @file luminanceF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect lightMap; +uniform sampler2DRect diffuseRect; + +varying vec2 vary_fragcoord; +void main() +{ + float i = texture2DRect(lightMap, vary_fragcoord.xy).r; + gl_FragColor.rgb = vec3(i); + gl_FragColor.a = 1.0; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl new file mode 100644 index 0000000000..db8775f024 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl @@ -0,0 +1,20 @@ +/** + * @file giV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; + +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl new file mode 100644 index 0000000000..5e69bf36d9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl @@ -0,0 +1,80 @@ +/** + * @file postDeferredF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; + +uniform sampler2DRect localLightMap; +uniform sampler2DRect sunLightMap; +uniform sampler2DRect giLightMap; +uniform sampler2DRect edgeMap; + +uniform sampler2D luminanceMap; + +uniform sampler2DRect lightMap; + +uniform sampler2D lightFunc; +uniform sampler2D noiseMap; + +uniform float sun_lum_scale; +uniform float sun_lum_offset; +uniform float lum_scale; +uniform float lum_lod; +uniform vec4 ambient; +uniform float gi_brightness; +uniform float gi_luminance; + +uniform vec4 sunlight_color; + +uniform vec2 screen_res; +varying vec2 vary_fragcoord; + +void main() +{ + vec2 tc = vary_fragcoord.xy; + vec4 lcol = texture2DLod(luminanceMap, vec2(0.5, 0.5), lum_lod); + + vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; + vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy); + vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb; + + float scol = texture2DRect(lightMap, vary_fragcoord.xy).r; + + vec3 diff = texture2DRect(diffuseRect, vary_fragcoord.xy).rgb; + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + + gi_col = gi_col*(diff.rgb+spec.rgb*spec.a); + + float lum = 1.0-clamp(pow(lcol.r, gi_brightness)+sun_lum_offset, 0.0, 1.0); + + lum *= sun_lum_scale; + + sun_col *= 1.0+(lum*lum_scale*scol); + + vec4 col; + col.rgb = gi_col+sun_col.rgb+local_col; + + col.a = sun_col.a; + + vec3 bcol = vec3(0,0,0); + float tweight = 0.0; + for (int i = 0; i < 16; i++) + { + float weight = (float(i)+1.0)/2.0; + bcol += texture2DLod(luminanceMap, vary_fragcoord.xy/screen_res, weight).rgb*weight*weight*weight; + tweight += weight*weight; + } + + bcol /= tweight; + bcol *= gi_luminance; + col.rgb += bcol*lum; + + gl_FragColor = col; + //gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl new file mode 100644 index 0000000000..9819232fd5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl @@ -0,0 +1,17 @@ +/** + * @file postDeferredV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl new file mode 100644 index 0000000000..901b60af59 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl @@ -0,0 +1,69 @@ +/** + * @file postgiF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2DRect giLightMap; +uniform sampler2D noiseMap; +uniform sampler2D giMip; +uniform sampler2DRect edgeMap; + + +uniform vec2 delta; +uniform float kern_scale; +uniform float gi_edge_weight; +uniform float gi_blur_brightness; + +varying vec2 vary_fragcoord; + +void main() +{ + vec2 dlt = kern_scale*delta; + float defined_weight = 0.0; + vec3 col = vec3(0.0); + + float e = 1.0; + + for (int i = 1; i < 8; i++) + { + vec2 tc = vary_fragcoord.xy + float(i) * dlt; + + e = max(e, 0.0); + float wght = e; + + col += texture2DRect(giLightMap, tc).rgb*wght; + defined_weight += wght; + + e *= e; + e -=(texture2DRect(edgeMap, tc.xy-dlt*0.25).a+ + texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight; + } + + e = 1.0; + + for (int i = 1; i < 8; i++) + { + vec2 tc = vary_fragcoord.xy - float(i) * dlt; + + e = max(e,0.0); + float wght = e; + + col += texture2DRect(giLightMap, tc).rgb*wght; + defined_weight += wght; + + e *= e; + e -= (texture2DRect(edgeMap, tc.xy-dlt*0.25).a+ + texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight; + + } + + col /= max(defined_weight, 0.01); + + gl_FragColor.rgb = col * gi_blur_brightness; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl new file mode 100644 index 0000000000..6adcda82a3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl @@ -0,0 +1,17 @@ +/** + * @file postgiV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +varying vec2 vary_fragcoord; +uniform vec2 screen_res; + +void main() +{ + //transform vertex + gl_Position = ftransform(); + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl new file mode 100644 index 0000000000..96a083b522 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -0,0 +1,297 @@ +/** + * @file softenLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect normalMap; +uniform sampler2DRect lightMap; +uniform sampler2D noiseMap; +uniform samplerCube environmentMap; +uniform sampler2D lightFunc; +uniform vec3 gi_quad; + +uniform float blur_size; +uniform float blur_fidelity; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +//uniform vec4 camPosWorld; +uniform vec4 gamma; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform vec4 haze_horizon; +uniform vec4 haze_density; +uniform vec4 cloud_shadow; +uniform vec4 density_multiplier; +uniform vec4 distance_multiplier; +uniform vec4 max_y; +uniform vec4 glow; +uniform float scene_light_strength; +uniform vec3 env_mat[3]; +uniform vec4 shadow_clip; +uniform mat3 ssao_effect_mat; + +uniform sampler2DRect depthMap; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +varying vec4 vary_light; +varying vec2 vary_fragcoord; + +vec3 vary_PositionEye; + +vec3 vary_SunlitColor; +vec3 vary_AmblitColor; +vec3 vary_AdditiveColor; +vec3 vary_AtmosAttenuation; +uniform float gi_ambiance; + +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +vec3 getPositionEye() +{ + return vary_PositionEye; +} +vec3 getSunlitColor() +{ + return vary_SunlitColor; +} +vec3 getAmblitColor() +{ + return vary_AmblitColor; +} +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ + return vary_AtmosAttenuation; +} + + +void setPositionEye(vec3 v) +{ + vary_PositionEye = v; +} + +void setSunlitColor(vec3 v) +{ + vary_SunlitColor = v; +} + +void setAmblitColor(vec3 v) +{ + vary_AmblitColor = v; +} + +void setAdditiveColor(vec3 v) +{ + vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ + vary_AtmosAttenuation = v; +} + +void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + + vec3 P = inPositionEye; + setPositionEye(P); + + //(TERRAIN) limit altitude + if (P.y > max_y.x) P *= (max_y.x / P.y); + if (P.y < -max_y.x) P *= (-max_y.x / P.y); + + vec3 tmpLightnorm = lightnorm.xyz; + + vec3 Pn = normalize(P); + float Plen = length(P); + + vec4 temp1 = vec4(0); + vec3 temp2 = vec3(0); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + //sunlight attenuation effect (hue and brightness) due to atmosphere + //this is used later for sunlight modulation at various altitudes + light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); + //I had thought blue_density and haze_density should have equal weighting, + //but attenuation due to haze_density tends to seem too strong + + temp1 = blue_density + vec4(haze_density.r); + blue_weight = blue_density / temp1; + haze_weight = vec4(haze_density.r) / temp1; + + //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) + temp2.y = max(0.0, tmpLightnorm.y); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // main atmospheric scattering line integral + temp2.z = Plen * density_multiplier.x; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); + + //final atmosphere attenuation factor + setAtmosAttenuation(temp1.rgb); + + //compute haze glow + //(can use temp2.x as temp because we haven't used it yet) + temp2.x = dot(Pn, tmpLightnorm.xyz); + temp2.x = 1. - temp2.x; + //temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .03); //was glow.y + //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + //higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + //glow.z should be negative, so we're doing a sort of (1 / "angle") function + + //add "minimum anti-solar illumination" + temp2.x += .25; + + //increase ambient when there are more clouds + vec4 tmpAmbient = ambient*gi_ambiance + (vec4(1.) - ambient*gi_ambiance) * cloud_shadow.x * 0.5; + + /* decrease value and saturation (that in HSV, not HSL) for occluded areas + * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html + * // The following line of code performs the equivalent of: + * float ambAlpha = tmpAmbient.a; + * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis + * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); + * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); + */ + tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + + //haze color + setAdditiveColor( + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) + + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x + + tmpAmbient))); + + //brightness of surface both sunlight and ambient + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); +} + +vec3 atmosLighting(vec3 light) +{ + light *= getAtmosAttenuation().r; + light += getAdditiveColor(); + return (2.0 * light); +} + +vec3 atmosTransport(vec3 light) { + light *= getAtmosAttenuation().r; + light += getAdditiveColor() * 2.0; + return light; +} +vec3 atmosGetDiffuseSunlightColor() +{ + return getSunlitColor(); +} + +vec3 scaleDownLight(vec3 light) +{ + return (light / scene_light_strength ); +} + +vec3 scaleUpLight(vec3 light) +{ + return (light * scene_light_strength); +} + +vec3 atmosAmbient(vec3 light) +{ + return getAmblitColor() + light / 2.0; +} + +vec3 atmosAffectDirectionalLight(float lightIntensity) +{ + return getSunlitColor() * lightIntensity; +} + +vec3 scaleSoftClip(vec3 light) +{ + //soft clip effect: + light = 1. - clamp(light, vec3(0.), vec3(1.)); + light = 1. - pow(light, gamma.xxx); + + return light; +} + +void main() +{ + vec2 tc = vary_fragcoord.xy; + vec3 pos = getPosition(tc).xyz; + vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; + //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; + + float da = max(dot(norm.xyz, vary_light.xyz), 0.0); + + vec4 diffuse = texture2DRect(diffuseRect, tc); + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + + da = texture2D(lightFunc, vec2(da, 0.0)).a; + + vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + float scol = max(scol_ambocc.r, diffuse.a); + float ambocc = scol_ambocc.g; + + calcAtmospherics(pos.xyz, ambocc); + + vec3 col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); + + col *= diffuse.rgb; + + if (spec.a > 0.0) + { + vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(ref, vary_light.xyz); + col.rgb += vary_SunlitColor*scol*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; + } + + col = atmosLighting(col); + col = scaleSoftClip(col); + + gl_FragColor.rgb = col; + + //gl_FragColor.rgb = gi_col.rgb; + gl_FragColor.a = 0.0; + + //gl_FragColor.rg = scol_ambocc.rg; + //gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb; + //gl_FragColor.rgb = norm.rgb*0.5+0.5; + //gl_FragColor.rgb = vec3(ambocc); + //gl_FragColor.rgb = vec3(scol); +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl new file mode 100644 index 0000000000..ad8af4780d --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -0,0 +1,24 @@ +/** + * @file softenLightF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +uniform vec2 screen_res; + +varying vec4 vary_light; +varying vec2 vary_fragcoord; +void main() +{ + //transform vertex + gl_Position = ftransform(); + + vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; + vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + + vec4 tex = gl_MultiTexCoord0; + tex.w = 1.0; + + vary_light = gl_MultiTexCoord0; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl new file mode 100644 index 0000000000..258acee08c --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl @@ -0,0 +1,18 @@ +/** + * @file treeF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +uniform sampler2D diffuseMap; + +varying vec3 vary_normal; + +void main() +{ + vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); + gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); + gl_FragData[1] = vec4(0,0,0,0); + gl_FragData[2] = vec4(normalize(vary_normal)*0.5+0.5, 0.0); +} diff --git a/indra/newview/gpu_table.txt b/indra/newview/gpu_table.txt index 733670f311..5c5c4e5b3c 100644 --- a/indra/newview/gpu_table.txt +++ b/indra/newview/gpu_table.txt @@ -162,8 +162,9 @@ Intel Montara .*Intel.*Montara.* 0 0 Intel Springdale .*Intel.*Springdale.* 0 0 Matrox .*Matrox.* 0 0 Mesa .*Mesa.* 0 0 -NVIDIA GT 120 .*NVIDIA.*GeForce.*GT.*12.* 3 1 -NVIDIA GT 130 .*NVIDIA.*GeForce.*GT.*13.* 3 1 +NVIDIA GT 120 .*NVIDIA.*GeForce.*GT.*12.* 2 1 +NVIDIA GT 130 .*NVIDIA.*GeForce.*GT.*13.* 3 1 +NVIDIA GTS 250 .*NVIDIA.*GeForce.*GTS.*25.* 3 1 NVIDIA GTX 260 .*NVIDIA.*GeForce.*GTX.*26.* 3 1 NVIDIA GTX 270 .*NVIDIA.*GeForce.*GTX.*27.* 3 1 NVIDIA GTX 280 .*NVIDIA.*GeForce.*GTX.*28.* 3 1 diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 19e1273dc6..355660faa5 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -74,6 +74,7 @@ #include "llrender.h" #include "lllocationhistory.h" #include "llfasttimerview.h" + #include "llweb.h" #include "llsecondlifeurls.h" @@ -765,6 +766,7 @@ bool LLAppViewer::init() // // Initialize the window // + gGLActive = TRUE; initWindow(); // call all self-registered classes @@ -869,12 +871,16 @@ bool LLAppViewer::init() gSimFrames = (F32)gFrameCount; LLViewerJoystick::getInstance()->init(false); - + gGLActive = FALSE; return true; } static LLFastTimer::DeclareTimer FTM_MESSAGES("System Messages"); static LLFastTimer::DeclareTimer FTM_SLEEP("Sleep"); +static LLFastTimer::DeclareTimer FTM_TEXTURE_CACHE("Texture Cache"); +static LLFastTimer::DeclareTimer FTM_DECODE("Image Decode"); +static LLFastTimer::DeclareTimer FTM_VFS("VFS Thread"); +static LLFastTimer::DeclareTimer FTM_PAUSE_THREADS("Pause Threads"); static LLFastTimer::DeclareTimer FTM_IDLE("Idle"); static LLFastTimer::DeclareTimer FTM_PUMP("Pump"); @@ -914,6 +920,7 @@ bool LLAppViewer::mainLoop() while (!LLApp::isExiting()) { LLFastTimer::nextFrame(); // Should be outside of any timer instances + try { pingMainloopTimeout("Main:MiscNativeWindowEvents"); @@ -923,7 +930,7 @@ bool LLAppViewer::mainLoop() LLFastTimer t2(FTM_MESSAGES); gViewerWindow->mWindow->processMiscNativeEvents(); } - + pingMainloopTimeout("Main:GatherInput"); if (gViewerWindow) @@ -1007,10 +1014,11 @@ bool LLAppViewer::mainLoop() if (!LLApp::isExiting()) { pingMainloopTimeout("Main:Display"); + gGLActive = TRUE; display(); - pingMainloopTimeout("Main:Snapshot"); LLFloaterSnapshot::update(); // take snapshots + gGLActive = FALSE; } } @@ -1070,11 +1078,24 @@ bool LLAppViewer::mainLoop() { S32 work_pending = 0; S32 io_pending = 0; - work_pending += LLAppViewer::getTextureCache()->update(1); // unpauses the texture cache thread - work_pending += LLAppViewer::getImageDecodeThread()->update(1); // unpauses the image thread - work_pending += LLAppViewer::getTextureFetch()->update(1); // unpauses the texture fetch thread - io_pending += LLVFSThread::updateClass(1); - io_pending += LLLFSThread::updateClass(1); + { + LLFastTimer ftm(FTM_TEXTURE_CACHE); + work_pending += LLAppViewer::getTextureCache()->update(1); // unpauses the texture cache thread + } + { + LLFastTimer ftm(FTM_DECODE); + work_pending += LLAppViewer::getImageDecodeThread()->update(1); // unpauses the image thread + } + { + LLFastTimer ftm(FTM_DECODE); + work_pending += LLAppViewer::getTextureFetch()->update(1); // unpauses the texture fetch thread + } + + { + LLFastTimer ftm(FTM_VFS); + io_pending += LLVFSThread::updateClass(1); + } + if (io_pending > 1000) { ms_sleep(llmin(io_pending/100,100)); // give the vfs some time to catch up @@ -1100,6 +1121,8 @@ bool LLAppViewer::mainLoop() // if (LLThread::processorCount()==1) //pause() should only be required when on a single processor client... if (run_multiple_threads == FALSE) { + LLFastTimer ftm(FTM_PAUSE_THREADS); + LLAppViewer::getTextureCache()->pause(); LLAppViewer::getImageDecodeThread()->pause(); // LLAppViewer::getTextureFetch()->pause(); // Don't pause the fetch (IO) thread @@ -3317,10 +3340,13 @@ void LLAppViewer::idle() if (LLStartUp::getStartupState() < STATE_STARTED) { // Skip rest if idle startup returns false (essentially, no world yet) + gGLActive = TRUE; if (!idle_startup()) { + gGLActive = FALSE; return; } + gGLActive = FALSE; } @@ -3419,10 +3445,8 @@ void LLAppViewer::idle() // floating throughout the various object lists. // - stop_glerror(); idleNetwork(); - stop_glerror(); - + // Check for away from keyboard, kick idle agents. idle_afk_check(); @@ -3512,8 +3536,6 @@ void LLAppViewer::idle() LLHUDManager::getInstance()->sendEffects(); } - stop_glerror(); - //////////////////////////////////////// // // Unpack layer data that we've received @@ -3569,7 +3591,6 @@ void LLAppViewer::idle() gWindVec.setVec(0.0f, 0.0f, 0.0f); } } - stop_glerror(); ////////////////////////////////////// // @@ -3584,7 +3605,6 @@ void LLAppViewer::idle() LLWorld::getInstance()->updateParticles(); } - stop_glerror(); if (LLViewerJoystick::getInstance()->getOverrideCamera()) { @@ -3629,10 +3649,9 @@ void LLAppViewer::idle() // forcibly quit if it has taken too long if (mQuitRequested) { + gGLActive = TRUE; idleShutdown(); } - - stop_glerror(); } void LLAppViewer::idleShutdown() @@ -3771,7 +3790,6 @@ void LLAppViewer::idleNetwork() llpushcallstacks ; LLTimer check_message_timer; // Read all available packets from network - stop_glerror(); const S64 frame_count = gFrameCount; // U32->S64 F32 total_time = 0.0f; @@ -3784,8 +3802,7 @@ void LLAppViewer::idleNetwork() // server going down, so this is OK. break; } - stop_glerror(); - + total_decoded++; gPacketsIn++; @@ -3825,9 +3842,7 @@ void LLAppViewer::idleNetwork() // we want to clear the control after sending out all necessary agent updates gAgent.resetControlFlags(); - stop_glerror(); - - + // Decode enqueued messages... S32 remaining_possible_decodes = MESSAGE_MAX_PER_FRAME - total_decoded; diff --git a/indra/newview/llappviewerwin32.cpp b/indra/newview/llappviewerwin32.cpp index 98d7ab712b..12cff32780 100644 --- a/indra/newview/llappviewerwin32.cpp +++ b/indra/newview/llappviewerwin32.cpp @@ -245,6 +245,8 @@ int APIENTRY WINMAIN(HINSTANCE hInstance, } #endif + gGLActive = TRUE; + viewer_app_ptr->cleanup(); #if WINDOWS_CRT_MEM_CHECKS diff --git a/indra/newview/lldebugview.cpp b/indra/newview/lldebugview.cpp index bd5b9c30a2..24a57cb0c1 100644 --- a/indra/newview/lldebugview.cpp +++ b/indra/newview/lldebugview.cpp @@ -102,6 +102,17 @@ LLDebugView::LLDebugView(const LLDebugView::Params& p) gTextureView = LLUICtrlFactory::create<LLTextureView>(tvp); addChild(gTextureView); //gTextureView->reshape(r.getWidth(), r.getHeight(), TRUE); +#if !LL_RELEASE_FOR_DOWNLOAD + r.set(150, rect.getHeight() - 50, 900 + LLImageGL::sTextureLoadedCounter.size() * 30, 100); + LLTextureSizeView::Params tsvp; + tsvp.name("gTextureSizeView"); + tsvp.rect(r); + tsvp.follows.flags(FOLLOWS_BOTTOM|FOLLOWS_LEFT); + tsvp.visible(false); + gTextureSizeView = LLUICtrlFactory::create<LLTextureSizeView>(tsvp); + addChild(gTextureSizeView); +#endif + } @@ -110,5 +121,6 @@ LLDebugView::~LLDebugView() // These have already been deleted. Fix the globals appropriately. gDebugView = NULL; gTextureView = NULL; + gTextureSizeView = NULL; } diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp index 7cc78aff92..4cf12a1533 100644 --- a/indra/newview/lldrawable.cpp +++ b/indra/newview/lldrawable.cpp @@ -678,6 +678,11 @@ BOOL LLDrawable::updateMoveDamped() void LLDrawable::updateDistance(LLCamera& camera, bool force_update) { + if (LLViewerCamera::sCurCameraID != LLViewerCamera::CAMERA_WORLD) + { + llerrs << "WTF?" << llendl; + } + //switch LOD with the spatial group to avoid artifacts //LLSpatialGroup* sg = getSpatialGroup(); @@ -695,19 +700,22 @@ void LLDrawable::updateDistance(LLCamera& camera, bool force_update) pos += volume->getRegion()->getOriginAgent(); } - for (S32 i = 0; i < getNumFaces(); i++) + if (isState(LLDrawable::HAS_ALPHA)) { - LLFace* facep = getFace(i); - if (force_update || facep->getPoolType() == LLDrawPool::POOL_ALPHA) + for (S32 i = 0; i < getNumFaces(); i++) { - LLVector3 box = (facep->mExtents[1] - facep->mExtents[0]) * 0.25f; - LLVector3 v = (facep->mCenterLocal-camera.getOrigin()); - LLVector3 at = camera.getAtAxis(); - for (U32 j = 0; j < 3; j++) + LLFace* facep = getFace(i); + if (force_update || facep->getPoolType() == LLDrawPool::POOL_ALPHA) { - v.mV[j] -= box.mV[j] * at.mV[j]; + LLVector3 box = (facep->mExtents[1] - facep->mExtents[0]) * 0.25f; + LLVector3 v = (facep->mCenterLocal-camera.getOrigin()); + const LLVector3& at = camera.getAtAxis(); + for (U32 j = 0; j < 3; j++) + { + v.mV[j] -= box.mV[j] * at.mV[j]; + } + facep->mDistance = v * camera.getAtAxis(); } - facep->mDistance = v * camera.getAtAxis(); } } } @@ -1002,8 +1010,8 @@ BOOL LLDrawable::isVisible() const // Spatial Partition Bridging Drawable //======================================= -LLSpatialBridge::LLSpatialBridge(LLDrawable* root, U32 data_mask) -: LLSpatialPartition(data_mask, FALSE) +LLSpatialBridge::LLSpatialBridge(LLDrawable* root, BOOL render_by_group, U32 data_mask) +: LLSpatialPartition(data_mask, render_by_group, FALSE) { mDrawable = root; root->setSpatialBridge(this); @@ -1241,7 +1249,9 @@ void LLSpatialBridge::setVisible(LLCamera& camera_in, std::vector<LLDrawable*>* (camera_in.AABBInFrustumNoFarClip(center, size) && AABBSphereIntersect(mExtents[0], mExtents[1], camera_in.getOrigin(), camera_in.mFrustumCornerDist))) { - if (!LLPipeline::sImpostorRender && LLPipeline::calcPixelArea(center, size, camera_in) < FORCE_INVISIBLE_AREA) + if (!LLPipeline::sImpostorRender && + !LLPipeline::sShadowRender && + LLPipeline::calcPixelArea(center, size, camera_in) < FORCE_INVISIBLE_AREA) { return; } @@ -1280,12 +1290,25 @@ void LLSpatialBridge::updateDistance(LLCamera& camera_in, bool force_update) return; } - LLCamera camera = transformCamera(camera_in); - - mDrawable->updateDistance(camera, force_update); - if (mDrawable->getVObj()) { + if (mDrawable->getVObj()->isAttachment()) + { + LLDrawable* parent = mDrawable->getParent(); + if (parent && parent->getVObj()) + { + LLVOAvatar* av = parent->getVObj()->asAvatar(); + if (av && av->isImpostor()) + { + return; + } + } + } + + LLCamera camera = transformCamera(camera_in); + + mDrawable->updateDistance(camera, force_update); + LLViewerObject::const_child_list_t& child_list = mDrawable->getVObj()->getChildren(); for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); iter != child_list.end(); iter++) @@ -1427,9 +1450,8 @@ void LLDrawable::updateFaceSize(S32 idx) } LLBridgePartition::LLBridgePartition() -: LLSpatialPartition(0, TRUE) +: LLSpatialPartition(0, FALSE, 0) { - mRenderByGroup = FALSE; mDrawableType = LLPipeline::RENDER_TYPE_AVATAR; mPartitionType = LLViewerRegion::PARTITION_BRIDGE; mLODPeriod = 16; diff --git a/indra/newview/lldrawable.h b/indra/newview/lldrawable.h index c765980c30..986440397b 100644 --- a/indra/newview/lldrawable.h +++ b/indra/newview/lldrawable.h @@ -264,7 +264,8 @@ public: BUILT = 0x08000000, FORCE_INVISIBLE = 0x10000000, // stay invis until CLEAR_INVISIBLE is set (set of orphaned) CLEAR_INVISIBLE = 0x20000000, // clear FORCE_INVISIBLE next draw frame - REBUILD_SHADOW = 0x40000000 + REBUILD_SHADOW = 0x40000000, + HAS_ALPHA = 0x80000000, } EDrawableFlags; LLXformMatrix mXform; @@ -299,7 +300,7 @@ private: LLVector3d mPositionGroup; F64 mBinRadius; S32 mGeneration; - + LLVector3 mCurrentScale; static U32 sCurVisible; // Counter for what value of mVisible means currently visible diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 3a064a4e7d..976f02eeb7 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -279,7 +279,7 @@ S32 LLFacePool::drawLoopSetTex(face_array_t& face_list, S32 stage) iter != face_list.end(); iter++) { LLFace *facep = *iter; - gGL.getTexUnit(stage)->bind(facep->getTexture()) ; + gGL.getTexUnit(stage)->bind(facep->getTexture()); gGL.getTexUnit(0)->activate(); res += facep->renderIndexed(); } @@ -474,14 +474,17 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture) { if (params.mTexture.notNull()) { - gGL.getTexUnit(0)->bind(params.mTexture) ; + gGL.getTexUnit(0)->bind(params.mTexture.get()); if (params.mTextureMatrix) { glMatrixMode(GL_TEXTURE); glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; } - params.mTexture->addTextureStats(params.mVSize); + if(params.mTexture.notNull())//will be removed. + { + params.mTexture->addTextureStats(params.mVSize); + } } else { diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index 966de41df3..67870c10e9 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -61,12 +61,17 @@ public: POOL_GRASS, POOL_FULLBRIGHT, POOL_BUMP, - POOL_INVISIBLE, + POOL_INVISIBLE, // see below * POOL_AVATAR, POOL_WATER, POOL_GLOW, POOL_ALPHA, NUM_POOL_TYPES, + // * invisiprims work by rendering to the depth buffer but not the color buffer, occluding anything rendered after them + // - and the LLDrawPool types enum controls what order things are rendered in + // - so, it has absolute control over what invisprims block + // ...invisiprims being rendered in pool_invisible + // ...shiny/bump mapped objects in rendered in POOL_BUMP }; LLDrawPool(const U32 type); diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 88f79fc1b9..a5a29dea7b 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -87,22 +87,23 @@ void LLDrawPoolAlpha::beginDeferredPass(S32 pass) void LLDrawPoolAlpha::endDeferredPass(S32 pass) { - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.4f); + +} + +void LLDrawPoolAlpha::renderDeferred(S32 pass) +{ + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f); { LLFastTimer t(FTM_RENDER_GRASS); gDeferredTreeProgram.bind(); LLGLEnable test(GL_ALPHA_TEST); //render alpha masked objects LLRenderPass::renderTexture(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask()); + gDeferredTreeProgram.unbind(); } gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } -void LLDrawPoolAlpha::renderDeferred(S32 pass) -{ - -} - S32 LLDrawPoolAlpha::getNumPostDeferredPasses() { @@ -260,6 +261,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) { BOOL initialized_lighting = FALSE; BOOL light_enabled = TRUE; + S32 diffuse_channel = 0; + //BOOL is_particle = FALSE; BOOL use_shaders = (LLPipeline::sUnderWaterRender && gPipeline.canUseVertexShaders()) || gPipeline.canUseWindLightShadersOnObjects(); @@ -290,19 +293,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) LLRenderPass::applyModelMatrix(params); - if (params.mTexture.notNull()) - { - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->bind(params.mTexture) ; - params.mTexture->addTextureStats(params.mVSize); - if (params.mTextureMatrix) - { - glMatrixMode(GL_TEXTURE); - glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); - gPipeline.mTextureMatrixOps++; - } - } - if (params.mFullbright) { // Turn off lighting if it hasn't already been so. @@ -343,11 +333,13 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) if (deferred_render && current_shader != NULL) { gPipeline.unbindDeferredShader(*current_shader); + diffuse_channel = 0; } current_shader = target_shader; if (deferred_render) { gPipeline.bindDeferredShader(*current_shader); + diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); } else { @@ -356,11 +348,12 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) } else if (!use_shaders && current_shader != NULL) { - LLGLSLShader::bindNoShader(); if (deferred_render) { gPipeline.unbindDeferredShader(*current_shader); + diffuse_channel = 0; } + LLGLSLShader::bindNoShader(); current_shader = NULL; } @@ -368,6 +361,24 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) { params.mGroup->rebuildMesh(); } + + + if (params.mTexture.notNull()) + { + gGL.getTexUnit(diffuse_channel)->bind(params.mTexture.get()); + if(params.mTexture.notNull()) + { + params.mTexture->addTextureStats(params.mVSize); + } + if (params.mTextureMatrix) + { + gGL.getTexUnit(0)->activate(); + glMatrixMode(GL_TEXTURE); + glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); + gPipeline.mTextureMatrixOps++; + } + } + params.mVertexBuffer->setBuffer(mask); params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount/3); @@ -382,6 +393,15 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) } } + if (deferred_render && current_shader != NULL) + { + gPipeline.unbindDeferredShader(*current_shader); + LLVertexBuffer::unbind(); + LLGLState::checkStates(); + LLGLState::checkTextureChannels(); + LLGLState::checkClientArrays(); + } + if (!light_enabled) { gPipeline.enableLightsDynamic(); diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 565f906a3b..546b60f286 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -92,6 +92,7 @@ BOOL gAvatarEmbossBumpMap = FALSE; static BOOL sRenderingSkinned = FALSE; S32 normal_channel = -1; S32 specular_channel = -1; +S32 diffuse_channel = -1; static LLFastTimer::DeclareTimer FTM_SHADOW_AVATAR("Avatar Shadow"); @@ -388,6 +389,7 @@ void LLDrawPoolAvatar::beginFootShadow() } gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + diffuse_channel = 0; } void LLDrawPoolAvatar::endFootShadow() @@ -440,7 +442,8 @@ void LLDrawPoolAvatar::beginDeferredImpostor() normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL); specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP); - + diffuse_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); + sVertexProgram->bind(); } @@ -449,6 +452,7 @@ void LLDrawPoolAvatar::endDeferredImpostor() sShaderLevel = mVertexShaderLevel; sVertexProgram->disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL); sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP); + sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->unbind(); gGL.getTexUnit(0)->activate(); } @@ -685,7 +689,7 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) avatarp->mImpostor.bindTexture(1, specular_channel); } } - avatarp->renderImpostor(); + avatarp->renderImpostor(LLColor4U(255,255,255,255), diffuse_channel); } else if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOOT_SHADOWS) && !LLPipeline::sRenderDeferred) { diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 331ba67d36..f581f2c402 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -572,6 +572,8 @@ BOOL LLDrawPoolBump::bindBumpMap(LLDrawInfo& params, S32 channel) LLViewerTexture* bump = NULL; U8 bump_code = params.mBump; + + //Note: texture atlas does not support bump texture now. LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(params.mTexture) ; if(!tex) { @@ -831,7 +833,7 @@ void LLBumpImageList::updateImages() if( image ) { BOOL destroy = TRUE; - if( image->hasValidGLTexture()) + if( image->hasGLTexture()) { if( image->getBoundRecently() ) { @@ -858,7 +860,7 @@ void LLBumpImageList::updateImages() if( image ) { BOOL destroy = TRUE; - if( image->hasValidGLTexture()) + if( image->hasGLTexture()) { if( image->getBoundRecently() ) { @@ -963,7 +965,7 @@ void LLBumpImageList::onSourceStandardLoaded( BOOL success, LLViewerFetchedTextu LLPointer<LLImageRaw> nrm_image = new LLImageRaw(src->getWidth(), src->getHeight(), 4); generateNormalMapFromAlpha(src, nrm_image); src_vi->setExplicitFormat(GL_RGBA, GL_RGBA); - src_vi->createGLTexture(0, nrm_image); + src_vi->createGLTexture(src_vi->getDiscardLevel(), nrm_image); } } @@ -1147,14 +1149,14 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI if (!LLPipeline::sRenderDeferred) { bump->setExplicitFormat(GL_ALPHA8, GL_ALPHA); - bump->createGLTexture(0, dst_image); + bump->createGLTexture(bump->getDiscardLevel(), dst_image); } else { LLPointer<LLImageRaw> nrm_image = new LLImageRaw(src->getWidth(), src->getHeight(), 4); generateNormalMapFromAlpha(src, nrm_image); bump->setExplicitFormat(GL_RGBA, GL_RGBA); - bump->createGLTexture(0, nrm_image); + bump->createGLTexture(bump->getDiscardLevel(), nrm_image); } @@ -1216,7 +1218,7 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture) if (params.mTexture.notNull()) { gGL.getTexUnit(diffuse_channel)->bind(params.mTexture) ; - params.mTexture->addTextureStats(params.mVSize); + params.mTexture->addTextureStats(params.mVSize); } else { diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index 331536fdca..ca7a1b47c2 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -47,6 +47,9 @@ static LLGLSLShader* simple_shader = NULL; static LLGLSLShader* fullbright_shader = NULL; +static LLFastTimer::DeclareTimer FTM_RENDER_SIMPLE_DEFERRED("Deferred Simple"); +static LLFastTimer::DeclareTimer FTM_RENDER_GRASS_DEFERRED("Deferred Grass"); + void LLDrawPoolGlow::render(S32 pass) { LLFastTimer t(FTM_RENDER_GLOW); @@ -156,13 +159,13 @@ void LLDrawPoolSimple::render(S32 pass) void LLDrawPoolSimple::beginDeferredPass(S32 pass) { - LLFastTimer t(FTM_RENDER_SIMPLE); + LLFastTimer t(FTM_RENDER_SIMPLE_DEFERRED); gDeferredDiffuseProgram.bind(); } void LLDrawPoolSimple::endDeferredPass(S32 pass) { - LLFastTimer t(FTM_RENDER_SIMPLE); + LLFastTimer t(FTM_RENDER_SIMPLE_DEFERRED); LLRenderPass::endRenderPass(pass); gDeferredDiffuseProgram.unbind(); @@ -174,7 +177,7 @@ void LLDrawPoolSimple::renderDeferred(S32 pass) LLGLDisable alpha_test(GL_ALPHA_TEST); { //render simple - LLFastTimer t(FTM_RENDER_SIMPLE); + LLFastTimer t(FTM_RENDER_SIMPLE_DEFERRED); renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); } } @@ -258,10 +261,10 @@ void LLDrawPoolGrass::endDeferredPass(S32 pass) void LLDrawPoolGrass::renderDeferred(S32 pass) { - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f); { - LLFastTimer t(FTM_RENDER_GRASS); + LLFastTimer t(FTM_RENDER_GRASS_DEFERRED); gDeferredTreeProgram.bind(); LLGLEnable test(GL_ALPHA_TEST); //render grass diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 345dd6bb84..790e75cfaa 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -77,7 +77,7 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) : GL_ALPHA8, GL_ALPHA, LLUUID("e97cf410-8e61-7005-ec06-629eba4cd1fb")); - gGL.getTexUnit(0)->bind(mAlphaRampImagep); + //gGL.getTexUnit(0)->bind(mAlphaRampImagep.get()); mAlphaRampImagep->setAddressMode(LLTexUnit::TAM_CLAMP); m2DAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient_2d.j2c", @@ -86,12 +86,12 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) : GL_ALPHA8, GL_ALPHA, LLUUID("38b86f85-2575-52a9-a531-23108d8da837")); - gGL.getTexUnit(0)->bind(m2DAlphaRampImagep); + //gGL.getTexUnit(0)->bind(m2DAlphaRampImagep.get()); m2DAlphaRampImagep->setAddressMode(LLTexUnit::TAM_CLAMP); mTexturep->setBoostLevel(LLViewerTexture::BOOST_TERRAIN); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + //gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } LLDrawPoolTerrain::~LLDrawPoolTerrain() diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index 5cb1fcb635..8d2cbc583c 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -52,7 +52,6 @@ LLDrawPoolTree::LLDrawPoolTree(LLViewerTexture *texturep) : LLFacePool(POOL_TREE), mTexturep(texturep) { - gGL.getTexUnit(0)->bind(mTexturep); mTexturep->setAddressMode(LLTexUnit::TAM_WRAP); } @@ -138,7 +137,7 @@ void LLDrawPoolTree::endRenderPass(S32 pass) void LLDrawPoolTree::beginDeferredPass(S32 pass) { LLFastTimer t(FTM_RENDER_TREES); - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f); shader = &gDeferredTreeProgram; shader->bind(); @@ -164,6 +163,9 @@ void LLDrawPoolTree::beginShadowPass(S32 pass) { LLFastTimer t(FTM_SHADOW_TREE); gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); + glPolygonOffset(gSavedSettings.getF32("RenderDeferredTreeShadowOffset"), + gSavedSettings.getF32("RenderDeferredTreeShadowBias")); + gDeferredShadowProgram.bind(); } @@ -176,7 +178,11 @@ void LLDrawPoolTree::endShadowPass(S32 pass) { LLFastTimer t(FTM_SHADOW_TREE); gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); - gDeferredShadowProgram.unbind(); + + glPolygonOffset(gSavedSettings.getF32("RenderDeferredSpotShadowOffset"), + gSavedSettings.getF32("RenderDeferredSpotShadowBias")); + + //gDeferredShadowProgram.unbind(); } @@ -247,7 +253,7 @@ void LLDrawPoolTree::renderTree(BOOL selecting) LLGLState normalize(GL_NORMALIZE, TRUE); // Bind the texture for this tree. - gGL.getTexUnit(sDiffTex)->bind(mTexturep); + gGL.getTexUnit(sDiffTex)->bind(mTexturep.get()); U32 indices_drawn = 0; diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index fd4dc123d5..f56359afc3 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -136,6 +136,19 @@ void LLDrawPoolWater::endPostDeferredPass(S32 pass) deferred_render = FALSE; } +//=============================== +//DEFERRED IMPLEMENTATION +//=============================== +void LLDrawPoolWater::renderDeferred(S32 pass) +{ + LLFastTimer t(FTM_RENDER_WATER); + deferred_render = TRUE; + shade(); + deferred_render = FALSE; +} + +//========================================= + void LLDrawPoolWater::render(S32 pass) { LLFastTimer ftm(FTM_RENDER_WATER); @@ -337,7 +350,10 @@ void LLDrawPoolWater::renderReflection(LLFace* face) void LLDrawPoolWater::shade() { - gGL.setColorMask(true, true); + if (!deferred_render) + { + gGL.setColorMask(true, true); + } LLVOSky *voskyp = gSky.mVOSkyp; @@ -400,6 +416,15 @@ void LLDrawPoolWater::shade() shader = &gWaterProgram; } + if (deferred_render) + { + gPipeline.bindDeferredShader(*shader); + } + else + { + shader->bind(); + } + sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f; S32 reftex = shader->enableTexture(LLViewerShaderMgr::WATER_REFTEX); @@ -435,15 +460,6 @@ void LLDrawPoolWater::shade() S32 screentex = shader->enableTexture(LLViewerShaderMgr::WATER_SCREENTEX); - if (deferred_render) - { - gPipeline.bindDeferredShader(*shader); - } - else - { - shader->bind(); - } - if (screentex > -1) { shader->uniform4fv(LLViewerShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV); @@ -547,8 +563,15 @@ void LLDrawPoolWater::shade() { //smash background faces to far clip plane if (water->getIsEdgePatch()) { - LLGLClampToFarClip far_clip(glh_get_current_projection()); - face->renderIndexed(); + if (deferred_render) + { + face->renderIndexed(); + } + else + { + LLGLClampToFarClip far_clip(glh_get_current_projection()); + face->renderIndexed(); + } } else { @@ -577,7 +600,10 @@ void LLDrawPoolWater::shade() gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); - gGL.setColorMask(true, false); + if (!deferred_render) + { + gGL.setColorMask(true, false); + } } diff --git a/indra/newview/lldrawpoolwater.h b/indra/newview/lldrawpoolwater.h index e28ac1cfab..68a8172dd0 100644 --- a/indra/newview/lldrawpoolwater.h +++ b/indra/newview/lldrawpoolwater.h @@ -71,10 +71,12 @@ public: /*virtual*/ LLDrawPool *instancePool(); static void restoreGL(); - /*virtual*/ S32 getNumPostDeferredPasses() { return getNumPasses(); } + /*virtual*/ S32 getNumPostDeferredPasses() { return 0; } //getNumPasses(); } /*virtual*/ void beginPostDeferredPass(S32 pass); /*virtual*/ void endPostDeferredPass(S32 pass); /*virtual*/ void renderPostDeferred(S32 pass) { render(pass); } + /*virtual*/ S32 getNumDeferredPasses() { return 1; } + /*virtual*/ void renderDeferred(S32 pass = 0); /*virtual*/ S32 getNumPasses(); /*virtual*/ void render(S32 pass = 0); diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index bef9e40c49..8aea7422fc 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -174,6 +174,9 @@ void LLFace::init(LLDrawable* drawablep, LLViewerObject* objp) mLastGeomIndex = mGeomIndex; mLastIndicesCount = mIndicesCount; mLastIndicesIndex = mIndicesIndex; + + mAtlasInfop = NULL ; + mUsingAtlas = FALSE ; } @@ -200,12 +203,14 @@ void LLFace::destroy() if (group) { group->dirtyGeom(); + gPipeline.markRebuild(group, TRUE); } } } setDrawInfo(NULL); + removeAtlas(); mDrawablep = NULL; mVObjp = NULL; } @@ -264,6 +269,7 @@ void LLFace::setTexture(LLViewerTexture* tex) if(mTexture.notNull()) { mTexture->removeFace(this) ; + removeAtlas() ; } mTexture = tex ; @@ -447,8 +453,15 @@ void LLFace::renderForSelect(U32 data_mask) void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color) { - if(mDrawablep.isNull() || mVertexBuffer.isNull() || mDrawablep->getSpatialGroup() == NULL || - mDrawablep->getSpatialGroup()->isState(LLSpatialGroup::GEOM_DIRTY)) + if (mDrawablep->getSpatialGroup() == NULL) + { + return; + } + + mDrawablep->getSpatialGroup()->rebuildGeom(); + mDrawablep->getSpatialGroup()->rebuildMesh(); + + if(mDrawablep.isNull() || mVertexBuffer.isNull()) { return; } @@ -467,17 +480,10 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color) glMultMatrixf((GLfloat*)mDrawablep->getRegion()->mRenderMatrix.mMatrix); } - setFaceColor(color); - renderSetColor(); - + glColor4fv(color.mV); mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0); -#if !LL_RELEASE_FOR_DOWNLOAD - LLGLState::checkClientArrays("", LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0); -#endif mVertexBuffer->draw(LLRender::TRIANGLES, mIndicesCount, mIndicesIndex); - unsetFaceColor(); - unsetFaceColor(); gGL.popMatrix(); } } @@ -888,6 +894,13 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, { mVertexBuffer->getBinormalStrider(binormals, mGeomIndex); } + + F32 tcoord_xoffset = 0.f ; + F32 tcoord_yoffset = 0.f ; + F32 tcoord_xscale = 1.f ; + F32 tcoord_yscale = 1.f ; + BOOL in_atlas = FALSE ; + if (rebuild_tcoord) { mVertexBuffer->getTexCoord0Strider(tex_coords, mGeomIndex); @@ -895,6 +908,18 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, { mVertexBuffer->getTexCoord1Strider(tex_coords2, mGeomIndex); } + + in_atlas = isAtlasInUse() ; + if(in_atlas) + { + const LLVector2* tmp = getTexCoordOffset() ; + tcoord_xoffset = tmp->mV[0] ; + tcoord_yoffset = tmp->mV[1] ; + + tmp = getTexCoordScale() ; + tcoord_xscale = tmp->mV[0] ; + tcoord_yscale = tmp->mV[1] ; + } } if (rebuild_color) { @@ -1021,7 +1046,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, break; case BE_BRIGHTNESS: case BE_DARKNESS: - if( mTexture.notNull() && mTexture->hasValidGLTexture()) + if( mTexture.notNull() && mTexture->hasGLTexture()) { // Offset by approximately one texel S32 cur_discard = mTexture->getDiscardLevel(); @@ -1104,6 +1129,93 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, xform(tc, cos_ang, sin_ang, os, ot, ms, mt); } + if(in_atlas) + { + // + //manually calculate tex-coord per vertex for varying address modes. + //should be removed if shader can handle this. + // + + S32 int_part = 0 ; + switch(mTexture->getAddressMode()) + { + case LLTexUnit::TAM_CLAMP: + if(tc.mV[0] < 0.f) + { + tc.mV[0] = 0.f ; + } + else if(tc.mV[0] > 1.f) + { + tc.mV[0] = 1.f; + } + + if(tc.mV[1] < 0.f) + { + tc.mV[1] = 0.f ; + } + else if(tc.mV[1] > 1.f) + { + tc.mV[1] = 1.f; + } + break; + case LLTexUnit::TAM_MIRROR: + if(tc.mV[0] < 0.f) + { + tc.mV[0] = -tc.mV[0] ; + } + int_part = (S32)tc.mV[0] ; + if(int_part & 1) //odd number + { + tc.mV[0] = int_part + 1 - tc.mV[0] ; + } + else //even number + { + tc.mV[0] -= int_part ; + } + + if(tc.mV[1] < 0.f) + { + tc.mV[1] = -tc.mV[1] ; + } + int_part = (S32)tc.mV[1] ; + if(int_part & 1) //odd number + { + tc.mV[1] = int_part + 1 - tc.mV[1] ; + } + else //even number + { + tc.mV[1] -= int_part ; + } + break; + case LLTexUnit::TAM_WRAP: + if(tc.mV[0] > 1.f) + tc.mV[0] -= (S32)(tc.mV[0] - 0.00001f) ; + else if(tc.mV[0] < -1.f) + tc.mV[0] -= (S32)(tc.mV[0] + 0.00001f) ; + + if(tc.mV[1] > 1.f) + tc.mV[1] -= (S32)(tc.mV[1] - 0.00001f) ; + else if(tc.mV[1] < -1.f) + tc.mV[1] -= (S32)(tc.mV[1] + 0.00001f) ; + + if(tc.mV[0] < 0.f) + { + tc.mV[0] = 1.0f + tc.mV[0] ; + } + if(tc.mV[1] < 0.f) + { + tc.mV[1] = 1.0f + tc.mV[1] ; + } + break; + default: + break; + } + + tc.mV[0] = tcoord_xoffset + tcoord_xscale * tc.mV[0] ; + tc.mV[1] = tcoord_yoffset + tcoord_yscale * tc.mV[1] ; + } + + *tex_coords++ = tc; if (bump_code && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_TEXCOORD1)) @@ -1358,3 +1470,156 @@ LLVector3 LLFace::getPositionAgent() const return mCenterLocal * getRenderMatrix(); } } + +// +//atlas +// +void LLFace::removeAtlas() +{ + setAtlasInUse(FALSE) ; + mAtlasInfop = NULL ; +} + +const LLTextureAtlas* LLFace::getAtlas()const +{ + if(mAtlasInfop) + { + return mAtlasInfop->getAtlas() ; + } + return NULL ; +} + +const LLVector2* LLFace::getTexCoordOffset()const +{ + if(isAtlasInUse()) + { + return mAtlasInfop->getTexCoordOffset() ; + } + return NULL ; +} +const LLVector2* LLFace::getTexCoordScale() const +{ + if(isAtlasInUse()) + { + return mAtlasInfop->getTexCoordScale() ; + } + return NULL ; +} + +BOOL LLFace::isAtlasInUse()const +{ + return mUsingAtlas ; +} + +BOOL LLFace::canUseAtlas()const +{ + //no drawable or no spatial group, do not use atlas + if(!mDrawablep || !mDrawablep->getSpatialGroup()) + { + return FALSE ; + } + + //if bump face, do not use atlas + if(getTextureEntry() && getTextureEntry()->getBumpmap()) + { + return FALSE ; + } + + //if animated texture, do not use atlas + if(isState(TEXTURE_ANIM)) + { + return FALSE ; + } + + return TRUE ; +} + +void LLFace::setAtlasInUse(BOOL flag) +{ + //no valid atlas to use. + if(flag && (!mAtlasInfop || !mAtlasInfop->isValid())) + { + flag = FALSE ; + } + + if(!flag && !mUsingAtlas) + { + return ; + } + + // + //at this stage (flag || mUsingAtlas) is always true. + // + + //rebuild the tex coords + if(mDrawablep) + { + gPipeline.markRebuild(mDrawablep, LLDrawable::REBUILD_TCOORD); + mUsingAtlas = flag ; + } + else + { + mUsingAtlas = FALSE ; + } +} + +LLTextureAtlasSlot* LLFace::getAtlasInfo() +{ + return mAtlasInfop ; +} + +void LLFace::setAtlasInfo(LLTextureAtlasSlot* atlasp) +{ + if(mAtlasInfop != atlasp) + { + if(mAtlasInfop) + { + //llerrs << "Atlas slot changed!" << llendl ; + } + mAtlasInfop = atlasp ; + } +} + +LLViewerTexture* LLFace::getTexture() const +{ + if(isAtlasInUse()) + { + return (LLViewerTexture*)mAtlasInfop->getAtlas() ; + } + + return mTexture ; +} + +//switch to atlas or switch back to gl texture +//return TRUE if using atlas. +BOOL LLFace::switchTexture() +{ + //no valid atlas or texture + if(!mAtlasInfop || !mAtlasInfop->isValid() || !mTexture) + { + return FALSE ; + } + + if(mTexture->getTexelsInAtlas() >= (U32)mVSize || + mTexture->getTexelsInAtlas() >= mTexture->getTexelsInGLTexture()) + { + //switch to use atlas + //atlas resolution is qualified, use it. + if(!mUsingAtlas) + { + setAtlasInUse(TRUE) ; + } + } + else //if atlas not qualified. + { + //switch back to GL texture + if(mUsingAtlas && mTexture->isGLTextureCreated() && + mTexture->getDiscardLevel() < mTexture->getDiscardLevelInAtlas()) + { + setAtlasInUse(FALSE) ; + } + } + + return mUsingAtlas ; +} + diff --git a/indra/newview/llface.h b/indra/newview/llface.h index e0728fe15e..cafad5706c 100644 --- a/indra/newview/llface.h +++ b/indra/newview/llface.h @@ -47,6 +47,7 @@ #include "llvertexbuffer.h" #include "llviewertexture.h" #include "lldrawable.h" +#include "lltextureatlasmanager.h" class LLFacePool; class LLVolume; @@ -55,6 +56,7 @@ class LLTextureEntry; class LLVertexProgram; class LLViewerTexture; class LLGeometryManager; +class LLTextureAtlasSlot; const F32 MIN_ALPHA_SIZE = 1024.f; const F32 MIN_TEX_ANIM_SIZE = 512.f; @@ -86,7 +88,6 @@ public: U16 getGeomCount() const { return mGeomCount; } // vertex count for this face U16 getGeomIndex() const { return mGeomIndex; } // index into draw pool U16 getGeomStart() const { return mGeomIndex; } // index into draw pool - LLViewerTexture* getTexture() const { return mTexture; } void setTexture(LLViewerTexture* tex) ; LLXformMatrix* getXform() const { return mXform; } BOOL hasGeometry() const { return mGeomCount > 0; } @@ -119,7 +120,7 @@ public: LLVertexBuffer* getVertexBuffer() const { return mVertexBuffer; } void setPoolType(U32 type) { mPoolType = type; } S32 getTEOffset() { return mTEOffset; } - LLViewerTexture* getTexture() { return mTexture; } + LLViewerTexture* getTexture() const; void setViewerObject(LLViewerObject* object); void setPool(LLFacePool *pool, LLViewerTexture *texturep); @@ -185,7 +186,17 @@ public: void setIndicesIndex(S32 idx) { mIndicesIndex = idx; } void setDrawInfo(LLDrawInfo* draw_info); -protected: + //for atlas + LLTextureAtlasSlot* getAtlasInfo() ; + void setAtlasInUse(BOOL flag); + void setAtlasInfo(LLTextureAtlasSlot* atlasp); + BOOL isAtlasInUse()const; + BOOL canUseAtlas() const; + const LLVector2* getTexCoordScale() const ; + const LLVector2* getTexCoordOffset()const; + const LLTextureAtlas* getAtlas()const ; + void removeAtlas() ; + BOOL switchTexture() ; public: @@ -230,6 +241,10 @@ protected: S32 mReferenceIndex; F32 mVSize; F32 mPixelArea; + + //atlas + LLPointer<LLTextureAtlasSlot> mAtlasInfop ; + BOOL mUsingAtlas ; protected: static BOOL sSafeRenderSelect; @@ -258,7 +273,7 @@ public: const LLTextureEntry* lte = lhs->getTextureEntry(); const LLTextureEntry* rte = rhs->getTextureEntry(); - if (lhs->getTexture() != rhs->getTexture()) + if(lhs->getTexture() != rhs->getTexture()) { return lhs->getTexture() < rhs->getTexture(); } diff --git a/indra/newview/llfloaterpostcard.cpp b/indra/newview/llfloaterpostcard.cpp index a27070de39..fbc0ff3cf5 100644 --- a/indra/newview/llfloaterpostcard.cpp +++ b/indra/newview/llfloaterpostcard.cpp @@ -148,11 +148,11 @@ void LLFloaterPostcard::draw() F32 ratio = (F32)mJPEGImage->getWidth() / (F32)mJPEGImage->getHeight(); if ((F32)rect.getWidth() / (F32)rect.getHeight() >= ratio) { - rect.mRight = (S32)((F32)rect.mLeft + ((F32)rect.getHeight() * ratio)); + rect.mRight = LLRect::tCoordType((F32)rect.mLeft + ((F32)rect.getHeight() * ratio)); } else { - rect.mBottom = (S32)((F32)rect.mTop - ((F32)rect.getWidth() / ratio)); + rect.mBottom = LLRect::tCoordType((F32)rect.mTop - ((F32)rect.getWidth() / ratio)); } { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); diff --git a/indra/newview/llfloatersettingsdebug.cpp b/indra/newview/llfloatersettingsdebug.cpp index 616e9bac35..8979575ef7 100644 --- a/indra/newview/llfloatersettingsdebug.cpp +++ b/indra/newview/llfloatersettingsdebug.cpp @@ -111,6 +111,11 @@ void LLFloaterSettingsDebug::onCommitSettings() LLComboBox* settings_combo = getChild<LLComboBox>("settings_combo"); LLControlVariable* controlp = (LLControlVariable*)settings_combo->getCurrentUserdata(); + if (!controlp) + { + return; + } + LLVector3 vector; LLVector3d vectord; LLRect rect; diff --git a/indra/newview/llfloaterwindlight.cpp b/indra/newview/llfloaterwindlight.cpp index 18745284cb..02979acdd7 100644 --- a/indra/newview/llfloaterwindlight.cpp +++ b/indra/newview/llfloaterwindlight.cpp @@ -59,6 +59,8 @@ #include "llwlparamset.h" #include "llwlparammanager.h" #include "llpostprocess.h" +#include "lltabcontainer.h" + #undef max @@ -434,6 +436,11 @@ void LLFloaterWindLight::syncMenu() childSetValue("WLGamma", param_mgr->mWLGamma.x); childSetValue("WLStarAlpha", param_mgr->mCurParams.getStarBrightness()); + + LLTabContainer* tab = getChild<LLTabContainer>("WindLight Tabs"); + LLPanel* panel = getChild<LLPanel>("Scattering"); + + tab->enableTabButton(tab->getIndexForPanel(panel), gSavedSettings.getBOOL("RenderDeferredGI")); } diff --git a/indra/newview/llhudtext.cpp b/indra/newview/llhudtext.cpp index 8086400493..55019f91f8 100644 --- a/indra/newview/llhudtext.cpp +++ b/indra/newview/llhudtext.cpp @@ -1063,6 +1063,8 @@ void LLHUDText::renderAllHUD() LLVertexBuffer::unbind(); + LLVertexBuffer::unbind(); + LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); diff --git a/indra/newview/llmanip.cpp b/indra/newview/llmanip.cpp index 3d1d6cad74..f62d7229a3 100644 --- a/indra/newview/llmanip.cpp +++ b/indra/newview/llmanip.cpp @@ -85,6 +85,7 @@ void LLManip::rebuild(LLViewerObject* vobj) if (group) { group->dirtyGeom(); + gPipeline.markRebuild(group, TRUE); } } } diff --git a/indra/newview/llpanelvolume.cpp b/indra/newview/llpanelvolume.cpp index ce16b95bc0..4ac109bf3d 100644 --- a/indra/newview/llpanelvolume.cpp +++ b/indra/newview/llpanelvolume.cpp @@ -52,6 +52,7 @@ #include "llbutton.h" #include "llcheckboxctrl.h" #include "llcolorswatch.h" +#include "lltexturectrl.h" #include "llcombobox.h" #include "llfirstuse.h" #include "llfocusmgr.h" @@ -72,6 +73,7 @@ #include "llvovolume.h" #include "llworld.h" #include "pipeline.h" +#include "llviewershadermgr.h" #include "lldrawpool.h" #include "lluictrlfactory.h" @@ -110,12 +112,28 @@ BOOL LLPanelVolume::postBuild() LightColorSwatch->setOnSelectCallback(boost::bind(&LLPanelVolume::onLightSelectColor, this, _2)); childSetCommitCallback("colorswatch",onCommitLight,this); } + + LLTextureCtrl* LightTexPicker = getChild<LLTextureCtrl>("light texture control"); + if (LightTexPicker) + { + LightTexPicker->setOnCancelCallback(boost::bind(&LLPanelVolume::onLightCancelTexture, this, _2)); + LightTexPicker->setOnSelectCallback(boost::bind(&LLPanelVolume::onLightSelectTexture, this, _2)); + childSetCommitCallback("light texture control", onCommitLight, this); + } + childSetCommitCallback("Light Intensity",onCommitLight,this); childSetValidate("Light Intensity",precommitValidate); childSetCommitCallback("Light Radius",onCommitLight,this); childSetValidate("Light Radius",precommitValidate); childSetCommitCallback("Light Falloff",onCommitLight,this); childSetValidate("Light Falloff",precommitValidate); + + childSetCommitCallback("Light FOV", onCommitLight, this); + childSetValidate("Light FOV", precommitValidate); + childSetCommitCallback("Light Focus", onCommitLight, this); + childSetValidate("Light Focus", precommitValidate); + childSetCommitCallback("Light Ambiance", onCommitLight, this); + childSetValidate("Light Ambiance", precommitValidate); } // Start with everyone disabled @@ -220,14 +238,32 @@ void LLPanelVolume::getState( ) LightColorSwatch->setValid( TRUE ); LightColorSwatch->set(volobjp->getLightBaseColor()); } + + LLTextureCtrl* LightTextureCtrl = getChild<LLTextureCtrl>("light texture control"); + if (LightTextureCtrl) + { + LightTextureCtrl->setEnabled(TRUE); + LightTextureCtrl->setValid(TRUE); + LightTextureCtrl->setImageAssetID(volobjp->getLightTextureID()); + } + childSetEnabled("Light Intensity",true); childSetEnabled("Light Radius",true); childSetEnabled("Light Falloff",true); + childSetEnabled("Light FOV", true); + childSetEnabled("Light Focus", true); + childSetEnabled("Light Ambiance", true); + childSetValue("Light Intensity",volobjp->getLightIntensity()); childSetValue("Light Radius",volobjp->getLightRadius()); childSetValue("Light Falloff",volobjp->getLightFalloff()); + LLVector3 params = volobjp->getSpotLightParams(); + childSetValue("Light FOV", params.mV[0]); + childSetValue("Light Focus", params.mV[1]); + childSetValue("Light Ambiance", params.mV[2]); + mLightSavedColor = volobjp->getLightColor(); } else @@ -243,9 +279,20 @@ void LLPanelVolume::getState( ) LightColorSwatch->setEnabled( FALSE ); LightColorSwatch->setValid( FALSE ); } + LLTextureCtrl* LightTextureCtrl = getChild<LLTextureCtrl>("light texture control"); + if (LightTextureCtrl) + { + LightTextureCtrl->setEnabled(FALSE); + LightTextureCtrl->setValid(FALSE); + } + childSetEnabled("Light Intensity",false); childSetEnabled("Light Radius",false); childSetEnabled("Light Falloff",false); + + childSetEnabled("Light FOV",false); + childSetEnabled("Light Focus",false); + childSetEnabled("Light Ambiance",false); } // Flexible properties @@ -335,6 +382,15 @@ void LLPanelVolume::refresh() { mRootObject = NULL; } + + BOOL visible = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 0 ? TRUE : FALSE; + + childSetVisible("label texture", visible); + childSetVisible("Light FOV", visible); + childSetVisible("Light Focus", visible); + childSetVisible("Light Ambiance", visible); + childSetVisible("light texture control", visible); + } @@ -361,6 +417,13 @@ void LLPanelVolume::clearCtrls() LightColorSwatch->setEnabled( FALSE ); LightColorSwatch->setValid( FALSE ); } + LLTextureCtrl* LightTextureCtrl = getChild<LLTextureCtrl>("light texture control"); + if(LightTextureCtrl) + { + LightTextureCtrl->setEnabled( FALSE ); + LightTextureCtrl->setValid( FALSE ); + } + childSetEnabled("Light Intensity",false); childSetEnabled("Light Radius",false); childSetEnabled("Light Falloff",false); @@ -436,6 +499,15 @@ void LLPanelVolume::onLightCancelColor(const LLSD& data) onLightSelectColor(data); } +void LLPanelVolume::onLightCancelTexture(const LLSD& data) +{ + LLTextureCtrl* LightTextureCtrl = getChild<LLTextureCtrl>("light texture control"); + if (LightTextureCtrl) + { + LightTextureCtrl->setImageAssetID(mLightSavedTexture); + } +} + void LLPanelVolume::onLightSelectColor(const LLSD& data) { LLViewerObject* objectp = mObject; @@ -456,6 +528,24 @@ void LLPanelVolume::onLightSelectColor(const LLSD& data) } } +void LLPanelVolume::onLightSelectTexture(const LLSD& data) +{ + if (mObject.isNull() || (mObject->getPCode() != LL_PCODE_VOLUME)) + { + return; + } + LLVOVolume *volobjp = (LLVOVolume *) mObject.get(); + + + LLTextureCtrl* LightTextureCtrl = getChild<LLTextureCtrl>("light texture control"); + if(LightTextureCtrl) + { + LLUUID id = LightTextureCtrl->getImageAssetID(); + volobjp->setLightTextureID(id); + mLightSavedTexture = id; + } +} + // static void LLPanelVolume::onCommitLight( LLUICtrl* ctrl, void* userdata ) { @@ -471,12 +561,47 @@ void LLPanelVolume::onCommitLight( LLUICtrl* ctrl, void* userdata ) volobjp->setLightIntensity((F32)self->childGetValue("Light Intensity").asReal()); volobjp->setLightRadius((F32)self->childGetValue("Light Radius").asReal()); volobjp->setLightFalloff((F32)self->childGetValue("Light Falloff").asReal()); + LLColorSwatchCtrl* LightColorSwatch = self->getChild<LLColorSwatchCtrl>("colorswatch"); if(LightColorSwatch) { LLColor4 clr = LightColorSwatch->get(); volobjp->setLightColor(LLColor3(clr)); } + + LLTextureCtrl* LightTextureCtrl = self->getChild<LLTextureCtrl>("light texture control"); + if(LightTextureCtrl) + { + LLUUID id = LightTextureCtrl->getImageAssetID(); + if (id.notNull()) + { + if (volobjp->getLightTextureID().isNull()) + { //this commit is making this a spot light, set UI to default params + volobjp->setLightTextureID(id); + LLVector3 spot_params = volobjp->getSpotLightParams(); + self->childSetValue("Light FOV", spot_params.mV[0]); + self->childSetValue("Light Focus", spot_params.mV[1]); + self->childSetValue("Light Ambiance", spot_params.mV[2]); + } + else + { //modifying existing params + LLVector3 spot_params; + spot_params.mV[0] = (F32) self->childGetValue("Light FOV").asReal(); + spot_params.mV[1] = (F32) self->childGetValue("Light Focus").asReal(); + spot_params.mV[2] = (F32) self->childGetValue("Light Ambiance").asReal(); + volobjp->setSpotLightParams(spot_params); + } + } + else if (volobjp->getLightTextureID().notNull()) + { //no longer a spot light + volobjp->setLightTextureID(id); + //self->childDisable("Light FOV"); + //self->childDisable("Light Focus"); + //self->childDisable("Light Ambiance"); + } + } + + } // static diff --git a/indra/newview/llpanelvolume.h b/indra/newview/llpanelvolume.h index f285141bbe..9d197aafa5 100644 --- a/indra/newview/llpanelvolume.h +++ b/indra/newview/llpanelvolume.h @@ -74,6 +74,10 @@ public: void onLightCancelColor(const LLSD& data); void onLightSelectColor(const LLSD& data); + void onLightCancelTexture(const LLSD& data); + void onLightSelectTexture(const LLSD& data); + + protected: void getState(); @@ -99,6 +103,7 @@ protected: */ LLColor4 mLightSavedColor; + LLUUID mLightSavedTexture; LLPointer<LLViewerObject> mObject; LLPointer<LLViewerObject> mRootObject; }; diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index dea9af0657..8a052b61db 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -47,6 +47,7 @@ #include "llrender.h" #include "lloctree.h" #include "llvoavatar.h" +#include "lltextureatlas.h" static LLFastTimer::DeclareTimer FTM_FRUSTUM_CULL("Frustum Culling"); static LLFastTimer::DeclareTimer FTM_CULL_REBOUND("Cull Rebound"); @@ -88,8 +89,6 @@ protected: static LLOcclusionQueryPool sQueryPool; -BOOL LLSpatialPartition::sFreezeState = FALSE; - //static counter for frame to switch LOD on void sg_assert(BOOL expr) @@ -283,10 +282,10 @@ S32 LLSphereAABB(const LLVector3& center, const LLVector3& size, const LLVector3 LLSpatialGroup::~LLSpatialGroup() { - if (sNoDelete) + /*if (sNoDelete) { llerrs << "Illegal deletion of LLSpatialGroup!" << llendl; - } + }*/ if (isState(DEAD)) { @@ -297,13 +296,136 @@ LLSpatialGroup::~LLSpatialGroup() if (gGLManager.mHasOcclusionQuery && mOcclusionQuery) { - sQueryPool.release(mOcclusionQuery); + sQueryPool.release(mOcclusionQuery[LLViewerCamera::sCurCameraID]); } delete [] mOcclusionVerts; LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION); clearDrawMap(); + clearAtlasList() ; +} + +BOOL LLSpatialGroup::hasAtlas(LLTextureAtlas* atlasp) +{ + S8 type = atlasp->getComponents() - 1 ; + for(std::list<LLTextureAtlas*>::iterator iter = mAtlasList[type].begin(); iter != mAtlasList[type].end() ; ++iter) + { + if(atlasp == *iter) + { + return TRUE ; + } + } + return FALSE ; +} + +void LLSpatialGroup::addAtlas(LLTextureAtlas* atlasp, S8 recursive_level) +{ + if(!hasAtlas(atlasp)) + { + mAtlasList[atlasp->getComponents() - 1].push_back(atlasp) ; + atlasp->addSpatialGroup(this) ; + } + + --recursive_level; + if(recursive_level)//levels propagating up. + { + LLSpatialGroup* parent = getParent() ; + if(parent) + { + parent->addAtlas(atlasp, recursive_level) ; + } + } +} + +void LLSpatialGroup::removeAtlas(LLTextureAtlas* atlasp, BOOL remove_group, S8 recursive_level) +{ + mAtlasList[atlasp->getComponents() - 1].remove(atlasp) ; + if(remove_group) + { + atlasp->removeSpatialGroup(this) ; + } + + --recursive_level; + if(recursive_level)//levels propagating up. + { + LLSpatialGroup* parent = getParent() ; + if(parent) + { + parent->removeAtlas(atlasp, recursive_level) ; + } + } +} + +void LLSpatialGroup::clearAtlasList() +{ + std::list<LLTextureAtlas*>::iterator iter ; + for(S8 i = 0 ; i < 4 ; i++) + { + if(mAtlasList[i].size() > 0) + { + for(iter = mAtlasList[i].begin(); iter != mAtlasList[i].end() ; ++iter) + { + ((LLTextureAtlas*)*iter)->removeSpatialGroup(this) ; + } + mAtlasList[i].clear() ; + } + } +} + +LLTextureAtlas* LLSpatialGroup::getAtlas(S8 ncomponents, S8 to_be_reserved, S8 recursive_level) +{ + S8 type = ncomponents - 1 ; + if(mAtlasList[type].size() > 0) + { + for(std::list<LLTextureAtlas*>::iterator iter = mAtlasList[type].begin(); iter != mAtlasList[type].end() ; ++iter) + { + if(!((LLTextureAtlas*)*iter)->isFull(to_be_reserved)) + { + return *iter ; + } + } + } + + --recursive_level; + if(recursive_level) + { + LLSpatialGroup* parent = getParent() ; + if(parent) + { + return parent->getAtlas(ncomponents, to_be_reserved, recursive_level) ; + } + } + return NULL ; +} + +void LLSpatialGroup::setCurUpdatingSlot(LLTextureAtlasSlot* slotp) +{ + mCurUpdatingSlotp = slotp; + + //if(!hasAtlas(mCurUpdatingSlotp->getAtlas())) + //{ + // addAtlas(mCurUpdatingSlotp->getAtlas()) ; + //} +} + +LLTextureAtlasSlot* LLSpatialGroup::getCurUpdatingSlot(LLViewerTexture* imagep, S8 recursive_level) +{ + if(gFrameCount && mCurUpdatingTime == gFrameCount && mCurUpdatingTexture == imagep) + { + return mCurUpdatingSlotp ; + } + + //--recursive_level ; + //if(recursive_level) + //{ + // LLSpatialGroup* parent = getParent() ; + // if(parent) + // { + // return parent->getCurUpdatingSlot(imagep, recursive_level) ; + // } + //} + return NULL ; } void LLSpatialGroup::clearDrawMap() @@ -313,15 +435,12 @@ void LLSpatialGroup::clearDrawMap() BOOL LLSpatialGroup::isVisible() const { - return mVisible == LLDrawable::getCurrentFrame() ? TRUE : FALSE; + return mVisible[LLViewerCamera::sCurCameraID] == LLDrawable::getCurrentFrame() ? TRUE : FALSE; } void LLSpatialGroup::setVisible() { - if (!LLSpatialPartition::sFreezeState) - { - mVisible = LLDrawable::getCurrentFrame(); - } + mVisible[LLViewerCamera::sCurCameraID] = LLDrawable::getCurrentFrame(); } void LLSpatialGroup::validate() @@ -380,63 +499,6 @@ void LLSpatialGroup::validate() #endif } - - -class LLOctreeStateCheck : public LLOctreeTraveler<LLDrawable> -{ -public: - U32 mInheritedMask; - - LLOctreeStateCheck(): mInheritedMask(0) { } - - virtual void traverse(const LLSpatialGroup::OctreeNode* node) - { - LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0); - - node->accept(this); - - U32 temp = mInheritedMask; - mInheritedMask |= group->getState() & - (LLSpatialGroup::OCCLUDED); - - for (U32 i = 0; i < node->getChildCount(); i++) - { - traverse(node->getChild(i)); - } - - mInheritedMask = temp; - } - - virtual void visit(const LLOctreeNode<LLDrawable>* state) - { - LLSpatialGroup* group = (LLSpatialGroup*) state->getListener(0); - - if (mInheritedMask && !group->isState(mInheritedMask)) - { - llerrs << "Spatial group failed inherited mask test." << llendl; - } - - if (group->isState(LLSpatialGroup::DIRTY)) - { - assert_parent_state(group, LLSpatialGroup::DIRTY); - } - } - - void assert_parent_state(LLSpatialGroup* group, U32 state) - { - LLSpatialGroup* parent = group->getParent(); - while (parent) - { - if (!parent->isState(state)) - { - llerrs << "Spatial group failed parent state check." << llendl; - } - parent = parent->getParent(); - } - } -}; - - void LLSpatialGroup::checkStates() { #if LL_OCTREE_PARANOIA_CHECK @@ -470,17 +532,17 @@ void validate_draw_info(LLDrawInfo& params) } //bad indices - U32* indicesp = (U32*) params.mVertexBuffer->getIndicesPointer(); + U16* indicesp = (U16*) params.mVertexBuffer->getIndicesPointer(); if (indicesp) { for (U32 i = params.mOffset; i < params.mOffset+params.mCount; i++) { - if (indicesp[i] < params.mStart) + if (indicesp[i] < (U16)params.mStart) { llerrs << "Draw batch has vertex buffer index out of range error (index too low)." << llendl; } - if (indicesp[i] > params.mEnd) + if (indicesp[i] > (U16)params.mEnd) { llerrs << "Draw batch has vertex buffer index out of range error (index too high)." << llendl; } @@ -541,7 +603,9 @@ BOOL LLSpatialGroup::addObject(LLDrawable *drawablep, BOOL add_all, BOOL from_oc { drawablep->setSpatialGroup(this); validate_drawable(drawablep); - setState(OBJECT_DIRTY | GEOM_DIRTY | DISCARD_QUERY); + setState(OBJECT_DIRTY | GEOM_DIRTY); + setOcclusionState(LLSpatialGroup::DISCARD_QUERY, LLSpatialGroup::STATE_MODE_ALL_CAMERAS); + gPipeline.markRebuild(this, TRUE); if (drawablep->isSpatialBridge()) { mBridgeList.push_back((LLSpatialBridge*) drawablep); @@ -576,22 +640,23 @@ static LLFastTimer::DeclareTimer FTM_REBUILD_VBO("VBO Rebuilt"); void LLSpatialPartition::rebuildGeom(LLSpatialGroup* group) { - if (!gPipeline.hasRenderType(mDrawableType)) + /*if (!gPipeline.hasRenderType(mDrawableType)) { return; - } - - if (!LLPipeline::sSkipUpdate && group->changeLOD()) - { - group->mLastUpdateDistance = group->mDistance; - group->mLastUpdateViewAngle = group->mViewAngle; - } + }*/ if (group->isDead() || !group->isState(LLSpatialGroup::GEOM_DIRTY)) { + /*if (!group->isState(LLSpatialGroup::GEOM_DIRTY) && mRenderByGroup) + { + llerrs << "WTF?" << llendl; + }*/ return; } + group->mLastUpdateDistance = group->mDistance; + group->mLastUpdateViewAngle = group->mViewAngle; + LLFastTimer ftm(FTM_REBUILD_VBO); group->clearDrawMap(); @@ -629,6 +694,7 @@ void LLSpatialPartition::rebuildGeom(LLSpatialGroup* group) group->clearState(LLSpatialGroup::GEOM_DIRTY); } + void LLSpatialPartition::rebuildMesh(LLSpatialGroup* group) { @@ -667,8 +733,11 @@ BOOL LLSpatialGroup::boundObjects(BOOL empty, LLVector3& minOut, LLVector3& maxO drawablep = *i; minMax = drawablep->getSpatialExtents(); + update_min_max(newMin, newMax, minMax[0]); + update_min_max(newMin, newMax, minMax[1]); + //bin up the object - for (U32 i = 0; i < 3; i++) + /*for (U32 i = 0; i < 3; i++) { if (minMax[0].mV[i] < newMin.mV[i]) { @@ -678,7 +747,7 @@ BOOL LLSpatialGroup::boundObjects(BOOL empty, LLVector3& minOut, LLVector3& maxO { newMax.mV[i] = minMax[1].mV[i]; } - } + }*/ } mObjectBounds[0] = (newMin + newMax) * 0.5f; @@ -742,6 +811,10 @@ LLSpatialGroup* LLSpatialGroup::getParent() return NULL; } + if(!mOctreeNode) + { + return NULL; + } OctreeNode* parent = mOctreeNode->getOctParent(); if (parent) @@ -767,6 +840,8 @@ BOOL LLSpatialGroup::removeObject(LLDrawable *drawablep, BOOL from_octree) { drawablep->setSpatialGroup(NULL); setState(GEOM_DIRTY); + gPipeline.markRebuild(this, TRUE); + if (drawablep->isSpatialBridge()) { for (bridge_list_t::iterator i = mBridgeList.begin(); i != mBridgeList.end(); ++i) @@ -803,6 +878,7 @@ void LLSpatialGroup::shift(const LLVector3 &offset) //if (!mSpatialPartition->mRenderByGroup) { setState(GEOM_DIRTY); + gPipeline.markRebuild(this, TRUE); } if (mOcclusionVerts) @@ -843,18 +919,21 @@ public: void LLSpatialGroup::setState(U32 state) { - if (!LLSpatialPartition::sFreezeState) + mState |= state; + + if (state > LLSpatialGroup::STATE_MASK) { - mState |= state; + llerrs << "WTF?" << llendl; } } void LLSpatialGroup::setState(U32 state, S32 mode) { LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION); - if (LLSpatialPartition::sFreezeState) + + if (state > LLSpatialGroup::STATE_MASK) { - return; + llerrs << "WTF?" << llendl; } if (mode > STATE_MODE_SINGLE) @@ -902,20 +981,23 @@ public: void LLSpatialGroup::clearState(U32 state) { - if (!LLSpatialPartition::sFreezeState) + if (state > LLSpatialGroup::STATE_MASK) { - mState &= ~state; + llerrs << "WTF?" << llendl; } + + mState &= ~state; } void LLSpatialGroup::clearState(U32 state, S32 mode) { - LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION); - if (LLSpatialPartition::sFreezeState) + if (state > LLSpatialGroup::STATE_MASK) { - return; + llerrs << "WTF?" << llendl; } + LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION); + if (mode > STATE_MODE_SINGLE) { if (mode == STATE_MODE_DIFF) @@ -935,6 +1017,128 @@ void LLSpatialGroup::clearState(U32 state, S32 mode) } } +BOOL LLSpatialGroup::isState(U32 state) const +{ + if (state > LLSpatialGroup::STATE_MASK) + { + llerrs << "WTF?" << llendl; + } + + return mState & state ? TRUE : FALSE; +} + +//===================================== +// Occlusion State Set/Clear +//===================================== +class LLSpatialSetOcclusionState : public LLSpatialGroup::OctreeTraveler +{ +public: + U32 mState; + LLSpatialSetOcclusionState(U32 state) : mState(state) { } + virtual void visit(const LLSpatialGroup::OctreeNode* branch) { ((LLSpatialGroup*) branch->getListener(0))->setOcclusionState(mState); } +}; + +class LLSpatialSetOcclusionStateDiff : public LLSpatialSetOcclusionState +{ +public: + LLSpatialSetOcclusionStateDiff(U32 state) : LLSpatialSetOcclusionState(state) { } + + virtual void traverse(const LLSpatialGroup::OctreeNode* n) + { + LLSpatialGroup* group = (LLSpatialGroup*) n->getListener(0); + + if (!group->isOcclusionState(mState)) + { + LLSpatialGroup::OctreeTraveler::traverse(n); + } + } +}; + + +void LLSpatialGroup::setOcclusionState(U32 state, S32 mode) +{ + LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION); + + if (mode > STATE_MODE_SINGLE) + { + if (mode == STATE_MODE_DIFF) + { + LLSpatialSetOcclusionStateDiff setter(state); + setter.traverse(mOctreeNode); + } + else if (mode == STATE_MODE_BRANCH) + { + LLSpatialSetOcclusionState setter(state); + setter.traverse(mOctreeNode); + } + else + { + for (U32 i = 0; i < LLViewerCamera::NUM_CAMERAS; i++) + { + mOcclusionState[i] |= state; + } + } + } + else + { + mOcclusionState[LLViewerCamera::sCurCameraID] |= state; + } +} + +class LLSpatialClearOcclusionState : public LLSpatialGroup::OctreeTraveler +{ +public: + U32 mState; + + LLSpatialClearOcclusionState(U32 state) : mState(state) { } + virtual void visit(const LLSpatialGroup::OctreeNode* branch) { ((LLSpatialGroup*) branch->getListener(0))->clearOcclusionState(mState); } +}; + +class LLSpatialClearOcclusionStateDiff : public LLSpatialClearOcclusionState +{ +public: + LLSpatialClearOcclusionStateDiff(U32 state) : LLSpatialClearOcclusionState(state) { } + + virtual void traverse(const LLSpatialGroup::OctreeNode* n) + { + LLSpatialGroup* group = (LLSpatialGroup*) n->getListener(0); + + if (group->isOcclusionState(mState)) + { + LLSpatialGroup::OctreeTraveler::traverse(n); + } + } +}; + +void LLSpatialGroup::clearOcclusionState(U32 state, S32 mode) +{ + LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION); + + if (mode > STATE_MODE_SINGLE) + { + if (mode == STATE_MODE_DIFF) + { + LLSpatialClearOcclusionStateDiff clearer(state); + clearer.traverse(mOctreeNode); + } + else if (mode == STATE_MODE_BRANCH) + { + LLSpatialClearOcclusionState clearer(state); + clearer.traverse(mOctreeNode); + } + else + { + for (U32 i = 0; i < LLViewerCamera::NUM_CAMERAS; i++) + { + mOcclusionState[i] &= ~state; + } + } + } + else + { + mOcclusionState[LLViewerCamera::sCurCameraID] &= ~state; + } +} //====================================== // Octree Listener Implementation //====================================== @@ -946,13 +1150,16 @@ LLSpatialGroup::LLSpatialGroup(OctreeNode* node, LLSpatialPartition* part) : mSpatialPartition(part), mVertexBuffer(NULL), mBufferUsage(GL_STATIC_DRAW_ARB), - mVisible(0), mDistance(0.f), mDepth(0.f), mLastUpdateDistance(-1.f), mLastUpdateTime(gFrameTimeSeconds), mViewAngle(0.f), - mLastUpdateViewAngle(-1.f) + mLastUpdateViewAngle(-1.f), + mAtlasList(4), + mCurUpdatingTime(0), + mCurUpdatingSlotp(NULL), + mCurUpdatingTexture (NULL) { sNodeCount++; LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION); @@ -960,14 +1167,25 @@ LLSpatialGroup::LLSpatialGroup(OctreeNode* node, LLSpatialPartition* part) : sg_assert(mOctreeNode->getListenerCount() == 0); mOctreeNode->addListener(this); setState(SG_INITIAL_STATE_MASK); + gPipeline.markRebuild(this, TRUE); mBounds[0] = LLVector3(node->getCenter()); mBounds[1] = LLVector3(node->getSize()); part->mLODSeed = (part->mLODSeed+1)%part->mLODPeriod; mLODHash = part->mLODSeed; - - mOcclusionQuery = 0; + + OctreeNode* oct_parent = node->getOctParent(); + + LLSpatialGroup* parent = oct_parent ? (LLSpatialGroup*) oct_parent->getListener(0) : NULL; + + for (U32 i = 0; i < LLViewerCamera::NUM_CAMERAS; i++) + { + mOcclusionQuery[i] = 0; + mOcclusionState[i] = parent ? SG_STATE_INHERIT_MASK & parent->mOcclusionState[i] : 0; + mVisible[i] = 0; + } + mOcclusionVerts = NULL; mRadius = 1; @@ -976,13 +1194,18 @@ LLSpatialGroup::LLSpatialGroup(OctreeNode* node, LLSpatialPartition* part) : void LLSpatialGroup::updateDistance(LLCamera &camera) { + if (LLViewerCamera::sCurCameraID != LLViewerCamera::CAMERA_WORLD) + { + llerrs << "WTF?" << llendl; + } + #if !LL_RELEASE_FOR_DOWNLOAD if (isState(LLSpatialGroup::OBJECT_DIRTY)) { llerrs << "Spatial group dirty on distance update." << llendl; } #endif - if (!getData().empty() && !LLSpatialPartition::sFreezeState) + if (!getData().empty()) { mRadius = mSpatialPartition->mRenderByGroup ? mObjectBounds[1].magVec() : (F32) mOctreeNode->getSize().magVec(); @@ -1018,6 +1241,7 @@ F32 LLSpatialPartition::calcDistance(LLSpatialGroup* group, LLCamera& camera) //NOTE: If there is a trivial way to detect that alpha sorting here would not change the render order, //not setting this node to dirty would be a very good thing group->setState(LLSpatialGroup::ALPHA_DIRTY); + gPipeline.markRebuild(group, FALSE); } } } @@ -1054,6 +1278,18 @@ F32 LLSpatialPartition::calcPixelArea(LLSpatialGroup* group, LLCamera& camera) return LLPipeline::calcPixelArea(group->mObjectBounds[0], group->mObjectBounds[1], camera); } +F32 LLSpatialGroup::getUpdateUrgency() const +{ + if (!isVisible()) + { + return 0.f; + } + else + { + return (gFrameTimeSeconds - mLastUpdateTime+4.f)/mDistance; + } +} + BOOL LLSpatialGroup::needsUpdate() { return (LLDrawable::getCurrentFrame()%mSpatialPartition->mLODPeriod == mLODHash) ? TRUE : FALSE; @@ -1140,8 +1376,7 @@ void LLSpatialGroup::handleChildAddition(const OctreeNode* parent, OctreeNode* c LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION); if (child->getListenerCount() == 0) { - LLSpatialGroup* group = new LLSpatialGroup(child, mSpatialPartition); - group->setState(mState & SG_STATE_INHERIT_MASK); + new LLSpatialGroup(child, mSpatialPartition); } else { @@ -1161,16 +1396,21 @@ void LLSpatialGroup::handleChildRemoval(const OctreeNode* parent, const OctreeNo void LLSpatialGroup::destroyGL() { setState(LLSpatialGroup::GEOM_DIRTY | LLSpatialGroup::IMAGE_DIRTY); + gPipeline.markRebuild(this, TRUE); + mLastUpdateTime = gFrameTimeSeconds; mVertexBuffer = NULL; mBufferMap.clear(); clearDrawMap(); - if (mOcclusionQuery) + for (U32 i = 0; i < LLViewerCamera::NUM_CAMERAS; i++) { - sQueryPool.release(mOcclusionQuery); - mOcclusionQuery = 0; + if (mOcclusionQuery[i]) + { + sQueryPool.release(mOcclusionQuery[i]); + mOcclusionQuery[i] = 0; + } } delete [] mOcclusionVerts; @@ -1266,38 +1506,43 @@ void LLSpatialGroup::checkOcclusion() if (LLPipeline::sUseOcclusion > 1) { LLSpatialGroup* parent = getParent(); - if (parent && parent->isState(LLSpatialGroup::OCCLUDED)) + if (parent && parent->isOcclusionState(LLSpatialGroup::OCCLUDED)) { //if the parent has been marked as occluded, the child is implicitly occluded - clearState(QUERY_PENDING | DISCARD_QUERY); + clearOcclusionState(QUERY_PENDING | DISCARD_QUERY); } - else if (isState(QUERY_PENDING)) + else if (isOcclusionState(QUERY_PENDING)) { //otherwise, if a query is pending, read it back LLFastTimer t(FTM_OCCLUSION_READBACK); GLuint res = 1; - if (!isState(DISCARD_QUERY) && mOcclusionQuery) + if (!isOcclusionState(DISCARD_QUERY) && mOcclusionQuery[LLViewerCamera::sCurCameraID]) { - glGetQueryObjectuivARB(mOcclusionQuery, GL_QUERY_RESULT_ARB, &res); + glGetQueryObjectuivARB(mOcclusionQuery[LLViewerCamera::sCurCameraID], GL_QUERY_RESULT_ARB, &res); + } + + if (isOcclusionState(DISCARD_QUERY)) + { + res = 2; } if (res > 0) { assert_states_valid(this); - clearState(LLSpatialGroup::OCCLUDED, LLSpatialGroup::STATE_MODE_DIFF); + clearOcclusionState(LLSpatialGroup::OCCLUDED, LLSpatialGroup::STATE_MODE_DIFF); assert_states_valid(this); } else { assert_states_valid(this); - setState(LLSpatialGroup::OCCLUDED, LLSpatialGroup::STATE_MODE_DIFF); + setOcclusionState(LLSpatialGroup::OCCLUDED, LLSpatialGroup::STATE_MODE_DIFF); assert_states_valid(this); } - clearState(QUERY_PENDING | DISCARD_QUERY); + clearOcclusionState(QUERY_PENDING | DISCARD_QUERY); } - else if (mSpatialPartition->isOcclusionEnabled() && isState(LLSpatialGroup::OCCLUDED)) + else if (mSpatialPartition->isOcclusionEnabled() && isOcclusionState(LLSpatialGroup::OCCLUDED)) { //check occlusion has been issued for occluded node that has not had a query issued assert_states_valid(this); - clearState(LLSpatialGroup::OCCLUDED, LLSpatialGroup::STATE_MODE_DIFF); + clearOcclusionState(LLSpatialGroup::OCCLUDED, LLSpatialGroup::STATE_MODE_DIFF); assert_states_valid(this); } } @@ -1309,9 +1554,9 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera) { if (earlyFail(camera, this)) { - setState(LLSpatialGroup::DISCARD_QUERY); + setOcclusionState(LLSpatialGroup::DISCARD_QUERY); assert_states_valid(this); - clearState(LLSpatialGroup::OCCLUDED, LLSpatialGroup::STATE_MODE_DIFF); + clearOcclusionState(LLSpatialGroup::OCCLUDED, LLSpatialGroup::STATE_MODE_DIFF); assert_states_valid(this); } else @@ -1319,9 +1564,9 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera) { LLFastTimer t(FTM_RENDER_OCCLUSION); - if (!mOcclusionQuery) + if (!mOcclusionQuery[LLViewerCamera::sCurCameraID]) { - mOcclusionQuery = sQueryPool.allocate(); + mOcclusionQuery[LLViewerCamera::sCurCameraID] = sQueryPool.allocate(); } if (!mOcclusionVerts || isState(LLSpatialGroup::OCCLUSION_DIRTY)) @@ -1329,22 +1574,33 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera) buildOcclusion(); } - glBeginQueryARB(GL_SAMPLES_PASSED_ARB, mOcclusionQuery); + glBeginQueryARB(GL_SAMPLES_PASSED_ARB, mOcclusionQuery[LLViewerCamera::sCurCameraID]); glVertexPointer(3, GL_FLOAT, 0, mOcclusionVerts); - glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, - GL_UNSIGNED_BYTE, get_box_fan_indices(camera, mBounds[0])); + if (camera->getOrigin().isExactlyZero()) + { //origin is invalid, draw entire box + glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, + GL_UNSIGNED_BYTE, sOcclusionIndices); + glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, + GL_UNSIGNED_BYTE, sOcclusionIndices+b111*8); + } + else + { + glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, + GL_UNSIGNED_BYTE, get_box_fan_indices(camera, mBounds[0])); + } glEndQueryARB(GL_SAMPLES_PASSED_ARB); } - setState(LLSpatialGroup::QUERY_PENDING); - clearState(LLSpatialGroup::DISCARD_QUERY); + setOcclusionState(LLSpatialGroup::QUERY_PENDING); + clearOcclusionState(LLSpatialGroup::DISCARD_QUERY); } } } //============================================== -LLSpatialPartition::LLSpatialPartition(U32 data_mask, U32 buffer_usage) +LLSpatialPartition::LLSpatialPartition(U32 data_mask, BOOL render_by_group, U32 buffer_usage) +: mRenderByGroup(render_by_group) { LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION); mOcclusionEnabled = TRUE; @@ -1356,7 +1612,6 @@ LLSpatialPartition::LLSpatialPartition(U32 data_mask, U32 buffer_usage) mBufferUsage = buffer_usage; mDepthMask = FALSE; mSlopRatio = 0.25f; - mRenderByGroup = TRUE; mInfiniteFarClip = FALSE; LLGLNamePool::registerPool(&sQueryPool); @@ -1393,9 +1648,9 @@ LLSpatialGroup *LLSpatialPartition::put(LLDrawable *drawablep, BOOL was_visible) LLSpatialGroup* group = drawablep->getSpatialGroup(); - if (group && was_visible && group->isState(LLSpatialGroup::QUERY_PENDING)) + if (group && was_visible && group->isOcclusionState(LLSpatialGroup::QUERY_PENDING)) { - group->setState(LLSpatialGroup::DISCARD_QUERY); + group->setOcclusionState(LLSpatialGroup::DISCARD_QUERY, LLSpatialGroup::STATE_MODE_ALL_CAMERAS); } return group; @@ -1494,7 +1749,7 @@ public: if (group->mOctreeNode->getParent() && //never occlusion cull the root node LLPipeline::sUseOcclusion && //ignore occlusion if disabled - group->isState(LLSpatialGroup::OCCLUDED)) + group->isOcclusionState(LLSpatialGroup::OCCLUDED)) { gPipeline.markOccluder(group); return true; @@ -1576,7 +1831,7 @@ public: virtual void processGroup(LLSpatialGroup* group) { if (group->needsUpdate() || - group->mVisible < LLDrawable::getCurrentFrame() - 1) + group->mVisible[LLViewerCamera::sCurCameraID] < LLDrawable::getCurrentFrame() - 1) { group->doOcclusion(mCamera); } @@ -1644,7 +1899,7 @@ public: { if (group->mOctreeNode->getParent() && //never occlusion cull the root node LLPipeline::sUseOcclusion && //ignore occlusion if disabled - group->isState(LLSpatialGroup::OCCLUDED)) + group->isOcclusionState(LLSpatialGroup::OCCLUDED)) { return true; } @@ -1652,13 +1907,57 @@ public: return false; } + virtual void traverse(const LLSpatialGroup::OctreeNode* n) + { + LLSpatialGroup* group = (LLSpatialGroup*) n->getListener(0); + + if (earlyFail(group)) + { + return; + } + + if (mRes == 2) + { + //fully in, don't traverse further (won't effect extents + } + else if (mRes && group->isState(LLSpatialGroup::SKIP_FRUSTUM_CHECK)) + { //don't need to do frustum check + LLSpatialGroup::OctreeTraveler::traverse(n); + } + else + { + mRes = frustumCheck(group); + + if (mRes) + { //at least partially in, run on down + LLSpatialGroup::OctreeTraveler::traverse(n); + } + + mRes = 0; + } + } + virtual void processGroup(LLSpatialGroup* group) { - if (group->mObjectBounds[1].magVecSquared() < 256.f * 256.f) - { //megaprims and water edge patches be damned! + if (group->isState(LLSpatialGroup::DIRTY) || group->getData().empty()) + { + llerrs << "WTF?" << llendl; + } + + if (mRes < 2) + { + if (mCamera->AABBInFrustum(group->mObjectBounds[0], group->mObjectBounds[1]) > 0) + { + mEmpty = FALSE; + update_min_max(mMin, mMax, group->mObjectExtents[0]); + update_min_max(mMin, mMax, group->mObjectExtents[1]); + } + } + else + { mEmpty = FALSE; - update_min_max(mMin, mMax, group->mObjectExtents[0]); - update_min_max(mMin, mMax, group->mObjectExtents[1]); + update_min_max(mMin, mMax, group->mExtents[0]); + update_min_max(mMin, mMax, group->mExtents[1]); } } @@ -1678,7 +1977,7 @@ public: if (mResult || //already found a node, don't check any more group->mOctreeNode->getParent() && //never occlusion cull the root node LLPipeline::sUseOcclusion && //ignore occlusion if disabled - group->isState(LLSpatialGroup::OCCLUDED)) + group->isOcclusionState(LLSpatialGroup::OCCLUDED)) { return true; } @@ -1857,6 +2156,12 @@ BOOL LLSpatialPartition::isOcclusionEnabled() BOOL LLSpatialPartition::getVisibleExtents(LLCamera& camera, LLVector3& visMin, LLVector3& visMax) { + { + LLFastTimer ftm(FTM_CULL_REBOUND); + LLSpatialGroup* group = (LLSpatialGroup*) mOctree->getListener(0); + group->rebound(); + } + LLOctreeCullVisExtents vis(&camera, visMin, visMax); vis.traverse(mOctree); return vis.mEmpty; @@ -1876,12 +2181,9 @@ S32 LLSpatialPartition::cull(LLCamera &camera, std::vector<LLDrawable *>* result ((LLSpatialGroup*)mOctree->getListener(0))->checkStates(); #endif { - BOOL temp = sFreezeState; - sFreezeState = FALSE; LLFastTimer ftm(FTM_CULL_REBOUND); LLSpatialGroup* group = (LLSpatialGroup*) mOctree->getListener(0); group->rebound(); - sFreezeState = temp; } #if LL_OCTREE_PARANOIA_CHECK @@ -1918,6 +2220,11 @@ S32 LLSpatialPartition::cull(LLCamera &camera, std::vector<LLDrawable *>* result BOOL earlyFail(LLCamera* camera, LLSpatialGroup* group) { + if (camera->getOrigin().isExactlyZero()) + { + return FALSE; + } + const F32 vel = SG_OCCLUSION_FUDGE*2.f; LLVector3 c = group->mBounds[0]; LLVector3 r = group->mBounds[1] + LLVector3(vel,vel,vel); @@ -2195,7 +2502,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera) LLGLEnable cull(GL_CULL_FACE); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isState(LLSpatialGroup::OCCLUDED)) && group->isVisible() && + BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && group->isVisible() && !group->getData().empty(); if (render_objects) { @@ -2436,6 +2743,39 @@ void renderBatchSize(LLDrawInfo* params) pushVerts(params, LLVertexBuffer::MAP_VERTEX); } +void renderShadowFrusta(LLDrawInfo* params) +{ + LLGLEnable blend(GL_BLEND); + gGL.setSceneBlendType(LLRender::BT_ADD); + + LLVector3 center = (params->mExtents[1]+params->mExtents[0])*0.5f; + LLVector3 size = (params->mExtents[1]-params->mExtents[0])*0.5f; + + if (gPipeline.mShadowCamera[4].AABBInFrustum(center, size)) + { + glColor3f(1,0,0); + pushVerts(params, LLVertexBuffer::MAP_VERTEX); + } + if (gPipeline.mShadowCamera[5].AABBInFrustum(center, size)) + { + glColor3f(0,1,0); + pushVerts(params, LLVertexBuffer::MAP_VERTEX); + } + if (gPipeline.mShadowCamera[6].AABBInFrustum(center, size)) + { + glColor3f(0,0,1); + pushVerts(params, LLVertexBuffer::MAP_VERTEX); + } + if (gPipeline.mShadowCamera[7].AABBInFrustum(center, size)) + { + glColor3f(1,0,1); + pushVerts(params, LLVertexBuffer::MAP_VERTEX); + } + + gGL.setSceneBlendType(LLRender::BT_ALPHA); +} + + void renderLights(LLDrawable* drawablep) { if (!drawablep->isLight()) @@ -2571,6 +2911,9 @@ public: //draw tight fit bounding boxes for spatial group if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCTREE)) { + group->rebuildGeom(); + group->rebuildMesh(); + renderOctree(group); stop_glerror(); } @@ -2578,6 +2921,9 @@ public: //render visibility wireframe if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION)) { + group->rebuildGeom(); + group->rebuildMesh(); + gGL.flush(); glPushMatrix(); gGLLastMatrix = NULL; @@ -2603,6 +2949,19 @@ public: LLVector3 nodeCenter = group->mBounds[0]; LLVector3 octCenter = LLVector3(group->mOctreeNode->getCenter()); + group->rebuildGeom(); + group->rebuildMesh(); + + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BBOXES)) + { + if (!group->getData().empty()) + { + gGL.color3f(0,0,1); + drawBoxOutline(group->mObjectBounds[0], + group->mObjectBounds[1]); + } + } + for (LLSpatialGroup::OctreeNode::const_element_iter i = branch->getData().begin(); i != branch->getData().end(); ++i) { LLDrawable* drawable = *i; @@ -2612,6 +2971,16 @@ public: renderBoundingBox(drawable); } + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BUILD_QUEUE)) + { + if (drawable->isState(LLDrawable::IN_REBUILD_Q2)) + { + gGL.color4f(0.6f, 0.6f, 0.1f, 1.f); + const LLVector3* ext = drawable->getSpatialExtents(); + drawBoxOutline((ext[0]+ext[1])*0.5f, (ext[1]-ext[0])*0.5f); + } + } + if (drawable->getVOVolume() && gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_TEXTURE_PRIORITY)) { renderTexturePriority(drawable); @@ -2660,6 +3029,10 @@ public: { renderBatchSize(draw_info); } + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) + { + renderShadowFrusta(draw_info); + } } } } @@ -2710,6 +3083,79 @@ void LLSpatialPartition::renderIntersectingBBoxes(LLCamera* camera) pusher.traverse(mOctree); } +class LLOctreeStateCheck : public LLOctreeTraveler<LLDrawable> +{ +public: + U32 mInheritedMask[LLViewerCamera::NUM_CAMERAS]; + + LLOctreeStateCheck() + { + for (U32 i = 0; i < LLViewerCamera::NUM_CAMERAS; i++) + { + mInheritedMask[i] = 0; + } + } + + virtual void traverse(const LLSpatialGroup::OctreeNode* node) + { + LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0); + + node->accept(this); + + + U32 temp[LLViewerCamera::NUM_CAMERAS]; + + for (U32 i = 0; i < LLViewerCamera::NUM_CAMERAS; i++) + { + temp[i] = mInheritedMask[i]; + mInheritedMask[i] |= group->mOcclusionState[i] & LLSpatialGroup::OCCLUDED; + } + + for (U32 i = 0; i < node->getChildCount(); i++) + { + traverse(node->getChild(i)); + } + + for (U32 i = 0; i < LLViewerCamera::NUM_CAMERAS; i++) + { + mInheritedMask[i] = temp[i]; + } + } + + + virtual void visit(const LLOctreeNode<LLDrawable>* state) + { + LLSpatialGroup* group = (LLSpatialGroup*) state->getListener(0); + + for (U32 i = 0; i < LLViewerCamera::NUM_CAMERAS; i++) + { + if (mInheritedMask[i] && !(group->mOcclusionState[i] & mInheritedMask[i])) + { + llerrs << "Spatial group failed inherited mask test." << llendl; + } + } + + if (group->isState(LLSpatialGroup::DIRTY)) + { + assert_parent_state(group, LLSpatialGroup::DIRTY); + } + } + + void assert_parent_state(LLSpatialGroup* group, U32 state) + { + LLSpatialGroup* parent = group->getParent(); + while (parent) + { + if (!parent->isState(state)) + { + llerrs << "Spatial group failed parent state check." << llendl; + } + parent = parent->getParent(); + } + } +}; + + void LLSpatialPartition::renderDebug() { if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCTREE | @@ -2722,7 +3168,9 @@ void LLSpatialPartition::renderDebug() LLPipeline::RENDER_DEBUG_TEXTURE_ANIM | LLPipeline::RENDER_DEBUG_RAYCAST | LLPipeline::RENDER_DEBUG_AVATAR_VOLUME | - LLPipeline::RENDER_DEBUG_AGENT_TARGET)) + LLPipeline::RENDER_DEBUG_AGENT_TARGET | + LLPipeline::RENDER_DEBUG_BUILD_QUEUE | + LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) { return; } @@ -2757,6 +3205,12 @@ void LLSpatialPartition::renderDebug() render_debug.traverse(mOctree); } +void LLSpatialGroup::drawObjectBox(LLColor4 col) +{ + gGL.color4fv(col.mV); + drawBox(mObjectBounds[0], mObjectBounds[1]*1.01f+LLVector3(0.001f, 0.001f, 0.001f)); +} + BOOL LLSpatialPartition::isVisible(const LLVector3& v) { @@ -2937,10 +3391,10 @@ LLDrawInfo::LLDrawInfo(U16 start, U16 end, U32 count, U32 offset, LLDrawInfo::~LLDrawInfo() { - if (LLSpatialGroup::sNoDelete) + /*if (LLSpatialGroup::sNoDelete) { llerrs << "LLDrawInfo deleted illegally!" << llendl; - } + }*/ if (mFace) { diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h index 13ab35402c..16e8782a8e 100644 --- a/indra/newview/llspatialpartition.h +++ b/indra/newview/llspatialpartition.h @@ -44,6 +44,7 @@ #include "llcubemap.h" #include "lldrawpool.h" #include "llface.h" +#include "llviewercamera.h" #include <queue> @@ -53,6 +54,8 @@ class LLSpatialPartition; class LLSpatialBridge; class LLSpatialGroup; +class LLTextureAtlas; +class LLTextureAtlasSlot; S32 AABBSphereIntersect(const LLVector3& min, const LLVector3& max, const LLVector3 &origin, const F32 &rad); S32 AABBSphereIntersectR2(const LLVector3& min, const LLVector3& max, const LLVector3 &origin, const F32 &radius_squared); @@ -72,7 +75,7 @@ public: LLPointer<LLVertexBuffer> mVertexBuffer; - LLPointer<LLViewerTexture> mTexture; + LLPointer<LLViewerTexture> mTexture; LLColor4U mGlowColor; S32 mDebugColor; const LLMatrix4* mTextureMatrix; @@ -154,12 +157,14 @@ public: class LLSpatialGroup : public LLOctreeListener<LLDrawable> { friend class LLSpatialPartition; + friend class LLOctreeStateCheck; public: static U32 sNodeCount; static BOOL sNoDelete; //deletion of spatial groups and draw info not allowed if TRUE typedef std::vector<LLPointer<LLSpatialGroup> > sg_vector_t; typedef std::set<LLPointer<LLSpatialGroup> > sg_set_t; + typedef std::list<LLPointer<LLSpatialGroup> > sg_list_t; typedef std::vector<LLPointer<LLSpatialBridge> > bridge_list_t; typedef std::vector<LLPointer<LLDrawInfo> > drawmap_elem_t; typedef std::map<U32, drawmap_elem_t > draw_map_t; @@ -184,6 +189,14 @@ public: } }; + struct CompareUpdateUrgency + { + bool operator()(const LLPointer<LLSpatialGroup> lhs, const LLPointer<LLSpatialGroup> rhs) + { + return lhs->getUpdateUrgency() > rhs->getUpdateUrgency(); + } + }; + struct CompareDepthGreater { bool operator()(const LLSpatialGroup* const& lhs, const LLSpatialGroup* const& rhs) @@ -194,35 +207,44 @@ public: typedef enum { - OCCLUDED = 0x00000001, - IN_QUEUE = 0x00000002, - QUERY_PENDING = 0x00000004, - ACTIVE_OCCLUSION = 0x00000008, - DISCARD_QUERY = 0x00000010, - DEAD = 0x00000020, - EARLY_FAIL = 0x00000040, - DIRTY = 0x00000080, - OBJECT_DIRTY = 0x00000100, - GEOM_DIRTY = 0x00000200, - ALPHA_DIRTY = 0x00000800, - SKIP_FRUSTUM_CHECK = 0x00001000, - IN_IMAGE_QUEUE = 0x00002000, - IMAGE_DIRTY = 0x00004000, - OCCLUSION_DIRTY = 0x00008000, - MESH_DIRTY = 0x00010000, + OCCLUDED = 0x00010000, + QUERY_PENDING = 0x00020000, + ACTIVE_OCCLUSION = 0x00040000, + DISCARD_QUERY = 0x00080000, + EARLY_FAIL = 0x00100000, + } eOcclusionState; + + typedef enum + { + DEAD = 0x00000001, + DIRTY = 0x00000002, + OBJECT_DIRTY = 0x00000004, + GEOM_DIRTY = 0x00000008, + ALPHA_DIRTY = 0x00000010, + SKIP_FRUSTUM_CHECK = 0x00000020, + IN_IMAGE_QUEUE = 0x00000040, + IMAGE_DIRTY = 0x00000080, + OCCLUSION_DIRTY = 0x00000100, + MESH_DIRTY = 0x00000200, + NEW_DRAWINFO = 0x00000400, + IN_BUILD_Q1 = 0x00000800, + IN_BUILD_Q2 = 0x00001000, + STATE_MASK = 0x0000FFFF, } eSpatialState; typedef enum { STATE_MODE_SINGLE = 0, //set one node STATE_MODE_BRANCH, //set entire branch - STATE_MODE_DIFF //set entire branch as long as current state is different + STATE_MODE_DIFF, //set entire branch as long as current state is different + STATE_MODE_ALL_CAMERAS, //used for occlusion state, set state for all cameras } eSetStateMode; LLSpatialGroup(OctreeNode* node, LLSpatialPartition* part); BOOL isDead() { return isState(DEAD); } - BOOL isState(U32 state) const { return mState & state ? TRUE : FALSE; } + BOOL isState(U32 state) const; + BOOL isOcclusionState(U32 state) const { return mOcclusionState[LLViewerCamera::sCurCameraID] & state ? TRUE : FALSE; } U32 getState() { return mState; } void setState(U32 state); void clearState(U32 state); @@ -233,10 +255,14 @@ public: void validateDrawMap(); void setState(U32 state, S32 mode); + void clearState(U32 state, S32 mode); + + void setOcclusionState(U32 state, S32 mode = STATE_MODE_SINGLE); + void clearOcclusionState(U32 state, S32 mode = STATE_MODE_SINGLE); LLSpatialGroup* getParent(); - void clearState(U32 state, S32 mode); + BOOL addObject(LLDrawable *drawablep, BOOL add_all = FALSE, BOOL from_octree = FALSE); BOOL removeObject(LLDrawable *drawablep, BOOL from_octree = FALSE); BOOL updateInGroup(LLDrawable *drawablep, BOOL immediate = FALSE); // Update position if it's in the group @@ -253,6 +279,7 @@ public: void updateDistance(LLCamera& camera); BOOL needsUpdate(); + F32 getUpdateUrgency() const; BOOL changeLOD(); void rebuildGeom(); void rebuildMesh(); @@ -262,6 +289,8 @@ public: element_list& getData() { return mOctreeNode->getData(); } U32 getElementCount() const { return mOctreeNode->getElementCount(); } + void drawObjectBox(LLColor4 col); + //LISTENER FUNCTIONS virtual void handleInsertion(const TreeNode* node, LLDrawable* face); virtual void handleRemoval(const TreeNode* node, LLDrawable* face); @@ -270,10 +299,41 @@ public: virtual void handleChildAddition(const OctreeNode* parent, OctreeNode* child); virtual void handleChildRemoval(const OctreeNode* parent, const OctreeNode* child); +//------------------- +//for atlas use +//------------------- + //atlas + void setCurUpdatingTime(U32 t) {mCurUpdatingTime = t ;} + U32 getCurUpdatingTime() const { return mCurUpdatingTime ;} + + void setCurUpdatingSlot(LLTextureAtlasSlot* slotp) ; + LLTextureAtlasSlot* getCurUpdatingSlot(LLViewerTexture* imagep, S8 recursive_level = 3) ; + + void setCurUpdatingTexture(LLViewerTexture* tex){ mCurUpdatingTexture = tex ;} + LLViewerTexture* getCurUpdatingTexture() const { return mCurUpdatingTexture ;} + + BOOL hasAtlas(LLTextureAtlas* atlasp) ; + LLTextureAtlas* getAtlas(S8 ncomponents, S8 to_be_reserved, S8 recursive_level = 3) ; + void addAtlas(LLTextureAtlas* atlasp, S8 recursive_level = 3) ; + void removeAtlas(LLTextureAtlas* atlasp, BOOL remove_group = TRUE, S8 recursive_level = 3) ; + void clearAtlasList() ; +private: + U32 mCurUpdatingTime ; + //do not make the below two to use LLPointer + //because mCurUpdatingTime invalidates them automatically. + LLTextureAtlasSlot* mCurUpdatingSlotp ; + LLViewerTexture* mCurUpdatingTexture ; + + std::vector< std::list<LLTextureAtlas*> > mAtlasList ; +//------------------- +//end for atlas use +//------------------- + protected: virtual ~LLSpatialGroup(); U32 mState; + U32 mOcclusionState[LLViewerCamera::NUM_CAMERAS]; S32 mLODHash; static S32 sLODSeed; @@ -292,12 +352,12 @@ public: LLPointer<LLVertexBuffer> mVertexBuffer; F32* mOcclusionVerts; - GLuint mOcclusionQuery; + GLuint mOcclusionQuery[LLViewerCamera::NUM_CAMERAS]; U32 mBufferUsage; draw_map_t mDrawMap; - S32 mVisible; + S32 mVisible[LLViewerCamera::NUM_CAMERAS]; F32 mDistance; F32 mDepth; F32 mLastUpdateDistance; @@ -326,9 +386,7 @@ public: class LLSpatialPartition: public LLGeometryManager { public: - static BOOL sFreezeState; //if true, no spatialgroup state updates will be made - - LLSpatialPartition(U32 data_mask, U32 mBufferUsage = GL_STATIC_DRAW_ARB); + LLSpatialPartition(U32 data_mask, BOOL render_by_group, U32 mBufferUsage); virtual ~LLSpatialPartition(); LLSpatialGroup *put(LLDrawable *drawablep, BOOL was_visible = FALSE); @@ -374,7 +432,7 @@ public: BOOL mOcclusionEnabled; // if TRUE, occlusion culling is performed BOOL mInfiniteFarClip; // if TRUE, frustum culling ignores far clip plane U32 mBufferUsage; - BOOL mRenderByGroup; + const BOOL mRenderByGroup; U32 mLODSeed; U32 mLODPeriod; //number of frames between LOD updates for a given spatial group (staggered by mLODSeed) U32 mVertexDataMask; @@ -393,7 +451,7 @@ protected: public: typedef std::vector<LLPointer<LLSpatialBridge> > bridge_vector_t; - LLSpatialBridge(LLDrawable* root, U32 data_mask); + LLSpatialBridge(LLDrawable* root, BOOL render_by_group, U32 data_mask); virtual BOOL isSpatialBridge() const { return TRUE; } diff --git a/indra/newview/llstartup.cpp b/indra/newview/llstartup.cpp index 44e76a0bc1..dbb3062323 100644 --- a/indra/newview/llstartup.cpp +++ b/indra/newview/llstartup.cpp @@ -436,8 +436,8 @@ bool idle_startup() } else { - // Update images? - gTextureList.updateImages(0.01f); + //note: Removing this line will cause incorrect button size in the login screen. -- bao. + gTextureList.updateImages(0.01f) ; } if ( STATE_FIRST == LLStartUp::getStartupState() ) diff --git a/indra/newview/llsurface.cpp b/indra/newview/llsurface.cpp index de3d80f044..39f6a6c396 100644 --- a/indra/newview/llsurface.cpp +++ b/indra/newview/llsurface.cpp @@ -214,7 +214,7 @@ void LLSurface::create(const S32 grids_per_edge, LLViewerTexture* LLSurface::getSTexture() { - if (mSTexturep.notNull() && !mSTexturep->hasValidGLTexture()) + if (mSTexturep.notNull() && !mSTexturep->hasGLTexture()) { createSTexture(); } @@ -223,7 +223,7 @@ LLViewerTexture* LLSurface::getSTexture() LLViewerTexture* LLSurface::getWaterTexture() { - if (mWaterTexturep.notNull() && !mWaterTexturep->hasValidGLTexture()) + if (mWaterTexturep.notNull() && !mWaterTexturep->hasGLTexture()) { createWaterTexture(); } @@ -235,8 +235,13 @@ void LLSurface::createSTexture() if (!mSTexturep) { // Fill with dummy gray data. - LLPointer<LLImageRaw> raw = new LLImageRaw(sTextureSize, sTextureSize, 3); - U8 *default_texture = raw->getData(); + + mSTexturep = LLViewerTextureManager::getLocalTexture(sTextureSize, sTextureSize, 3, FALSE); + mSTexturep->dontDiscard(); + mSTexturep->setAddressMode(LLTexUnit::TAM_CLAMP); + + // GL NOT ACTIVE HERE + /*U8 *default_texture = raw->getData(); for (S32 i = 0; i < sTextureSize; i++) { for (S32 j = 0; j < sTextureSize; j++) @@ -250,7 +255,8 @@ void LLSurface::createSTexture() mSTexturep = LLViewerTextureManager::getLocalTexture(raw.get(), FALSE); mSTexturep->dontDiscard(); gGL.getTexUnit(0)->bind(mSTexturep); - mSTexturep->setAddressMode(LLTexUnit::TAM_CLAMP); + mSTexturep->setAddressMode(LLTexUnit::TAM_CLAMP);*/ + } } @@ -259,7 +265,7 @@ void LLSurface::createWaterTexture() if (!mWaterTexturep) { // Create the water texture - LLPointer<LLImageRaw> raw = new LLImageRaw(sTextureSize/2, sTextureSize/2, 4); + /*LLPointer<LLImageRaw> raw = new LLImageRaw(sTextureSize/2, sTextureSize/2, 4); U8 *default_texture = raw->getData(); for (S32 i = 0; i < sTextureSize/2; i++) { @@ -270,10 +276,11 @@ void LLSurface::createWaterTexture() *(default_texture + (i*sTextureSize/2 + j)*4 + 2) = MAX_WATER_COLOR.mV[2]; *(default_texture + (i*sTextureSize/2 + j)*4 + 3) = MAX_WATER_COLOR.mV[3]; } - } - mWaterTexturep = LLViewerTextureManager::getLocalTexture(raw.get(), FALSE); + }*/ + + + mWaterTexturep = LLViewerTextureManager::getLocalTexture(sTextureSize/2, sTextureSize/2, 4, FALSE); mWaterTexturep->dontDiscard(); - gGL.getTexUnit(0)->bind(mWaterTexturep); mWaterTexturep->setAddressMode(LLTexUnit::TAM_CLAMP); } } @@ -1189,7 +1196,7 @@ F32 LLSurface::getWaterHeight() const BOOL LLSurface::generateWaterTexture(const F32 x, const F32 y, const F32 width, const F32 height) { - if (!getWaterTexture() || !mWaterTexturep->hasGLTexture()) + if (!getWaterTexture()) { return FALSE; } @@ -1273,6 +1280,11 @@ BOOL LLSurface::generateWaterTexture(const F32 x, const F32 y, } } + if (!mWaterTexturep->hasGLTexture()) + { + mWaterTexturep->createGLTexture(0, raw); + } + mWaterTexturep->setSubImage(raw, x_begin, y_begin, x_end - x_begin, y_end - y_begin); return TRUE; } diff --git a/indra/newview/llsurfacepatch.cpp b/indra/newview/llsurfacepatch.cpp index 5fac5fd1e4..0ce794addb 100644 --- a/indra/newview/llsurfacepatch.cpp +++ b/indra/newview/llsurfacepatch.cpp @@ -712,17 +712,7 @@ BOOL LLSurfacePatch::updateTexture() if (mVObjp) { mVObjp->dirtyGeom(); - } - updateCompositionStats(); - F32 tex_patch_size = meters_per_grid*grids_per_patch_edge; - if (comp->generateTexture((F32)origin_region[VX], (F32)origin_region[VY], - tex_patch_size, tex_patch_size)) - { - mSTexUpdate = FALSE; - - // Also generate the water texture - mSurfacep->generateWaterTexture((F32)origin_region.mdV[VX], (F32)origin_region.mdV[VY], - tex_patch_size, tex_patch_size); + gPipeline.markGLRebuild(mVObjp); return TRUE; } } @@ -735,6 +725,28 @@ BOOL LLSurfacePatch::updateTexture() } } +void LLSurfacePatch::updateGL() +{ + F32 meters_per_grid = getSurface()->getMetersPerGrid(); + F32 grids_per_patch_edge = (F32)getSurface()->getGridsPerPatchEdge(); + + LLViewerRegion *regionp = getSurface()->getRegion(); + LLVector3d origin_region = getOriginGlobal() - getSurface()->getOriginGlobal(); + + LLVLComposition* comp = regionp->getComposition(); + + updateCompositionStats(); + F32 tex_patch_size = meters_per_grid*grids_per_patch_edge; + if (comp->generateTexture((F32)origin_region[VX], (F32)origin_region[VY], + tex_patch_size, tex_patch_size)) + { + mSTexUpdate = FALSE; + + // Also generate the water texture + mSurfacep->generateWaterTexture((F32)origin_region.mdV[VX], (F32)origin_region.mdV[VY], + tex_patch_size, tex_patch_size); + } +} void LLSurfacePatch::dirtyZ() { diff --git a/indra/newview/llsurfacepatch.h b/indra/newview/llsurfacepatch.h index 4cac977305..ebfb64c1d8 100644 --- a/indra/newview/llsurfacepatch.h +++ b/indra/newview/llsurfacepatch.h @@ -90,6 +90,7 @@ public: void updateCameraDistanceRegion( const LLVector3 &pos_region); void updateVisibility(); + void updateGL(); void dirtyZ(); // Dirty the z values of this patch void setHasReceivedData(); diff --git a/indra/newview/lltexlayer.h b/indra/newview/lltexlayer.h index b0ac13913e..6922eae0e1 100644 --- a/indra/newview/lltexlayer.h +++ b/indra/newview/lltexlayer.h @@ -193,7 +193,7 @@ public: void applyMorphMask(U8* tex_data, S32 width, S32 height, S32 num_components); void renderAlphaMaskTextures(S32 width, S32 height, bool forceClear = false); LLTexLayer* findLayerByName(std::string name); - + LLVOAvatarSelf* getAvatar() const { return mAvatar; } const std::string getBodyRegion() const; BOOL hasComposite() const { return (mComposite.notNull()); } diff --git a/indra/newview/lltexlayerparams.cpp b/indra/newview/lltexlayerparams.cpp index c9117a84a5..7a1ee95a65 100644 --- a/indra/newview/lltexlayerparams.cpp +++ b/indra/newview/lltexlayerparams.cpp @@ -94,7 +94,7 @@ void LLTexLayerParamAlpha::getCacheByteCount(S32* gl_bytes) { S32 bytes = (S32)tex->getWidth() * tex->getHeight() * tex->getComponents(); - if (tex->hasValidGLTexture()) + if (tex->hasGLTexture()) { *gl_bytes += bytes; } diff --git a/indra/newview/lltextureatlas.cpp b/indra/newview/lltextureatlas.cpp new file mode 100644 index 0000000000..79b3686386 --- /dev/null +++ b/indra/newview/lltextureatlas.cpp @@ -0,0 +1,422 @@ +/** + * @file lltextureatlas.cpp + * @brief LLTextureAtlas class implementation. + * + * $LicenseInfo:firstyear=2002&license=viewergpl$ + * + * Copyright (c) 2002-2009, Linden Research, Inc. + * + * Second Life Viewer Source Code + * The source code in this file ("Source Code") is provided by Linden Lab + * to you under the terms of the GNU General Public License, version 2.0 + * ("GPL"), unless you have obtained a separate licensing agreement + * ("Other License"), formally executed by you and Linden Lab. Terms of + * the GPL can be found in doc/GPL-license.txt in this distribution, or + * online at http://secondlife.com/developers/opensource/gplv2 + * + * There are special exceptions to the terms and conditions of the GPL as + * it is applied to this Source Code. View the full text of the exception + * in the file doc/FLOSS-exception.txt in this software distribution, or + * online at http://secondlife.com/developers/opensource/flossexception + * + * By copying, modifying or distributing this software, you acknowledge + * that you have read and understood your obligations described above, + * and agree to abide by those obligations. + * + * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO + * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, + * COMPLETENESS OR PERFORMANCE. + * $/LicenseInfo$ + */ +#include "llviewerprecompiledheaders.h" +#include "linden_common.h" +#include "llerror.h" +#include "llimage.h" +#include "llmath.h" +#include "llgl.h" +#include "llrender.h" +#include "lltextureatlas.h" + +//------------------- +S16 LLTextureAtlas::sMaxSubTextureSize = 64 ; +S16 LLTextureAtlas::sSlotSize = 32 ; + +#ifndef DEBUG_ATLAS +#define DEBUG_ATLAS 0 +#endif + +#ifndef DEBUG_USAGE_BITS +#define DEBUG_USAGE_BITS 0 +#endif +//************************************************************************************************************** +LLTextureAtlas::LLTextureAtlas(U8 ncomponents, S16 atlas_dim) : + LLViewerTexture(atlas_dim * sSlotSize, atlas_dim * sSlotSize, ncomponents, TRUE), + mAtlasDim(atlas_dim), + mNumSlotsReserved(0), + mMaxSlotsInAtlas(atlas_dim * atlas_dim) +{ + generateEmptyUsageBits() ; + + //generate an empty texture + generateGLTexture() ; + LLPointer<LLImageRaw> image_raw = new LLImageRaw(mFullWidth, mFullHeight, mComponents); + createGLTexture(0, image_raw, 0); + image_raw = NULL; +} + +LLTextureAtlas::~LLTextureAtlas() +{ + if(mSpatialGroupList.size() > 0) + { + llerrs << "Not clean up the spatial groups!" << llendl ; + } + releaseUsageBits() ; +} + +//virtual +S8 LLTextureAtlas::getType() const +{ + return LLViewerTexture::ATLAS_TEXTURE ; +} + +void LLTextureAtlas::getTexCoordOffset(S16 col, S16 row, F32& xoffset, F32& yoffset) +{ + xoffset = (F32)col / mAtlasDim ; + yoffset = (F32)row / mAtlasDim ; +} + +void LLTextureAtlas::getTexCoordScale(S32 w, S32 h, F32& xscale, F32& yscale) +{ + xscale = (F32)w / (mAtlasDim * sSlotSize) ; + yscale = (F32)h / (mAtlasDim * sSlotSize) ; +} + +//insert a texture piece into the atlas +LLGLuint LLTextureAtlas::insertSubTexture(LLImageGL* source_gl_tex, S32 discard_level, const LLImageRaw* raw_image, S16 slot_col, S16 slot_row) +{ + if(!getTexName()) + { + return 0 ; + } + + S32 w = raw_image->getWidth() ; + S32 h = raw_image->getHeight() ; + if(w < 8 || w > sMaxSubTextureSize || h < 8 || h > sMaxSubTextureSize) + { + //size overflow + return 0 ; + } + + BOOL res = gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, getTexName()); + if (!res) + { + llerrs << "bindTexture failed" << llendl; + } + + GLint xoffset = sSlotSize * slot_col ; + GLint yoffset = sSlotSize * slot_row ; + + if(!source_gl_tex->preAddToAtlas(discard_level, raw_image)) + { + return 0 ; + } + + glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, TRUE); + glTexSubImage2D(GL_TEXTURE_2D, 0, xoffset, yoffset, w, h, + mGLTexturep->getPrimaryFormat(), mGLTexturep->getFormatType(), raw_image->getData()); + + source_gl_tex->postAddToAtlas() ; + return getTexName(); +} + +//release a sub-texture slot from the atlas +void LLTextureAtlas::releaseSlot(S16 slot_col, S16 slot_row, S8 slot_width) +{ + unmarkUsageBits(slot_width, slot_col, slot_row) ; + mNumSlotsReserved -= slot_width * slot_width ; +} + +BOOL LLTextureAtlas::isEmpty() const +{ + return !mNumSlotsReserved ; +} + +BOOL LLTextureAtlas::isFull(S8 to_be_reserved) const +{ + return mNumSlotsReserved + to_be_reserved > mMaxSlotsInAtlas ; +} +F32 LLTextureAtlas::getFullness() const +{ + return (F32)mNumSlotsReserved / mMaxSlotsInAtlas ; +} + +void LLTextureAtlas::addSpatialGroup(LLSpatialGroup* groupp) +{ + if(groupp && !hasSpatialGroup(groupp)) + { + mSpatialGroupList.push_back(groupp); + } +} + +void LLTextureAtlas::removeSpatialGroup(LLSpatialGroup* groupp) +{ + if(groupp) + { + mSpatialGroupList.remove(groupp); + } +} + +void LLTextureAtlas::clearSpatialGroup() +{ + mSpatialGroupList.clear(); +} +void LLTextureAtlas::removeLastSpatialGroup() +{ + mSpatialGroupList.pop_back() ; +} + +LLSpatialGroup* LLTextureAtlas::getLastSpatialGroup() +{ + if(mSpatialGroupList.size() > 0) + { + return mSpatialGroupList.back() ; + } + return NULL ; +} + +BOOL LLTextureAtlas::hasSpatialGroup(LLSpatialGroup* groupp) +{ + for(std::list<LLSpatialGroup*>::iterator iter = mSpatialGroupList.begin(); iter != mSpatialGroupList.end() ; ++iter) + { + if(*iter == groupp) + { + return TRUE ; + } + } + return FALSE ; +} + +//-------------------------------------------------------------------------------------- +//private +void LLTextureAtlas::generateEmptyUsageBits() +{ + S32 col_len = (mAtlasDim + 7) >> 3 ; + mUsageBits = new U8*[mAtlasDim] ; + *mUsageBits = new U8[mAtlasDim * col_len] ; + + mUsageBits[0] = *mUsageBits ; + for(S32 i = 1 ; i < mAtlasDim ; i++) + { + mUsageBits[i] = mUsageBits[i-1] + col_len ; + + for(S32 j = 0 ; j < col_len ; j++) + { + //init by 0 for all bits. + mUsageBits[i][j] = 0 ; + } + } + + //do not forget mUsageBits[0]! + for(S32 j = 0 ; j < col_len ; j++) + { + //init by 0 for all bits. + mUsageBits[0][j] = 0 ; + } + + mTestBits = NULL ; +#if DEBUG_USAGE_BITS + //------------ + //test + mTestBits = new U8*[mAtlasDim] ; + *mTestBits = new U8[mAtlasDim * mAtlasDim] ; + mTestBits[0] = *mTestBits ; + for(S32 i = 1 ; i < mAtlasDim ; i++) + { + mTestBits[i] = mTestBits[i-1] + mAtlasDim ; + + for(S32 j = 0 ; j < mAtlasDim ; j++) + { + //init by 0 for all bits. + mTestBits[i][j] = 0 ; + } + } + + for(S32 j = 0 ; j < mAtlasDim ; j++) + { + //init by 0 for all bits. + mTestBits[0][j] = 0 ; + } +#endif +} + +void LLTextureAtlas::releaseUsageBits() +{ + if(mUsageBits) + { + delete[] *mUsageBits ; + delete[] mUsageBits ; + } + mUsageBits = NULL ; + + //test + if( mTestBits) + { + delete[] *mTestBits; + delete[] mTestBits; + } + mTestBits = NULL ; +} + +void LLTextureAtlas::markUsageBits(S8 bits_len, U8 mask, S16 col, S16 row) +{ + S16 x = col >> 3 ; + + for(S8 i = 0 ; i < bits_len ; i++) + { + mUsageBits[row + i][x] |= mask ; + } + +#if DEBUG_USAGE_BITS + //test + for(S8 i = row ; i < row + bits_len ; i++) + { + for(S8 j = col ; j < col + bits_len ; j++) + { + mTestBits[i][j] = 1 ; + } + } +#endif +} + +void LLTextureAtlas::unmarkUsageBits(S8 bits_len, S16 col, S16 row) +{ + S16 x = col >> 3 ; + U8 mask = 1 ; + for(S8 i = 1 ; i < bits_len ; i++) + { + mask |= (1 << i) ; + } + mask <<= (col & 7) ; + mask = ~mask ; + + for(S8 i = 0 ; i < bits_len ; i++) + { + mUsageBits[row + i][x] &= mask ; + } + +#if DEBUG_USAGE_BITS + //test + for(S8 i = row ; i < row + bits_len ; i++) + { + for(S8 j = col ; j < col + bits_len ; j++) + { + mTestBits[i][j] = 0 ; + } + } +#endif +} + +//return true if any of bits in the range marked. +BOOL LLTextureAtlas::areUsageBitsMarked(S8 bits_len, U8 mask, S16 col, S16 row) +{ + BOOL ret = FALSE ; + S16 x = col >> 3 ; + + for(S8 i = 0 ; i < bits_len ; i++) + { + if(mUsageBits[row + i][x] & mask) + { + ret = TRUE ; + break ; + //return TRUE ; + } + } + +#if DEBUG_USAGE_BITS + //test + BOOL ret2 = FALSE ; + for(S8 i = row ; i < row + bits_len ; i++) + { + for(S8 j = col ; j < col + bits_len ; j++) + { + if(mTestBits[i][j]) + { + ret2 = TRUE ; + } + } + } + + if(ret != ret2) + { + llerrs << "bits map corrupted." << llendl ; + } +#endif + return ret ;//FALSE ; +} + +//---------------------------------------------------------------------- +// +//index order: Z order, i.e.: +// |-----|-----|-----|-----| +// | 10 | 11 | 14 | 15 | +// |-----|-----|-----|-----| +// | 8 | 9 | 12 | 13 | +// |-----|-----|-----|-----| +// | 2 | 3 | 6 | 7 | +// |-----|-----|-----|-----| +// | 0 | 1 | 4 | 5 | +// |-----|-----|-----|-----| +void LLTextureAtlas::getPositionFromIndex(S16 index, S16& col, S16& row) +{ + col = 0 ; + row = 0 ; + + S16 index_copy = index ; + for(S16 i = 0 ; index_copy && i < 16 ; i += 2) + { + col |= ((index & (1 << i)) >> i) << (i >> 1) ; + row |= ((index & (1 << (i + 1))) >> (i + 1)) << (i >> 1) ; + index_copy >>= 2 ; + } +} +void LLTextureAtlas::getIndexFromPosition(S16 col, S16 row, S16& index) +{ + index = 0 ; + S16 col_copy = col ; + S16 row_copy = row ; + for(S16 i = 0 ; (col_copy || row_copy) && i < 16 ; i++) + { + index |= ((col & 1 << i) << i) | ((row & 1 << i) << ( i + 1)) ; + col_copy >>= 1 ; + row_copy >>= 1 ; + } +} +//---------------------------------------------------------------------- +//return TRUE if succeeds. +BOOL LLTextureAtlas::getNextAvailableSlot(S8 bits_len, S16& col, S16& row) +{ + S16 index_step = bits_len * bits_len ; + + U8 mask = 1 ; + for(S8 i = 1 ; i < bits_len ; i++) + { + mask |= (1 << i) ; + } + + U8 cur_mask ; + for(S16 index = 0 ; index < mMaxSlotsInAtlas ; index += index_step) + { + getPositionFromIndex(index, col, row) ; + + cur_mask = mask << (col & 7) ; + if(!areUsageBitsMarked(bits_len, cur_mask, col, row)) + { + markUsageBits(bits_len, cur_mask, col, row) ; + mNumSlotsReserved += bits_len * bits_len ; + + return TRUE ; + } + } + + return FALSE ; +} diff --git a/indra/newview/lltextureatlas.h b/indra/newview/lltextureatlas.h new file mode 100644 index 0000000000..1f756ccf1a --- /dev/null +++ b/indra/newview/lltextureatlas.h @@ -0,0 +1,95 @@ +/** + * @file lltextureatlas.h + * @brief LLTextureAtlas base class. + * + * $LicenseInfo:firstyear=2002&license=viewergpl$ + * + * Copyright (c) 2002-2009, Linden Research, Inc. + * + * Second Life Viewer Source Code + * The source code in this file ("Source Code") is provided by Linden Lab + * to you under the terms of the GNU General Public License, version 2.0 + * ("GPL"), unless you have obtained a separate licensing agreement + * ("Other License"), formally executed by you and Linden Lab. Terms of + * the GPL can be found in doc/GPL-license.txt in this distribution, or + * online at http://secondlife.com/developers/opensource/gplv2 + * + * There are special exceptions to the terms and conditions of the GPL as + * it is applied to this Source Code. View the full text of the exception + * in the file doc/FLOSS-exception.txt in this software distribution, or + * online at http://secondlife.com/developers/opensource/flossexception + * + * By copying, modifying or distributing this software, you acknowledge + * that you have read and understood your obligations described above, + * and agree to abide by those obligations. + * + * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO + * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, + * COMPLETENESS OR PERFORMANCE. + * $/LicenseInfo$ + */ + + +#ifndef LL_TEXTUREATLAS_H +#define LL_TEXTUREATLAS_H + +#include "llviewertexture.h" +class LLSpatialGroup ; + +class LLTextureAtlas : public LLViewerTexture +{ +protected: + /*virtual*/ ~LLTextureAtlas() ; + +public: + LLTextureAtlas(U8 ncomponents, S16 atlas_dim = 16) ; + + /*virtual*/ S8 getType() const; + + LLGLuint insertSubTexture(LLImageGL* source_gl_tex, S32 discard_level, const LLImageRaw* raw_image, S16 slot_col, S16 slot_row) ; + void releaseSlot(S16 slot_col, S16 slot_row, S8 slot_width); + + BOOL getNextAvailableSlot(S8 bits_len, S16& col, S16& row) ; + void getTexCoordOffset(S16 col, S16 row, F32& xoffset, F32& yOffset) ; + void getTexCoordScale(S32 w, S32 h, F32& xscale, F32& yscale) ; + + BOOL isEmpty() const ; + BOOL isFull(S8 to_be_reserved = 1) const ; + F32 getFullness() const ; + + void addSpatialGroup(LLSpatialGroup* groupp) ; + void removeSpatialGroup(LLSpatialGroup* groupp) ; + LLSpatialGroup* getLastSpatialGroup() ; + void removeLastSpatialGroup() ; + BOOL hasSpatialGroup(LLSpatialGroup* groupp) ; + void clearSpatialGroup() ; + std::list<LLSpatialGroup*>* getSpatialGroupList() {return &mSpatialGroupList;} +private: + void generateEmptyUsageBits() ; + void releaseUsageBits() ; + + void markUsageBits(S8 bits_len, U8 mask, S16 col, S16 row) ; + void unmarkUsageBits(S8 bits_len, S16 col, S16 row) ; + + void getPositionFromIndex(S16 index, S16& col, S16& row) ; + void getIndexFromPosition(S16 col, S16 row, S16& index) ; + BOOL areUsageBitsMarked(S8 bits_len, U8 mask, S16 col, S16 row) ; + +private: + S16 mAtlasDim ; //number of slots per edge, i.e, there are "mAtlasDim * mAtlasDim" total slots in the atlas. + S16 mNumSlotsReserved ; + S16 mMaxSlotsInAtlas ; + U8 **mUsageBits ; + std::list<LLSpatialGroup*> mSpatialGroupList ; + +public: + //debug use only + U8 **mTestBits ; + +public: + static S16 sMaxSubTextureSize ; + static S16 sSlotSize ; +}; + +#endif + diff --git a/indra/newview/lltextureatlasmanager.cpp b/indra/newview/lltextureatlasmanager.cpp new file mode 100644 index 0000000000..8f026787ca --- /dev/null +++ b/indra/newview/lltextureatlasmanager.cpp @@ -0,0 +1,273 @@ +/** + * @file lltextureatlasmanager.cpp + * @brief LLTextureAtlasManager class implementation. + * + * $LicenseInfo:firstyear=2002&license=viewergpl$ + * + * Copyright (c) 2002-2009, Linden Research, Inc. + * + * Second Life Viewer Source Code + * The source code in this file ("Source Code") is provided by Linden Lab + * to you under the terms of the GNU General Public License, version 2.0 + * ("GPL"), unless you have obtained a separate licensing agreement + * ("Other License"), formally executed by you and Linden Lab. Terms of + * the GPL can be found in doc/GPL-license.txt in this distribution, or + * online at http://secondlife.com/developers/opensource/gplv2 + * + * There are special exceptions to the terms and conditions of the GPL as + * it is applied to this Source Code. View the full text of the exception + * in the file doc/FLOSS-exception.txt in this software distribution, or + * online at http://secondlife.com/developers/opensource/flossexception + * + * By copying, modifying or distributing this software, you acknowledge + * that you have read and understood your obligations described above, + * and agree to abide by those obligations. + * + * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO + * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, + * COMPLETENESS OR PERFORMANCE. + * $/LicenseInfo$ + */ +#include "llviewerprecompiledheaders.h" +#include "linden_common.h" +#include "llerror.h" +#include "llmath.h" +#include "lltextureatlas.h" +#include "lltextureatlasmanager.h" +#include "llspatialpartition.h" + +const S8 MAX_NUM_EMPTY_ATLAS = 2 ; +const F32 MIN_ATLAS_FULLNESS = 0.6f ; + +//********************************************************************************************* +//implementation of class LLTextureAtlasInfo +//********************************************************************************************* +LLTextureAtlasSlot::LLTextureAtlasSlot(LLTextureAtlas* atlasp, LLSpatialGroup* groupp, S16 col, S16 row, F32 xoffset, F32 yoffset, S8 slot_width) : + mAtlasp(atlasp), + mGroupp(groupp), + mCol(col), + mRow(row), + mReservedSlotWidth(slot_width), + mValid(FALSE), + mUpdatedTime(0), + mTexCoordOffset(xoffset, yoffset), + mTexCoordScale(1.f, 1.f) +{ + llassert_always(mAtlasp || mGroupp || mReservedSlotWidth) ; +} + +LLTextureAtlasSlot::~LLTextureAtlasSlot() +{ + if(mAtlasp) + { + mAtlasp->releaseSlot(mCol, mRow, mReservedSlotWidth) ; + if(mAtlasp->isEmpty()) + { + LLTextureAtlasManager::getInstance()->releaseAtlas(mAtlasp) ; + } + mAtlasp = NULL ; + } +} + +//void LLTextureAtlasSlot::setAtlas(LLTextureAtlas* atlasp) +//{ +// mAtlasp = atlasp ; +//} +//void LLTextureAtlasSlot::setSlotPos(S16 col, S16 row) +//{ +// mCol = col ; +// mRow = row ; +//} +//void LLTextureAtlasSlot::setSlotWidth(S8 width) +//{ +// //slot is a square with each edge length a power-of-two number +// mReservedSlotWidth = width ; +//} +//void LLTextureAtlasSlot::setTexCoordOffset(F32 xoffset, F32 yoffset) +//{ +// mTexCoordOffset.mV[0] = xoffset ; +// mTexCoordOffset.mV[1] = yoffset ; +//} + +void LLTextureAtlasSlot::setSpatialGroup(LLSpatialGroup* groupp) +{ + mGroupp = groupp ; +} +void LLTextureAtlasSlot::setTexCoordScale(F32 xscale, F32 yscale) +{ + mTexCoordScale.mV[0] = xscale ; + mTexCoordScale.mV[1] = yscale ; +} +//********************************************************************************************* +//END of implementation of class LLTextureAtlasInfo +//********************************************************************************************* + +//********************************************************************************************* +//implementation of class LLTextureAtlasManager +//********************************************************************************************* +LLTextureAtlasManager::LLTextureAtlasManager() : + mAtlasMap(4), + mEmptyAtlasMap(4) +{ +} + +LLTextureAtlasManager::~LLTextureAtlasManager() +{ + for(S32 i = 0 ; i < 4 ; i++) + { + for(ll_texture_atlas_list_t::iterator j = mAtlasMap[i].begin() ; j != mAtlasMap[i].end() ; ++j) + { + *j = NULL ; + } + for(ll_texture_atlas_list_t::iterator j = mEmptyAtlasMap[i].begin() ; j != mEmptyAtlasMap[i].end() ; ++j) + { + *j = NULL ; + } + + mAtlasMap[i].clear() ; + mEmptyAtlasMap[i].clear() ; + } + mAtlasMap.clear() ; + mEmptyAtlasMap.clear() ; +} + +//return TRUE if qualified +BOOL LLTextureAtlasManager::canAddToAtlas(S32 w, S32 h, S8 ncomponents, LLGLenum target) +{ + if(ncomponents < 1 || ncomponents > 4) + { + return FALSE ; + } + //only support GL_TEXTURE_2D + if(GL_TEXTURE_2D != target) + { + return FALSE ; + } + //real image size overflows + if(w < 8 || w > LLTextureAtlas::sMaxSubTextureSize || h < 8 || h > LLTextureAtlas::sMaxSubTextureSize) + { + return FALSE ; + } + + //if non-power-of-two number + if((w & (w - 1)) || (h & (h - 1))) + { + return FALSE ; + } + + return TRUE ; +} + +void LLTextureAtlasManager::releaseAtlas(LLTextureAtlas* atlasp) +{ + LLSpatialGroup* groupp = atlasp->getLastSpatialGroup() ; + while(groupp) + { + groupp->removeAtlas(atlasp, FALSE) ; + atlasp->removeLastSpatialGroup() ; + + groupp = atlasp->getLastSpatialGroup() ; + } + + S8 type = atlasp->getComponents() - 1 ; + //insert to the empty list + if(mEmptyAtlasMap[type].size() < MAX_NUM_EMPTY_ATLAS) + { + mEmptyAtlasMap[type].push_back(atlasp) ; + } + + //delete the atlasp + mAtlasMap[type].remove(atlasp) ; +} + +// +//this function reserves an appropriate slot from atlas pool for an image. +//return non-NULL if succeeds. +//Note: +//1, this function does not check if the image this slot assigned for qualifies for atlas or not, +// call LLTextureAtlasManager::canAddToAtlas(...) to do the check before calling this function. +//2, this function also dose not check if the image is already in atlas. It always assigns a new slot anyway. +//3, this function tries to group sub-textures from same spatial group into ONE atlas to improve render batching. +// +LLPointer<LLTextureAtlasSlot> LLTextureAtlasManager::reserveAtlasSlot(S32 sub_texture_size, S8 ncomponents, + LLSpatialGroup* groupp, LLViewerTexture* imagep) +{ + if(!groupp) + { + //do not insert to atlas if does not have a group. + return NULL ; + } + + //bits_len must <= 8 and is a power of two number, i.e.: must be one of these numbers: 1, 2, 4, 8. + if(sub_texture_size > LLTextureAtlas::sMaxSubTextureSize) + { + sub_texture_size = LLTextureAtlas::sMaxSubTextureSize ; + } + S8 bits_len = sub_texture_size / LLTextureAtlas::sSlotSize ; + if(bits_len < 1) + { + bits_len = 1 ; + } + + S16 col = -1, row = -1; + S8 total_bits = bits_len * bits_len ; + + //insert to the atlas reserved by the same spatial group + LLPointer<LLTextureAtlas> atlasp = groupp->getAtlas(ncomponents, total_bits) ; + if(atlasp.notNull()) + { + if(!atlasp->getNextAvailableSlot(bits_len, col, row)) + { + //failed + atlasp = NULL ; + } + } + + //search an atlas to fit for 'size' + if(!atlasp) + { + S8 atlas_index = ncomponents - 1 ; + ll_texture_atlas_list_t::iterator iter = mAtlasMap[atlas_index].begin() ; + for(; iter != mAtlasMap[atlas_index].end(); ++iter) + { + LLTextureAtlas* cur = (LLTextureAtlas*)*iter ; + if(cur->getFullness() < MIN_ATLAS_FULLNESS)//this atlas is empty enough for this group to insert more sub-textures later if necessary. + { + if(cur->getNextAvailableSlot(bits_len, col, row)) + { + atlasp = cur ; + groupp->addAtlas(atlasp) ; + break ; + } + } + } + } + + //create a new atlas if necessary + if(!atlasp) + { + if(mEmptyAtlasMap[ncomponents - 1].size() > 0) + { + //there is an empty one + atlasp = mEmptyAtlasMap[ncomponents - 1].back() ; + mEmptyAtlasMap[ncomponents - 1].pop_back() ; + } + else + { + atlasp = new LLTextureAtlas(ncomponents, 16) ; + } + mAtlasMap[ncomponents - 1].push_back(atlasp) ; + atlasp->getNextAvailableSlot(bits_len, col, row) ; + groupp->addAtlas(atlasp) ; + } + + F32 xoffset, yoffset ; + atlasp->getTexCoordOffset(col, row, xoffset, yoffset) ; + LLPointer<LLTextureAtlasSlot> slot_infop = new LLTextureAtlasSlot(atlasp, groupp, col, row, xoffset, yoffset, bits_len) ; + + return slot_infop ; +} + +//********************************************************************************************* +//END of implementation of class LLTextureAtlasManager +//********************************************************************************************* diff --git a/indra/newview/lltextureatlasmanager.h b/indra/newview/lltextureatlasmanager.h new file mode 100644 index 0000000000..4dba0759f9 --- /dev/null +++ b/indra/newview/lltextureatlasmanager.h @@ -0,0 +1,111 @@ +/** + * @file lltextureatlasmanager.h + * @brief LLTextureAtlasManager base class. + * + * $LicenseInfo:firstyear=2002&license=viewergpl$ + * + * Copyright (c) 2002-2009, Linden Research, Inc. + * + * Second Life Viewer Source Code + * The source code in this file ("Source Code") is provided by Linden Lab + * to you under the terms of the GNU General Public License, version 2.0 + * ("GPL"), unless you have obtained a separate licensing agreement + * ("Other License"), formally executed by you and Linden Lab. Terms of + * the GPL can be found in doc/GPL-license.txt in this distribution, or + * online at http://secondlife.com/developers/opensource/gplv2 + * + * There are special exceptions to the terms and conditions of the GPL as + * it is applied to this Source Code. View the full text of the exception + * in the file doc/FLOSS-exception.txt in this software distribution, or + * online at http://secondlife.com/developers/opensource/flossexception + * + * By copying, modifying or distributing this software, you acknowledge + * that you have read and understood your obligations described above, + * and agree to abide by those obligations. + * + * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO + * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, + * COMPLETENESS OR PERFORMANCE. + * $/LicenseInfo$ + */ + + +#ifndef LL_TEXTUREATLASMANAGER_H +#define LL_TEXTUREATLASMANAGER_H + +#include "llmemory.h" + +class LLSpatialGroup ; +class LLViewerTexture ; + +//just use it as a structure. +class LLTextureAtlasSlot : public LLRefCount +{ +public: + LLTextureAtlasSlot(LLTextureAtlas* atlasp, LLSpatialGroup* groupp, S16 col, S16 row, F32 xoffset, F32 yoffset, S8 slot_width) ; + +protected: + virtual ~LLTextureAtlasSlot(); + +public: + + // + //do not allow to change those values + // + //void setAtlas(LLTextureAtlas* atlasp) ; + //void setSlotPos(S16 col, S16 row) ; + //void setSlotWidth(S8 width) ; + //void setTexCoordOffset(F32 xoffser, F32 yoffset) ; + // + + void setSpatialGroup(LLSpatialGroup* groupp) ; + void setTexCoordScale(F32 xscale, F32 yscale) ; + void setValid() {mValid = TRUE ;} + + LLTextureAtlas* getAtlas()const {return mAtlasp;} + LLSpatialGroup* getSpatialGroup() const {return mGroupp ;} + S16 getSlotCol()const {return mCol;} + S16 getSlotRow()const {return mRow;} + S8 getSlotWidth()const{return mReservedSlotWidth;} + BOOL isValid()const { return mValid;} + const LLVector2* getTexCoordOffset()const {return &mTexCoordOffset;} + const LLVector2* getTexCoordScale() const {return &mTexCoordScale;} + + void setUpdatedTime(U32 t) {mUpdatedTime = t;} + U32 getUpdatedTime()const {return mUpdatedTime;} + +private: + LLTextureAtlas* mAtlasp; + S16 mCol ;//col of the slot + S16 mRow ;//row of the slot + S8 mReservedSlotWidth ; //slot is a square with each edge length a power-of-two number + LLSpatialGroup* mGroupp ; + BOOL mValid ; + + LLVector2 mTexCoordOffset ; + LLVector2 mTexCoordScale ; + + U32 mUpdatedTime ; +} ; + +class LLTextureAtlasManager : public LLSingleton<LLTextureAtlasManager> +{ +private: + typedef std::list<LLPointer<LLTextureAtlas> > ll_texture_atlas_list_t ; + +public: + LLTextureAtlasManager(); + ~LLTextureAtlasManager(); + + LLPointer<LLTextureAtlasSlot> reserveAtlasSlot(S32 sub_texture_size, S8 ncomponents, + LLSpatialGroup* groupp, LLViewerTexture* imagep) ; + void releaseAtlas(LLTextureAtlas* atlasp); + + BOOL canAddToAtlas(S32 w, S32 h, S8 ncomponents, LLGLenum target) ; + +private: + std::vector<ll_texture_atlas_list_t> mAtlasMap ; + std::vector<ll_texture_atlas_list_t> mEmptyAtlasMap ; //delay some empty atlases deletion to avoid possible creation of new atlas immediately. +}; + +#endif diff --git a/indra/newview/lltextureview.cpp b/indra/newview/lltextureview.cpp index 9da2446354..ea675c5a6e 100644 --- a/indra/newview/lltextureview.cpp +++ b/indra/newview/lltextureview.cpp @@ -56,6 +56,7 @@ extern F32 texmem_lower_bound_scale; LLTextureView *gTextureView = NULL; +LLTextureSizeView *gTextureSizeView = NULL; //static std::set<LLViewerFetchedTexture*> LLTextureView::sDebugImages; @@ -315,7 +316,7 @@ void LLTextureBar::draw() pip_x += pip_width + pip_space; // we don't want to show bind/resident pips for textures using the default texture - if (mImagep->hasValidGLTexture()) + if (mImagep->hasGLTexture()) { // Draw the bound pip last_event = mImagep->getTimePassedSinceLastBound(); @@ -536,6 +537,73 @@ LLRect LLGLTexMemBar::getRequiredRect() } //////////////////////////////////////////////////////////////////////////// +class LLGLTexSizeBar +{ +public: + LLGLTexSizeBar(S32 index, S32 left, S32 bottom, S32 right, S32 line_height) + { + mIndex = index ; + mLeft = left ; + mBottom = bottom ; + mRight = right ; + mLineHeight = line_height ; + mTopLoaded = 0 ; + mTopBound = 0 ; + mScale = 1.0f ; + } + + void setTop(S32 loaded, S32 bound, F32 scale) {mTopLoaded = loaded ; mTopBound = bound; mScale = scale ;} + + void draw(); + BOOL handleHover(S32 x, S32 y, MASK mask) ; + +private: + S32 mIndex ; + S32 mLeft ; + S32 mBottom ; + S32 mRight ; + S32 mTopLoaded ; + S32 mTopBound ; + S32 mLineHeight ; + F32 mScale ; +}; + +BOOL LLGLTexSizeBar::handleHover(S32 x, S32 y, MASK mask) +{ +#if !LL_RELEASE_FOR_DOWNLOAD + if(y > mBottom && (y < mBottom + (S32)(mTopLoaded * mScale) || y < mBottom + (S32)(mTopBound * mScale))) + { + LLImageGL::setCurTexSizebar(mIndex); + } +#endif + return TRUE ; +} +void LLGLTexSizeBar::draw() +{ +#if !LL_RELEASE_FOR_DOWNLOAD + LLGLSUIDefault gls_ui; + + if(LLImageGL::sCurTexSizeBar == mIndex) + { + F32 text_color[] = {1.f, 1.f, 1.f, 0.75f}; + std::string text; + + text = llformat("%d", mTopLoaded) ; + LLFontGL::getFontMonospace()->renderUTF8(text, 0, mLeft, mBottom + (S32)(mTopLoaded * mScale) + mLineHeight, + text_color, LLFontGL::LEFT, LLFontGL::TOP); + + text = llformat("%d", mTopBound) ; + LLFontGL::getFontMonospace()->renderUTF8(text, 0, (mLeft + mRight) / 2, mBottom + (S32)(mTopBound * mScale) + mLineHeight, + text_color, LLFontGL::LEFT, LLFontGL::TOP); + } + + F32 loaded_color[] = {1.0f, 0.0f, 0.0f, 0.75f}; + F32 bound_color[] = {1.0f, 1.0f, 0.0f, 0.75f}; + gl_rect_2d(mLeft, mBottom + (S32)(mTopLoaded * mScale), (mLeft + mRight) / 2, mBottom, loaded_color) ; + gl_rect_2d((mLeft + mRight) / 2, mBottom + (S32)(mTopBound * mScale), mRight, mBottom, bound_color) ; +#endif +} +//////////////////////////////////////////////////////////////////////////// LLTextureView::LLTextureView(const LLTextureView::Params& p) : LLContainerView(p), @@ -820,4 +888,163 @@ BOOL LLTextureView::handleKey(KEY key, MASK mask, BOOL called_from_parent) return FALSE; } +//----------------------------------------------------------------- +LLTextureSizeView::LLTextureSizeView(const LLTextureSizeView::Params& p) + : LLView(p) +{ + setVisible(FALSE) ; + + mTextureSizeBarWidth = 30 ; +} + +LLTextureSizeView::~LLTextureSizeView() +{ + if(mTextureSizeBar.size()) + { + for(U32 i = 0 ; i < mTextureSizeBar.size() ; i++) + { + delete mTextureSizeBar[i] ; + } + mTextureSizeBar.clear() ; + } +} +void LLTextureSizeView::draw() +{ +#if !LL_RELEASE_FOR_DOWNLOAD + if(mTextureSizeBar.size() == 0) + { + S32 line_height = (S32)(LLFontGL::getFontMonospace()->getLineHeight() + .5f); + mTextureSizeBar.resize(LLImageGL::sTextureLoadedCounter.size()) ; + mTextureSizeBarRect.set(700, line_height * 2 + 400, 700 + mTextureSizeBar.size() * mTextureSizeBarWidth, line_height * 2) ; + + for(U32 i = 0 ; i < mTextureSizeBar.size() ; i++) + { + mTextureSizeBar[i] = new LLGLTexSizeBar(i, mTextureSizeBarRect.mLeft + i * mTextureSizeBarWidth , + line_height * 2, mTextureSizeBarRect.mLeft + (i + 1) * mTextureSizeBarWidth, line_height) ; + } + } + + F32 size_bar_scale = drawTextureSizeDistributionGraph() ; + for(U32 i = 0 ; i < mTextureSizeBar.size() ; i++) + { + mTextureSizeBar[i]->setTop(LLImageGL::sTextureLoadedCounter[i], LLImageGL::sTextureBoundCounter[i], size_bar_scale) ; + mTextureSizeBar[i]->draw() ; + } + LLImageGL::resetCurTexSizebar(); + + LLView::draw(); +#endif +} + +BOOL LLTextureSizeView::handleHover(S32 x, S32 y, MASK mask) +{ + if(x > mTextureSizeBarRect.mLeft && x < mTextureSizeBarRect.mRight) + { + mTextureSizeBar[(x - mTextureSizeBarRect.mLeft) / mTextureSizeBarWidth]->handleHover(x, y, mask) ; + } + + return TRUE ; +} + +//draw background of texture size bar graph +F32 LLTextureSizeView::drawTextureSizeDistributionGraph() +{ + F32 scale = 1.0f ; +#if !LL_RELEASE_FOR_DOWNLOAD + LLGLSUIDefault gls_ui; + + //scale + { + S32 count = 0 ; + for(U32 i = 0 ; i < LLImageGL::sTextureLoadedCounter.size() ; i++) + { + if(LLImageGL::sTextureLoadedCounter[i] > count) + { + count = LLImageGL::sTextureLoadedCounter[i] ; + } + } + if(count > mTextureSizeBarRect.getHeight()) + { + scale = (F32)mTextureSizeBarRect.getHeight() / count ; + } + } + + S32 line_height = (S32)(LLFontGL::getFontMonospace()->getLineHeight() + .5f); + S32 left = mTextureSizeBarRect.mLeft ; + S32 bottom = mTextureSizeBarRect.mBottom ; + S32 right = mTextureSizeBarRect.mRight ; + S32 top = mTextureSizeBarRect.mTop ; + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + //background rect + gl_rect_2d(left - 25, top + 30, right + 100, bottom - 25, LLColor4(0.0f, 0.0f, 0.0f, 0.25f)) ; + + //-------------------------------------------------- + gGL.color4f(1.0f, 0.5f, 0.5f, 0.75f); + gl_line_2d(left, bottom, right, bottom) ; //x axis + gl_line_2d(left, bottom, left, top) ; //y axis + + //ruler + //-------------------------------------------------- + gGL.color4f(1.0f, 0.5f, 0.5f, 0.5f); + for(S32 i = bottom + 50 ; i <= top ; i += 50) + { + gl_line_2d(left, i, right, i) ; + } + + //texts + //-------------------------------------------------- + F32 text_color[] = {1.f, 1.f, 1.f, 0.75f}; + std::string text; + + //------- + //x axis: size label + text = llformat("%d", 0) ; + LLFontGL::getFontMonospace()->renderUTF8(text, 0, left + 12, bottom - line_height / 2, + text_color, LLFontGL::LEFT, LLFontGL::TOP); + for(U32 i = 1 ; i < mTextureSizeBar.size() ; i++) + { + text = llformat("%d", (1 << (i / 2)) + ((i & 1) ? ((1 << (i / 2)) >> 1) : 0)) ; + LLFontGL::getFontMonospace()->renderUTF8(text, 0, left + i * mTextureSizeBarWidth + 12, bottom - line_height / 2, + text_color, LLFontGL::LEFT, LLFontGL::TOP); + } + text = llformat("(w + h)/2") ; + LLFontGL::getFontMonospace()->renderUTF8(text, 0, right + 10, bottom - line_height / 2, + text_color, LLFontGL::LEFT, LLFontGL::TOP); + //------- + + //y axis: number label + for(S32 i = bottom + 50 ; i <= top ; i += 50) + { + text = llformat("%d", (S32)((i - bottom) / scale)) ; + LLFontGL::getFontMonospace()->renderUTF8(text, 0, left - 20, i + line_height / 2 , + text_color, LLFontGL::LEFT, LLFontGL::TOP); + LLFontGL::getFontMonospace()->renderUTF8(text, 0, right + 5, i + line_height / 2 , + text_color, LLFontGL::LEFT, LLFontGL::TOP); + } + + //-------------------------------------------------- + F32 loaded_color[] = {1.0f, 0.0f, 0.0f, 0.75f}; + gl_rect_2d(left + 70, top + line_height * 2, left + 90, top + line_height, loaded_color) ; + text = llformat("Loaded") ; + LLFontGL::getFontMonospace()->renderUTF8(text, 0, left + 100, top + line_height * 2, + loaded_color, LLFontGL::LEFT, LLFontGL::TOP); + + F32 bound_color[] = {1.0f, 1.0f, 0.0f, 0.75f}; + gl_rect_2d(left + 170, top + line_height * 2, left + 190, top + line_height, bound_color) ; + text = llformat("Bound") ; + LLFontGL::getFontMonospace()->renderUTF8(text, 0, left + 200, top + line_height * 2, + bound_color, LLFontGL::LEFT, LLFontGL::TOP); + + //-------------------------------------------------- + + //title + text = llformat("Texture Size Distribution") ; + LLFontGL::getFontMonospace()->renderUTF8(text, 0, left + 250, top + line_height * 3, + text_color, LLFontGL::LEFT, LLFontGL::TOP); + +#endif + return scale ; +} diff --git a/indra/newview/lltextureview.h b/indra/newview/lltextureview.h index 20be17aef4..e917c0235e 100644 --- a/indra/newview/lltextureview.h +++ b/indra/newview/lltextureview.h @@ -78,5 +78,25 @@ public: static std::set<LLViewerFetchedTexture*> sDebugImages; }; +class LLGLTexSizeBar; + +class LLTextureSizeView : public LLView +{ +public: + LLTextureSizeView(const Params&); + ~LLTextureSizeView(); + + /*virtual*/ void draw(); + /*virtual*/ BOOL handleHover(S32 x, S32 y, MASK mask) ; + +private: + F32 drawTextureSizeDistributionGraph() ; + +private: + std::vector<LLGLTexSizeBar*> mTextureSizeBar ; + LLRect mTextureSizeBarRect ; + S32 mTextureSizeBarWidth ; +}; extern LLTextureView *gTextureView; +extern LLTextureSizeView *gTextureSizeView; #endif // LL_TEXTURE_VIEW_H diff --git a/indra/newview/lltoolpie.h b/indra/newview/lltoolpie.h index be6e539ffd..328653d2b8 100644 --- a/indra/newview/lltoolpie.h +++ b/indra/newview/lltoolpie.h @@ -74,13 +74,12 @@ public: static void selectionPropertiesReceived(); static void showAvatarInspector(const LLUUID& id); - private: BOOL outsideSlop (S32 x, S32 y, S32 start_x, S32 start_y); BOOL pickLeftMouseDownCallback(); BOOL pickRightMouseDownCallback(); BOOL useClickAction (MASK mask, LLViewerObject* object,LLViewerObject* parent); - + void showVisualContextMenuEffect(); private: BOOL mGrabMouseButtonDown; @@ -90,6 +89,7 @@ private: LLPointer<LLViewerObject> mClickActionObject; U8 mClickAction; LLSafeHandle<LLObjectSelection> mLeftClickSelection; + }; diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp index 3f3c10a7c7..1c2894dc37 100644 --- a/indra/newview/llviewercamera.cpp +++ b/indra/newview/llviewercamera.cpp @@ -56,6 +56,8 @@ // System includes #include <iomanip> // for setprecision +U32 LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; + //glu pick matrix implementation borrowed from Mesa3D glh::matrix4f gl_pick_matrix(GLfloat x, GLfloat y, GLfloat width, GLfloat height, GLint* viewport) { diff --git a/indra/newview/llviewercamera.h b/indra/newview/llviewercamera.h index b99dd39584..90b77f771f 100644 --- a/indra/newview/llviewercamera.h +++ b/indra/newview/llviewercamera.h @@ -55,6 +55,24 @@ const BOOL NOT_FOR_SELECTION = FALSE; class LLViewerCamera : public LLCamera, public LLSingleton<LLViewerCamera> { public: + + typedef enum + { + CAMERA_WORLD = 0, + CAMERA_SHADOW0, + CAMERA_SHADOW1, + CAMERA_SHADOW2, + CAMERA_SHADOW3, + CAMERA_SHADOW4, + CAMERA_SHADOW5, + CAMERA_WATER0, + CAMERA_WATER1, + CAMERA_GI_SOURCE, + NUM_CAMERAS + } eCameraID; + + static U32 sCurCameraID; + LLViewerCamera(); void updateCameraLocation(const LLVector3 ¢er, diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index be832ebe32..b888560fc7 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -493,6 +493,8 @@ void settings_setup_listeners() gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("VertexShaderEnable")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); + gSavedSettings.getControl("RenderUIBuffer")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); + gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("EnableRippleWater")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); @@ -523,6 +525,8 @@ void settings_setup_listeners() gSavedSettings.getControl("RenderDebugPipeline")->getSignal()->connect(boost::bind(&handleRenderDebugPipelineChanged, _2)); gSavedSettings.getControl("RenderResolutionDivisor")->getSignal()->connect(boost::bind(&handleRenderResolutionDivisorChanged, _2)); gSavedSettings.getControl("RenderDeferred")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); + gSavedSettings.getControl("RenderDeferredShadow")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); + gSavedSettings.getControl("RenderDeferredGI")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("TextureMemory")->getSignal()->connect(boost::bind(&handleVideoMemoryChanged, _2)); gSavedSettings.getControl("ChatFontSize")->getSignal()->connect(boost::bind(&handleChatFontSizeChanged, _2)); gSavedSettings.getControl("ChatPersistTime")->getSignal()->connect(boost::bind(&handleChatPersistTimeChanged, _2)); diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 6d2482d3f0..a6a72e9666 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -125,6 +125,11 @@ void display_startup() return; } + gPipeline.updateGL(); + + // Update images? + //gImageList.updateImages(0.01f); + LLGLSDefault gls_default; // Required for HTML update in login screen @@ -558,6 +563,9 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) stop_glerror(); } + gPipeline.updateGL(); + stop_glerror(); + S32 water_clip = 0; if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT) > 1) && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WATER)) @@ -606,6 +614,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLGLState::checkClientArrays(); static LLCullResult result; + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; gPipeline.updateCull(*LLViewerCamera::getInstance(), result, water_clip); stop_glerror(); @@ -647,6 +656,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) gPipeline.generateSunShadow(*LLViewerCamera::getInstance()); } + LLVertexBuffer::unbind(); + LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); @@ -678,6 +689,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLMemType mt_gw(LLMemType::MTYPE_DISPLAY_GEN_REFLECTION); LLAppViewer::instance()->pingMainloopTimeout("Display:Imagery"); gPipeline.generateWaterReflection(*LLViewerCamera::getInstance()); + gPipeline.generateHighlight(*LLViewerCamera::getInstance()); } ////////////////////////////////////// @@ -702,6 +714,9 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) const F32 max_image_decode_time = llmin(0.005f, 0.005f*10.f*gFrameIntervalSeconds); // 50 ms/second decode time (no more than 5ms/frame) gTextureList.updateImages(max_image_decode_time); + + //remove dead textures from GL + LLImageGL::deleteDeadTextures(); stop_glerror(); } llpushcallstacks ; @@ -715,6 +730,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) // LLAppViewer::instance()->pingMainloopTimeout("Display:StateSort"); { + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; LLMemType mt_ss(LLMemType::MTYPE_DISPLAY_STATE_SORT); gPipeline.stateSort(*LLViewerCamera::getInstance(), result); stop_glerror(); @@ -797,6 +813,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) { gPipeline.mDeferredScreen.bindTarget(); + glClearColor(0,0,0,0); gPipeline.mDeferredScreen.clear(); } else @@ -813,6 +830,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot()) && !gRestoreGL) { + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; LLMemType mt_rg(LLMemType::MTYPE_DISPLAY_RENDER_GEOM); gGL.setColorMask(true, false); if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) @@ -831,6 +849,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) for (U32 i = 0; i < 16; i++) { gGLLastModelView[i] = gGLModelView[i]; + gGLLastProjection[i] = gGLProjection[i]; } stop_glerror(); } @@ -870,6 +889,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) render_ui(); } + gPipeline.rebuildGroups(); + LLSpatialGroup::sNoDelete = FALSE; } @@ -944,6 +965,7 @@ void render_hud_attachments() static LLCullResult result; LLSpatialGroup::sNoDelete = TRUE; + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; gPipeline.updateCull(hud_cam, result); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_BUMP); @@ -951,6 +973,15 @@ void render_hud_attachments() gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_VOLUME); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_FULLBRIGHT); + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA); + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK); + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_BUMP); + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT); + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK); + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY); + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_SHINY); + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_INVISIBLE); + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY); gPipeline.stateSort(hud_cam, result); @@ -1259,7 +1290,73 @@ void render_ui_2d() glPopMatrix(); stop_glerror(); } - gViewerWindow->draw(); + + + if (gSavedSettings.getBOOL("RenderUIBuffer")) + { + if (LLUI::sDirty) + { + LLUI::sDirty = FALSE; + LLRect t_rect; + + gPipeline.mUIScreen.bindTarget(); + gGL.setColorMask(true, true); + { + static const S32 pad = 8; + + LLUI::sDirtyRect.mLeft -= pad; + LLUI::sDirtyRect.mRight += pad; + LLUI::sDirtyRect.mBottom -= pad; + LLUI::sDirtyRect.mTop += pad; + + LLGLEnable scissor(GL_SCISSOR_TEST); + static LLRect last_rect = LLUI::sDirtyRect; + + //union with last rect to avoid mouse poop + last_rect.unionWith(LLUI::sDirtyRect); + + t_rect = LLUI::sDirtyRect; + LLUI::sDirtyRect = last_rect; + last_rect = t_rect; + + last_rect.mLeft = LLRect::tCoordType(last_rect.mLeft / LLUI::sGLScaleFactor.mV[0]); + last_rect.mRight = LLRect::tCoordType(last_rect.mRight / LLUI::sGLScaleFactor.mV[0]); + last_rect.mTop = LLRect::tCoordType(last_rect.mTop / LLUI::sGLScaleFactor.mV[1]); + last_rect.mBottom = LLRect::tCoordType(last_rect.mBottom / LLUI::sGLScaleFactor.mV[1]); + + LLRect clip_rect(last_rect); + + glClear(GL_COLOR_BUFFER_BIT); + + gViewerWindow->draw(); + } + + gPipeline.mUIScreen.flush(); + gGL.setColorMask(true, false); + + LLUI::sDirtyRect = t_rect; + + } + + LLGLDisable cull(GL_CULL_FACE); + LLGLDisable blend(GL_BLEND); + S32 width = gViewerWindow->getWindowWidth(); + S32 height = gViewerWindow->getWindowHeight(); + gGL.getTexUnit(0)->bind(&gPipeline.mUIScreen); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.color4f(1,1,1,1); + gGL.texCoord2f(0, 0); gGL.vertex2i(0, 0); + gGL.texCoord2f(width, 0); gGL.vertex2i(width, 0); + gGL.texCoord2f(0, height); gGL.vertex2i(0, height); + gGL.texCoord2f(width, height); gGL.vertex2i(width, height); + gGL.end(); + } + else + { + gViewerWindow->draw(); + } + + // reset current origin for font rendering, in case of tiling render LLFontGL::sCurOrigin.set(0, 0); diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 28f883312a..cd60a8d560 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -564,7 +564,7 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy) // Ignore the warning if that's the case. if (!gSavedSettings.getBOOL("RenderUnloadedAvatar")) { - llwarns << "Layerset without composite" << llendl; + //llwarns << "Layerset without composite" << llendl; } gGL.getTexUnit(0)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT)); } @@ -576,6 +576,7 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy) { old_mode = mTexture->getAddressMode(); } + gGL.getTexUnit(0)->bind(mTexture.get()); gGL.getTexUnit(0)->bind(mTexture); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp index 12d5687877..70f2331efa 100644 --- a/indra/newview/llviewermenu.cpp +++ b/indra/newview/llviewermenu.cpp @@ -979,6 +979,10 @@ U32 info_display_from_string(std::string info_display) { return LLPipeline::RENDER_DEBUG_AVATAR_VOLUME; } + else if ("raycast" == info_display) + { + return LLPipeline::RENDER_DEBUG_RAYCAST; + } else if ("agent target" == info_display) { return LLPipeline::RENDER_DEBUG_AGENT_TARGET; @@ -1172,6 +1176,29 @@ class LLAdvancedCheckDisableTextures : public view_listener_t } }; +////////////////////// +// TEXTURE ATLAS // +////////////////////// + +class LLAdvancedToggleTextureAtlas : public view_listener_t +{ + bool handleEvent(const LLSD& userdata) + { + LLViewerTexture::sUseTextureAtlas = !LLViewerTexture::sUseTextureAtlas; + gSavedSettings.setBOOL("EnableTextureAtlas", LLViewerTexture::sUseTextureAtlas) ; + return true; + } +}; + +class LLAdvancedCheckTextureAtlas : public view_listener_t +{ + bool handleEvent(const LLSD& userdata) + { + bool new_value = LLViewerTexture::sUseTextureAtlas; // <-- make this using LLCacheControl + return new_value; + } +}; + ////////////////////////// // DUMP SCRIPTED CAMERA // ////////////////////////// @@ -2145,11 +2172,48 @@ class LLAdvancedEnableObjectObjectOcclusion: public view_listener_t bool handleEvent(const LLSD& userdata) { - bool new_value = gGLManager.mHasOcclusionQuery && LLFeatureManager::getInstance()->isFeatureAvailable(userdata.asString()); + bool new_value = gGLManager.mHasOcclusionQuery; // && LLFeatureManager::getInstance()->isFeatureAvailable(userdata.asString()); return new_value; } }; +///////////////////////////////////// +// Enable Framebuffer Objects /// +///////////////////////////////////// +class LLAdvancedEnableRenderFBO: public view_listener_t +{ + bool handleEvent(const LLSD& userdata) + { + bool new_value = gGLManager.mHasFramebufferObject; + return new_value; + } +}; + +///////////////////////////////////// +// Enable Deferred Rendering /// +///////////////////////////////////// +class LLAdvancedEnableRenderDeferred: public view_listener_t +{ + bool handleEvent(const LLSD& userdata) + { + bool new_value = gSavedSettings.getBOOL("RenderUseFBO") && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT > 0) && + LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) > 0; + return new_value; + } +}; + +///////////////////////////////////// +// Enable Global Illumination /// +///////////////////////////////////// +class LLAdvancedEnableRenderDeferredGI: public view_listener_t +{ + bool handleEvent(const LLSD& userdata) + { + bool new_value = gSavedSettings.getBOOL("RenderUseFBO") && gSavedSettings.getBOOL("RenderDeferred"); + return new_value; + } +}; + ////////////////// @@ -7792,7 +7856,12 @@ void initialize_menus() view_listener_t::addMenu(new LLAdvancedCheckWireframe(), "Advanced.CheckWireframe"); view_listener_t::addMenu(new LLAdvancedToggleDisableTextures(), "Advanced.ToggleDisableTextures"); view_listener_t::addMenu(new LLAdvancedCheckDisableTextures(), "Advanced.CheckDisableTextures"); + view_listener_t::addMenu(new LLAdvancedToggleTextureAtlas(), "Advanced.ToggleTextureAtlas"); + view_listener_t::addMenu(new LLAdvancedCheckTextureAtlas(), "Advanced.CheckTextureAtlas"); view_listener_t::addMenu(new LLAdvancedEnableObjectObjectOcclusion(), "Advanced.EnableObjectObjectOcclusion"); + view_listener_t::addMenu(new LLAdvancedEnableRenderFBO(), "Advanced.EnableRenderFBO"); + view_listener_t::addMenu(new LLAdvancedEnableRenderDeferred(), "Advanced.EnableRenderDeferred"); + view_listener_t::addMenu(new LLAdvancedEnableRenderDeferredGI(), "Advanced.EnableRenderDeferredGI"); view_listener_t::addMenu(new LLAdvancedToggleRandomizeFramerate(), "Advanced.ToggleRandomizeFramerate"); view_listener_t::addMenu(new LLAdvancedCheckRandomizeFramerate(), "Advanced.CheckRandomizeFramerate"); view_listener_t::addMenu(new LLAdvancedTogglePeriodicSlowFrame(), "Advanced.TogglePeriodicSlowFrame"); diff --git a/indra/newview/llviewermessage.cpp b/indra/newview/llviewermessage.cpp index 7e2183f1f3..e37bad6b0e 100644 --- a/indra/newview/llviewermessage.cpp +++ b/indra/newview/llviewermessage.cpp @@ -3267,7 +3267,6 @@ void process_object_update(LLMessageSystem *mesgsys, void **user_data) // Update the object... gObjectList.processObjectUpdate(mesgsys, user_data, OUT_FULL); - stop_glerror(); } void process_compressed_object_update(LLMessageSystem *mesgsys, void **user_data) @@ -3285,7 +3284,6 @@ void process_compressed_object_update(LLMessageSystem *mesgsys, void **user_data // Update the object... gObjectList.processCompressedObjectUpdate(mesgsys, user_data, OUT_FULL_COMPRESSED); - stop_glerror(); } void process_cached_object_update(LLMessageSystem *mesgsys, void **user_data) @@ -3303,7 +3301,6 @@ void process_cached_object_update(LLMessageSystem *mesgsys, void **user_data) // Update the object... gObjectList.processCachedObjectUpdate(mesgsys, user_data, OUT_FULL_CACHED); - stop_glerror(); } diff --git a/indra/newview/llviewerobject.cpp b/indra/newview/llviewerobject.cpp index cf77f7e2b6..8c223557bf 100644 --- a/indra/newview/llviewerobject.cpp +++ b/indra/newview/llviewerobject.cpp @@ -2803,6 +2803,11 @@ BOOL LLViewerObject::updateGeometry(LLDrawable *drawable) return TRUE; } +void LLViewerObject::updateGL() +{ + +} + void LLViewerObject::updateFaceSize(S32 idx) { @@ -4188,6 +4193,11 @@ void LLViewerObject::updateText() } } +LLVOAvatar* LLViewerObject::asAvatar() +{ + return NULL; +} + BOOL LLViewerObject::isParticleSource() const { return !mPartSourcep.isNull() && !mPartSourcep->isDead(); @@ -4494,7 +4504,11 @@ LLViewerObject::ExtraParameter* LLViewerObject::createNewParameterEntry(U16 para new_block = new LLSculptParams(); break; } - + case LLNetworkData::PARAMS_LIGHT_IMAGE: + { + new_block = new LLLightImageParams(); + break; + } default: { llinfos << "Unknown param type." << llendl; @@ -4585,7 +4599,7 @@ bool LLViewerObject::setParameterEntry(U16 param_type, const LLNetworkData& new_ bool LLViewerObject::setParameterEntryInUse(U16 param_type, BOOL in_use, bool local_origin) { ExtraParameter* param = getExtraParameterEntryCreate(param_type); - if (param->in_use != in_use) + if (param && param->in_use != in_use) { param->in_use = in_use; parameterChanged(param_type, param->data, in_use, local_origin); @@ -4998,7 +5012,7 @@ U32 LLViewerObject::getPartitionType() const return LLViewerRegion::PARTITION_NONE; } -void LLViewerObject::dirtySpatialGroup() const +void LLViewerObject::dirtySpatialGroup(BOOL priority) const { if (mDrawable) { @@ -5006,6 +5020,7 @@ void LLViewerObject::dirtySpatialGroup() const if (group) { group->dirtyGeom(); + gPipeline.markRebuild(group, priority); } } } diff --git a/indra/newview/llviewerobject.h b/indra/newview/llviewerobject.h index 836e05728f..08e2ec47cd 100644 --- a/indra/newview/llviewerobject.h +++ b/indra/newview/llviewerobject.h @@ -75,6 +75,7 @@ class LLViewerPartSourceScript; class LLViewerRegion; class LLViewerObjectMedia; class LLVOInventoryListener; +class LLVOAvatar; typedef enum e_object_update_type { @@ -117,7 +118,7 @@ public: //============================================================================ -class LLViewerObject : public LLPrimitive, public LLRefCount +class LLViewerObject : public LLPrimitive, public LLRefCount, public LLGLUpdate { protected: ~LLViewerObject(); // use unref() @@ -144,6 +145,8 @@ public: BOOL isOrphaned() const { return mOrphaned; } BOOL isParticleSource() const; + virtual LLVOAvatar* asAvatar(); + static void initVOClasses(); static void cleanupVOClasses(); @@ -195,6 +198,7 @@ public: virtual LLDrawable* createDrawable(LLPipeline *pipeline); virtual BOOL updateGeometry(LLDrawable *drawable); + virtual void updateGL(); virtual void updateFaceSize(S32 idx); virtual BOOL updateLOD(); virtual BOOL setDrawableParent(LLDrawable* parentp); @@ -219,6 +223,7 @@ public: virtual BOOL isFlexible() const { return FALSE; } virtual BOOL isSculpted() const { return FALSE; } + virtual BOOL hasLightTexture() const { return FALSE; } // This method returns true if the object is over land owned by // the agent. @@ -470,7 +475,7 @@ public: virtual S32 getLOD() const { return 3; } virtual U32 getPartitionType() const; - virtual void dirtySpatialGroup() const; + virtual void dirtySpatialGroup(BOOL priority = FALSE) const; virtual void dirtyMesh(); virtual LLNetworkData* getParameterEntry(U16 param_type) const; diff --git a/indra/newview/llviewerparceloverlay.cpp b/indra/newview/llviewerparceloverlay.cpp index 1a91240abb..9896adad97 100644 --- a/indra/newview/llviewerparceloverlay.cpp +++ b/indra/newview/llviewerparceloverlay.cpp @@ -53,6 +53,8 @@ #include "llselectmgr.h" #include "llfloatertools.h" #include "llglheaders.h" +#include "pipeline.h" + const U8 OVERLAY_IMG_COMPONENTS = 4; @@ -72,8 +74,6 @@ LLViewerParcelOverlay::LLViewerParcelOverlay(LLViewerRegion* region, F32 region_ // Use mipmaps = FALSE, clamped, NEAREST filter, for sharp edges mImageRaw = new LLImageRaw(mParcelGridsPerEdge, mParcelGridsPerEdge, OVERLAY_IMG_COMPONENTS); mTexture = LLViewerTextureManager::getLocalTexture(mImageRaw.get(), FALSE); - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->bind(mTexture); mTexture->setAddressMode(LLTexUnit::TAM_CLAMP); mTexture->setFilteringOption(LLTexUnit::TFO_POINT); @@ -87,7 +87,7 @@ LLViewerParcelOverlay::LLViewerParcelOverlay(LLViewerRegion* region, F32 region_ { raw[i] = 0; } - mTexture->setSubImage(mImageRaw, 0, 0, mParcelGridsPerEdge, mParcelGridsPerEdge); + //mTexture->setSubImage(mImageRaw, 0, 0, mParcelGridsPerEdge, mParcelGridsPerEdge); // Create storage for ownership information from simulator // and initialize it. @@ -97,8 +97,7 @@ LLViewerParcelOverlay::LLViewerParcelOverlay(LLViewerRegion* region, F32 region_ mOwnership[i] = PARCEL_PUBLIC; } - // Make sure the texture matches the ownership information. - updateOverlayTexture(); + gPipeline.markGLRebuild(this); } @@ -283,6 +282,10 @@ void LLViewerParcelOverlay::updateOverlayTexture() // Copy data into GL texture from raw data if (i >= COUNT) { + if (!mTexture->hasGLTexture()) + { + mTexture->createGLTexture(0, mImageRaw); + } mTexture->setSubImage(mImageRaw, 0, 0, mParcelGridsPerEdge, mParcelGridsPerEdge); mOverlayTextureIdx = -1; } @@ -709,6 +712,11 @@ void LLViewerParcelOverlay::setDirty() mDirty = TRUE; } +void LLViewerParcelOverlay::updateGL() +{ + updateOverlayTexture(); +} + void LLViewerParcelOverlay::idleUpdate(bool force_update) { LLMemType mt_iup(LLMemType::MTYPE_IDLE_UPDATE_PARCEL_OVERLAY); @@ -719,7 +727,7 @@ void LLViewerParcelOverlay::idleUpdate(bool force_update) if (mOverlayTextureIdx >= 0 && (!(mDirty && force_update))) { // We are in the middle of updating the overlay texture - updateOverlayTexture(); + gPipeline.markGLRebuild(this); return; } // Only if we're dirty and it's been a while since the last update. diff --git a/indra/newview/llviewerparceloverlay.h b/indra/newview/llviewerparceloverlay.h index e673b811ed..161b7a386b 100644 --- a/indra/newview/llviewerparceloverlay.h +++ b/indra/newview/llviewerparceloverlay.h @@ -40,13 +40,14 @@ #include "llframetimer.h" #include "lluuid.h" #include "llviewertexture.h" +#include "llgl.h" class LLViewerRegion; class LLVector3; class LLColor4U; class LLVector2; -class LLViewerParcelOverlay +class LLViewerParcelOverlay : public LLGLUpdate { public: LLViewerParcelOverlay(LLViewerRegion* region, F32 region_width_meters); @@ -76,6 +77,7 @@ public: void setDirty(); void idleUpdate(bool update_now = false); + void updateGL(); private: // This is in parcel rows and columns, not grid rows and columns diff --git a/indra/newview/llviewerpartsource.cpp b/indra/newview/llviewerpartsource.cpp index a8cbcd86c6..4752bf1a85 100644 --- a/indra/newview/llviewerpartsource.cpp +++ b/indra/newview/llviewerpartsource.cpp @@ -101,7 +101,7 @@ LLViewerPartSourceScript::LLViewerPartSourceScript(LLViewerObject *source_objp) mSourceObjectp = source_objp; mPosAgent = mSourceObjectp->getPositionAgent(); mImagep = LLViewerTextureManager::getFetchedTextureFromFile("pixiesmall.j2c"); - gGL.getTexUnit(0)->bind(mImagep); + mImagep->setAddressMode(LLTexUnit::TAM_CLAMP); } diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index b5bd2f93af..6dc9f5c465 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -104,6 +104,7 @@ LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders LLGLSLShader gDeferredImpostorProgram; +LLGLSLShader gDeferredEdgeProgram; LLGLSLShader gDeferredWaterProgram; LLGLSLShader gDeferredDiffuseProgram; LLGLSLShader gDeferredBumpProgram; @@ -113,6 +114,8 @@ LLGLSLShader gDeferredAvatarProgram; LLGLSLShader gDeferredAvatarAlphaProgram; LLGLSLShader gDeferredLightProgram; LLGLSLShader gDeferredMultiLightProgram; +LLGLSLShader gDeferredSpotLightProgram; +LLGLSLShader gDeferredMultiSpotLightProgram; LLGLSLShader gDeferredSunProgram; LLGLSLShader gDeferredBlurLightProgram; LLGLSLShader gDeferredSoftenProgram; @@ -120,6 +123,13 @@ LLGLSLShader gDeferredShadowProgram; LLGLSLShader gDeferredAvatarShadowProgram; LLGLSLShader gDeferredAlphaProgram; LLGLSLShader gDeferredFullbrightProgram; +LLGLSLShader gDeferredGIProgram; +LLGLSLShader gDeferredGIFinalProgram; +LLGLSLShader gDeferredPostGIProgram; +LLGLSLShader gDeferredPostProgram; + +LLGLSLShader gLuminanceGatherProgram; + //current avatar shader parameter pointer GLint gAvatarMatrixParam; @@ -151,6 +161,11 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredMultiLightProgram); mShaderList.push_back(&gDeferredAlphaProgram); mShaderList.push_back(&gDeferredFullbrightProgram); + mShaderList.push_back(&gDeferredPostGIProgram); + mShaderList.push_back(&gDeferredEdgeProgram); + mShaderList.push_back(&gDeferredPostProgram); + mShaderList.push_back(&gDeferredGIProgram); + mShaderList.push_back(&gDeferredGIFinalProgram); mShaderList.push_back(&gDeferredWaterProgram); mShaderList.push_back(&gDeferredAvatarAlphaProgram); } @@ -220,13 +235,35 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) mReservedUniforms.push_back("shadowMap1"); mReservedUniforms.push_back("shadowMap2"); mReservedUniforms.push_back("shadowMap3"); + mReservedUniforms.push_back("shadowMap4"); + mReservedUniforms.push_back("shadowMap5"); + mReservedUniforms.push_back("normalMap"); mReservedUniforms.push_back("positionMap"); mReservedUniforms.push_back("diffuseRect"); mReservedUniforms.push_back("specularRect"); mReservedUniforms.push_back("noiseMap"); + mReservedUniforms.push_back("lightFunc"); mReservedUniforms.push_back("lightMap"); - + mReservedUniforms.push_back("luminanceMap"); + mReservedUniforms.push_back("giLightMap"); + mReservedUniforms.push_back("giMip"); + mReservedUniforms.push_back("edgeMap"); + mReservedUniforms.push_back("bloomMap"); + mReservedUniforms.push_back("sunLightMap"); + mReservedUniforms.push_back("localLightMap"); + mReservedUniforms.push_back("projectionMap"); + mReservedUniforms.push_back("diffuseGIMap"); + mReservedUniforms.push_back("specularGIMap"); + mReservedUniforms.push_back("normalGIMap"); + mReservedUniforms.push_back("minpGIMap"); + mReservedUniforms.push_back("maxpGIMap"); + mReservedUniforms.push_back("depthGIMap"); + mReservedUniforms.push_back("lastDiffuseGIMap"); + mReservedUniforms.push_back("lastNormalGIMap"); + mReservedUniforms.push_back("lastMinpGIMap"); + mReservedUniforms.push_back("lastMaxpGIMap"); + mWLUniforms.push_back("camPosLocal"); mTerrainUniforms.reserve(5); @@ -340,7 +377,21 @@ void LLViewerShaderMgr::setShaders() if (LLPipeline::sRenderDeferred) { - deferred_class = 1; + if (gSavedSettings.getBOOL("RenderDeferredShadow")) + { + if (gSavedSettings.getBOOL("RenderDeferredGI")) + { //shadows + gi + deferred_class = 3; + } + else + { //shadows + deferred_class = 2; + } + } + else + { //no shadows + deferred_class = 1; + } } if(!gSavedSettings.getBOOL("EnableRippleWater")) @@ -814,6 +865,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredTerrainProgram.unload(); gDeferredLightProgram.unload(); gDeferredMultiLightProgram.unload(); + gDeferredSpotLightProgram.unload(); + gDeferredMultiSpotLightProgram.unload(); gDeferredSunProgram.unload(); gDeferredBlurLightProgram.unload(); gDeferredSoftenProgram.unload(); @@ -823,6 +876,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.unload(); gDeferredAlphaProgram.unload(); gDeferredFullbrightProgram.unload(); + gDeferredPostGIProgram.unload(); + gDeferredEdgeProgram.unload(); + gDeferredPostProgram.unload(); + gLuminanceGatherProgram.unload(); + gDeferredGIProgram.unload(); + gDeferredGIFinalProgram.unload(); gDeferredWaterProgram.unload(); return FALSE; } @@ -893,6 +952,26 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader"; + gDeferredSpotLightProgram.mShaderFiles.clear(); + gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredSpotLightProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader"; + gDeferredMultiSpotLightProgram.mShaderFiles.clear(); + gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL); + } + + if (success) + { gDeferredSunProgram.mName = "Deferred Sun Shader"; gDeferredSunProgram.mShaderFiles.clear(); gDeferredSunProgram.mShaderFiles.push_back(make_pair("deferred/sunLightV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1022,6 +1101,72 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); } + if (mVertexShaderLevel[SHADER_DEFERRED] > 1) + { + if (success) + { + gDeferredEdgeProgram.mName = "Deferred Edge Shader"; + gDeferredEdgeProgram.mShaderFiles.clear(); + gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredEdgeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredEdgeProgram.createShader(NULL, NULL); + } + } + + if (mVertexShaderLevel[SHADER_DEFERRED] > 2) + { + if (success) + { + gDeferredPostProgram.mName = "Deferred Post Shader"; + gDeferredPostProgram.mShaderFiles.clear(); + gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredPostProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredPostGIProgram.mName = "Deferred Post GI Shader"; + gDeferredPostGIProgram.mShaderFiles.clear(); + gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredPostGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredPostGIProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredGIProgram.mName = "Deferred GI Shader"; + gDeferredGIProgram.mShaderFiles.clear(); + gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredGIProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredGIFinalProgram.mName = "Deferred GI Final Shader"; + gDeferredGIFinalProgram.mShaderFiles.clear(); + gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredGIFinalProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredGIFinalProgram.createShader(NULL, NULL); + } + + if (success) + { + gLuminanceGatherProgram.mName = "Luminance Gather Shader"; + gLuminanceGatherProgram.mShaderFiles.clear(); + gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceV.glsl", GL_VERTEX_SHADER_ARB)); + gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceF.glsl", GL_FRAGMENT_SHADER_ARB)); + gLuminanceGatherProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gLuminanceGatherProgram.createShader(NULL, NULL); + } + } + return success; } diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index a743966d93..ac2b4624e0 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -116,12 +116,33 @@ public: DEFERRED_SHADOW1, DEFERRED_SHADOW2, DEFERRED_SHADOW3, + DEFERRED_SHADOW4, + DEFERRED_SHADOW5, DEFERRED_NORMAL, DEFERRED_POSITION, DEFERRED_DIFFUSE, DEFERRED_SPECULAR, DEFERRED_NOISE, + DEFERRED_LIGHTFUNC, DEFERRED_LIGHT, + DEFERRED_LUMINANCE, + DEFERRED_GI_LIGHT, + DEFERRED_GI_MIP, + DEFERRED_EDGE, + DEFERRED_BLOOM, + DEFERRED_SUN_LIGHT, + DEFERRED_LOCAL_LIGHT, + DEFERRED_PROJECTION, + DEFERRED_GI_DIFFUSE, + DEFERRED_GI_SPECULAR, + DEFERRED_GI_NORMAL, + DEFERRED_GI_MIN_POS, + DEFERRED_GI_MAX_POS, + DEFERRED_GI_DEPTH, + DEFERRED_GI_LAST_DIFFUSE, + DEFERRED_GI_LAST_NORMAL, + DEFERRED_GI_LAST_MIN_POS, + DEFERRED_GI_LAST_MAX_POS, END_RESERVED_UNIFORMS } eGLSLReservedUniforms; @@ -319,6 +340,7 @@ extern LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders extern LLGLSLShader gDeferredImpostorProgram; +extern LLGLSLShader gDeferredEdgeProgram; extern LLGLSLShader gDeferredWaterProgram; extern LLGLSLShader gDeferredDiffuseProgram; extern LLGLSLShader gDeferredBumpProgram; @@ -326,16 +348,24 @@ extern LLGLSLShader gDeferredTerrainProgram; extern LLGLSLShader gDeferredTreeProgram; extern LLGLSLShader gDeferredLightProgram; extern LLGLSLShader gDeferredMultiLightProgram; +extern LLGLSLShader gDeferredSpotLightProgram; +extern LLGLSLShader gDeferredMultiSpotLightProgram; extern LLGLSLShader gDeferredSunProgram; +extern LLGLSLShader gDeferredGIProgram; +extern LLGLSLShader gDeferredGIFinalProgram; extern LLGLSLShader gDeferredBlurLightProgram; extern LLGLSLShader gDeferredAvatarProgram; extern LLGLSLShader gDeferredSoftenProgram; extern LLGLSLShader gDeferredShadowProgram; +extern LLGLSLShader gDeferredPostGIProgram; +extern LLGLSLShader gDeferredPostProgram; extern LLGLSLShader gDeferredAvatarShadowProgram; extern LLGLSLShader gDeferredAlphaProgram; extern LLGLSLShader gDeferredFullbrightProgram; extern LLGLSLShader gDeferredAvatarAlphaProgram; +extern LLGLSLShader gLuminanceGatherProgram; + //current avatar shader parameter pointer extern GLint gAvatarMatrixParam; diff --git a/indra/newview/llviewertexture.cpp b/indra/newview/llviewertexture.cpp index c479a232c5..e3d657068f 100644 --- a/indra/newview/llviewertexture.cpp +++ b/indra/newview/llviewertexture.cpp @@ -60,6 +60,8 @@ #include "llviewercontrol.h" #include "pipeline.h" #include "llappviewer.h" +#include "lltextureatlas.h" +#include "lltextureatlasmanager.h" /////////////////////////////////////////////////////////////////////////////// // statics @@ -83,6 +85,7 @@ S32 LLViewerTexture::sMaxBoundTextureMemInMegaBytes = 0; S32 LLViewerTexture::sMaxTotalTextureMemInMegaBytes = 0; S32 LLViewerTexture::sMaxDesiredTextureMemInBytes = 0 ; BOOL LLViewerTexture::sDontLoadVolumeTextures = FALSE; +BOOL LLViewerTexture::sUseTextureAtlas = FALSE ; const F32 desired_discard_bias_min = -2.0f; // -max number of levels to improve image quality by const F32 desired_discard_bias_max = 1.5f; // max number of levels to reduce image quality by @@ -368,6 +371,7 @@ void LLViewerTexture::updateClass(const F32 velocity, const F32 angular_velocity } } sDesiredDiscardBias = llclamp(sDesiredDiscardBias, desired_discard_bias_min, desired_discard_bias_max); + LLViewerTexture::sUseTextureAtlas = gSavedSettings.getBOOL("EnableTextureAtlas") ; } //end of static functions @@ -667,7 +671,7 @@ LLGLuint LLViewerTexture::getTexName() const return mGLTexturep->getTexName() ; } -BOOL LLViewerTexture::hasValidGLTexture() const +BOOL LLViewerTexture::hasGLTexture() const { if(mGLTexturep.notNull()) { @@ -676,11 +680,6 @@ BOOL LLViewerTexture::hasValidGLTexture() const return FALSE ; } -BOOL LLViewerTexture::hasGLTexture() const -{ - return mGLTexturep.notNull() ; -} - BOOL LLViewerTexture::getBoundRecently() const { if(mGLTexturep.notNull()) @@ -779,6 +778,34 @@ BOOL LLViewerTexture::readBackRaw(S32 discard_level, LLImageRaw* imageraw, bool return mGLTexturep->readBackRaw(discard_level, imageraw, compressed_ok) ; } +U32 LLViewerTexture::getTexelsInAtlas() const +{ + llassert_always(mGLTexturep.notNull()) ; + + return mGLTexturep->getTexelsInAtlas() ; +} + +U32 LLViewerTexture::getTexelsInGLTexture() const +{ + llassert_always(mGLTexturep.notNull()) ; + + return mGLTexturep->getTexelsInGLTexture() ; +} + +BOOL LLViewerTexture::isGLTextureCreated() const +{ + llassert_always(mGLTexturep.notNull()) ; + + return mGLTexturep->isGLTextureCreated() ; +} + +S32 LLViewerTexture::getDiscardLevelInAtlas() const +{ + llassert_always(mGLTexturep.notNull()) ; + + return mGLTexturep->getDiscardLevelInAtlas() ; +} + void LLViewerTexture::destroyGLTexture() { if(mGLTexturep.notNull() && mGLTexturep->getHasGLTexture()) @@ -796,6 +823,7 @@ void LLViewerTexture::updateBindStatsForTester() LLViewerTextureManager::sTesterp->updateTextureBindingStats(this) ; } } + //---------------------------------------------------------------------------------------------- //end of LLViewerTexture //---------------------------------------------------------------------------------------------- @@ -1044,7 +1072,11 @@ BOOL LLViewerFetchedTexture::createTexture(S32 usename/*= 0*/) return FALSE; } - res = mGLTexturep->createGLTexture(mRawDiscardLevel, mRawImage, usename); + if(!(res = insertToAtlas())) + { + res = mGLTexturep->createGLTexture(mRawDiscardLevel, mRawImage, usename); + resetFaceAtlas() ; + } setActive() ; } @@ -1741,6 +1773,197 @@ void LLViewerFetchedTexture::destroyRawImage() mIsRawImageValid = FALSE; mRawDiscardLevel = INVALID_DISCARD_LEVEL; } + +//---------------------------------------------------------------------------------------------- +//atlasing +//---------------------------------------------------------------------------------------------- +void LLViewerFetchedTexture::resetFaceAtlas() +{ + //Nothing should be done here. +} + +//invalidate all atlas slots for this image. +void LLViewerFetchedTexture::invalidateAtlas(BOOL rebuild_geom) +{ + for(ll_face_list_t::iterator iter = mFaceList.begin(); iter != mFaceList.end(); ++iter) + { + if(*iter) + { + LLFace* facep = (LLFace*)*iter ; + facep->removeAtlas() ; + if(rebuild_geom && facep->getDrawable() && facep->getDrawable()->getSpatialGroup()) + { + facep->getDrawable()->getSpatialGroup()->setState(LLSpatialGroup::GEOM_DIRTY); + } + } + } +} + +BOOL LLViewerFetchedTexture::insertToAtlas() +{ + if(!LLViewerTexture::sUseTextureAtlas) + { + return FALSE ; + } + if(mFaceList.size() < 1) + { + return FALSE ; + } + if(mGLTexturep->getDiscardLevelInAtlas() > 0 && mRawDiscardLevel >= mGLTexturep->getDiscardLevelInAtlas()) + { + return FALSE ; + } + if(!LLTextureAtlasManager::getInstance()->canAddToAtlas(mRawImage->getWidth(), mRawImage->getHeight(), mRawImage->getComponents(), mGLTexturep->getTexTarget())) + { + return FALSE ; + } + + BOOL ret = TRUE ;//if ret is set to false, will generate a gl texture for this image. + S32 raw_w = mRawImage->getWidth() ; + S32 raw_h = mRawImage->getHeight() ; + F32 xscale = 1.0f, yscale = 1.0f ; + LLPointer<LLTextureAtlasSlot> slot_infop; + LLTextureAtlasSlot* cur_slotp ;//no need to be smart pointer. + LLSpatialGroup* groupp ; + LLFace* facep; + + //if the atlas slot pointers for some faces are null, process them later. + ll_face_list_t waiting_list ; + + for(ll_face_list_t::iterator iter = mFaceList.begin(); iter != mFaceList.end(); ++iter) + { + if(*iter) + { + facep = (LLFace*)*iter ; + + //face can not use atlas. + if(!facep->canUseAtlas()) + { + if(facep->getAtlasInfo()) + { + facep->removeAtlas() ; + } + ret = FALSE ; + continue ; + } + + //the atlas slot is updated + slot_infop = facep->getAtlasInfo() ; + groupp = facep->getDrawable()->getSpatialGroup() ; + + if(slot_infop) + { + if(slot_infop->getSpatialGroup() != groupp) + { + if((cur_slotp = groupp->getCurUpdatingSlot(this))) //switch slot + { + facep->setAtlasInfo(cur_slotp) ; + facep->setAtlasInUse(TRUE) ; + continue ; + } + else //do not forget to update slot_infop->getSpatialGroup(). + { + LLSpatialGroup* gp = slot_infop->getSpatialGroup() ; + gp->setCurUpdatingTime(gFrameCount) ; + gp->setCurUpdatingTexture(this) ; + gp->setCurUpdatingSlot(slot_infop) ; + } + } + else //same group + { + if(gFrameCount && slot_infop->getUpdatedTime() == gFrameCount)//slot is just updated + { + facep->setAtlasInUse(TRUE) ; + continue ; + } + } + } + else + { + //if the slot is null, wait to process them later. + waiting_list.push_back(facep) ; + continue ; + } + + //---------- + //insert to atlas + if(!slot_infop->getAtlas()->insertSubTexture(mGLTexturep, mRawDiscardLevel, mRawImage, slot_infop->getSlotCol(), slot_infop->getSlotRow())) + { + + //the texture does not qualify to add to atlas, do not bother to try for other faces. + //invalidateAtlas(); + return FALSE ; + } + + //update texture scale + slot_infop->getAtlas()->getTexCoordScale(raw_w, raw_h, xscale, yscale) ; + slot_infop->setTexCoordScale(xscale, yscale) ; + slot_infop->setValid() ; + slot_infop->setUpdatedTime(gFrameCount) ; + + //update spatial group atlas info + groupp->setCurUpdatingTime(gFrameCount) ; + groupp->setCurUpdatingTexture(this) ; + groupp->setCurUpdatingSlot(slot_infop) ; + + //make the face to switch to the atlas. + facep->setAtlasInUse(TRUE) ; + } + } + + //process the waiting_list + for(ll_face_list_t::iterator iter = waiting_list.begin(); iter != waiting_list.end(); ++iter) + { + facep = (LLFace*)*iter ; + groupp = facep->getDrawable()->getSpatialGroup() ; + + //check if this texture already inserted to atlas for this group + if((cur_slotp = groupp->getCurUpdatingSlot(this))) + { + facep->setAtlasInfo(cur_slotp) ; + facep->setAtlasInUse(TRUE) ; + continue ; + } + + //need to reserve a slot from atlas + slot_infop = LLTextureAtlasManager::getInstance()->reserveAtlasSlot(llmax(mFullWidth, mFullHeight), getComponents(), groupp, this) ; + + facep->setAtlasInfo(slot_infop) ; + + groupp->setCurUpdatingTime(gFrameCount) ; + groupp->setCurUpdatingTexture(this) ; + groupp->setCurUpdatingSlot(slot_infop) ; + + //slot allocation failed. + if(!slot_infop || !slot_infop->getAtlas()) + { + ret = FALSE ; + facep->setAtlasInUse(FALSE) ; + continue ; + } + + //insert to atlas + if(!slot_infop->getAtlas()->insertSubTexture(mGLTexturep, mRawDiscardLevel, mRawImage, slot_infop->getSlotCol(), slot_infop->getSlotRow())) + { + //the texture does not qualify to add to atlas, do not bother to try for other faces. + ret = FALSE ; + //invalidateAtlas(); + break ; + } + + //update texture scale + slot_infop->getAtlas()->getTexCoordScale(raw_w, raw_h, xscale, yscale) ; + slot_infop->setTexCoordScale(xscale, yscale) ; + slot_infop->setValid() ; + slot_infop->setUpdatedTime(gFrameCount) ; + + //make the face to switch to the atlas. + facep->setAtlasInUse(TRUE) ; + } + + return ret ; +} + //---------------------------------------------------------------------------------------------- //end of LLViewerFetchedTexture //---------------------------------------------------------------------------------------------- diff --git a/indra/newview/llviewertexture.h b/indra/newview/llviewertexture.h index 142c212435..0be1bf81de 100644 --- a/indra/newview/llviewertexture.h +++ b/indra/newview/llviewertexture.h @@ -98,6 +98,7 @@ public: DYNAMIC_TEXTURE, FETCHED_TEXTURE, LOD_TEXTURE, + ATLAS_TEXTURE, INVALID_TEXTURE_TYPE }; @@ -171,7 +172,6 @@ public: /*virtual*/S32 getHeight(S32 discard_level = -1) const; BOOL hasGLTexture() const ; - BOOL hasValidGLTexture() const ; LLGLuint getTexName() const ; BOOL createGLTexture() ; BOOL createGLTexture(S32 discard_level, const LLImageRaw* imageraw, S32 usename = 0); @@ -197,6 +197,11 @@ public: BOOL getMissed() const ; BOOL isValidForSculpt(S32 discard_level, S32 image_width, S32 image_height, S32 ncomponents) ; BOOL readBackRaw(S32 discard_level, LLImageRaw* imageraw, bool compressed_ok) const; + + U32 getTexelsInAtlas() const ; + U32 getTexelsInGLTexture() const ; + BOOL isGLTextureCreated() const ; + S32 getDiscardLevelInAtlas() const ; //--------------------------------------------------------------------------------------------- //end of functions to access LLImageGL //--------------------------------------------------------------------------------------------- @@ -263,6 +268,7 @@ public: static S32 sMaxTotalTextureMemInMegaBytes; static S32 sMaxDesiredTextureMemInBytes ; static BOOL sDontLoadVolumeTextures; + static BOOL sUseTextureAtlas ; static LLPointer<LLViewerTexture> sNullImagep; // Null texture for non-textured objects. }; @@ -388,6 +394,11 @@ private: F32 calcDecodePriorityForUnknownTexture(F32 pixel_priority) ; + //for atlas + void resetFaceAtlas() ; + void invalidateAtlas(BOOL rebuild_geom) ; + BOOL insertToAtlas() ; + private: BOOL mFullyLoaded; diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index f7fbe96aa7..fd6ffbe07a 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -1898,6 +1898,11 @@ void LLViewerWindow::draw() //S32 screen_x, screen_y; + if (!gSavedSettings.getBOOL("RenderUIBuffer")) + { + LLUI::sDirtyRect = this->getWindowRect(); + } + // HACK for timecode debugging if (gSavedSettings.getBOOL("DisplayTimecode")) { @@ -3874,7 +3879,7 @@ BOOL LLViewerWindow::rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_hei { if(image_width > window_width || image_height > window_height) //need to enlarge the scene { - if (gGLManager.mHasFramebufferObject && !show_ui) + if (!LLPipeline::sRenderDeferred && gGLManager.mHasFramebufferObject && !show_ui) { GLint max_size = 0; glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE_EXT, &max_size); @@ -3962,9 +3967,17 @@ BOOL LLViewerWindow::rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_hei else { const U32 subfield = subimage_x+(subimage_y*llceil(scale_factor)); - display(do_rebuild, scale_factor, subfield, TRUE); - // Required for showing the GUI in snapshots? See DEV-16350 for details. JC - render_ui(scale_factor, subfield); + + if (LLPipeline::sRenderDeferred) + { + display(do_rebuild, scale_factor, subfield, FALSE); + } + else + { + display(do_rebuild, scale_factor, subfield, TRUE); + // Required for showing the GUI in snapshots? See DEV-16350 for details. JC + render_ui(scale_factor, subfield); + } } S32 subimage_x_offset = llclamp(buffer_x_offset - (subimage_x * window_width), 0, window_width); diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp index f26ba6f46e..d124cbcdce 100644 --- a/indra/newview/llvlcomposition.cpp +++ b/indra/newview/llvlcomposition.cpp @@ -448,6 +448,10 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y, } } + if (!texturep->hasGLTexture()) + { + texturep->createGLTexture(0, raw); + } texturep->setSubImage(raw, tex_x_begin, tex_y_begin, tex_x_end - tex_x_begin, tex_y_end - tex_y_begin); LLSurface::sTextureUpdateTime += gen_timer.getElapsedTimeF32(); LLSurface::sTexelsUpdated += (tex_x_end - tex_x_begin) * (tex_y_end - tex_y_begin); diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 018cce4b49..1d9ca12af8 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -680,6 +680,7 @@ LLVOAvatar::LLVOAvatar(const LLUUID& id, } mDirtyMesh = TRUE; // Dirty geometry, need to regenerate. + mMeshTexturesDirty = FALSE; mShadow0Facep = NULL; mShadow1Facep = NULL; mHeadp = NULL; @@ -718,8 +719,10 @@ LLVOAvatar::LLVOAvatar(const LLUUID& id, mRippleTimeLast = 0.f; mShadowImagep = LLViewerTextureManager::getFetchedTextureFromFile("foot_shadow.j2c"); - gGL.getTexUnit(0)->bind(mShadowImagep); - mShadowImagep->setAddressMode(LLTexUnit::TAM_CLAMP); + + // GL NOT ACTIVE HERE + //gGL.getTexUnit(0)->bind(mShadowImagep.get()); + //mShadowImagep->setAddressMode(LLTexUnit::TAM_CLAMP); mInAir = FALSE; @@ -1612,6 +1615,11 @@ BOOL LLVOAvatar::buildSkeleton(const LLVOAvatarSkeletonInfo *info) return TRUE; } +LLVOAvatar* LLVOAvatar::asAvatar() +{ + return this; +} + //----------------------------------------------------------------------------- // LLVOAvatar::startDefaultMotions() //----------------------------------------------------------------------------- @@ -2176,10 +2184,14 @@ BOOL LLVOAvatar::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time) idleUpdateVoiceVisualizer( voice_enabled ); idleUpdateMisc( detailed_update ); idleUpdateAppearanceAnimation(); - idleUpdateLipSync( voice_enabled ); - idleUpdateLoadingEffect(); - idleUpdateBelowWater(); // wind effect uses this - idleUpdateWindEffect(); + if (detailed_update) + { + idleUpdateLipSync( voice_enabled ); + idleUpdateLoadingEffect(); + idleUpdateBelowWater(); // wind effect uses this + idleUpdateWindEffect(); + } + idleUpdateNameTag( root_pos_last ); idleUpdateRenderCost(); idleUpdateTractorBeam(); @@ -3032,7 +3044,7 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) if (!visible) { - updateMotions(LLCharacter::HIDDEN_UPDATE); + //updateMotions(LLCharacter::HIDDEN_UPDATE); return FALSE; } @@ -3702,7 +3714,8 @@ U32 LLVOAvatar::renderSkinned(EAvatarRenderPass pass) if (pass == AVATAR_RENDER_PASS_SINGLE) { - const bool should_alpha_mask = mSupportsAlphaLayers && !LLDrawPoolAlpha::sShowDebugAlpha; // Don't alpha mask if "Highlight Transparent" checked + const bool should_alpha_mask = mSupportsAlphaLayers && !LLDrawPoolAlpha::sShowDebugAlpha // Don't alpha mask if "Highlight Transparent" checked + && !LLDrawPoolAvatar::sSkipTransparent; LLGLState test(GL_ALPHA_TEST, should_alpha_mask); @@ -3817,20 +3830,8 @@ U32 LLVOAvatar::renderRigid() if (isTextureVisible(TEX_EYES_BAKED) || mIsDummy) { - // If the meshes need to be drawn, enable alpha masking but not blending - bool should_alpha_mask = mSupportsAlphaLayers && !LLDrawPoolAlpha::sShowDebugAlpha; - - LLGLState test(GL_ALPHA_TEST, should_alpha_mask); - - if (should_alpha_mask) - { - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); - } - num_indices += mMeshLOD[MESH_ID_EYEBALL_LEFT]->render(mAdjustedPixelArea, TRUE, mIsDummy); num_indices += mMeshLOD[MESH_ID_EYEBALL_RIGHT]->render(mAdjustedPixelArea, TRUE, mIsDummy); - - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } return num_indices; @@ -3875,7 +3876,7 @@ U32 LLVOAvatar::renderFootShadows() LLGLDepthTest test(GL_TRUE, GL_FALSE); //render foot shadows LLGLEnable blend(GL_BLEND); - gGL.getTexUnit(0)->bind(mShadowImagep); + gGL.getTexUnit(0)->bind(mShadowImagep.get()); glColor4fv(mShadow0Facep->getRenderColor().mV); mShadow0Facep->renderIndexed(foot_mask); glColor4fv(mShadow1Facep->getRenderColor().mV); @@ -3884,7 +3885,7 @@ U32 LLVOAvatar::renderFootShadows() return num_indices; } -U32 LLVOAvatar::renderImpostor(LLColor4U color) +U32 LLVOAvatar::renderImpostor(LLColor4U color, S32 diffuse_channel) { if (!mImpostor.isComplete()) { @@ -3904,7 +3905,7 @@ U32 LLVOAvatar::renderImpostor(LLColor4U color) gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f); gGL.color4ubv(color.mV); - gGL.getTexUnit(0)->bind(&mImpostor); + gGL.getTexUnit(diffuse_channel)->bind(&mImpostor); gGL.begin(LLRender::QUADS); gGL.texCoord2f(0,0); gGL.vertex3fv((pos+left-up).mV); @@ -3942,6 +3943,7 @@ void LLVOAvatar::updateTextures(LLAgent &agent) } std::vector<BOOL> layer_baked; + // GL NOT ACTIVE HERE - *TODO for (U32 i = 0; i < mBakedTextureDatas.size(); i++) { layer_baked.push_back(isTextureDefined(mBakedTextureDatas[i].mTextureIndex)); @@ -5171,6 +5173,15 @@ LLDrawable *LLVOAvatar::createDrawable(LLPipeline *pipeline) } +void LLVOAvatar::updateGL() +{ + if (mMeshTexturesDirty) + { + updateMeshTextures(); + mMeshTexturesDirty = FALSE; + } +} + //----------------------------------------------------------------------------- // updateGeometry() //----------------------------------------------------------------------------- @@ -5222,7 +5233,7 @@ void LLVOAvatar::updateShadowFaces() sprite.setSize(0.4f + cos_elev * 0.8f, 0.3f); LLVector3 sun_vec = gSky.mVOSkyp ? gSky.mVOSkyp->getToSun() : LLVector3(0.f, 0.f, 0.f); - if (mShadowImagep->hasValidGLTexture()) + if (mShadowImagep->hasGLTexture()) { LLVector3 normal; LLVector3d shadow_pos; @@ -6354,7 +6365,8 @@ void LLVOAvatar::onFirstTEMessageReceived() } } - updateMeshTextures(); + mMeshTexturesDirty = TRUE; + gPipeline.markGLRebuild(this); } } @@ -6417,6 +6429,8 @@ void LLVOAvatar::processAvatarAppearance( LLMessageSystem* mesgsys ) } setCompositeUpdatesEnabled( FALSE ); + mMeshTexturesDirty = TRUE; + gPipeline.markGLRebuild(this); // ! BACKWARDS COMPATIBILITY ! // Non-self avatars will no longer have component textures @@ -6425,8 +6439,7 @@ void LLVOAvatar::processAvatarAppearance( LLMessageSystem* mesgsys ) releaseComponentTextures(); } - updateMeshTextures(); // enables updates for laysets without baked textures. - + // parse visual params S32 num_blocks = mesgsys->getNumberOfBlocksFast(_PREHASH_VisualParam); if( num_blocks > 1 ) @@ -7436,6 +7449,11 @@ void LLVOAvatar::updateFreezeCounter(S32 counter) BOOL LLVOAvatar::updateLOD() { + if (isImpostor()) + { + return TRUE; + } + BOOL res = updateJointLODs(); LLFace* facep = mDrawable->getFace(0); diff --git a/indra/newview/llvoavatar.h b/indra/newview/llvoavatar.h index 4dc70511ce..ef5358198d 100644 --- a/indra/newview/llvoavatar.h +++ b/indra/newview/llvoavatar.h @@ -114,6 +114,8 @@ protected: // LLViewerObject interface and related //-------------------------------------------------------------------- public: + virtual void updateGL(); + virtual LLVOAvatar* asAvatar(); virtual U32 processUpdateMessage(LLMessageSystem *mesgsys, void **user_data, U32 block_num, @@ -329,7 +331,7 @@ private: public: U32 renderFootShadows(); - U32 renderImpostor(LLColor4U color = LLColor4U(255,255,255,255)); + U32 renderImpostor(LLColor4U color = LLColor4U(255,255,255,255), S32 diffuse_channel = 0); U32 renderRigid(); U32 renderSkinned(EAvatarRenderPass pass); U32 renderTransparent(BOOL first_pass); @@ -560,6 +562,7 @@ protected: /*virtual*/ void restoreMeshData(); private: BOOL mDirtyMesh; + BOOL mMeshTexturesDirty; typedef std::multimap<std::string, LLPolyMesh*> polymesh_map_t; polymesh_map_t mMeshes; diff --git a/indra/newview/llvoavatarself.cpp b/indra/newview/llvoavatarself.cpp index a7b5b60842..dfc82ea8d5 100644 --- a/indra/newview/llvoavatarself.cpp +++ b/indra/newview/llvoavatarself.cpp @@ -1331,7 +1331,7 @@ void LLVOAvatarSelf::getLocalTextureByteCount(S32* gl_bytes) const { S32 bytes = (S32)image_gl->getWidth() * image_gl->getHeight() * image_gl->getComponents(); - if (image_gl->hasValidGLTexture()) + if (image_gl->hasGLTexture()) { *gl_bytes += bytes; } @@ -1539,7 +1539,7 @@ BOOL LLVOAvatarSelf::updateIsFullyLoaded() // Check for the case that texture is defined but not sufficiently loaded to display anything. LLViewerTexture* baked_img = getImage( texture_data.mTextureIndex ); - if (!baked_img || !baked_img->hasValidGLTexture()) + if (!baked_img || !baked_img->hasGLTexture()) { loading = TRUE; } diff --git a/indra/newview/llvoclouds.cpp b/indra/newview/llvoclouds.cpp index 130e1fd749..8d3c8b6f1a 100644 --- a/indra/newview/llvoclouds.cpp +++ b/indra/newview/llvoclouds.cpp @@ -125,7 +125,10 @@ BOOL LLVOClouds::updateGeometry(LLDrawable *drawable) return TRUE; } - dirtySpatialGroup(); + if (drawable->isVisible()) + { + dirtySpatialGroup(TRUE); + } LLFace *facep; diff --git a/indra/newview/llvopartgroup.cpp b/indra/newview/llvopartgroup.cpp index 38c9ce28c4..7585842623 100644 --- a/indra/newview/llvopartgroup.cpp +++ b/indra/newview/llvopartgroup.cpp @@ -155,6 +155,11 @@ BOOL LLVOPartGroup::updateGeometry(LLDrawable *drawable) group = drawable->getSpatialGroup(); } + if (group && group->isVisible()) + { + dirtySpatialGroup(TRUE); + } + if (!num_parts) { if (group && drawable->getNumFaces()) @@ -353,12 +358,11 @@ U32 LLVOPartGroup::getPartitionType() const } LLParticlePartition::LLParticlePartition() -: LLSpatialPartition(LLDrawPoolAlpha::VERTEX_DATA_MASK) +: LLSpatialPartition(LLDrawPoolAlpha::VERTEX_DATA_MASK, TRUE, GL_DYNAMIC_DRAW_ARB) { mRenderPass = LLRenderPass::PASS_ALPHA; mDrawableType = LLPipeline::RENDER_TYPE_PARTICLES; mPartitionType = LLViewerRegion::PARTITION_PARTICLE; - mBufferUsage = GL_DYNAMIC_DRAW_ARB; mSlopRatio = 0.f; mLODPeriod = 1; } @@ -485,7 +489,9 @@ void LLParticlePartition::getGeometry(LLSpatialGroup* group) U32 end = start + facep->getGeomCount()-1; U32 offset = facep->getIndicesStart(); U32 count = facep->getIndicesCount(); - LLDrawInfo* info = new LLDrawInfo(start,end,count,offset,facep->getTexture(), buffer, fullbright); + LLDrawInfo* info = new LLDrawInfo(start,end,count,offset,facep->getTexture(), + //facep->getTexture(), + buffer, fullbright); info->mExtents[0] = group->mObjectExtents[0]; info->mExtents[1] = group->mObjectExtents[1]; info->mVSize = vsize; diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp index 157d719fcc..164f0f0cad 100644 --- a/indra/newview/llvosurfacepatch.cpp +++ b/indra/newview/llvosurfacepatch.cpp @@ -178,11 +178,19 @@ LLDrawable *LLVOSurfacePatch::createDrawable(LLPipeline *pipeline) static LLFastTimer::DeclareTimer FTM_UPDATE_TERRAIN("Update Terrain"); +void LLVOSurfacePatch::updateGL() +{ + if (mPatchp) + { + mPatchp->updateGL(); + } +} + BOOL LLVOSurfacePatch::updateGeometry(LLDrawable *drawable) { LLFastTimer ftm(FTM_UPDATE_TERRAIN); - dirtySpatialGroup(); + dirtySpatialGroup(TRUE); S32 min_comp, max_comp, range; min_comp = lltrunc(mPatchp->getMinComposition()); @@ -1014,12 +1022,10 @@ U32 LLVOSurfacePatch::getPartitionType() const } LLTerrainPartition::LLTerrainPartition() -: LLSpatialPartition(LLDrawPoolTerrain::VERTEX_DATA_MASK) +: LLSpatialPartition(LLDrawPoolTerrain::VERTEX_DATA_MASK, FALSE, GL_DYNAMIC_DRAW_ARB) { mOcclusionEnabled = FALSE; - mRenderByGroup = FALSE; mInfiniteFarClip = TRUE; - mBufferUsage = GL_DYNAMIC_DRAW_ARB; mDrawableType = LLPipeline::RENDER_TYPE_TERRAIN; mPartitionType = LLViewerRegion::PARTITION_TERRAIN; } diff --git a/indra/newview/llvosurfacepatch.h b/indra/newview/llvosurfacepatch.h index 2dd8651899..aaf4d41fa1 100644 --- a/indra/newview/llvosurfacepatch.h +++ b/indra/newview/llvosurfacepatch.h @@ -64,6 +64,7 @@ public: virtual U32 getPartitionType() const; /*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline); + /*virtual*/ void updateGL(); /*virtual*/ BOOL updateGeometry(LLDrawable *drawable); /*virtual*/ BOOL updateLOD(); /*virtual*/ void updateFaceSize(S32 idx); diff --git a/indra/newview/llvotree.cpp b/indra/newview/llvotree.cpp index 86d9f31d07..615ae13bc2 100644 --- a/indra/newview/llvotree.cpp +++ b/indra/newview/llvotree.cpp @@ -312,10 +312,6 @@ U32 LLVOTree::processUpdateMessage(LLMessageSystem *mesgsys, // Load Species-Specific data // mTreeImagep = LLViewerTextureManager::getFetchedTexture(sSpeciesTable[mSpecies]->mTextureID, TRUE, FALSE, LLViewerTexture::LOD_TEXTURE); - if (mTreeImagep) - { - gGL.getTexUnit(0)->bind(mTreeImagep); - } mBranchLength = sSpeciesTable[mSpecies]->mBranchLength; mTrunkLength = sSpeciesTable[mSpecies]->mTrunkLength; mLeafScale = sSpeciesTable[mSpecies]->mLeafScale; @@ -1305,9 +1301,8 @@ U32 LLVOTree::getPartitionType() const } LLTreePartition::LLTreePartition() -: LLSpatialPartition(0) +: LLSpatialPartition(0, FALSE, 0) { - mRenderByGroup = FALSE; mDrawableType = LLPipeline::RENDER_TYPE_TREE; mPartitionType = LLViewerRegion::PARTITION_TREE; mSlopRatio = 0.f; diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 940accdd06..0217324808 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -69,8 +69,10 @@ const S32 MIN_QUIET_FRAMES_COALESCE = 30; const F32 FORCE_SIMPLE_RENDER_AREA = 512.f; const F32 FORCE_CULL_AREA = 8.f; +const F32 MAX_LOD_DISTANCE = 24.f; const S32 MAX_SCULPT_REZ = 128; + BOOL gAnimateTextures = TRUE; //extern BOOL gHideSelectedObjects; @@ -97,6 +99,7 @@ LLVOVolume::LLVOVolume(const LLUUID &id, const LLPCode pcode, LLViewerRegion *re mNumFaces = 0; mLODChanged = FALSE; mSculptChanged = FALSE; + mSpotLightPriority = 0.f; } LLVOVolume::~LLVOVolume() @@ -320,11 +323,6 @@ void LLVOVolume::animateTextures() te->getScale(&scale_s, &scale_t); } - LLVector3 scale(scale_s, scale_t, 1.f); - LLVector3 trans(off_s+0.5f, off_t+0.5f, 0.f); - LLQuaternion quat; - quat.setQuat(rot, 0, 0, -1.f); - if (!facep->mTextureMatrix) { facep->mTextureMatrix = new LLMatrix4(); @@ -332,7 +330,43 @@ void LLVOVolume::animateTextures() LLMatrix4& tex_mat = *facep->mTextureMatrix; tex_mat.setIdentity(); - tex_mat.translate(LLVector3(-0.5f, -0.5f, 0.f)); + LLVector3 trans ; + + if(facep->isAtlasInUse()) + { + // + //if use atlas for animated texture + //apply the following transform to the animation matrix. + // + + F32 tcoord_xoffset = 0.f ; + F32 tcoord_yoffset = 0.f ; + F32 tcoord_xscale = 1.f ; + F32 tcoord_yscale = 1.f ; + if(facep->isAtlasInUse()) + { + const LLVector2* tmp = facep->getTexCoordOffset() ; + tcoord_xoffset = tmp->mV[0] ; + tcoord_yoffset = tmp->mV[1] ; + + tmp = facep->getTexCoordScale() ; + tcoord_xscale = tmp->mV[0] ; + tcoord_yscale = tmp->mV[1] ; + } + trans.set(LLVector3(tcoord_xoffset + tcoord_xscale * (off_s+0.5f), tcoord_yoffset + tcoord_yscale * (off_t+0.5f), 0.f)); + + tex_mat.translate(LLVector3(-(tcoord_xoffset + tcoord_xscale * 0.5f), -(tcoord_yoffset + tcoord_yscale * 0.5f), 0.f)); + } + else //non atlas + { + trans.set(LLVector3(off_s+0.5f, off_t+0.5f, 0.f)); + tex_mat.translate(LLVector3(-0.5f, -0.5f, 0.f)); + } + + LLVector3 scale(scale_s, scale_t, 1.f); + LLQuaternion quat; + quat.setQuat(rot, 0, 0, -1.f); + tex_mat.rotate(quat); LLMatrix4 mat; @@ -541,6 +575,19 @@ void LLVOVolume::updateTextures() } } + if (getLightTextureID().notNull()) + { + LLLightImageParams* params = (LLLightImageParams*) getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE); + LLUUID id = params->getLightTexture(); + mLightTexture = LLViewerTextureManager::getFetchedTexture(id); + if (mLightTexture.notNull()) + { + F32 rad = getLightRadius(); + mLightTexture->addTextureStats(gPipeline.calcPixelArea(getPositionAgent(), + LLVector3(rad,rad,rad), + *LLViewerCamera::getInstance())); + } + } if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_TEXTURE_AREA)) { @@ -711,7 +758,17 @@ BOOL LLVOVolume::setVolume(const LLVolumeParams &volume_params, const S32 detail mSculptTexture = LLViewerTextureManager::getFetchedTexture(volume_params.getSculptID(), TRUE, FALSE, LLViewerTexture::LOD_TEXTURE); if (mSculptTexture.notNull()) { - sculpt(); + //ignore sculpt GL usage since bao fixed this in a separate branch + if (!gGLActive) + { + gGLActive = TRUE; + sculpt(); + gGLActive = FALSE; + } + else + { + sculpt(); + } mSculptLevel = getVolume()->getSculptLevel(); } } @@ -836,12 +893,15 @@ BOOL LLVOVolume::calcLOD() } //update face texture sizes on lod calculation - updateTextures(); + //if (mDrawable->isVisible()) + //{ + // updateTextures(); + //} S32 cur_detail = 0; F32 radius = getVolume()->mLODScaleBias.scaledVec(getScale()).length(); - F32 distance = mDrawable->mDistanceWRTCamera; + F32 distance = llmin(mDrawable->mDistanceWRTCamera, MAX_LOD_DISTANCE); distance *= sDistanceFactor; F32 rampDist = LLVOVolume::sLODFactor * 2; @@ -1452,6 +1512,41 @@ void LLVOVolume::updateTEData() //---------------------------------------------------------------------------- +void LLVOVolume::setLightTextureID(LLUUID id) +{ + if (id.notNull()) + { + if (!hasLightTexture()) + { + setParameterEntryInUse(LLNetworkData::PARAMS_LIGHT_IMAGE, TRUE, true); + } + LLLightImageParams* param_block = (LLLightImageParams*) getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE); + if (param_block && param_block->getLightTexture() != id) + { + param_block->setLightTexture(id); + parameterChanged(LLNetworkData::PARAMS_LIGHT_IMAGE, true); + } + } + else + { + if (hasLightTexture()) + { + setParameterEntryInUse(LLNetworkData::PARAMS_LIGHT_IMAGE, FALSE, true); + mLightTexture = NULL; + } + } +} + +void LLVOVolume::setSpotLightParams(LLVector3 params) +{ + LLLightImageParams* param_block = (LLLightImageParams*) getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE); + if (param_block && param_block->getParams() != params) + { + param_block->setParams(params); + parameterChanged(LLNetworkData::PARAMS_LIGHT_IMAGE, true); + } +} + void LLVOVolume::setIsLight(BOOL is_light) { if (is_light != getIsLight()) @@ -1578,6 +1673,83 @@ LLColor3 LLVOVolume::getLightColor() const } } +LLUUID LLVOVolume::getLightTextureID() const +{ + if (getParameterEntryInUse(LLNetworkData::PARAMS_LIGHT_IMAGE)) + { + const LLLightImageParams *param_block = (const LLLightImageParams *)getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE); + if (param_block) + { + return param_block->getLightTexture(); + } + } + + return LLUUID::null; +} + + +LLVector3 LLVOVolume::getSpotLightParams() const +{ + if (getParameterEntryInUse(LLNetworkData::PARAMS_LIGHT_IMAGE)) + { + const LLLightImageParams *param_block = (const LLLightImageParams *)getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE); + if (param_block) + { + return param_block->getParams(); + } + } + + return LLVector3(); +} + +F32 LLVOVolume::getSpotLightPriority() const +{ + return mSpotLightPriority; +} + +void LLVOVolume::updateSpotLightPriority() +{ + LLVector3 pos = mDrawable->getPositionAgent(); + LLVector3 at(0,0,-1); + at *= getRenderRotation(); + + F32 r = getLightRadius()*0.5f; + + pos += at * r; + + at = LLViewerCamera::getInstance()->getAtAxis(); + + pos -= at * r; + + mSpotLightPriority = gPipeline.calcPixelArea(pos, LLVector3(r,r,r), *LLViewerCamera::getInstance()); + + if (mLightTexture.notNull()) + { + mLightTexture->addTextureStats(mSpotLightPriority); + mLightTexture->setBoostLevel(LLViewerTexture::BOOST_CLOUDS); + } +} + + +LLViewerTexture* LLVOVolume::getLightTexture() +{ + LLUUID id = getLightTextureID(); + + if (id.notNull()) + { + if (mLightTexture.isNull() || id != mLightTexture->getID()) + { + mLightTexture = LLViewerTextureManager::getFetchedTexture(id); + } + } + else + { + mLightTexture = NULL; + } + + return mLightTexture; +} + F32 LLVOVolume::getLightIntensity() const { const LLLightParams *param_block = (const LLLightParams *)getParameterEntry(LLNetworkData::PARAMS_LIGHT); @@ -1669,6 +1841,16 @@ BOOL LLVOVolume::isSculpted() const return FALSE; } +BOOL LLVOVolume::hasLightTexture() const +{ + if (getParameterEntryInUse(LLNetworkData::PARAMS_LIGHT_IMAGE)) + { + return TRUE; + } + + return FALSE; +} + BOOL LLVOVolume::isVolumeGlobal() const { if (mVolumeImpl) @@ -2116,9 +2298,9 @@ U32 LLVOVolume::getPartitionType() const } LLVolumePartition::LLVolumePartition() -: LLSpatialPartition(LLVOVolume::VERTEX_DATA_MASK, FALSE) +: LLSpatialPartition(LLVOVolume::VERTEX_DATA_MASK, TRUE, GL_DYNAMIC_DRAW_ARB) { - mLODPeriod = 16; + mLODPeriod = 32; mDepthMask = FALSE; mDrawableType = LLPipeline::RENDER_TYPE_VOLUME; mPartitionType = LLViewerRegion::PARTITION_VOLUME; @@ -2127,10 +2309,10 @@ LLVolumePartition::LLVolumePartition() } LLVolumeBridge::LLVolumeBridge(LLDrawable* drawablep) -: LLSpatialBridge(drawablep, LLVOVolume::VERTEX_DATA_MASK) +: LLSpatialBridge(drawablep, TRUE, LLVOVolume::VERTEX_DATA_MASK) { mDepthMask = FALSE; - mLODPeriod = 16; + mLODPeriod = 32; mDrawableType = LLPipeline::RENDER_TYPE_VOLUME; mPartitionType = LLViewerRegion::PARTITION_BRIDGE; @@ -2154,8 +2336,14 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, S32 idx = draw_vec.size()-1; - BOOL fullbright = (type == LLRenderPass::PASS_FULLBRIGHT || - type == LLRenderPass::PASS_ALPHA) ? facep->isState(LLFace::FULLBRIGHT) : FALSE; + BOOL fullbright = (type == LLRenderPass::PASS_FULLBRIGHT) || + (type == LLRenderPass::PASS_ALPHA ? facep->isState(LLFace::FULLBRIGHT) : FALSE); + + if (!fullbright && type != LLRenderPass::PASS_GLOW && !facep->mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL)) + { + llwarns << "Non fullbright face has no normals!" << llendl; + return; + } const LLMatrix4* tex_mat = NULL; if (facep->isState(LLFace::TEXTURE_ANIM) && facep->getVirtualSize() > MIN_TEX_ANIM_SIZE) @@ -2218,7 +2406,7 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, U32 end = start + facep->getGeomCount()-1; U32 offset = facep->getIndicesStart(); U32 count = facep->getIndicesCount(); - LLPointer<LLDrawInfo> draw_info = new LLDrawInfo(start,end,count,offset,tex, + LLPointer<LLDrawInfo> draw_info = new LLDrawInfo(start,end,count,offset, tex, facep->mVertexBuffer, fullbright, bump); draw_info->mGroup = group; draw_info->mVSize = facep->getVirtualSize(); @@ -2246,11 +2434,6 @@ static LLFastTimer::DeclareTimer FTM_REBUILD_VBO("VBO Rebuilt"); void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) { - if (LLPipeline::sSkipUpdate) - { - return; - } - if (group->changeLOD()) { group->mLastUpdateDistance = group->mDistance; @@ -2312,6 +2495,8 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) vobj->updateTextures(); vobj->preRebuild(); + drawablep->clearState(LLDrawable::HAS_ALPHA); + //for each face for (S32 i = 0; i < drawablep->getNumFaces(); i++) { @@ -2373,13 +2558,15 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) if (type == LLDrawPool::POOL_ALPHA) { if (LLPipeline::sFastAlpha && - (te->getColor().mV[VW] == 1.0f) && - facep->getTexture()->getIsAlphaMask()) + (te->getColor().mV[VW] == 1.0f) && + (!te->getFullbright()) && // hack: alpha masking renders fullbright faces invisible, need to figure out why - for now, avoid + facep->getTexture()->getIsAlphaMask()) { //can be treated as alpha mask simple_faces.push_back(facep); } else { + drawablep->setState(LLDrawable::HAS_ALPHA); alpha_faces.push_back(facep); } } @@ -2468,16 +2655,18 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) if (LLPipeline::sDelayVBUpdate) { - group->setState(LLSpatialGroup::MESH_DIRTY); + group->setState(LLSpatialGroup::MESH_DIRTY | LLSpatialGroup::NEW_DRAWINFO); } mFaceList.clear(); } +static LLFastTimer::DeclareTimer FTM_VOLUME_GEOM("Volume Geometry"); void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) { - if (group->isState(LLSpatialGroup::MESH_DIRTY)) + if (group->isState(LLSpatialGroup::MESH_DIRTY) && !group->isState(LLSpatialGroup::GEOM_DIRTY)) { + LLFastTimer tm(FTM_VOLUME_GEOM); S32 num_mapped_veretx_buffer = LLVertexBuffer::sMappedCount ; group->mBuilt = 1.f; @@ -2554,7 +2743,12 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) } } - group->clearState(LLSpatialGroup::MESH_DIRTY); + group->clearState(LLSpatialGroup::MESH_DIRTY | LLSpatialGroup::NEW_DRAWINFO); + } + + if (group->isState(LLSpatialGroup::NEW_DRAWINFO)) + { + llerrs << "WTF?" << llendl; } } @@ -2699,6 +2893,11 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: BOOL force_simple = facep->mPixelArea < FORCE_SIMPLE_RENDER_AREA; BOOL fullbright = facep->isState(LLFace::FULLBRIGHT); + if ((mask & LLVertexBuffer::MAP_NORMAL) == 0) + { //paranoia check to make sure GL doesn't try to read non-existant normals + fullbright = TRUE; + } + const LLTextureEntry* te = facep->getTextureEntry(); BOOL is_alpha = facep->getPoolType() == LLDrawPool::POOL_ALPHA ? TRUE : FALSE; @@ -2708,6 +2907,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: // can we safely treat this as an alpha mask? if (LLPipeline::sFastAlpha && (te->getColor().mV[VW] == 1.0f) && + (!te->getFullbright()) && // hack: alpha masking renders fullbright faces invisible, need to figure out why - for now, avoid facep->getTexture()->getIsAlphaMask()) { if (te->getFullbright()) @@ -2730,6 +2930,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: } } else if (gPipeline.canUseVertexShaders() + && group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD && LLPipeline::sRenderBump && te->getShiny()) { diff --git a/indra/newview/llvovolume.h b/indra/newview/llvovolume.h index d343d4db74..1b90219836 100644 --- a/indra/newview/llvovolume.h +++ b/indra/newview/llvovolume.h @@ -198,9 +198,18 @@ public: void setLightRadius(F32 radius); void setLightFalloff(F32 falloff); void setLightCutoff(F32 cutoff); + void setLightTextureID(LLUUID id); + void setSpotLightParams(LLVector3 params); + BOOL getIsLight() const; LLColor3 getLightBaseColor() const; // not scaled by intensity LLColor3 getLightColor() const; // scaled by intensity + LLUUID getLightTextureID() const; + LLVector3 getSpotLightParams() const; + void updateSpotLightPriority(); + F32 getSpotLightPriority() const; + + LLViewerTexture* getLightTexture(); F32 getLightIntensity() const; F32 getLightRadius() const; F32 getLightFalloff() const; @@ -210,6 +219,8 @@ public: U32 getVolumeInterfaceID() const; virtual BOOL isFlexible() const; virtual BOOL isSculpted() const; + virtual BOOL hasLightTexture() const; + BOOL isVolumeGlobal() const; BOOL canBeFlexible() const; BOOL setIsFlexible(BOOL is_flexible); @@ -232,12 +243,14 @@ private: BOOL mLODChanged; S32 mSculptLevel; BOOL mSculptChanged; + F32 mSpotLightPriority; LLMatrix4 mRelativeXform; LLMatrix3 mRelativeXformInvTrans; BOOL mVolumeChanged; F32 mVObjRadius; LLVolumeInterface *mVolumeImpl; LLPointer<LLViewerFetchedTexture> mSculptTexture; + LLPointer<LLViewerFetchedTexture> mLightTexture; // statics public: diff --git a/indra/newview/llvowater.cpp b/indra/newview/llvowater.cpp index e2357957ab..0c967f9020 100644 --- a/indra/newview/llvowater.cpp +++ b/indra/newview/llvowater.cpp @@ -277,9 +277,8 @@ U32 LLVOWater::getPartitionType() const } LLWaterPartition::LLWaterPartition() -: LLSpatialPartition(0) +: LLSpatialPartition(0, FALSE, 0) { - mRenderByGroup = FALSE; mInfiniteFarClip = TRUE; mDrawableType = LLPipeline::RENDER_TYPE_WATER; mPartitionType = LLViewerRegion::PARTITION_WATER; diff --git a/indra/newview/llwaterparammanager.cpp b/indra/newview/llwaterparammanager.cpp index 3661be500b..136ffe607d 100644 --- a/indra/newview/llwaterparammanager.cpp +++ b/indra/newview/llwaterparammanager.cpp @@ -154,7 +154,7 @@ void LLWaterParamManager::loadPreset(const std::string & name,bool propagate) std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight/water", escaped_filename)); llinfos << "Loading water settings from " << pathName << llendl; - std::ifstream presetsXML; + llifstream presetsXML; presetsXML.open(pathName.c_str()); // That failed, try loading from the users area instead. @@ -162,7 +162,8 @@ void LLWaterParamManager::loadPreset(const std::string & name,bool propagate) { pathName=gDirUtilp->getExpandedFilename( LL_PATH_USER_SETTINGS , "windlight/water", escaped_filename); llinfos << "Loading User water setting from " << pathName << llendl; - presetsXML.open(pathName.c_str()); + presetsXML.clear(); + presetsXML.open(pathName.c_str()); } if (presetsXML) @@ -279,8 +280,6 @@ void LLWaterParamManager::update(LLViewerCamera * cam) waterfloater->syncMenu(); } - stop_glerror(); - // only do this if we're dealing with shaders if(gPipeline.canUseVertexShaders()) { diff --git a/indra/newview/llwlparammanager.cpp b/indra/newview/llwlparammanager.cpp index 7d9d0a6191..4bf64816c7 100644 --- a/indra/newview/llwlparammanager.cpp +++ b/indra/newview/llwlparammanager.cpp @@ -206,7 +206,8 @@ void LLWLParamManager::loadPreset(const std::string & name,bool propagate) { pathName=gDirUtilp->getExpandedFilename( LL_PATH_USER_SETTINGS , "windlight/skies", escaped_filename); llinfos << "Loading User WindLight sky setting from " << pathName << llendl; - presetsXML.open(pathName.c_str()); + presetsXML.clear(); + presetsXML.open(pathName.c_str()); } if (presetsXML) @@ -396,8 +397,6 @@ void LLWLParamManager::update(LLViewerCamera * cam) F32 camYaw = cam->getYaw(); - stop_glerror(); - // *TODO: potential optimization - this block may only need to be // executed some of the time. For example for water shaders only. { diff --git a/indra/newview/llworldmap.cpp b/indra/newview/llworldmap.cpp index 700971dcc4..b8ecd9556f 100644 --- a/indra/newview/llworldmap.cpp +++ b/indra/newview/llworldmap.cpp @@ -635,7 +635,6 @@ void LLWorldMap::processMapBlockReply(LLMessageSystem* msg, void**) #ifdef IMMEDIATE_IMAGE_LOAD siminfo->mCurrentImage = LLViewerTextureManager::getFetchedTexture(siminfo->mMapImageID[LLWorldMap::getInstance()->mCurrentMap], MIPMAP_TRUE, FALSE, LLViewerTexture::LOD_TEXTURE); - gGL.getTexUnit(0)->bind(siminfo->mCurrentImage); siminfo->mCurrentImage->setAddressMode(LLTexUnit::TAM_CLAMP); #endif diff --git a/indra/newview/llworldmapview.cpp b/indra/newview/llworldmapview.cpp index 4d7423eaae..79308f7e16 100644 --- a/indra/newview/llworldmapview.cpp +++ b/indra/newview/llworldmapview.cpp @@ -372,7 +372,7 @@ void LLWorldMapView::draw() current_image->setBoostLevel(LLViewerTexture::BOOST_MAP_LAYER); current_image->setKnownDrawSize(llround(pix_width * LLUI::sGLScaleFactor.mV[VX]), llround(pix_height * LLUI::sGLScaleFactor.mV[VY])); - if (!current_image->hasValidGLTexture()) + if (!current_image->hasGLTexture()) { continue; // better to draw nothing than the default image } @@ -474,7 +474,7 @@ void LLWorldMapView::draw() bool sim_visible = (gMapScale >= map_scale_cutoff) && (simimage != NULL) && - (simimage->hasValidGLTexture()); + (simimage->hasGLTexture()); if (sim_visible) { @@ -583,7 +583,7 @@ void LLWorldMapView::draw() gGL.vertex3f(right, top, 0.f); gGL.end(); - if (gSavedSettings.getBOOL("MapShowLandForSale") && overlayimage && overlayimage->hasValidGLTexture()) + if (gSavedSettings.getBOOL("MapShowLandForSale") && overlayimage && overlayimage->hasGLTexture()) { gGL.getTexUnit(0)->bind(overlayimage); gGL.color4f(1.f, 1.f, 1.f, alpha); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index b0c3e8d711..38052abfa3 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -102,6 +102,8 @@ #include "llwaterparammanager.h" #include "llspatialpartition.h" #include "llmutelist.h" +#include "lltoolpie.h" + #ifdef _DEBUG // Debug indices is disabled for now for debug performance - djs 4/24/02 @@ -161,6 +163,8 @@ LLFastTimer::DeclareTimer FTM_RENDER_BLOOM_FBO("First FBO"); LLFastTimer::DeclareTimer FTM_STATESORT("Sort Draw State"); LLFastTimer::DeclareTimer FTM_PIPELINE("Pipeline"); LLFastTimer::DeclareTimer FTM_CLIENT_COPY("Client Copy"); +LLFastTimer::DeclareTimer FTM_RENDER_DEFERRED("Deferred Shading"); + static LLFastTimer::DeclareTimer FTM_STATESORT_DRAWABLE("Sort Drawables"); static LLFastTimer::DeclareTimer FTM_STATESORT_POSTSORT("Post Sort"); @@ -186,6 +190,8 @@ std::string gPoolNames[] = "POOL_ALPHA", }; +void drawBox(const LLVector3& c, const LLVector3& r); + U32 nhpo2(U32 v) { U32 r = 1; @@ -267,7 +273,6 @@ BOOL LLPipeline::sDisableShaders = FALSE; BOOL LLPipeline::sRenderBump = TRUE; BOOL LLPipeline::sUseFarClip = TRUE; BOOL LLPipeline::sShadowRender = FALSE; -BOOL LLPipeline::sSkipUpdate = FALSE; BOOL LLPipeline::sWaterReflections = FALSE; BOOL LLPipeline::sRenderGlow = FALSE; BOOL LLPipeline::sReflectionRender = FALSE; @@ -279,6 +284,8 @@ BOOL LLPipeline::sRenderAttachedLights = TRUE; BOOL LLPipeline::sRenderAttachedParticles = TRUE; BOOL LLPipeline::sRenderDeferred = FALSE; S32 LLPipeline::sVisibleLightCount = 0; +F32 LLPipeline::sMinRenderSize = 0.f; + static LLCullResult* sCull = NULL; @@ -294,11 +301,11 @@ static const U32 gl_cube_face[] = void validate_framebuffer_object(); + void addDeferredAttachments(LLRenderTarget& target) { - target.addColorAttachment(GL_RGBA16F_ARB); //specular - target.addColorAttachment(GL_RGBA16F_ARB); //normal+z - target.addColorAttachment(GL_RGBA16F_ARB); //position + target.addColorAttachment(GL_RGBA); //specular + target.addColorAttachment(GL_RGBA); //normal+z } LLPipeline::LLPipeline() : @@ -340,6 +347,8 @@ LLPipeline::LLPipeline() : mLightingDetail(0) { mNoiseMap = 0; + mTrueNoiseMap = 0; + mLightFunc = 0; } void LLPipeline::init() @@ -389,6 +398,11 @@ void LLPipeline::init() LLViewerShaderMgr::instance()->setShaders(); stop_glerror(); + + for (U32 i = 0; i < 2; ++i) + { + mSpotLightFade[i] = 1.f; + } } LLPipeline::~LLPipeline() @@ -496,13 +510,6 @@ void LLPipeline::resizeScreenTexture() GLuint resX = gViewerWindow->getWorldViewWidth(); GLuint resY = gViewerWindow->getWorldViewHeight(); - U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor"); - if (res_mod > 1 && res_mod < resX && res_mod < resY) - { - resX /= res_mod; - resY /= res_mod; - } - allocateScreenBuffer(resX,resY); llinfos << "RESIZED SCREEN TEXTURE: " << resX << "x" << resY << llendl; @@ -512,17 +519,59 @@ void LLPipeline::resizeScreenTexture() void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { U32 samples = gSavedSettings.getU32("RenderFSAASamples"); + + U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor"); + if (res_mod > 1 && res_mod < resX && res_mod < resY) + { + resX /= res_mod; + resY /= res_mod; + } + + if (gSavedSettings.getBOOL("RenderUIBuffer")) + { + mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + } + if (LLPipeline::sRenderDeferred) { //allocate deferred rendering color buffers - mDeferredScreen.allocate(resX, resY, GL_RGBA16F_ARB, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); addDeferredAttachments(mDeferredScreen); - mScreen.allocate(resX, resY, GL_RGBA16F_ARB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); - + mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + + for (U32 i = 0; i < 3; i++) + { + mDeferredLight[i].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + } + for (U32 i = 0; i < 2; i++) { - mDeferredLight[i].allocate(resX, resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + } + + F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale"); + + for (U32 i = 0; i < 4; i++) + { + mShadow[i].allocate(U32(resX*scale),U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE); } + + + U32 width = nhpo2(U32(resX*scale))/2; + U32 height = width; + + for (U32 i = 4; i < 6; i++) + { + mShadow[i].allocate(width, height, 0, TRUE, FALSE); + } + + + + width = nhpo2(resX)/2; + height = nhpo2(resY)/2; + mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE); } else { @@ -532,25 +581,23 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (gGLManager.mHasFramebufferMultisample && samples > 1) { + mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples); + mScreen.setSampleBuffer(&mSampleBuffer); + if (LLPipeline::sRenderDeferred) { - mSampleBuffer.allocate(resX,resY,GL_RGBA16F_ARB,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples); addDeferredAttachments(mSampleBuffer); mDeferredScreen.setSampleBuffer(&mSampleBuffer); } - else - { - mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples); - } - mScreen.setSampleBuffer(&mSampleBuffer); stop_glerror(); } - else if (LLPipeline::sRenderDeferred) + + if (LLPipeline::sRenderDeferred) { //share depth buffer between deferred targets mDeferredScreen.shareDepthBuffer(mScreen); - for (U32 i = 0; i < 2; i++) - { + for (U32 i = 0; i < 3; i++) + { //share stencil buffer with screen space lightmap to stencil out sky mDeferredScreen.shareDepthBuffer(mDeferredLight[i]); } } @@ -583,17 +630,42 @@ void LLPipeline::releaseGLBuffers() mNoiseMap = 0; } + if (mTrueNoiseMap) + { + LLImageGL::deleteTextures(1, &mTrueNoiseMap); + mTrueNoiseMap = 0; + } + + if (mLightFunc) + { + LLImageGL::deleteTextures(1, &mLightFunc); + mLightFunc = 0; + } + mWaterRef.release(); mWaterDis.release(); mScreen.release(); + mUIScreen.release(); mSampleBuffer.releaseSampleBuffer(); mDeferredScreen.release(); + mDeferredDepth.release(); + for (U32 i = 0; i < 3; i++) + { + mDeferredLight[i].release(); + } + + mEdgeMap.release(); + mGIMap.release(); + mGIMapPost[0].release(); + mGIMapPost[1].release(); + mHighlight.release(); + mLuminanceMap.release(); - - for (U32 i = 0; i < 4; i++) + for (U32 i = 0; i < 6; i++) { - mSunShadow[i].release(); + mShadow[i].release(); } + for (U32 i = 0; i < 3; i++) { mGlow[i].release(); @@ -617,6 +689,7 @@ void LLPipeline::createGLBuffers() mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE); } + mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE); stop_glerror(); @@ -638,11 +711,6 @@ void LLPipeline::createGLBuffers() if (sRenderDeferred) { - mSunShadow[0].allocate(1024,1024, 0, TRUE, FALSE); - mSunShadow[1].allocate(1024,1024, 0, TRUE, FALSE); - mSunShadow[2].allocate(1024,1024, 0, TRUE, FALSE); - mSunShadow[3].allocate(1024,1024, 0, TRUE, FALSE); - if (!mNoiseMap) { const U32 noiseRes = 128; @@ -662,6 +730,66 @@ void LLPipeline::createGLBuffers() LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } + + if (!mTrueNoiseMap) + { + const U32 noiseRes = 128; + F32 noise[noiseRes*noiseRes*3]; + for (U32 i = 0; i < noiseRes*noiseRes*3; i++) + { + noise[i] = ll_frand()*2.0-1.0; + } + + LLImageGL::generateTextures(1, &mTrueNoiseMap); + gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + if (!mLightFunc) + { + U32 lightResX = gSavedSettings.getU32("RenderSpecularResX"); + U32 lightResY = gSavedSettings.getU32("RenderSpecularResY"); + U8* lg = new U8[lightResX*lightResY]; + + for (U32 y = 0; y < lightResY; ++y) + { + for (U32 x = 0; x < lightResX; ++x) + { + //spec func + F32 sa = (F32) x/(lightResX-1); + F32 spec = (F32) y/(lightResY-1); + //lg[y*lightResX+x] = (U8) (powf(sa, 128.f*spec*spec)*255); + + //F32 sp = acosf(sa)/(1.f-spec); + + sa = powf(sa, gSavedSettings.getF32("RenderSpecularExponent")); + F32 a = acosf(sa*0.25f+0.75f); + F32 m = llmax(0.5f-spec*0.5f, 0.001f); + F32 t2 = tanf(a)/m; + t2 *= t2; + + F32 c4a = (3.f+4.f*cosf(2.f*a)+cosf(4.f*a))/8.f; + F32 bd = 1.f/(4.f*m*m*c4a)*powf(F_E, -t2); + + lg[y*lightResX+x] = (U8) (llclamp(bd, 0.f, 1.f)*255); + } + } + + LLImageGL::generateTextures(1, &mLightFunc); + gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_ALPHA, lightResX, lightResY, GL_ALPHA, GL_UNSIGNED_BYTE, lg); + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); + + delete [] lg; + } + + if (gSavedSettings.getBOOL("RenderDeferredGI")) + { + mGIMap.allocate(512,512,GL_RGBA, TRUE, FALSE); + addDeferredAttachments(mGIMap); + } } } @@ -1038,6 +1166,31 @@ void LLPipeline::unlinkDrawable(LLDrawable *drawable) break; } } + + { + HighlightItem item(drawablep); + mHighlightSet.erase(item); + + if (mHighlightObject == drawablep) + { + mHighlightObject = NULL; + } + } + + for (U32 i = 0; i < 2; ++i) + { + if (mShadowSpotLight[i] == drawablep) + { + mShadowSpotLight[i] = NULL; + } + + if (mTargetShadowSpotLight[i] == drawablep) + { + mTargetShadowSpotLight[i] = NULL; + } + } + + } U32 LLPipeline::addObject(LLViewerObject *vobj) @@ -1357,6 +1510,8 @@ BOOL LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& min = LLVector3(F32_MAX, F32_MAX, F32_MAX); max = LLVector3(-F32_MAX, -F32_MAX, -F32_MAX); + U32 saved_camera_id = LLViewerCamera::sCurCameraID; + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; BOOL res = TRUE; @@ -1381,6 +1536,8 @@ BOOL LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& } } + LLViewerCamera::sCurCameraID = saved_camera_id; + return res; } @@ -1397,8 +1554,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl BOOL to_texture = LLPipeline::sUseOcclusion > 1 && !hasRenderType(LLPipeline::RENDER_TYPE_HUD) && - !sReflectionRender && - !sShadowRender && + LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && gPipeline.canUseVertexShaders() && sRenderGlow; @@ -1407,11 +1563,15 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl mScreen.bindTarget(); } + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadMatrixd(gGLLastProjection); + glMatrixMode(GL_MODELVIEW); glPushMatrix(); gGLLastMatrix = NULL; - //glLoadMatrixd(gGLModelView); glLoadMatrixd(gGLLastModelView); + LLVertexBuffer::unbind(); LLGLDisable blend(GL_BLEND); LLGLDisable test(GL_ALPHA_TEST); @@ -1480,6 +1640,9 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl } + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); glPopMatrix(); if (sUseOcclusion > 1) @@ -1491,10 +1654,6 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl { mScreen.flush(); } - else if (LLPipeline::sUseOcclusion > 1) - { - glFlush(); - } } void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera) @@ -1506,7 +1665,7 @@ void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera) group->setVisible(); - if (!sSkipUpdate) + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD) { group->updateDistance(camera); } @@ -1518,6 +1677,12 @@ void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera) return; } + if (sMinRenderSize > 0.f && + llmax(llmax(group->mBounds[1].mV[0], group->mBounds[1].mV[1]), group->mBounds[1].mV[2]) < sMinRenderSize) + { + return; + } + assertInitialized(); if (!group->mSpatialPartition->mRenderByGroup) @@ -1534,22 +1699,22 @@ void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera) void LLPipeline::markOccluder(LLSpatialGroup* group) { - if (sUseOcclusion > 1 && group && !group->isState(LLSpatialGroup::ACTIVE_OCCLUSION)) + if (sUseOcclusion > 1 && group && !group->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION)) { LLSpatialGroup* parent = group->getParent(); - if (!parent || !parent->isState(LLSpatialGroup::OCCLUDED)) + if (!parent || !parent->isOcclusionState(LLSpatialGroup::OCCLUDED)) { //only mark top most occluders as active occlusion sCull->pushOcclusionGroup(group); - group->setState(LLSpatialGroup::ACTIVE_OCCLUSION); + group->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); if (parent && - !parent->isState(LLSpatialGroup::ACTIVE_OCCLUSION) && + !parent->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION) && parent->getElementCount() == 0 && parent->needsUpdate()) { sCull->pushOcclusionGroup(group); - parent->setState(LLSpatialGroup::ACTIVE_OCCLUSION); + parent->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); } } } @@ -1572,18 +1737,18 @@ void LLPipeline::doOcclusion(LLCamera& camera) gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLGLDepthTest depth(GL_TRUE, GL_FALSE); + LLGLDisable cull(GL_CULL_FACE); if (LLPipeline::sUseOcclusion > 1) { for (LLCullResult::sg_list_t::iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter) { LLSpatialGroup* group = *iter; group->doOcclusion(&camera); - group->clearState(LLSpatialGroup::ACTIVE_OCCLUSION); + group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); } } gGL.setColorMask(true, false); - glFlush(); } BOOL LLPipeline::updateDrawableGeom(LLDrawable* drawablep, BOOL priority) @@ -1597,6 +1762,78 @@ BOOL LLPipeline::updateDrawableGeom(LLDrawable* drawablep, BOOL priority) return update_complete; } +void LLPipeline::updateGL() +{ + while (!LLGLUpdate::sGLQ.empty()) + { + LLGLUpdate* glu = LLGLUpdate::sGLQ.front(); + glu->updateGL(); + glu->mInQ = FALSE; + LLGLUpdate::sGLQ.pop_front(); + } +} + +void LLPipeline::rebuildPriorityGroups() +{ + LLTimer update_timer; + LLMemType mt(LLMemType::MTYPE_PIPELINE); + + assertInitialized(); + + // Iterate through all drawables on the priority build queue, + for (LLSpatialGroup::sg_list_t::iterator iter = mGroupQ1.begin(); + iter != mGroupQ1.end(); ++iter) + { + LLSpatialGroup* group = *iter; + group->rebuildGeom(); + group->clearState(LLSpatialGroup::IN_BUILD_Q1); + } + + mGroupQ1.clear(); +} + +void LLPipeline::rebuildGroups() +{ + // Iterate through some drawables on the non-priority build queue + S32 size = (S32) mGroupQ2.size(); + S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size); + + S32 count = 0; + + std::sort(mGroupQ2.begin(), mGroupQ2.end(), LLSpatialGroup::CompareUpdateUrgency()); + + LLSpatialGroup::sg_vector_t::iterator iter; + for (iter = mGroupQ2.begin(); + iter != mGroupQ2.end(); ++iter) + { + LLSpatialGroup* group = *iter; + + if (group->isDead()) + { + continue; + } + + group->rebuildGeom(); + + if (group->mSpatialPartition->mRenderByGroup) + { + count++; + } + + group->clearState(LLSpatialGroup::IN_BUILD_Q2); + + if (count > min_count) + { + ++iter; + break; + } + } + + mGroupQ2.erase(mGroupQ2.begin(), iter); + + updateMovedList(mMovedBridge); +} + void LLPipeline::updateGeom(F32 max_dtime) { LLTimer update_timer; @@ -1711,6 +1948,16 @@ void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera) if (drawablep->isSpatialBridge()) { + LLDrawable* root = ((LLSpatialBridge*) drawablep)->mDrawable; + + if (root && root->getParent() && root->getVObj() && root->getVObj()->isAttachment()) + { + LLVOAvatar* av = root->getParent()->getVObj()->asAvatar(); + if (av->isImpostor()) + { + return; + } + } sCull->pushBridge((LLSpatialBridge*) drawablep); } else @@ -1840,6 +2087,59 @@ void LLPipeline::markTextured(LLDrawable *drawablep) } } +void LLPipeline::markGLRebuild(LLGLUpdate* glu) +{ + if (glu && !glu->mInQ) + { + LLGLUpdate::sGLQ.push_back(glu); + glu->mInQ = TRUE; + } +} + +void LLPipeline::markRebuild(LLSpatialGroup* group, BOOL priority) +{ + LLMemType mt(LLMemType::MTYPE_PIPELINE); + //assert_main_thread(); + + if (group && !group->isDead() && group->mSpatialPartition) + { + if (group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_HUD) + { + priority = TRUE; + } + + if (priority) + { + if (!group->isState(LLSpatialGroup::IN_BUILD_Q1)) + { + mGroupQ1.push_back(group); + group->setState(LLSpatialGroup::IN_BUILD_Q1); + + if (group->isState(LLSpatialGroup::IN_BUILD_Q2)) + { + LLSpatialGroup::sg_vector_t::iterator iter = std::find(mGroupQ2.begin(), mGroupQ2.end(), group); + if (iter != mGroupQ2.end()) + { + mGroupQ2.erase(iter); + } + group->clearState(LLSpatialGroup::IN_BUILD_Q2); + } + } + } + else if (!group->isState(LLSpatialGroup::IN_BUILD_Q2 | LLSpatialGroup::IN_BUILD_Q1)) + { + //llerrs << "Non-priority updates not yet supported!" << llendl; + if (std::find(mGroupQ2.begin(), mGroupQ2.end(), group) != mGroupQ2.end()) + { + llerrs << "WTF?" << llendl; + } + mGroupQ2.push_back(group); + group->setState(LLSpatialGroup::IN_BUILD_Q2); + + } + } +} + void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag, BOOL priority) { LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_REBUILD); @@ -1896,48 +2196,48 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) grabReferences(result); + for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) { - for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) + LLSpatialGroup* group = *iter; + group->checkOcclusion(); + if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) { - LLSpatialGroup* group = *iter; - group->checkOcclusion(); - if (sUseOcclusion && group->isState(LLSpatialGroup::OCCLUDED)) - { - markOccluder(group); - } - else + markOccluder(group); + } + else + { + group->setVisible(); + for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i) { - group->setVisible(); - for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i) - { - markVisible(*i, camera); - } + markVisible(*i, camera); } } + } - for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) + for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + group->checkOcclusion(); + if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) { - LLSpatialGroup* group = *iter; - group->checkOcclusion(); - if (sUseOcclusion && group->isState(LLSpatialGroup::OCCLUDED)) - { - markOccluder(group); - } - else - { - group->setVisible(); - stateSort(group, camera); - } + markOccluder(group); + } + else + { + group->setVisible(); + stateSort(group, camera); } } + + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD) { for (LLCullResult::bridge_list_t::iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) { LLCullResult::bridge_list_t::iterator cur_iter = i; LLSpatialBridge* bridge = *cur_iter; LLSpatialGroup* group = bridge->getSpatialGroup(); - if (!bridge->isDead() && group && !group->isState(LLSpatialGroup::OCCLUDED)) + if (!bridge->isDead() && group && !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) { stateSort(bridge, camera); } @@ -1968,7 +2268,7 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera) { LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT); - if (!sSkipUpdate && group->changeLOD()) + if (group->changeLOD()) { for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i) { @@ -1982,7 +2282,7 @@ void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera) void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera) { LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT); - if (!sSkipUpdate && bridge->getSpatialGroup()->changeLOD()) + if (!sShadowRender && bridge->getSpatialGroup()->changeLOD()) { bool force_update = false; bridge->updateDistance(camera, force_update); @@ -2039,41 +2339,48 @@ void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera) } } - LLSpatialGroup* group = drawablep->getSpatialGroup(); - if (!group || group->changeLOD()) + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD) { - if (drawablep->isVisible() && !sSkipUpdate) + LLSpatialGroup* group = drawablep->getSpatialGroup(); + if (!group || group->changeLOD()) { - if (!drawablep->isActive()) + if (drawablep->isVisible()) { - bool force_update = false; - drawablep->updateDistance(camera, force_update); + if (!drawablep->isActive()) + { + bool force_update = false; + drawablep->updateDistance(camera, force_update); + } + else if (drawablep->isAvatar()) + { + bool force_update = false; + drawablep->updateDistance(camera, force_update); // calls vobj->updateLOD() which calls LLVOAvatar::updateVisibility() + } } - else if (drawablep->isAvatar()) - { - bool force_update = false; - drawablep->updateDistance(camera, force_update); // calls vobj->updateLOD() which calls LLVOAvatar::updateVisibility() - } } } - for (LLDrawable::face_list_t::iterator iter = drawablep->mFaces.begin(); - iter != drawablep->mFaces.end(); iter++) + if (!drawablep->getVOVolume()) { - LLFace* facep = *iter; - - if (facep->hasGeometry()) + for (LLDrawable::face_list_t::iterator iter = drawablep->mFaces.begin(); + iter != drawablep->mFaces.end(); iter++) { - if (facep->getPool()) - { - facep->getPool()->enqueue(facep); - } - else + LLFace* facep = *iter; + + if (facep->hasGeometry()) { - break; + if (facep->getPool()) + { + facep->getPool()->enqueue(facep); + } + else + { + break; + } } } } + mNumVisibleFaces += drawablep->getNumFaces(); } @@ -2230,7 +2537,7 @@ void LLPipeline::postSort(LLCamera& camera) { LLSpatialGroup* group = *i; if (!sUseOcclusion || - !group->isState(LLSpatialGroup::OCCLUDED)) + !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) { group->rebuildGeom(); } @@ -2239,7 +2546,7 @@ void LLPipeline::postSort(LLCamera& camera) //rebuild groups sCull->assertDrawMapsEmpty(); - LLSpatialGroup::sNoDelete = FALSE; + /*LLSpatialGroup::sNoDelete = FALSE; for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i) { LLSpatialGroup* group = *i; @@ -2251,8 +2558,10 @@ void LLPipeline::postSort(LLCamera& camera) group->rebuildGeom(); } - LLSpatialGroup::sNoDelete = TRUE; + LLSpatialGroup::sNoDelete = TRUE;*/ + + rebuildPriorityGroups(); const S32 bin_count = 1024*8; @@ -2274,42 +2583,65 @@ void LLPipeline::postSort(LLCamera& camera) { LLSpatialGroup* group = *i; if (sUseOcclusion && - group->isState(LLSpatialGroup::OCCLUDED)) + group->isOcclusionState(LLSpatialGroup::OCCLUDED)) { continue; } - + + if (group->isState(LLSpatialGroup::NEW_DRAWINFO) && group->isState(LLSpatialGroup::GEOM_DIRTY)) + { //no way this group is going to be drawable without a rebuild + group->rebuildGeom(); + } + for (LLSpatialGroup::draw_map_t::iterator j = group->mDrawMap.begin(); j != group->mDrawMap.end(); ++j) { LLSpatialGroup::drawmap_elem_t& src_vec = j->second; - - for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k) + if (!hasRenderType(j->first)) { - sCull->pushDrawInfo(j->first, *k); + continue; } - } - - LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA); - - if (alpha != group->mDrawMap.end()) - { //store alpha groups for sorting - LLSpatialBridge* bridge = group->mSpatialPartition->asBridge(); - if (!sSkipUpdate) + + for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k) { - if (bridge) + if (sMinRenderSize > 0.f) { - LLCamera trans_camera = bridge->transformCamera(camera); - group->updateDistance(trans_camera); + LLVector3 bounds = (*k)->mExtents[1]-(*k)->mExtents[0]; + if (llmax(llmax(bounds.mV[0], bounds.mV[1]), bounds.mV[2]) > sMinRenderSize) + { + sCull->pushDrawInfo(j->first, *k); + } } else { - group->updateDistance(camera); + sCull->pushDrawInfo(j->first, *k); } } + } + + if (hasRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA)) + { + LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA); - if (hasRenderType(LLDrawPool::POOL_ALPHA)) - { - sCull->pushAlphaGroup(group); + if (alpha != group->mDrawMap.end()) + { //store alpha groups for sorting + LLSpatialBridge* bridge = group->mSpatialPartition->asBridge(); + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD) + { + if (bridge) + { + LLCamera trans_camera = bridge->transformCamera(camera); + group->updateDistance(trans_camera); + } + else + { + group->updateDistance(camera); + } + } + + if (hasRenderType(LLDrawPool::POOL_ALPHA)) + { + sCull->pushAlphaGroup(group); + } } } } @@ -2408,7 +2740,7 @@ void LLPipeline::postSort(LLCamera& camera) } } - LLSpatialGroup::sNoDelete = FALSE; + //LLSpatialGroup::sNoDelete = FALSE; } @@ -2470,6 +2802,103 @@ void LLPipeline::renderHighlights() LLGLEnable color_mat(GL_COLOR_MATERIAL); disableLights(); + if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD) && !mHighlightSet.empty()) + { //draw blurry highlight image over screen + LLGLEnable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + LLGLDisable test(GL_ALPHA_TEST); + + LLGLEnable stencil(GL_STENCIL_TEST); + gGL.flush(); + glStencilMask(0xFFFFFFFF); + glClearStencil(1); + glClear(GL_STENCIL_BUFFER_BIT); + + glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); + glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + + gGL.setColorMask(false, false); + for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); ++iter) + { + renderHighlight(iter->mItem->getVObj(), 1.f); + } + gGL.setColorMask(true, false); + + glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); + + //gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); + + gGL.pushMatrix(); + glLoadIdentity(); + glMatrixMode(GL_PROJECTION); + gGL.pushMatrix(); + glLoadIdentity(); + + gGL.getTexUnit(0)->bind(&mHighlight); + + LLVector2 tc1; + LLVector2 tc2; + + tc1.setVec(0,0); + tc2.setVec(2,2); + + gGL.begin(LLRender::TRIANGLES); + + F32 scale = gSavedSettings.getF32("RenderHighlightBrightness"); + LLColor4 color = gSavedSettings.getColor4("RenderHighlightColor"); + F32 thickness = gSavedSettings.getF32("RenderHighlightThickness"); + + for (S32 pass = 0; pass < 2; ++pass) + { + if (pass == 0) + { + gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); + } + else + { + gGL.setSceneBlendType(LLRender::BT_ALPHA); + } + + for (S32 i = 0; i < 8; ++i) + { + for (S32 j = 0; j < 8; ++j) + { + LLVector2 tc(i-4+0.5f, j-4+0.5f); + + F32 dist = 1.f-(tc.length()/sqrtf(32.f)); + dist *= scale/64.f; + + tc *= thickness; + tc.mV[0] = (tc.mV[0])/mHighlight.getWidth(); + tc.mV[1] = (tc.mV[1])/mHighlight.getHeight(); + + gGL.color4f(color.mV[0], + color.mV[1], + color.mV[2], + color.mV[3]*dist); + + gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc2.mV[1]); + gGL.vertex2f(-1,3); + + gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc1.mV[1]); + gGL.vertex2f(-1,-1); + + gGL.texCoord2f(tc.mV[0]+tc2.mV[0], tc.mV[1]+tc1.mV[1]); + gGL.vertex2f(3,-1); + } + } + } + + gGL.end(); + + gGL.popMatrix(); + glMatrixMode(GL_MODELVIEW); + gGL.popMatrix(); + + //gGL.setSceneBlendType(LLRender::BT_ALPHA); + } + if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { gHighlightProgram.bind(); @@ -2611,6 +3040,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) stop_glerror(); LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPools"); + for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) { LLDrawPool *poolp = *iter; @@ -2859,15 +3289,18 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) poolp->endDeferredPass(i); LLVertexBuffer::unbind(); - GLint depth; - glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth); - if (depth > 3) + if (gDebugGL || gDebugPipeline) { - llerrs << "GL matrix stack corrupted!" << llendl; + GLint depth; + glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth); + if (depth > 3) + { + llerrs << "GL matrix stack corrupted!" << llendl; + } + LLGLState::checkStates(); + LLGLState::checkTextureChannels(); + LLGLState::checkClientArrays(); } - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); } } else @@ -2950,15 +3383,18 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) poolp->endPostDeferredPass(i); LLVertexBuffer::unbind(); - GLint depth; - glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth); - if (depth > 3) + if (gDebugGL || gDebugPipeline) { - llerrs << "GL matrix stack corrupted!" << llendl; + GLint depth; + glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth); + if (depth > 3) + { + llerrs << "GL matrix stack corrupted!" << llendl; + } + LLGLState::checkStates(); + LLGLState::checkTextureChannels(); + LLGLState::checkClientArrays(); } - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); } } else @@ -3118,7 +3554,7 @@ void LLPipeline::renderDebug() for (LLCullResult::bridge_list_t::const_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) { LLSpatialBridge* bridge = *i; - if (!bridge->isDead() && !bridge->isState(LLSpatialGroup::OCCLUDED) && hasRenderType(bridge->mDrawableType)) + if (!bridge->isDead() && hasRenderType(bridge->mDrawableType)) { glPushMatrix(); glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); @@ -3129,79 +3565,91 @@ void LLPipeline::renderDebug() if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) { + LLGLEnable blend(GL_BLEND); + LLGLDepthTest depth(TRUE, FALSE); + LLGLDisable cull(GL_CULL_FACE); + gGL.color4f(1,1,1,1); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + F32 a = 0.1f; + F32 col[] = { - 1,1,0, - 0,1,1, - 1,0,1, - 1,1,1, - 1,0,0, - 0,1,0, - 0,0,1, - 0,0,0 + 1,0,0,a, + 0,1,0,a, + 0,0,1,a, + 1,0,1,a, + + 1,1,0,a, + 0,1,1,a, + 1,1,1,a, + 1,0,1,a, }; for (U32 i = 0; i < 8; i++) { - gGL.color3fv(col+i*3); - - gGL.begin(LLRender::LINES); - - LLVector3* frust = mShadowCamera[i].mAgentFrustum; - - gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV); - gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[2].mV); - gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[3].mV); - gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[0].mV); - - gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV); - gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[6].mV); - gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[7].mV); - gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[4].mV); - - gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); - gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV); - gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV); - gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV); + if (i > 3) + { + gGL.color4fv(col+(i-4)*4); + LLVector3* frust = mShadowCamera[i].mAgentFrustum; + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); + gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV); + gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV); + gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV); + gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); + gGL.end(); + + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex3fv(frust[0].mV); + gGL.vertex3fv(frust[1].mV); + gGL.vertex3fv(frust[3].mV); + gGL.vertex3fv(frust[2].mV); + gGL.end(); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex3fv(frust[4].mV); + gGL.vertex3fv(frust[5].mV); + gGL.vertex3fv(frust[7].mV); + gGL.vertex3fv(frust[6].mV); + gGL.end(); + } + + if (i < 4) { - LLVector3* ext = mShadowExtents[i]; + gGL.begin(LLRender::LINES); - LLVector3 box[] = + F32* c = col+i*4; + for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j) { - LLVector3(ext[0][0], ext[0][1], ext[0][2]), - LLVector3(ext[1][0], ext[0][1], ext[0][2]), - LLVector3(ext[1][0], ext[1][1], ext[0][2]), - LLVector3(ext[0][0], ext[1][1], ext[0][2]), - LLVector3(ext[0][0], ext[0][1], ext[1][2]), - LLVector3(ext[1][0], ext[0][1], ext[1][2]), - LLVector3(ext[1][0], ext[1][1], ext[1][2]), - LLVector3(ext[0][0], ext[1][1], ext[1][2]), - }; - gGL.vertex3fv(box[0].mV); gGL.vertex3fv(box[1].mV); - gGL.vertex3fv(box[1].mV); gGL.vertex3fv(box[2].mV); - gGL.vertex3fv(box[2].mV); gGL.vertex3fv(box[3].mV); - gGL.vertex3fv(box[3].mV); gGL.vertex3fv(box[0].mV); - - gGL.vertex3fv(box[4].mV); gGL.vertex3fv(box[5].mV); - gGL.vertex3fv(box[5].mV); gGL.vertex3fv(box[6].mV); - gGL.vertex3fv(box[6].mV); gGL.vertex3fv(box[7].mV); - gGL.vertex3fv(box[7].mV); gGL.vertex3fv(box[4].mV); - - gGL.vertex3fv(box[0].mV); gGL.vertex3fv(box[4].mV); - gGL.vertex3fv(box[1].mV); gGL.vertex3fv(box[5].mV); - gGL.vertex3fv(box[2].mV); gGL.vertex3fv(box[6].mV); - gGL.vertex3fv(box[3].mV); gGL.vertex3fv(box[7].mV); + gGL.color3fv(c); + + for (U32 k = 0; k < mShadowFrustPoints[i].size(); ++k) + { + if (j != k) + { + gGL.vertex3fv(mShadowFrustPoints[i][j].mV); + gGL.vertex3fv(mShadowFrustPoints[i][k].mV); + } + } + + if (!mShadowFrustOrigin[i].isExactlyZero()) + { + gGL.vertex3fv(mShadowFrustPoints[i][j].mV); + gGL.color4f(1,1,1,1); + gGL.vertex3fv(mShadowFrustOrigin[i].mV); + } + } + gGL.end(); } - gGL.end(); - - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + /*for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* region = *iter; @@ -3216,7 +3664,7 @@ void LLPipeline::renderDebug() } } } - } + }*/ } } @@ -3253,6 +3701,55 @@ void LLPipeline::renderDebug() } } + if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_BUILD_QUEUE) + { + U32 count = 0; + U32 size = mBuildQ2.size(); + LLColor4 col; + + LLGLEnable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); + + for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter) + { + LLSpatialGroup* group = *iter; + if (group->isDead()) + { + continue; + } + + LLSpatialBridge* bridge = group->mSpatialPartition->asBridge(); + + if (bridge && (!bridge->mDrawable || bridge->mDrawable->isDead())) + { + continue; + } + + if (bridge) + { + gGL.pushMatrix(); + glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); + } + + F32 alpha = (F32) (size-count)/size; + + + LLVector2 c(1.f-alpha, alpha); + c.normVec(); + + + ++count; + col.set(c.mV[0], c.mV[1], 0, alpha*0.5f+0.1f); + group->drawObjectBox(col); + + if (bridge) + { + gGL.popMatrix(); + } + } + } + gGL.flush(); } @@ -3871,37 +4368,34 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) F32 max_dist = LIGHT_MAX_RADIUS * 4.f; // ignore enitrely lights > 4 * max light rad // UPDATE THE EXISTING NEARBY LIGHTS - if (!LLPipeline::sSkipUpdate) + light_set_t cur_nearby_lights; + for (light_set_t::iterator iter = mNearbyLights.begin(); + iter != mNearbyLights.end(); iter++) { - light_set_t cur_nearby_lights; - for (light_set_t::iterator iter = mNearbyLights.begin(); - iter != mNearbyLights.end(); iter++) + const Light* light = &(*iter); + LLDrawable* drawable = light->drawable; + LLVOVolume* volight = drawable->getVOVolume(); + if (!volight || !drawable->isState(LLDrawable::LIGHT)) { - const Light* light = &(*iter); - LLDrawable* drawable = light->drawable; - LLVOVolume* volight = drawable->getVOVolume(); - if (!volight || !drawable->isState(LLDrawable::LIGHT)) - { - drawable->clearState(LLDrawable::NEARBY_LIGHT); - continue; - } - if (light->fade <= -LIGHT_FADE_TIME) - { - drawable->clearState(LLDrawable::NEARBY_LIGHT); - continue; - } - if (!sRenderAttachedLights && volight && volight->isAttachment()) - { - drawable->clearState(LLDrawable::NEARBY_LIGHT); - continue; - } - - F32 dist = calc_light_dist(volight, cam_pos, max_dist); - cur_nearby_lights.insert(Light(drawable, dist, light->fade)); + drawable->clearState(LLDrawable::NEARBY_LIGHT); + continue; + } + if (light->fade <= -LIGHT_FADE_TIME) + { + drawable->clearState(LLDrawable::NEARBY_LIGHT); + continue; } - mNearbyLights = cur_nearby_lights; + if (!sRenderAttachedLights && volight && volight->isAttachment()) + { + drawable->clearState(LLDrawable::NEARBY_LIGHT); + continue; + } + + F32 dist = calc_light_dist(volight, cam_pos, max_dist); + cur_nearby_lights.insert(Light(drawable, dist, light->fade)); } - + mNearbyLights = cur_nearby_lights; + // FIND NEW LIGHTS THAT ARE IN RANGE light_set_t new_nearby_lights; for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); @@ -5169,8 +5663,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) tc1.setVec(0,0); tc2.setVec(2,2); - - // power of two between 1 and 1024 U32 glowResPow = gSavedSettings.getS32("RenderGlowResolutionPow"); const U32 glow_res = llmax(1, @@ -5245,15 +5737,40 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGLViewport[3] = gViewerWindow->getWorldViewRect().getHeight(); glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + tc2.setVec((F32) gViewerWindow->getWorldViewWidth(), + (F32) gViewerWindow->getWorldViewHeight()); + gGL.flush(); + LLVertexBuffer::unbind(); + + if (LLPipeline::sRenderDeferred && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) { - LLVertexBuffer::unbind(); + LLGLDisable blend(GL_BLEND); + bindDeferredShader(gDeferredGIFinalProgram); + S32 channel = gDeferredGIFinalProgram.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); - tc2.setVec((F32) gViewerWindow->getWorldViewWidth(), - (F32) gViewerWindow->getWorldViewHeight()); + gGL.end(); + + unbindDeferredShader(gDeferredGIFinalProgram); + } + else + { if (res_mod > 1) { @@ -5294,7 +5811,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.getTexUnit(0)->bind(&mGlow[1]); gGL.getTexUnit(1)->activate(); gGL.getTexUnit(1)->enable(LLTexUnit::TT_RECT_TEXTURE); - + + //tex unit 1 gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR); @@ -5313,6 +5831,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } + gGL.setSceneBlendType(LLRender::BT_ALPHA); glMatrixMode(GL_PROJECTION); glPopMatrix(); @@ -5326,46 +5845,194 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } -void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index) +void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map) { + if (noise_map == 0xFFFFFFFF) + { + noise_map = mNoiseMap; + } + + LLGLState::checkTextureChannels(); + shader.bind(); S32 channel = 0; channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); if (channel > -1) { mDeferredScreen.bindTexture(0,channel); - //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE); if (channel > -1) { mDeferredScreen.bindTexture(1, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE); if (channel > -1) { mDeferredScreen.bindTexture(2, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE); + if (gi_source) + { + BOOL has_gi = FALSE; + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE); + if (channel > -1) + { + has_gi = TRUE; + gi_source->bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR); + if (channel > -1) + { + has_gi = TRUE; + gi_source->bindTexture(1, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL); + if (channel > -1) + { + has_gi = TRUE; + gi_source->bindTexture(2, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS); + if (channel > -1) + { + has_gi = TRUE; + gi_source->bindTexture(1, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS); + if (channel > -1) + { + has_gi = TRUE; + gi_source->bindTexture(3, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE); + if (channel > -1) + { + has_gi = TRUE; + last_gi_post->bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL); + if (channel > -1) + { + has_gi = TRUE; + last_gi_post->bindTexture(2, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS); + if (channel > -1) + { + has_gi = TRUE; + last_gi_post->bindTexture(1, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS); + if (channel > -1) + { + has_gi = TRUE; + last_gi_post->bindTexture(3, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH); + if (channel > -1) + { + has_gi = TRUE; + gGL.getTexUnit(channel)->bind(gi_source, TRUE); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + stop_glerror(); + + glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); + glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA); + + stop_glerror(); + } + + if (has_gi) + { + F32 range_x = llmin(mGIRange.mV[0], 1.f); + F32 range_y = llmin(mGIRange.mV[1], 1.f); + + LLVector2 scale(range_x,range_y); + + LLVector2 kern[25]; + + for (S32 i = 0; i < 5; ++i) + { + for (S32 j = 0; j < 5; ++j) + { + S32 idx = i*5+j; + kern[idx].mV[0] = (i-2)*0.5f; + kern[idx].mV[1] = (j-2)*0.5f; + kern[idx].scaleVec(scale); + } + } + + shader.uniform2fv("gi_kern", 25, (F32*) kern); + shader.uniformMatrix4fv("gi_mat", 1, FALSE, mGIMatrix.m); + shader.uniformMatrix4fv("gi_mat_proj", 1, FALSE, mGIMatrixProj.m); + shader.uniformMatrix4fv("gi_inv_proj", 1, FALSE, mGIInvProj.m); + shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m); + } + } + + /*channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE); if (channel > -1) { mDeferredScreen.bindTexture(3, channel); - } + }*/ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); if (channel > -1) { - gGL.getTexUnit(channel)->bind(&mDeferredScreen, TRUE); + gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + stop_glerror(); + + glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); + glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA); + + stop_glerror(); + + 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], + (F32) gGLViewport[1], + (F32) gGLViewport[2], + (F32) gGLViewport[3]); } channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NOISE); if (channel > -1) { - gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC); + if (channel > -1) + { + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); } stop_glerror(); @@ -5374,19 +6041,81 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index) if (channel > -1) { mDeferredLight[light_index].bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE); + if (channel > -1) + { + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); + if (channel > -1) + { + mGlow[1].bindTexture(0, channel); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + if (channel > -1) + { + gi_source->bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE); + if (channel > -1) + { + mEdgeMap.bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + if (channel > -1) + { + mDeferredLight[1].bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + if (channel > -1) + { + mDeferredLight[2].bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + stop_glerror(); for (U32 i = 0; i < 4; i++) { + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE); + stop_glerror(); + if (channel > -1) + { + stop_glerror(); + gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + stop_glerror(); + + glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); + glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); + stop_glerror(); + } + } + + for (U32 i = 4; i < 6; i++) + { channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i); stop_glerror(); if (channel > -1) { stop_glerror(); - gGL.getTexUnit(channel)->bind(&mSunShadow[i], TRUE); + gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); stop_glerror(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); @@ -5397,17 +6126,19 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index) stop_glerror(); - F32 mat[64]; + F32 mat[16*6]; for (U32 i = 0; i < 16; i++) { mat[i] = mSunShadowMatrix[0].m[i]; mat[i+16] = mSunShadowMatrix[1].m[i]; mat[i+32] = mSunShadowMatrix[2].m[i]; mat[i+48] = mSunShadowMatrix[3].m[i]; + mat[i+64] = mSunShadowMatrix[4].m[i]; + mat[i+80] = mSunShadowMatrix[5].m[i]; } - shader.uniformMatrix4fv("shadow_matrix[0]", 4, FALSE, mat); - shader.uniformMatrix4fv("shadow_matrix", 4, FALSE, mat); + shader.uniformMatrix4fv("shadow_matrix[0]", 6, FALSE, mat); + shader.uniformMatrix4fv("shadow_matrix", 6, FALSE, mat); stop_glerror(); @@ -5456,7 +6187,44 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index) shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f); shader.uniform1f("alpha_soften", gSavedSettings.getF32("RenderDeferredAlphaSoften")); -} + shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")); + shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")); + shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale")); + shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale")); + shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset")); + shader.uniform1f("lum_lod", gSavedSettings.getF32("RenderLuminanceDetail")); + shader.uniform1f("gi_range", gSavedSettings.getF32("RenderGIRange")); + shader.uniform1f("gi_brightness", gSavedSettings.getF32("RenderGIBrightness")); + shader.uniform1f("gi_luminance", gSavedSettings.getF32("RenderGILuminance")); + shader.uniform1f("gi_edge_weight", gSavedSettings.getF32("RenderGIBlurEdgeWeight")); + shader.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness")); + shader.uniform1f("gi_sample_width", mGILightRadius); + shader.uniform1f("gi_noise", gSavedSettings.getF32("RenderGINoise")); + shader.uniform1f("gi_attenuation", gSavedSettings.getF32("RenderGIAttenuation")); + shader.uniform1f("gi_ambiance", gSavedSettings.getF32("RenderGIAmbiance")); + 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")); + + if (shader.getUniformLocation("norm_mat") >= 0) + { + glh::matrix4f norm_mat = glh_get_current_modelview().inverse().transpose(); + shader.uniformMatrix4fv("norm_mat", 1, FALSE, norm_mat.m); + } +} + +static LLFastTimer::DeclareTimer FTM_GI_TRACE("Trace"); +static LLFastTimer::DeclareTimer FTM_GI_GATHER("Gather"); +static LLFastTimer::DeclareTimer FTM_SUN_SHADOW("Shadow Map"); +static LLFastTimer::DeclareTimer FTM_SOFTEN_SHADOW("Shadow Soften"); +static LLFastTimer::DeclareTimer FTM_EDGE_DETECTION("Find Edges"); +static LLFastTimer::DeclareTimer FTM_LOCAL_LIGHTS("Local Lights"); +static LLFastTimer::DeclareTimer FTM_ATMOSPHERICS("Atmospherics"); +static LLFastTimer::DeclareTimer FTM_FULLSCREEN_LIGHTS("Fullscreen Lights"); +static LLFastTimer::DeclareTimer FTM_PROJECTORS("Projectors"); +static LLFastTimer::DeclareTimer FTM_POST("Post"); + void LLPipeline::renderDeferredLighting() { @@ -5465,335 +6233,673 @@ void LLPipeline::renderDeferredLighting() return; } - LLGLEnable multisample(GL_MULTISAMPLE_ARB); - - if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { - gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); - } + LLFastTimer ftm(FTM_RENDER_DEFERRED); - //ati doesn't seem to love actually using the stencil buffer on FBO's - LLGLEnable stencil(GL_STENCIL_TEST); - glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); - glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - - gGL.setColorMask(true, true); + { + LLGLDepthTest depth(GL_TRUE); + mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(), + 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); + } - mDeferredLight[0].bindTarget(); + LLGLEnable multisample(GL_MULTISAMPLE_ARB); - //mDeferredLight[0].copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(), - // 0, 0, mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - - //draw a cube around every light - LLVertexBuffer::unbind(); + if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) + { + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); + } - glBlendFunc(GL_ONE, GL_ONE); - LLGLEnable cull(GL_CULL_FACE); - LLGLEnable blend(GL_BLEND); + //ati doesn't seem to love actually using the stencil buffer on FBO's + LLGLEnable stencil(GL_STENCIL_TEST); + glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); + glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - glh::matrix4f mat = glh_copy_matrix(gGLModelView); + gGL.setColorMask(true, true); + + //draw a cube around every light + LLVertexBuffer::unbind(); - F32 vert[] = - { - -1,1, - -1,-3, - 3,1, - }; + LLGLEnable cull(GL_CULL_FACE); + LLGLEnable blend(GL_BLEND); - bindDeferredShader(gDeferredSunProgram); + glh::matrix4f mat = glh_copy_matrix(gGLModelView); - glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose(); + F32 vert[] = + { + -1,1, + -1,-3, + 3,1, + }; + glVertexPointer(2, GL_FLOAT, 0, vert); + glColor3f(1,1,1); - const U32 slice = 32; - F32 offset[slice*3]; - for (U32 i = 0; i < 4; i++) - { - for (U32 j = 0; j < 8; j++) { - glh::vec3f v; - v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i); - v.normalize(); - inv_trans.mult_matrix_vec(v); - v.normalize(); - offset[(i*8+j)*3+0] = v.v[0]; - offset[(i*8+j)*3+1] = v.v[2]; - offset[(i*8+j)*3+2] = v.v[1]; + setupHWLights(NULL); //to set mSunDir; + LLVector4 dir(mSunDir, 0.f); + glh::vec4f tc(dir.mV); + mat.mult_matrix_vec(tc); + glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0); } - } - gDeferredSunProgram.uniform3fv("offset", slice, offset); - gDeferredSunProgram.uniform2f("screenRes", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight()); + if (gSavedSettings.getBOOL("RenderDeferredShadow")) + { + glPushMatrix(); + glLoadIdentity(); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); - setupHWLights(NULL); //to set mSunDir; + mDeferredLight[0].bindTarget(); + if (gSavedSettings.getBOOL("RenderDeferredSun")) + { //paint shadow/SSAO light map (direct lighting lightmap) + LLFastTimer ftm(FTM_SUN_SHADOW); + bindDeferredShader(gDeferredSunProgram, 0); - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); + glClearColor(1,1,1,1); + mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT); + glClearColor(0,0,0,0); - LLVector4 dir(mSunDir, 0.f); + glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose(); - glh::vec4f tc(dir.mV); - mat.mult_matrix_vec(tc); - glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0); - glColor3f(1,1,1); - - glVertexPointer(2, GL_FLOAT, 0, vert); - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_FALSE); - stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); - stop_glerror(); - } - - unbindDeferredShader(gDeferredSunProgram); + const U32 slice = 32; + F32 offset[slice*3]; + for (U32 i = 0; i < 4; i++) + { + for (U32 j = 0; j < 8; j++) + { + glh::vec3f v; + v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i); + v.normalize(); + inv_trans.mult_matrix_vec(v); + v.normalize(); + offset[(i*8+j)*3+0] = v.v[0]; + offset[(i*8+j)*3+1] = v.v[2]; + offset[(i*8+j)*3+2] = v.v[1]; + } + } - mDeferredLight[0].flush(); + gDeferredSunProgram.uniform3fv("offset", slice, offset); + gDeferredSunProgram.uniform2f("screenRes", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight()); + + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + stop_glerror(); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + stop_glerror(); + } + + unbindDeferredShader(gDeferredSunProgram); + } + else + { + mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT); + } - //blur lightmap - mDeferredLight[1].bindTarget(); + mDeferredLight[0].flush(); - //mDeferredLight[1].copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(), - // 0, 0, mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - - bindDeferredShader(gDeferredBlurLightProgram); + if (gSavedSettings.getBOOL("RenderDeferredBlurLight")) + { + LLFastTimer ftm(FTM_EDGE_DETECTION); + //get edge map + LLGLDisable blend(GL_BLEND); + LLGLDisable test(GL_ALPHA_TEST); + LLGLDepthTest depth(GL_FALSE); + LLGLDisable stencil(GL_STENCIL_TEST); - LLVector3 gauss[32]; // xweight, yweight, offset + { + gDeferredEdgeProgram.bind(); + mEdgeMap.bindTarget(); + bindDeferredShader(gDeferredEdgeProgram); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + unbindDeferredShader(gDeferredEdgeProgram); + mEdgeMap.flush(); + } + } - LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian"); - U32 kern_length = llclamp(gSavedSettings.getU32("RenderShadowBlurSamples"), (U32) 1, (U32) 16)*2 - 1; - F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize"); + if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) + { + { //get luminance map from previous frame's light map + LLGLEnable blend(GL_BLEND); + LLGLDisable test(GL_ALPHA_TEST); + LLGLDepthTest depth(GL_FALSE); + LLGLDisable stencil(GL_STENCIL_TEST); - // sample symmetrically with the middle sample falling exactly on 0.0 - F32 x = -(kern_length/2.0f) + 0.5f; + //static F32 fade = 1.f; - for (U32 i = 0; i < kern_length; i++) - { - gauss[i].mV[0] = llgaussian(x, go.mV[0]); - gauss[i].mV[1] = llgaussian(x, go.mV[1]); - gauss[i].mV[2] = x; - x += 1.f; - } - /* swap the x=0 position to the start of gauss[] so we can - treat it specially as an optimization. */ - LLVector3 swap; - swap = gauss[kern_length/2]; - gauss[kern_length/2] = gauss[0]; - gauss[0] = swap; - llassert(gauss[0].mV[2] == 0.0f); + { + gGL.setSceneBlendType(LLRender::BT_ALPHA); + gLuminanceGatherProgram.bind(); + gLuminanceGatherProgram.uniform2f("screen_res", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight()); + mLuminanceMap.bindTarget(); + bindDeferredShader(gLuminanceGatherProgram); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + unbindDeferredShader(gLuminanceGatherProgram); + mLuminanceMap.flush(); + gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); + glGenerateMipmapEXT(GL_TEXTURE_2D); + } + } - gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f); - gDeferredBlurLightProgram.uniform3fv("kern[0]", kern_length, gauss[0].mV); - gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV); - gDeferredBlurLightProgram.uniform1i("kern_length", kern_length); - gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f)); + { //paint noisy GI map (bounce lighting lightmap) + LLFastTimer ftm(FTM_GI_TRACE); + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_FALSE); + LLGLDisable test(GL_ALPHA_TEST); - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_FALSE); - stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); - stop_glerror(); - } - - mDeferredLight[1].flush(); - unbindDeferredShader(gDeferredBlurLightProgram); + mGIMapPost[0].bindTarget(); - bindDeferredShader(gDeferredBlurLightProgram, 1); - mDeferredLight[0].bindTarget(); + bindDeferredShader(gDeferredGIProgram, 0, &mGIMap, 0, mTrueNoiseMap); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + unbindDeferredShader(gDeferredGIProgram); + mGIMapPost[0].flush(); + } - gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f); - gDeferredBlurLightProgram.uniform3fv("kern[0]", kern_length, gauss[0].mV); - gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV); - gDeferredBlurLightProgram.uniform1i("kern_length", kern_length); - gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f)); + U32 pass_count = 0; + if (gSavedSettings.getBOOL("RenderDeferredBlurLight")) + { + pass_count = llclamp(gSavedSettings.getU32("RenderGIBlurPasses"), (U32) 1, (U32) 128); + } - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_FALSE); - stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - stop_glerror(); - } - mDeferredLight[0].flush(); - unbindDeferredShader(gDeferredBlurLightProgram); + for (U32 i = 0; i < pass_count; ++i) + { //gather/soften indirect lighting map + LLFastTimer ftm(FTM_GI_GATHER); + bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[0], NULL, mTrueNoiseMap); + F32 blur_size = gSavedSettings.getF32("RenderGIBlurSize")/((F32) i * gSavedSettings.getF32("RenderGIBlurIncrement")+1.f); + gDeferredPostGIProgram.uniform2f("delta", 1.f, 0.f); + gDeferredPostGIProgram.uniform1f("kern_scale", blur_size); + gDeferredPostGIProgram.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness")); + + mGIMapPost[1].bindTarget(); + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_FALSE); + stop_glerror(); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + stop_glerror(); + } + + mGIMapPost[1].flush(); + unbindDeferredShader(gDeferredPostGIProgram); + bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[1], NULL, mTrueNoiseMap); + mGIMapPost[0].bindTarget(); - stop_glerror(); - glPopMatrix(); - stop_glerror(); - glMatrixMode(GL_MODELVIEW); - stop_glerror(); - glPopMatrix(); - stop_glerror(); + gDeferredPostGIProgram.uniform2f("delta", 0.f, 1.f); - //copy depth and stencil from deferred screen - //mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(), - // 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_FALSE); + stop_glerror(); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + stop_glerror(); + } + mGIMapPost[0].flush(); + unbindDeferredShader(gDeferredPostGIProgram); + } + } - mScreen.bindTarget(); - mScreen.clear(GL_COLOR_BUFFER_BIT); - - bindDeferredShader(gDeferredSoftenProgram); - { - LLGLDepthTest depth(GL_FALSE); - LLGLDisable blend(GL_BLEND); - LLGLDisable test(GL_ALPHA_TEST); + if (gSavedSettings.getBOOL("RenderDeferredBlurLight")) + { //soften direct lighting lightmap + LLFastTimer ftm(FTM_SOFTEN_SHADOW); + //blur lightmap + mDeferredLight[1].bindTarget(); - //full screen blit - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); + glClearColor(1,1,1,1); + mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT); + glClearColor(0,0,0,0); + + bindDeferredShader(gDeferredBlurLightProgram); - glVertexPointer(2, GL_FLOAT, 0, vert); - - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); - - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - } + LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian"); + const U32 kern_length = 4; + F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize"); + F32 dist_factor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); - unbindDeferredShader(gDeferredSoftenProgram); + // sample symmetrically with the middle sample falling exactly on 0.0 + F32 x = 0.f; - bindDeferredShader(gDeferredLightProgram); + LLVector3 gauss[32]; // xweight, yweight, offset - std::list<LLVector4> fullscreen_lights; - std::list<LLVector4> light_colors; + for (U32 i = 0; i < kern_length; i++) + { + gauss[i].mV[0] = llgaussian(x, go.mV[0]); + gauss[i].mV[1] = llgaussian(x, go.mV[1]); + gauss[i].mV[2] = x; + x += 1.f; + } - F32 v[24]; - glVertexPointer(3, GL_FLOAT, 0, v); - { - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter) - { - LLDrawable* drawablep = *iter; + gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f); + gDeferredBlurLightProgram.uniform1f("dist_factor", dist_factor); + gDeferredBlurLightProgram.uniform3fv("kern[0]", kern_length, gauss[0].mV); + gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV); + gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f)); - LLVOVolume* volume = drawablep->getVOVolume(); - if (!volume) - { - continue; + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + stop_glerror(); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + stop_glerror(); + } + + mDeferredLight[1].flush(); + unbindDeferredShader(gDeferredBlurLightProgram); + + bindDeferredShader(gDeferredBlurLightProgram, 1); + mDeferredLight[0].bindTarget(); + + gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f); + + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + stop_glerror(); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + stop_glerror(); + } + mDeferredLight[0].flush(); + unbindDeferredShader(gDeferredBlurLightProgram); } - LLVector3 center = drawablep->getPositionAgent(); - F32* c = center.mV; - F32 s = volume->getLightRadius()*1.5f; + stop_glerror(); + glPopMatrix(); + stop_glerror(); + glMatrixMode(GL_MODELVIEW); + stop_glerror(); + glPopMatrix(); + stop_glerror(); + } + + //copy depth and stencil from deferred screen + //mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(), + // 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - if (LLViewerCamera::getInstance()->AABBInFrustumNoFarClip(center, LLVector3(s,s,s)) == 0) + if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) + { + mDeferredLight[1].bindTarget(); + mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT); + } + else + { + mScreen.bindTarget(); + mScreen.clear(GL_COLOR_BUFFER_BIT); + } + + if (gSavedSettings.getBOOL("RenderDeferredAtmospheric")) + { //apply sunlight contribution + LLFastTimer ftm(FTM_ATMOSPHERICS); + bindDeferredShader(gDeferredSoftenProgram, 0, &mGIMapPost[0]); { - continue; + LLGLDepthTest depth(GL_FALSE); + LLGLDisable blend(GL_BLEND); + LLGLDisable test(GL_ALPHA_TEST); + + //full screen blit + glPushMatrix(); + glLoadIdentity(); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + + glVertexPointer(2, GL_FLOAT, 0, vert); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); } - sVisibleLightCount++; - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); + unbindDeferredShader(gDeferredSoftenProgram); + } + + { //render sky + LLGLDisable blend(GL_BLEND); + LLGLDisable stencil(GL_STENCIL_TEST); + gGL.setSceneBlendType(LLRender::BT_ALPHA); + + U32 render_mask = mRenderTypeMask; + mRenderTypeMask = mRenderTypeMask & + ((1 << LLPipeline::RENDER_TYPE_SKY) | + (1 << LLPipeline::RENDER_TYPE_CLOUDS) | + (1 << LLPipeline::RENDER_TYPE_WL_SKY)); + - LLColor3 col = volume->getLightColor(); - col *= volume->getLightIntensity(); - - //vertex positions are encoded so the 3 bits of their vertex index - //correspond to their axis facing, with bit position 3,2,1 matching - //axis facing x,y,z, bit set meaning positive facing, bit clear - //meaning negative facing - v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000 - v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001 - v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010 - v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011 - - v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100 - v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101 - v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110 - v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111 - - if (LLViewerCamera::getInstance()->getOrigin().mV[0] > c[0] + s + 0.2f || - LLViewerCamera::getInstance()->getOrigin().mV[0] < c[0] - s - 0.2f || - LLViewerCamera::getInstance()->getOrigin().mV[1] > c[1] + s + 0.2f || - LLViewerCamera::getInstance()->getOrigin().mV[1] < c[1] - s - 0.2f || - LLViewerCamera::getInstance()->getOrigin().mV[2] > c[2] + s + 0.2f || - LLViewerCamera::getInstance()->getOrigin().mV[2] < c[2] - s - 0.2f) - { //draw box if camera is outside box - glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); - glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); - glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, - GL_UNSIGNED_BYTE, get_box_fan_indices(LLViewerCamera::getInstance(), center)); + renderGeomPostDeferred(*LLViewerCamera::getInstance()); + mRenderTypeMask = render_mask; + } + + BOOL render_local = gSavedSettings.getBOOL("RenderDeferredLocalLights"); + BOOL render_fullscreen = gSavedSettings.getBOOL("RenderDeferredFullscreenLights"); + + + if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) + { + mDeferredLight[1].flush(); + mDeferredLight[2].bindTarget(); + mDeferredLight[2].clear(GL_COLOR_BUFFER_BIT); + } + + if (render_local || render_fullscreen) + { + gGL.setSceneBlendType(LLRender::BT_ADD); + std::list<LLVector4> fullscreen_lights; + LLDrawable::drawable_list_t spot_lights; + LLDrawable::drawable_list_t fullscreen_spot_lights; + + for (U32 i = 0; i < 2; i++) + { + mTargetShadowSpotLight[i] = NULL; } - else - { - fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s*s)); - light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f)); + + std::list<LLVector4> light_colors; + + F32 v[24]; + glVertexPointer(3, GL_FLOAT, 0, v); + BOOL render_local = gSavedSettings.getBOOL("RenderDeferredLocalLights"); + + { + bindDeferredShader(gDeferredLightProgram); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter) + { + LLDrawable* drawablep = *iter; + + LLVOVolume* volume = drawablep->getVOVolume(); + if (!volume) + { + continue; + } + + LLVector3 center = drawablep->getPositionAgent(); + F32* c = center.mV; + F32 s = volume->getLightRadius()*1.5f; + + LLColor3 col = volume->getLightColor(); + col *= volume->getLightIntensity(); + + if (col.magVecSquared() < 0.001f) + { + continue; + } + + if (s <= 0.001f) + { + continue; + } + + if (LLViewerCamera::getInstance()->AABBInFrustumNoFarClip(center, LLVector3(s,s,s)) == 0) + { + continue; + } + + sVisibleLightCount++; + + glh::vec3f tc(c); + mat.mult_matrix_vec(tc); + + //vertex positions are encoded so the 3 bits of their vertex index + //correspond to their axis facing, with bit position 3,2,1 matching + //axis facing x,y,z, bit set meaning positive facing, bit clear + //meaning negative facing + v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000 + v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001 + v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010 + v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011 + + v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100 + v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101 + v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110 + v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111 + + if (LLViewerCamera::getInstance()->getOrigin().mV[0] > c[0] + s + 0.2f || + LLViewerCamera::getInstance()->getOrigin().mV[0] < c[0] - s - 0.2f || + LLViewerCamera::getInstance()->getOrigin().mV[1] > c[1] + s + 0.2f || + LLViewerCamera::getInstance()->getOrigin().mV[1] < c[1] - s - 0.2f || + LLViewerCamera::getInstance()->getOrigin().mV[2] > c[2] + s + 0.2f || + LLViewerCamera::getInstance()->getOrigin().mV[2] < c[2] - s - 0.2f) + { //draw box if camera is outside box + if (render_local) + { + if (volume->getLightTexture()) + { + drawablep->getVOVolume()->updateSpotLightPriority(); + spot_lights.push_back(drawablep); + continue; + } + + LLFastTimer ftm(FTM_LOCAL_LIGHTS); + glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); + glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); + glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, + GL_UNSIGNED_BYTE, get_box_fan_indices(LLViewerCamera::getInstance(), center)); + stop_glerror(); + } + } + else if (render_fullscreen) + { + if (volume->getLightTexture()) + { + drawablep->getVOVolume()->updateSpotLightPriority(); + fullscreen_spot_lights.push_back(drawablep); + continue; + } + + fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s*s)); + light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f)); + } + } + unbindDeferredShader(gDeferredLightProgram); } - } - } - unbindDeferredShader(gDeferredLightProgram); + if (!spot_lights.empty()) + { + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + bindDeferredShader(gDeferredSpotLightProgram); - if (!fullscreen_lights.empty()) - { - bindDeferredShader(gDeferredMultiLightProgram); - LLGLDepthTest depth(GL_FALSE); + gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); - //full screen blit - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); + for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) + { + LLFastTimer ftm(FTM_PROJECTORS); + LLDrawable* drawablep = *iter; - U32 count = 0; + LLVOVolume* volume = drawablep->getVOVolume(); - LLVector4 light[16]; - LLVector4 col[16]; + LLVector3 center = drawablep->getPositionAgent(); + F32* c = center.mV; + F32 s = volume->getLightRadius()*1.5f; - glVertexPointer(2, GL_FLOAT, 0, vert); + sVisibleLightCount++; - while (!fullscreen_lights.empty()) - { - light[count] = fullscreen_lights.front(); - fullscreen_lights.pop_front(); - col[count] = light_colors.front(); - light_colors.pop_front(); + glh::vec3f tc(c); + mat.mult_matrix_vec(tc); + + setupSpotLight(gDeferredSpotLightProgram, drawablep); + + LLColor3 col = volume->getLightColor(); + col *= volume->getLightIntensity(); + + //vertex positions are encoded so the 3 bits of their vertex index + //correspond to their axis facing, with bit position 3,2,1 matching + //axis facing x,y,z, bit set meaning positive facing, bit clear + //meaning negative facing + v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000 + v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001 + v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010 + v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011 + + v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100 + v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101 + v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110 + v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111 + + glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); + glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); + glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, + GL_UNSIGNED_BYTE, get_box_fan_indices(LLViewerCamera::getInstance(), center)); + } + gDeferredSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + unbindDeferredShader(gDeferredSpotLightProgram); + } - count++; - if (count == 16 || fullscreen_lights.empty()) { - gDeferredMultiLightProgram.uniform1i("light_count", count); - gDeferredMultiLightProgram.uniform4fv("light[0]", count, (GLfloat*) light); - gDeferredMultiLightProgram.uniform4fv("light", count, (GLfloat*) light); - gDeferredMultiLightProgram.uniform4fv("light_col[0]", count, (GLfloat*) col); - gDeferredMultiLightProgram.uniform4fv("light_col", count, (GLfloat*) col); - count = 0; - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + bindDeferredShader(gDeferredMultiLightProgram); + + LLGLDepthTest depth(GL_FALSE); + + //full screen blit + glPushMatrix(); + glLoadIdentity(); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + + U32 count = 0; + + const U32 max_count = 8; + LLVector4 light[max_count]; + LLVector4 col[max_count]; + + glVertexPointer(2, GL_FLOAT, 0, vert); + + F32 far_z = 0.f; + + while (!fullscreen_lights.empty()) + { + LLFastTimer ftm(FTM_FULLSCREEN_LIGHTS); + light[count] = fullscreen_lights.front(); + fullscreen_lights.pop_front(); + col[count] = light_colors.front(); + light_colors.pop_front(); + + far_z = llmin(light[count].mV[2]-sqrtf(light[count].mV[3]), far_z); + + count++; + if (count == max_count || fullscreen_lights.empty()) + { + gDeferredMultiLightProgram.uniform1i("light_count", count); + gDeferredMultiLightProgram.uniform4fv("light[0]", count, (GLfloat*) light); + gDeferredMultiLightProgram.uniform4fv("light", count, (GLfloat*) light); + gDeferredMultiLightProgram.uniform4fv("light_col[0]", count, (GLfloat*) col); + gDeferredMultiLightProgram.uniform4fv("light_col", count, (GLfloat*) col); + gDeferredMultiLightProgram.uniform1f("far_z", far_z); + far_z = 0.f; + count = 0; + glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + } + } + + unbindDeferredShader(gDeferredMultiLightProgram); + + bindDeferredShader(gDeferredMultiSpotLightProgram); + + gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + + for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) + { + LLFastTimer ftm(FTM_PROJECTORS); + LLDrawable* drawablep = *iter; + + LLVOVolume* volume = drawablep->getVOVolume(); + + LLVector3 center = drawablep->getPositionAgent(); + F32* c = center.mV; + F32 s = volume->getLightRadius()*1.5f; + + sVisibleLightCount++; + + glh::vec3f tc(c); + mat.mult_matrix_vec(tc); + + setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); + + LLColor3 col = volume->getLightColor(); + col *= volume->getLightIntensity(); + + glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); + glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + } + + gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + unbindDeferredShader(gDeferredMultiSpotLightProgram); + + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); } } + + gGL.setColorMask(true, true); + + if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) + { + mDeferredLight[2].flush(); + + mScreen.bindTarget(); + mScreen.clear(GL_COLOR_BUFFER_BIT); - - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + gGL.setSceneBlendType(LLRender::BT_ALPHA); + + { //mix various light maps (local, sun, gi) + LLFastTimer ftm(FTM_POST); + LLGLDisable blend(GL_BLEND); + LLGLDisable test(GL_ALPHA_TEST); + LLGLDepthTest depth(GL_FALSE); + LLGLDisable stencil(GL_STENCIL_TEST); + + bindDeferredShader(gDeferredPostProgram, 0, &mGIMapPost[0]); + + gDeferredPostProgram.bind(); + + LLVertexBuffer::unbind(); + + glVertexPointer(2, GL_FLOAT, 0, vert); + glColor3f(1,1,1); + + glPushMatrix(); + glLoadIdentity(); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + + glDrawArrays(GL_TRIANGLES, 0, 3); + + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); - unbindDeferredShader(gDeferredMultiLightProgram); + unbindDeferredShader(gDeferredPostProgram); + } + } } - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - { //render non-deferred geometry + { //render non-deferred geometry (alpha, fullbright, glow) LLGLDisable blend(GL_BLEND); LLGLDisable stencil(GL_STENCIL_TEST); U32 render_mask = mRenderTypeMask; mRenderTypeMask = mRenderTypeMask & - ((1 << LLPipeline::RENDER_TYPE_SKY) | - (1 << LLPipeline::RENDER_TYPE_CLOUDS) | - (1 << LLPipeline::RENDER_TYPE_WL_SKY) | - (1 << LLPipeline::RENDER_TYPE_ALPHA) | - (1 << LLPipeline::RENDER_TYPE_AVATAR) | - (1 << LLPipeline::RENDER_TYPE_WATER) | + ((1 << LLPipeline::RENDER_TYPE_ALPHA) | (1 << LLPipeline::RENDER_TYPE_FULLBRIGHT) | (1 << LLPipeline::RENDER_TYPE_VOLUME) | (1 << LLPipeline::RENDER_TYPE_GLOW) | - (1 << LLPipeline::RENDER_TYPE_BUMP)); + (1 << LLPipeline::RENDER_TYPE_BUMP) | + (1 << LLPipeline::RENDER_TYPE_PASS_SIMPLE) | + (1 << LLPipeline::RENDER_TYPE_PASS_ALPHA) | + (1 << LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK) | + (1 << LLPipeline::RENDER_TYPE_PASS_BUMP) | + (1 << LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT) | + (1 << LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK) | + (1 << LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY) | + (1 << LLPipeline::RENDER_TYPE_PASS_GLOW) | + (1 << LLPipeline::RENDER_TYPE_PASS_GRASS) | + (1 << LLPipeline::RENDER_TYPE_PASS_SHINY) | + (1 << LLPipeline::RENDER_TYPE_PASS_INVISIBLE) | + (1 << LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY) | + (1 << LLPipeline::RENDER_TYPE_AVATAR)); renderGeomPostDeferred(*LLViewerCamera::getInstance()); mRenderTypeMask = render_mask; @@ -5803,6 +6909,136 @@ void LLPipeline::renderDeferredLighting() } +void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) +{ + //construct frustum + LLVOVolume* volume = drawablep->getVOVolume(); + LLVector3 params = volume->getSpotLightParams(); + + F32 fov = params.mV[0]; + F32 focus = params.mV[1]; + + LLVector3 pos = drawablep->getPositionAgent(); + LLQuaternion quat = volume->getRenderRotation(); + LLVector3 scale = volume->getScale(); + + //get near clip plane + LLVector3 at_axis(0,0,-scale.mV[2]*0.5f); + at_axis *= quat; + + LLVector3 np = pos+at_axis; + at_axis.normVec(); + + //get origin that has given fov for plane np, at_axis, and given scale + F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f); + + LLVector3 origin = np - at_axis*dist; + + //matrix from volume space to agent space + LLMatrix4 light_mat(quat, LLVector4(origin,1.f)); + + glh::matrix4f light_to_agent((F32*) light_mat.mMatrix); + glh::matrix4f light_to_screen = glh_get_current_modelview() * light_to_agent; + + glh::matrix4f screen_to_light = light_to_screen.inverse(); + + F32 s = volume->getLightRadius()*1.5f; + F32 near_clip = dist; + F32 width = scale.mV[VX]; + F32 height = scale.mV[VY]; + F32 far_clip = s+dist-scale.mV[VZ]; + + F32 fovy = fov * RAD_TO_DEG; + F32 aspect = width/height; + + glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, + 0.f, 0.5f, 0.f, 0.5f, + 0.f, 0.f, 0.5f, 0.5f, + 0.f, 0.f, 0.f, 1.f); + + glh::vec3f p1(0, 0, -(near_clip+0.01f)); + glh::vec3f p2(0, 0, -(near_clip+1.f)); + + glh::vec3f screen_origin(0, 0, 0); + + light_to_screen.mult_matrix_vec(p1); + light_to_screen.mult_matrix_vec(p2); + light_to_screen.mult_matrix_vec(screen_origin); + + glh::vec3f n = p2-p1; + n.normalize(); + + 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]); + S32 s_idx = -1; + + for (U32 i = 0; i < 2; i++) + { + if (mShadowSpotLight[i] == drawablep) + { + s_idx = i; + } + } + + shader.uniform1i("proj_shadow_idx", s_idx); + + if (s_idx >= 0) + { + shader.uniform1f("shadow_fade", 1.f-mSpotLightFade[s_idx]); + } + else + { + shader.uniform1f("shadow_fade", 1.f); + } + + { + LLDrawable* potential = drawablep; + //determine if this is a good light for casting shadows + F32 m_pri = volume->getSpotLightPriority(); + + for (U32 i = 0; i < 2; i++) + { + F32 pri = 0.f; + + if (mTargetShadowSpotLight[i].notNull()) + { + pri = mTargetShadowSpotLight[i]->getVOVolume()->getSpotLightPriority(); + } + + if (m_pri > pri) + { + LLDrawable* temp = mTargetShadowSpotLight[i]; + mTargetShadowSpotLight[i] = potential; + potential = temp; + m_pri = pri; + } + } + } + + LLViewerTexture* img = volume->getLightTexture(); + + S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); + + if (channel > -1 && img) + { + gGL.getTexUnit(channel)->bind(img); + + 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)); + } +} + void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) { stop_glerror(); @@ -5812,14 +7048,43 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE); shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE); + shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_BLOOM); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS); + for (U32 i = 0; i < 4; i++) { + if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1) + { + glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); + } + } + + for (U32 i = 4; i < 6; i++) + { if (shader.disableTexture(LLViewerShaderMgr::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); S32 channel = shader.disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); if (channel > -1) @@ -5833,6 +7098,8 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->activate(); shader.unbind(); + + LLGLState::checkTextureChannels(); } inline float sgn(float a) @@ -5866,6 +7133,9 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) camera.setFar(camera.getFar()*0.87654321f); LLPipeline::sReflectionRender = TRUE; S32 occlusion = LLPipeline::sUseOcclusion; + + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; + LLPipeline::sUseOcclusion = llmin(occlusion, 1); U32 type_mask = gPipeline.mRenderTypeMask; @@ -5900,22 +7170,15 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) water_clip = 1; } - - if (!LLViewerCamera::getInstance()->cameraUnderWater()) { //generate planar reflection map gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); glClearColor(0,0,0,0); - gGL.setColorMask(true, true); mWaterRef.bindTarget(); mWaterRef.getViewport(gGLViewport); - mWaterRef.clear(); - gGL.setColorMask(true, false); - + stop_glerror(); - LLVector3 origin = camera.getOrigin(); - glPushMatrix(); mat.set_scale(glh::vec3f(1,1,-1)); @@ -5930,25 +7193,21 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE); - glCullFace(GL_FRONT); + glh::matrix4f inv_mat = mat.inverse(); - //initial sky pass (no user clip plane) - { //mask out everything but the sky - U32 tmp = mRenderTypeMask; - mRenderTypeMask = tmp & ((1 << LLPipeline::RENDER_TYPE_SKY) | - (1 << LLPipeline::RENDER_TYPE_WL_SKY)); - static LLCullResult result; - updateCull(camera, result); - stateSort(camera, result); - mRenderTypeMask = tmp & ((1 << LLPipeline::RENDER_TYPE_SKY) | - (1 << LLPipeline::RENDER_TYPE_CLOUDS) | - (1 << LLPipeline::RENDER_TYPE_WL_SKY)); - renderGeom(camera, TRUE); - mRenderTypeMask = tmp; - } + glh::vec3f origin(0,0,0); + inv_mat.mult_matrix_vec(origin); + camera.setOrigin(origin.v); + + glCullFace(GL_FRONT); + + + static LLCullResult ref_result; + U32 ref_mask = 0; if (LLDrawPoolWater::sNeedsDistortionUpdate) { + U32 mask = mRenderTypeMask; mRenderTypeMask &= ~((1<<LLPipeline::RENDER_TYPE_WATER) | (1<<LLPipeline::RENDER_TYPE_GROUND) | (1<<LLPipeline::RENDER_TYPE_SKY) | @@ -5971,24 +7230,60 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) } } - LLSpatialPartition::sFreezeState = TRUE; - LLPipeline::sSkipUpdate = TRUE; LLGLUserClipPlane clip_plane(plane, mat, projection); - static LLCullResult result; - updateCull(camera, result, 1); - stateSort(camera, result); + LLGLDisable cull(GL_CULL_FACE); + updateCull(camera, ref_result, 1); + stateSort(camera, ref_result); + gGL.setColorMask(true, true); + mWaterRef.clear(); + gGL.setColorMask(true, false); + + } + else + { + gGL.setColorMask(true, true); + mWaterRef.clear(); + gGL.setColorMask(true, false); + } + + ref_mask = mRenderTypeMask; + mRenderTypeMask = mask; + } + + //initial sky pass (no user clip plane) + { //mask out everything but the sky + U32 tmp = mRenderTypeMask; + mRenderTypeMask = tmp & ((1 << LLPipeline::RENDER_TYPE_SKY) | + (1 << LLPipeline::RENDER_TYPE_WL_SKY)); + static LLCullResult result; + updateCull(camera, result); + stateSort(camera, result); + mRenderTypeMask = tmp & ((1 << LLPipeline::RENDER_TYPE_SKY) | + (1 << LLPipeline::RENDER_TYPE_CLOUDS) | + (1 << LLPipeline::RENDER_TYPE_WL_SKY)); + renderGeom(camera, TRUE); + mRenderTypeMask = tmp; + } + + + if (LLDrawPoolWater::sNeedsDistortionUpdate) + { + mRenderTypeMask = ref_mask; + if (gSavedSettings.getBOOL("RenderWaterReflections")) + { + gPipeline.grabReferences(ref_result); + LLGLUserClipPlane clip_plane(plane, mat, projection); renderGeom(camera); - LLSpatialPartition::sFreezeState = FALSE; - LLPipeline::sSkipUpdate = FALSE; } } glCullFace(GL_BACK); glPopMatrix(); mWaterRef.flush(); - glh_set_current_modelview(current); } + camera.setOrigin(camera_in.getOrigin()); + //render distortion map static BOOL last_update = TRUE; if (last_update) @@ -6012,12 +7307,9 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLColor4& col = LLDrawPoolWater::sWaterFogColor; glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f); - gGL.setColorMask(true, true); mWaterDis.bindTarget(); mWaterDis.getViewport(gGLViewport); - mWaterDis.clear(); - gGL.setColorMask(true, false); - + if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate) { //clip out geometry on the same side of water as the camera @@ -6026,6 +7318,11 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) static LLCullResult result; updateCull(camera, result, water_clip); stateSort(camera, result); + + gGL.setColorMask(true, true); + mWaterDis.clear(); + gGL.setColorMask(true, false); + renderGeom(camera); } @@ -6078,7 +7375,6 @@ glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) dirN = dir; dirN.normVec(); - ret.m[ 0] = lftN[0]; ret.m[ 1] = upN[0]; @@ -6133,10 +7429,484 @@ static LLFastTimer::DeclareTimer FTM_SHADOW_RENDER("Render Shadows"); static LLFastTimer::DeclareTimer FTM_SHADOW_ALPHA("Alpha Shadow"); static LLFastTimer::DeclareTimer FTM_SHADOW_SIMPLE("Simple Shadow"); -void LLPipeline::generateSunShadow(LLCamera& camera) +void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult &result, BOOL use_shader, BOOL use_occlusion) +{ + LLFastTimer t(FTM_SHADOW_RENDER); + + //clip out geometry on the same side of water as the camera + S32 occlude = LLPipeline::sUseOcclusion; + if (!use_occlusion) + { + LLPipeline::sUseOcclusion = 0; + } + LLPipeline::sShadowRender = TRUE; + + U32 types[] = { LLRenderPass::PASS_SIMPLE, LLRenderPass::PASS_FULLBRIGHT, LLRenderPass::PASS_SHINY, LLRenderPass::PASS_BUMP, LLRenderPass::PASS_FULLBRIGHT_SHINY }; + LLGLEnable cull(GL_CULL_FACE); + + if (use_shader) + { + gDeferredShadowProgram.bind(); + } + + updateCull(shadow_cam, result); + stateSort(shadow_cam, result); + + //generate shadow map + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadMatrixf(proj.m); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadMatrixf(view.m); + + stop_glerror(); + gGLLastMatrix = NULL; + + { + LLGLDepthTest depth(GL_TRUE); + glClear(GL_DEPTH_BUFFER_BIT); + } + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + glColor4f(1,1,1,1); + + stop_glerror(); + + gGL.setColorMask(false, false); + + //glCullFace(GL_FRONT); + + { + LLFastTimer ftm(FTM_SHADOW_SIMPLE); + LLGLDisable test(GL_ALPHA_TEST); + gGL.getTexUnit(0)->disable(); + for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i) + { + renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE); + } + gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + } + + if (use_shader) + { + gDeferredShadowProgram.unbind(); + renderGeomShadow(shadow_cam); + gDeferredShadowProgram.bind(); + } + else + { + renderGeomShadow(shadow_cam); + } + + { + LLFastTimer ftm(FTM_SHADOW_ALPHA); + LLGLEnable test(GL_ALPHA_TEST); + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.6f); + renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE); + glColor4f(1,1,1,1); + renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE); + gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + } + + //glCullFace(GL_BACK); + + gGLLastMatrix = NULL; + glLoadMatrixd(gGLModelView); + doOcclusion(shadow_cam); + + if (use_shader) + { + gDeferredShadowProgram.unbind(); + } + + gGL.setColorMask(true, true); + + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + gGLLastMatrix = NULL; + + LLPipeline::sUseOcclusion = occlude; + LLPipeline::sShadowRender = FALSE; +} + + +BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir) +{ + //get point cloud of intersection of frust and min, max + + //get set of planes + std::vector<LLPlane> ps; + + if (getVisibleExtents(camera, min, max)) + { + return FALSE; + } + + ps.push_back(LLPlane(min, LLVector3(-1,0,0))); + ps.push_back(LLPlane(min, LLVector3(0,-1,0))); + ps.push_back(LLPlane(min, LLVector3(0,0,-1))); + ps.push_back(LLPlane(max, LLVector3(1,0,0))); + ps.push_back(LLPlane(max, LLVector3(0,1,0))); + ps.push_back(LLPlane(max, LLVector3(0,0,1))); + + /*if (!light_dir.isExactlyZero()) + { + LLPlane ucp; + LLPlane mcp; + + F32 maxd = -1.f; + F32 mind = 1.f; + + for (U32 i = 0; i < ps.size(); ++i) + { //pick the plane most aligned to lightDir for user clip plane + LLVector3 n(ps[i].mV); + F32 da = n*light_dir; + if (da > maxd) + { + maxd = da; + ucp = ps[i]; + } + + if (da < mind) + { + mind = da; + mcp = ps[i]; + } + } + + camera.setUserClipPlane(ucp); + + ps.clear(); + ps.push_back(ucp); + ps.push_back(mcp); + }*/ + + for (U32 i = 0; i < 6; i++) + { + ps.push_back(camera.getAgentPlane(i)); + } + + //get set of points where planes intersect and points are not above any plane + fp.clear(); + + for (U32 i = 0; i < ps.size(); ++i) + { + for (U32 j = 0; j < ps.size(); ++j) + { + for (U32 k = 0; k < ps.size(); ++k) + { + if (i == j || + i == k || + k == j) + { + continue; + } + + LLVector3 n1,n2,n3; + F32 d1,d2,d3; + + n1.setVec(ps[i].mV); + n2.setVec(ps[j].mV); + n3.setVec(ps[k].mV); + + d1 = ps[i].mV[3]; + d2 = ps[j].mV[3]; + d3 = ps[k].mV[3]; + + //get point of intersection of 3 planes "p" + LLVector3 p = (-d1*(n2%n3)-d2*(n3%n1)-d3*(n1%n2))/(n1*(n2%n3)); + + if (llround(p*n1+d1, 0.0001f) == 0.f && + llround(p*n2+d2, 0.0001f) == 0.f && + llround(p*n3+d3, 0.0001f) == 0.f) + { //point is on all three planes + BOOL found = TRUE; + for (U32 l = 0; l < ps.size() && found; ++l) + { + if (llround(ps[l].dist(p), 0.0001f) > 0.0f) + { //point is above some plane, not contained + found = FALSE; + } + } + + if (found) + { + fp.push_back(p); + } + } + } + } + } + + if (fp.empty()) + { + return FALSE; + } + + return TRUE; +} + +void LLPipeline::generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc) +{ + if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) < 3) + { + return; + } + + LLVector3 up; + + //LLGLEnable depth_clamp(GL_DEPTH_CLAMP_NV); + + if (lightDir.mV[2] > 0.5f) + { + up = LLVector3(1,0,0); + } + else + { + up = LLVector3(0, 0, 1); + } + + + F32 gi_range = gSavedSettings.getF32("RenderGIRange"); + + U32 res = mGIMap.getWidth(); + + F32 atten = llmax(gSavedSettings.getF32("RenderGIAttenuation"), 0.001f); + + //set radius to range at which distance attenuation of incoming photons is near 0 + + F32 lrad = sqrtf(1.f/(atten*0.01f)); + + F32 lrange = lrad+gi_range*0.5f; + + LLVector3 pad(lrange,lrange,lrange); + + glh::matrix4f view = look(LLVector3(128.f,128.f,128.f), lightDir, up); + + LLVector3 cp = camera.getOrigin()+camera.getAtAxis()*(gi_range*0.5f); + + glh::vec3f scp(cp.mV); + view.mult_matrix_vec(scp); + cp.setVec(scp.v); + + F32 pix_width = lrange/(res*0.5f); + + //move cp to the nearest pix_width + for (U32 i = 0; i < 3; i++) + { + cp.mV[i] = llround(cp.mV[i], pix_width); + } + + LLVector3 min = cp-pad; + LLVector3 max = cp+pad; + + //set mGIRange to range in tc space[0,1] that covers texture block of intersecting lights around a point + mGIRange.mV[0] = (max.mV[0]-min.mV[0])/res; + mGIRange.mV[1] = (max.mV[1]-min.mV[1])/res; + mGILightRadius = lrad/lrange*0.5f; + + glh::matrix4f proj = gl_ortho(min.mV[0], max.mV[0], + min.mV[1], max.mV[1], + -max.mV[2], -min.mV[2]); + + LLCamera sun_cam = camera; + + glh::matrix4f eye_view = glh_get_current_modelview(); + + //get eye space to camera space matrix + mGIMatrix = view*eye_view.inverse(); + mGINormalMatrix = mGIMatrix.inverse().transpose(); + mGIInvProj = proj.inverse(); + mGIMatrixProj = proj*mGIMatrix; + + //translate and scale to [0,1] + glh::matrix4f trans(.5f, 0.f, 0.f, .5f, + 0.f, 0.5f, 0.f, 0.5f, + 0.f, 0.f, 0.5f, 0.5f, + 0.f, 0.f, 0.f, 1.f); + + mGIMatrixProj = trans*mGIMatrixProj; + + glh_set_current_modelview(view); + glh_set_current_projection(proj); + + LLViewerCamera::updateFrustumPlanes(sun_cam, TRUE, FALSE, TRUE); + + sun_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR); + static LLCullResult result; + + U32 type_mask = mRenderTypeMask; + + mRenderTypeMask = type_mask & ((1<<LLPipeline::RENDER_TYPE_SIMPLE) | + (1<<LLPipeline::RENDER_TYPE_FULLBRIGHT) | + (1<<LLPipeline::RENDER_TYPE_BUMP) | + (1<<LLPipeline::RENDER_TYPE_VOLUME) | + (1<<LLPipeline::RENDER_TYPE_TREE) | + (1<<LLPipeline::RENDER_TYPE_TERRAIN) | + (1<<LLPipeline::RENDER_TYPE_WATER) | + (1<<LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW) | + (1<<LLPipeline::RENDER_TYPE_AVATAR) | + (1 << LLPipeline::RENDER_TYPE_PASS_SIMPLE) | + (1 << LLPipeline::RENDER_TYPE_PASS_BUMP) | + (1 << LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT) | + (1 << LLPipeline::RENDER_TYPE_PASS_SHINY)); + + + + S32 occlude = LLPipeline::sUseOcclusion; + //LLPipeline::sUseOcclusion = 0; + LLPipeline::sShadowRender = TRUE; + + //only render large objects into GI map + sMinRenderSize = gSavedSettings.getF32("RenderGIMinRenderSize"); + + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_GI_SOURCE; + mGIMap.bindTarget(); + + F64 last_modelview[16]; + F64 last_projection[16]; + for (U32 i = 0; i < 16; i++) + { + last_modelview[i] = gGLLastModelView[i]; + last_projection[i] = gGLLastProjection[i]; + gGLLastModelView[i] = mGIModelview.m[i]; + gGLLastProjection[i] = mGIProjection.m[i]; + } + + sun_cam.setOrigin(0.f, 0.f, 0.f); + updateCull(sun_cam, result); + stateSort(sun_cam, result); + + for (U32 i = 0; i < 16; i++) + { + gGLLastModelView[i] = last_modelview[i]; + gGLLastProjection[i] = last_projection[i]; + } + + mGIProjection = proj; + mGIModelview = view; + + LLGLEnable cull(GL_CULL_FACE); + + //generate GI map + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadMatrixf(proj.m); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadMatrixf(view.m); + + stop_glerror(); + gGLLastMatrix = NULL; + + mGIMap.clear(); + + { + //LLGLEnable enable(GL_DEPTH_CLAMP_NV); + renderGeomDeferred(camera); + } + + mGIMap.flush(); + + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + gGLLastMatrix = NULL; + + LLPipeline::sUseOcclusion = occlude; + LLPipeline::sShadowRender = FALSE; + sMinRenderSize = 0.f; + + mRenderTypeMask = type_mask; + +} + +void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade) { + if (obj && obj->getVolume()) + { + for (LLViewerObject::child_list_t::const_iterator iter = obj->getChildren().begin(); iter != obj->getChildren().end(); ++iter) + { + renderHighlight(*iter, fade); + } + + LLDrawable* drawable = obj->mDrawable; + if (drawable) + { + for (S32 i = 0; i < drawable->getNumFaces(); ++i) + { + LLFace* face = drawable->getFace(i); + if (face) + { + face->renderSelected(LLViewerTexture::sNullImagep, LLColor4(1,1,1,fade)); + } + } + } + } +} + +void LLPipeline::generateHighlight(LLCamera& camera) +{ + //render highlighted object as white into offscreen render target + + if (mHighlightObject.notNull()) + { + mHighlightSet.insert(HighlightItem(mHighlightObject)); + } + + if (!mHighlightSet.empty()) + { + F32 transition = gFrameIntervalSeconds/gSavedSettings.getF32("RenderHighlightFadeTime"); + + LLGLDisable test(GL_ALPHA_TEST); + LLGLDepthTest depth(GL_FALSE); + mHighlight.bindTarget(); + disableLights(); + gGL.setColorMask(true, true); + mHighlight.clear(); + + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); + for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); ) + { + std::set<HighlightItem>::iterator cur_iter = iter++; + + if (cur_iter->mItem.isNull()) + { + mHighlightSet.erase(cur_iter); + continue; + } + + if (cur_iter->mItem == mHighlightObject) + { + cur_iter->incrFade(transition); + } + else + { + cur_iter->incrFade(-transition); + if (cur_iter->mFade <= 0.f) + { + mHighlightSet.erase(cur_iter); + continue; + } + } + + renderHighlight(cur_iter->mItem->getVObj(), cur_iter->mFade); + } - if (!sRenderDeferred) + mHighlight.flush(); + gGL.setColorMask(true, false); + } +} + + +void LLPipeline::generateSunShadow(LLCamera& camera) +{ + if (!sRenderDeferred || !gSavedSettings.getBOOL("RenderDeferredShadow")) { return; } @@ -6149,98 +7919,173 @@ void LLPipeline::generateSunShadow(LLCamera& camera) if (clear) { clear = FALSE; - for (U32 i = 0; i < 4; i++) + for (U32 i = 0; i < 6; i++) { - mSunShadow[i].bindTarget(); - mSunShadow[i].clear(); - mSunShadow[i].flush(); + mShadow[i].bindTarget(); + mShadow[i].clear(); + mShadow[i].flush(); } } return; } clear = TRUE; + F64 last_modelview[16]; + F64 last_projection[16]; + for (U32 i = 0; i < 16; i++) + { //store last_modelview of world camera + last_modelview[i] = gGLLastModelView[i]; + last_projection[i] = gGLLastProjection[i]; + } + + U32 type_mask = mRenderTypeMask; + mRenderTypeMask = type_mask & ((1<<LLPipeline::RENDER_TYPE_SIMPLE) | + (1<<LLPipeline::RENDER_TYPE_ALPHA) | + (1<<LLPipeline::RENDER_TYPE_GRASS) | + (1<<LLPipeline::RENDER_TYPE_FULLBRIGHT) | + (1<<LLPipeline::RENDER_TYPE_BUMP) | + (1<<LLPipeline::RENDER_TYPE_VOLUME) | + (1<<LLPipeline::RENDER_TYPE_AVATAR) | + (1<<LLPipeline::RENDER_TYPE_TREE) | + (1<<LLPipeline::RENDER_TYPE_TERRAIN) | + (1<<LLPipeline::RENDER_TYPE_WATER) | + (1<<LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW) | + (1 << LLPipeline::RENDER_TYPE_PASS_SIMPLE) | + (1 << LLPipeline::RENDER_TYPE_PASS_BUMP) | + (1 << LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT) | + (1 << LLPipeline::RENDER_TYPE_PASS_SHINY) | + (1 << LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY)); + gGL.setColorMask(false, false); //get sun view matrix - F32 range = 128.f; - //store current projection/modelview matrix glh::matrix4f saved_proj = glh_get_current_projection(); glh::matrix4f saved_view = glh_get_current_modelview(); glh::matrix4f inv_view = saved_view.inverse(); - glh::matrix4f view[4]; - glh::matrix4f proj[4]; - LLVector3 up; - + glh::matrix4f view[6]; + glh::matrix4f proj[6]; + //clip contains parallel split distances for 3 splits LLVector3 clip = gSavedSettings.getVector3("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]); - const LLPickInfo& pick_info = gViewerWindow->getLastPick(); - - if (!pick_info.mPosGlobal.isExactlyZero()) - { //squish nearest frustum based on alt-zoom (tighten up nearest frustum when focusing on tiny object - F32 focus_dist = (F32) (pick_info.mPosGlobal + LLVector3d(pick_info.mObjectOffset) - gAgent.getPosGlobalFromAgent(LLViewerCamera::getInstance()->getOrigin())).magVec(); - mSunClipPlanes.mV[0] = llclamp(focus_dist*focus_dist, 2.f, mSunClipPlanes.mV[0]); - } - - // convenience array of 4 near clip plane distances - F32 dist[] = { 0.1f, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] }; + clip = gSavedSettings.getVector3("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"); - F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] }; + //F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] }; - for (S32 j = 0; j < 4; j++) - { - //restore render matrices - glh_set_current_modelview(saved_view); - glh_set_current_projection(saved_proj); + LLVector3 lightDir = -mSunDir; + lightDir.normVec(); - //get center of far clip plane (for point of interest later) - LLVector3 center = camera.getOrigin() + camera.getAtAxis() * range; + glh::vec3f light_dir(lightDir.mV); - LLVector3 eye = camera.getOrigin(); + //create light space camera matrix + + LLVector3 at = lightDir; - //camera used for shadow cull/render - LLCamera shadow_cam; - - // perspective shadow map - glh::vec3f p[16]; //point cloud to be contained by shadow projection (light camera space) - glh::vec3f wp[16]; //point cloud to be contained by shadow projection (world space) - - LLVector3 lightDir = -mSunDir; - glh::vec3f light_dir(lightDir.mV); + LLVector3 up = camera.getAtAxis(); + + if (fabsf(up*lightDir) > 0.75f) + { + up = camera.getUpAxis(); + } + + /*LLVector3 left = up%at; + up = at%left;*/ - //create light space camera matrix - LLVector3 at; - F32 dl = camera.getLeftAxis() * lightDir; - F32 du = camera.getUpAxis() * lightDir; + up.normVec(); + at.normVec(); + + + F32 near_clip = 0.f; + { + //get visible point cloud + std::vector<LLVector3> fp; - //choose an at axis such that up will be most aligned with lightDir - if (dl*dl < du*du) + LLVector3 min,max; + getVisiblePointCloud(camera,min,max,fp); + + if (fp.empty()) { - at = lightDir%camera.getLeftAxis(); + mRenderTypeMask = type_mask; + return; } - else + + generateGI(camera, lightDir, fp); + + //get good split distances for frustum + for (U32 i = 0; i < fp.size(); ++i) { - at = lightDir%camera.getUpAxis(); + glh::vec3f v(fp[i].mV); + saved_view.mult_matrix_vec(v); + fp[i].setVec(v.v); } - if (at * camera.getAtAxis() < 0) + min = fp[0]; + max = fp[0]; + + //get camera space bounding box + for (U32 i = 1; i < fp.size(); ++i) { - at = -at; + update_min_max(min, max, fp[i]); } + + near_clip = -max.mV[2]; + F32 far_clip = -min.mV[2]*2.f; + + far_clip = llmin(far_clip, 128.f); + far_clip = llmin(far_clip, camera.getFar()); + + F32 range = far_clip-near_clip; + + LLVector3 split_exp = gSavedSettings.getVector3("RenderShadowSplitExponent"); + + F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) ); - LLVector3 left = lightDir%at; - up = left%lightDir; - up.normVec(); + da = powf(da, split_exp.mV[2]); + + F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da; + + + for (U32 i = 0; i < 4; ++i) + { + F32 x = (F32)(i+1)/4.f; + x = powf(x, sxp); + mSunClipPlanes.mV[i] = near_clip+range*x; + } + } + + // convenience array of 4 near clip plane distances + F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] }; + + for (S32 j = 0; j < 4; j++) + { + if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA)) + { + mShadowFrustPoints[j].clear(); + } + + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+j; + + //restore render matrices + glh_set_current_modelview(saved_view); + glh_set_current_projection(saved_proj); + + LLVector3 eye = camera.getOrigin(); + + //camera used for shadow cull/render + LLCamera shadow_cam; + //create world space camera frustum for this split shadow_cam = camera; shadow_cam.setFar(16.f); @@ -6251,8 +8096,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLVector3 pn = shadow_cam.getAtAxis(); - LLVector3 frust_center; - LLVector3 min, max; //construct 8 corners of split frustum section @@ -6263,21 +8106,19 @@ void LLPipeline::generateSunShadow(LLCamera& camera) F32 dp = delta*pn; frust[i] = eye + (delta*dist[j])/dp; frust[i+4] = eye + (delta*dist[j+1])/dp; - frust_center += frust[i] + frust[i+4]; } - - //get frustum center - frust_center /= 8.f; shadow_cam.calcAgentFrustumPlanes(frust); - + shadow_cam.mFrustumCornerDist = 0.f; if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) { mShadowCamera[j] = shadow_cam; } - if (gPipeline.getVisibleExtents(shadow_cam, min, max)) + std::vector<LLVector3> fp; + + if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir)) { //no possible shadow receivers if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) @@ -6287,6 +8128,16 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadowCamera[j+4] = shadow_cam; } + mShadow[j].bindTarget(); + { + LLGLDepthTest depth(GL_TRUE); + mShadow[j].clear(); + } + mShadow[j].flush(); + + mShadowError.mV[j] = 0.f; + mShadowFOV.mV[j] = 0.f; + continue; } @@ -6294,53 +8145,263 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { mShadowExtents[j][0] = min; mShadowExtents[j][1] = max; + mShadowFrustPoints[j] = fp; } - view[j] = look(frust_center-lightDir*nearDist[j], lightDir, up); - F32 shadow_dist = nearDist[j]; - for (U32 i = 0; i < 8; i++) + //find a good origin for shadow projection + LLVector3 origin; + + //get a temporary view projection + view[j] = look(camera.getOrigin(), lightDir, -up); + + std::vector<LLVector3> wpf; + + for (U32 i = 0; i < fp.size(); i++) { - //points in worldspace (wp) and light camera space (p) - //that must be included in shadow generation - wp[i] = glh::vec3f(frust[i].mV); - wp[i+8] = wp[i] - light_dir*shadow_dist; - view[j].mult_matrix_vec(wp[i], p[i]); - view[j].mult_matrix_vec(wp[i+8], p[i+8]); + glh::vec3f p = glh::vec3f(fp[i].mV); + view[j].mult_matrix_vec(p); + wpf.push_back(LLVector3(p.v)); } - - min = LLVector3(p[0].v); - max = LLVector3(p[0].v); - LLVector3 fmin = min; - LLVector3 fmax = max; + min = wpf[0]; + max = wpf[0]; - for (U32 i = 1; i < 16; i++) - { //find camera space AABB of frustum in light camera space - update_min_max(min, max, LLVector3(p[i].v)); - if (i < 8) - { - update_min_max(fmin, fmax, LLVector3(p[i].v)); + for (U32 i = 0; i < fp.size(); ++i) + { //get AABB in camera space + update_min_max(min, max, wpf[i]); + } + + // Construct a perspective transform with perspective along y-axis that contains + // points in wpf + //Known: + // - far clip plane + // - near clip plane + // - points in frustum + //Find: + // - origin + + //get some "interesting" points of reference + LLVector3 center = (min+max)*0.5f; + LLVector3 size = (max-min)*0.5f; + LLVector3 near_center = center; + near_center.mV[1] += size.mV[1]*2.f; + + + //put all points in wpf in quadrant 0, reletive to center of min/max + //get the best fit line using least squares + F32 bfm = 0.f; + F32 bfb = 0.f; + + for (U32 i = 0; i < wpf.size(); ++i) + { + wpf[i] -= center; + wpf[i].mV[0] = fabsf(wpf[i].mV[0]); + wpf[i].mV[2] = fabsf(wpf[i].mV[2]); + } + + if (!wpf.empty()) + { + F32 sx = 0.f; + F32 sx2 = 0.f; + F32 sy = 0.f; + F32 sxy = 0.f; + + for (U32 i = 0; i < wpf.size(); ++i) + { + sx += wpf[i].mV[0]; + sx2 += wpf[i].mV[0]*wpf[i].mV[0]; + sy += wpf[i].mV[1]; + sxy += wpf[i].mV[0]*wpf[i].mV[1]; } + + bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2); + bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2); } + + { + // best fit line is y=bfm*x+bfb + + //find point that is furthest to the right of line + F32 off_x = -1.f; + LLVector3 lp; + + for (U32 i = 0; i < wpf.size(); ++i) + { + //y = bfm*x+bfb + //x = (y-bfb)/bfm + F32 lx = (wpf[i].mV[1]-bfb)/bfm; + + lx = wpf[i].mV[0]-lx; + + if (off_x < lx) + { + off_x = lx; + lp = wpf[i]; + } + } + + //get line with slope bfm through lp + // bfb = y-bfm*x + bfb = lp.mV[1]-bfm*lp.mV[0]; + + //calculate error + mShadowError.mV[j] = 0.f; + + for (U32 i = 0; i < wpf.size(); ++i) + { + F32 lx = (wpf[i].mV[1]-bfb)/bfm; + mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx); + } + + mShadowError.mV[j] /= wpf.size(); + mShadowError.mV[j] /= size.mV[0]; + + if (mShadowError.mV[j] > gSavedSettings.getF32("RenderShadowErrorCutoff")) + { //just use ortho projection + mShadowFOV.mV[j] = -1.f; + origin.clearVec(); + proj[j] = gl_ortho(min.mV[0], max.mV[0], + min.mV[1], max.mV[1], + -max.mV[2], -min.mV[2]); + } + else + { + //origin is where line x = 0; + origin.setVec(0,bfb,0); - //generate perspective matrix that contains frustum - //proj[j] = matrix_perspective(min, max); - proj[j] = gl_ortho(min.mV[0], max.mV[0], + F32 fovz = 1.f; + F32 fovx = 1.f; + + LLVector3 zp; + LLVector3 xp; + + for (U32 i = 0; i < wpf.size(); ++i) + { + LLVector3 atz = wpf[i]-origin; + atz.mV[0] = 0.f; + atz.normVec(); + if (fovz > -atz.mV[1]) + { + zp = wpf[i]; + fovz = -atz.mV[1]; + } + + LLVector3 atx = wpf[i]-origin; + atx.mV[2] = 0.f; + atx.normVec(); + if (fovx > -atx.mV[1]) + { + fovx = -atx.mV[1]; + xp = wpf[i]; + } + } + + fovx = acos(fovx); + fovz = acos(fovz); + + F32 cutoff = llmin(gSavedSettings.getF32("RenderShadowFOVCutoff"), 1.4f); + + mShadowFOV.mV[j] = fovx; + + if (fovx < cutoff && fovz > cutoff) + { + //x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff + F32 d = zp.mV[2]/tan(cutoff); + F32 ny = zp.mV[1] + fabsf(d); + + origin.mV[1] = ny; + + fovz = 1.f; + fovx = 1.f; + + for (U32 i = 0; i < wpf.size(); ++i) + { + LLVector3 atz = wpf[i]-origin; + atz.mV[0] = 0.f; + atz.normVec(); + fovz = llmin(fovz, -atz.mV[1]); + + LLVector3 atx = wpf[i]-origin; + atx.mV[2] = 0.f; + atx.normVec(); + fovx = llmin(fovx, -atx.mV[1]); + } + + fovx = acos(fovx); + fovz = acos(fovz); + + if (fovx > cutoff || llround(fovz, 0.01f) > cutoff) + { + // llerrs << "WTF?" << llendl; + } + + mShadowFOV.mV[j] = cutoff; + } + + + origin += center; + + F32 ynear = -(max.mV[1]-origin.mV[1]); + F32 yfar = -(min.mV[1]-origin.mV[1]); + + if (ynear < 0.1f) //keep a sensible near clip plane + { + F32 diff = 0.1f-ynear; + origin.mV[1] += diff; + ynear += diff; + yfar += diff; + } + + if (fovx > cutoff) + { //just use ortho projection + origin.clearVec(); + mShadowError.mV[j] = -1.f; + proj[j] = gl_ortho(min.mV[0], max.mV[0], min.mV[1], max.mV[1], -max.mV[2], -min.mV[2]); - + } + else + { + //get perspective projection + view[j] = view[j].inverse(); + + glh::vec3f origin_agent(origin.mV); + + //translate view to origin + view[j].mult_matrix_vec(origin_agent); + + eye = LLVector3(origin_agent.v); + + if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) + { + mShadowFrustOrigin[j] = eye; + } + + view[j] = look(LLVector3(origin_agent.v), lightDir, -up); + + F32 fx = 1.f/tanf(fovx); + F32 fz = 1.f/tanf(fovz); + + proj[j] = glh::matrix4f(-fx, 0, 0, 0, + 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar), + 0, 0, -fz, 0, + 0, -1.f, 0, 0); + } + } + } + shadow_cam.setFar(128.f); shadow_cam.setOriginAndLookAt(eye, up, center); + shadow_cam.setOrigin(0,0,0); + glh_set_current_modelview(view[j]); glh_set_current_projection(proj[j]); LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); - proj[j] = gl_ortho(fmin.mV[0], fmax.mV[0], - fmin.mV[1], fmax.mV[1], - -fmax.mV[2], -fmin.mV[2]); + shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR); //translate and scale to from [-1, 1] to [0, 1] glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, @@ -6351,113 +8412,168 @@ void LLPipeline::generateSunShadow(LLCamera& camera) glh_set_current_modelview(view[j]); glh_set_current_projection(proj[j]); + for (U32 i = 0; i < 16; i++) + { + gGLLastModelView[i] = mShadowModelview[j].m[i]; + gGLLastProjection[i] = mShadowProjection[j].m[i]; + } + + mShadowModelview[j] = view[j]; + mShadowProjection[j] = proj[j]; + + mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view; - U32 type_mask = mRenderTypeMask; - mRenderTypeMask = type_mask & ((1<<LLPipeline::RENDER_TYPE_SIMPLE) | - (1<<LLPipeline::RENDER_TYPE_ALPHA) | - (1<<LLPipeline::RENDER_TYPE_GRASS) | - (1<<LLPipeline::RENDER_TYPE_FULLBRIGHT) | - (1<<LLPipeline::RENDER_TYPE_BUMP) | - (1<<LLPipeline::RENDER_TYPE_VOLUME) | - (1<<LLPipeline::RENDER_TYPE_AVATAR) | - (1<<LLPipeline::RENDER_TYPE_TREE) | - (1<<LLPipeline::RENDER_TYPE_TERRAIN) | - 0); - - //clip out geometry on the same side of water as the camera - static LLCullResult result; - S32 occlude = LLPipeline::sUseOcclusion; - LLPipeline::sUseOcclusion = 1; - LLPipeline::sShadowRender = TRUE; - //hack to prevent LOD updates from using sun camera origin - shadow_cam.setOrigin(camera.getOrigin()); - updateCull(shadow_cam, result); - stateSort(shadow_cam, result); - + stop_glerror(); + + mShadow[j].bindTarget(); + mShadow[j].getViewport(gGLViewport); + + { + static LLCullResult result[4]; + + //LLGLEnable enable(GL_DEPTH_CLAMP_NV); + renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE); + } + + mShadow[j].flush(); + if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) { LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); mShadowCamera[j+4] = shadow_cam; } + } - LLFastTimer t(FTM_SHADOW_RENDER); + - stop_glerror(); + F32 fade_amt = gFrameIntervalSeconds * llmax(LLViewerCamera::getInstance()->getVelocityStat()->getCurrentPerSec(), 1.f); + + //update shadow targets + for (U32 i = 0; i < 2; i++) + { //for each current shadow + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW4+i; + + if (mShadowSpotLight[i].notNull() && + (mShadowSpotLight[i] == mTargetShadowSpotLight[0] || + mShadowSpotLight[i] == mTargetShadowSpotLight[1])) + { //keep this spotlight + mSpotLightFade[i] = llmin(mSpotLightFade[i]+fade_amt, 1.f); + } + else + { //fade out this light + mSpotLightFade[i] = llmax(mSpotLightFade[i]-fade_amt, 0.f); + + if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull()) + { //faded out, grab one of the pending spots (whichever one isn't already taken) + if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i+1)%2]) + { + mShadowSpotLight[i] = mTargetShadowSpotLight[0]; + } + else + { + mShadowSpotLight[i] = mTargetShadowSpotLight[1]; + } + } + } + } - mSunShadow[j].bindTarget(); - mSunShadow[j].getViewport(gGLViewport); + for (S32 i = 0; i < 2; i++) + { + glh_set_current_modelview(saved_view); + glh_set_current_projection(saved_proj); + if (mShadowSpotLight[i].isNull()) { - LLGLDepthTest depth(GL_TRUE); - mSunShadow[j].clear(); + continue; } - U32 types[] = { LLRenderPass::PASS_SIMPLE, LLRenderPass::PASS_FULLBRIGHT, LLRenderPass::PASS_SHINY, LLRenderPass::PASS_BUMP }; - LLGLEnable cull(GL_CULL_FACE); + LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume(); - //generate sun shadow map - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadMatrixf(proj[j].m); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadMatrixf(view[j].m); + if (!volume) + { + mShadowSpotLight[i] = NULL; + continue; + } - stop_glerror(); - gGLLastMatrix = NULL; + LLDrawable* drawable = mShadowSpotLight[i]; - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - glColor4f(1,1,1,1); + LLVector3 params = volume->getSpotLightParams(); + F32 fov = params.mV[0]; + + //get agent->light space matrix (modelview) + LLVector3 center = drawable->getPositionAgent(); + LLQuaternion quat = volume->getRenderRotation(); + + //get near clip plane + LLVector3 scale = volume->getScale(); + LLVector3 at_axis(0,0,-scale.mV[2]*0.5f); + at_axis *= quat; + + LLVector3 np = center+at_axis; + at_axis.normVec(); + + //get origin that has given fov for plane np, at_axis, and given scale + F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f); + + LLVector3 origin = np - at_axis*dist; + + LLMatrix4 mat(quat, LLVector4(origin, 1.f)); + + view[i+4] = glh::matrix4f((F32*) mat.mMatrix); + + view[i+4] = view[i+4].inverse(); + + //get perspective matrix + F32 near_clip = dist+0.01f; + F32 width = scale.mV[VX]; + F32 height = scale.mV[VY]; + F32 far_clip = dist+volume->getLightRadius()*1.5f; + + F32 fovy = fov * RAD_TO_DEG; + F32 aspect = width/height; - glCullFace(GL_FRONT); + proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip); - stop_glerror(); + //translate and scale to from [-1, 1] to [0, 1] + glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, + 0.f, 0.5f, 0.f, 0.5f, + 0.f, 0.f, 0.5f, 0.5f, + 0.f, 0.f, 0.f, 1.f); - gGL.setColorMask(false, false); + glh_set_current_modelview(view[i+4]); + glh_set_current_projection(proj[i+4]); - gDeferredShadowProgram.bind(); - { - LLFastTimer ftm(FTM_SHADOW_SIMPLE); - LLGLDisable test(GL_ALPHA_TEST); - gGL.getTexUnit(0)->disable(); - for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i) - { - renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE); - } - gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); - } + mSunShadowMatrix[i+4] = trans*proj[i+4]*view[i+4]*inv_view; + for (U32 j = 0; j < 16; j++) { - LLFastTimer ftm(FTM_SHADOW_ALPHA); - LLGLEnable test(GL_ALPHA_TEST); - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.6f); - renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE); - glColor4f(1,1,1,1); - renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE); - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + gGLLastModelView[j] = mShadowModelview[i+4].m[j]; + gGLLastProjection[j] = mShadowProjection[i+4].m[j]; } - - gDeferredShadowProgram.unbind(); - renderGeomShadow(shadow_cam); + mShadowModelview[i+4] = view[i+4]; + mShadowProjection[i+4] = proj[i+4]; - gGL.setColorMask(true, true); + LLCamera shadow_cam = camera; + shadow_cam.setFar(far_clip); + shadow_cam.setOrigin(origin); - glCullFace(GL_BACK); - LLPipeline::sUseOcclusion = occlude; - LLPipeline::sShadowRender = FALSE; - mRenderTypeMask = type_mask; - - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - gGLLastMatrix = NULL; + LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); - mSunShadow[j].flush(); - } + stop_glerror(); + + mShadow[i+4].bindTarget(); + mShadow[i+4].getViewport(gGLViewport); + + static LLCullResult result[2]; + + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+i+4; + + renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE); + + mShadow[i+4].flush(); + } if (!gSavedSettings.getBOOL("CameraOffset")) { @@ -6474,6 +8590,14 @@ void LLPipeline::generateSunShadow(LLCamera& camera) glMatrixMode(GL_MODELVIEW); } gGL.setColorMask(true, false); + + for (U32 i = 0; i < 16; i++) + { + gGLLastModelView[i] = last_modelview[i]; + gGLLastProjection[i] = last_projection[i]; + } + + mRenderTypeMask = type_mask; } void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture) @@ -6482,7 +8606,7 @@ void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL textu { LLSpatialGroup* group = *i; if (!group->isDead() && - (!sUseOcclusion || !group->isState(LLSpatialGroup::OCCLUDED)) && + (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && gPipeline.hasRenderType(group->mSpatialPartition->mDrawableType) && group->mDrawMap.find(type) != group->mDrawMap.end()) { @@ -6525,7 +8649,16 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) (1<<LLPipeline::RENDER_TYPE_SIMPLE) | (1<<LLPipeline::RENDER_TYPE_FULLBRIGHT) | (1<<LLPipeline::RENDER_TYPE_ALPHA) | - (1<<LLPipeline::RENDER_TYPE_INVISIBLE); + (1<<LLPipeline::RENDER_TYPE_INVISIBLE) | + (1 << LLPipeline::RENDER_TYPE_PASS_SIMPLE) | + (1 << LLPipeline::RENDER_TYPE_PASS_ALPHA) | + (1 << LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK) | + (1 << LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT) | + (1 << LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK) | + (1 << LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY) | + (1 << LLPipeline::RENDER_TYPE_PASS_SHINY) | + (1 << LLPipeline::RENDER_TYPE_PASS_INVISIBLE) | + (1 << LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY); } mask = mask & gPipeline.getRenderTypeMask(); @@ -6535,6 +8668,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) S32 occlusion = sUseOcclusion; sUseOcclusion = 0; sReflectionRender = sRenderDeferred ? FALSE : TRUE; + sShadowRender = TRUE; sImpostorRender = TRUE; markVisible(avatar->mDrawable, *LLViewerCamera::getInstance()); @@ -6611,20 +8745,23 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) if (!avatar->mImpostor.isComplete() || resX != avatar->mImpostor.getWidth() || resY != avatar->mImpostor.getHeight()) { + avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,TRUE); + if (LLPipeline::sRenderDeferred) { - avatar->mImpostor.allocate(resX,resY,GL_RGBA16F_ARB,TRUE,TRUE); addDeferredAttachments(avatar->mImpostor); } - else - { - avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,TRUE); - } + gGL.getTexUnit(0)->bind(&avatar->mImpostor); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } + LLGLEnable stencil(GL_STENCIL_TEST); + glStencilMask(0xFFFFFFFF); + glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); + glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + { LLGLEnable scissor(GL_SCISSOR_TEST); glScissor(0, 0, resX, resY); @@ -6632,15 +8769,11 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) avatar->mImpostor.clear(); } - LLGLEnable stencil(GL_STENCIL_TEST); - - glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); - glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); - if (LLPipeline::sRenderDeferred) { stop_glerror(); renderGeomDeferred(camera); + renderGeomPostDeferred(camera); } else { @@ -6650,11 +8783,16 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_EQUAL, 1, 0xFFFFFF); - if (!sRenderDeferred || muted) - { + { //create alpha mask based on stencil buffer (grey out if muted) LLVector3 left = camera.getLeftAxis()*tdim.mV[0]*2.f; LLVector3 up = camera.getUpAxis()*tdim.mV[1]*2.f; + if (LLPipeline::sRenderDeferred) + { + GLuint buff = GL_COLOR_ATTACHMENT0_EXT; + glDrawBuffersARB(1, &buff); + } + LLGLEnable blend(muted ? 0 : GL_BLEND); if (muted) @@ -6693,6 +8831,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) sUseOcclusion = occlusion; sReflectionRender = FALSE; sImpostorRender = FALSE; + sShadowRender = FALSE; gPipeline.mRenderTypeMask = saved_mask; glMatrixMode(GL_PROJECTION); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 8f6867aa01..ce50a37405 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -150,6 +150,8 @@ public: void markMoved(LLDrawable *drawablep, BOOL damped_motion = FALSE); void markShift(LLDrawable *drawablep); void markTextured(LLDrawable *drawablep); + void markGLRebuild(LLGLUpdate* glu); + void markRebuild(LLSpatialGroup* group, BOOL priority = FALSE); void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL, BOOL priority = FALSE); //get the object between start and end that's closest to start. @@ -200,10 +202,14 @@ public: void updateMove(); BOOL visibleObjectsInFrustum(LLCamera& camera); BOOL getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max); + BOOL getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir = LLVector3(0,0,0)); void updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip = 0); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane void createObjects(F32 max_dtime); void createObject(LLViewerObject* vobj); void updateGeom(F32 max_dtime); + void updateGL(); + void rebuildPriorityGroups(); + void rebuildGroups(); //calculate pixel area of given box from vantage point of given camera static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera); @@ -224,12 +230,21 @@ public: void renderGeomDeferred(LLCamera& camera); void renderGeomPostDeferred(LLCamera& camera); void renderGeomShadow(LLCamera& camera); - void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0); + void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, LLRenderTarget* gi_source = NULL, LLRenderTarget* last_gi_post = NULL, U32 noise_map = 0xFFFFFFFF); + void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep); + void unbindDeferredShader(LLGLSLShader& shader); void renderDeferredLighting(); void generateWaterReflection(LLCamera& camera); void generateSunShadow(LLCamera& camera); + void generateHighlight(LLCamera& camera); + void renderHighlight(const LLViewerObject* obj, F32 fade); + void setHighlightObject(LLDrawable* obj) { mHighlightObject = obj; } + + + void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader = TRUE, BOOL use_occlusion = TRUE); + void generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc); void renderHighlights(); void renderDebug(); @@ -324,23 +339,35 @@ public: enum LLRenderTypeMask { // Following are pool types (some are also object types) - RENDER_TYPE_SKY = LLDrawPool::POOL_SKY, - RENDER_TYPE_WL_SKY = LLDrawPool::POOL_WL_SKY, - RENDER_TYPE_GROUND = LLDrawPool::POOL_GROUND, - RENDER_TYPE_TERRAIN = LLDrawPool::POOL_TERRAIN, - RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE, - RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS, - RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT, - RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP, - RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR, - RENDER_TYPE_TREE = LLDrawPool::POOL_TREE, - RENDER_TYPE_INVISIBLE = LLDrawPool::POOL_INVISIBLE, - RENDER_TYPE_WATER = LLDrawPool::POOL_WATER, - RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA, - RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW, - + RENDER_TYPE_SKY = LLDrawPool::POOL_SKY, + RENDER_TYPE_WL_SKY = LLDrawPool::POOL_WL_SKY, + RENDER_TYPE_GROUND = LLDrawPool::POOL_GROUND, + RENDER_TYPE_TERRAIN = LLDrawPool::POOL_TERRAIN, + RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE, + RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS, + RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT, + RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP, + RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR, + RENDER_TYPE_TREE = LLDrawPool::POOL_TREE, + RENDER_TYPE_INVISIBLE = LLDrawPool::POOL_INVISIBLE, + RENDER_TYPE_WATER = LLDrawPool::POOL_WATER, + RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA, + RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW, + RENDER_TYPE_PASS_SIMPLE = LLRenderPass::PASS_SIMPLE, + RENDER_TYPE_PASS_GRASS = LLRenderPass::PASS_GRASS, + RENDER_TYPE_PASS_FULLBRIGHT = LLRenderPass::PASS_FULLBRIGHT, + RENDER_TYPE_PASS_INVISIBLE = LLRenderPass::PASS_INVISIBLE, + RENDER_TYPE_PASS_INVISI_SHINY = LLRenderPass::PASS_INVISI_SHINY, + RENDER_TYPE_PASS_FULLBRIGHT_SHINY = LLRenderPass::PASS_FULLBRIGHT_SHINY, + RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY, + RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP, + RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW, + RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA, + RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK, + RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, + RENDER_TYPE_PASS_ALPHA_SHADOW = LLRenderPass::PASS_ALPHA_SHADOW, // Following are object types (only used in drawable mRenderType) - RENDER_TYPE_HUD = LLDrawPool::NUM_POOL_TYPES, + RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES, RENDER_TYPE_VOLUME, RENDER_TYPE_PARTICLES, RENDER_TYPE_CLOUDS, @@ -383,7 +410,8 @@ public: RENDER_DEBUG_SHADOW_FRUSTA = 0x0040000, RENDER_DEBUG_SCULPTED = 0x0080000, RENDER_DEBUG_AVATAR_VOLUME = 0x0100000, - RENDER_DEBUG_AGENT_TARGET = 0x0200000, + RENDER_DEBUG_BUILD_QUEUE = 0x0200000, + RENDER_DEBUG_AGENT_TARGET = 0x0400000, }; public: @@ -423,7 +451,6 @@ public: static BOOL sUseFBO; static BOOL sUseFarClip; static BOOL sShadowRender; - static BOOL sSkipUpdate; //skip lod updates static BOOL sWaterReflections; static BOOL sDynamicLOD; static BOOL sPickAvatar; @@ -437,19 +464,47 @@ public: static BOOL sRenderAttachedParticles; static BOOL sRenderDeferred; static S32 sVisibleLightCount; + static F32 sMinRenderSize; //screen texture LLRenderTarget mScreen; + LLRenderTarget mUIScreen; LLRenderTarget mDeferredScreen; - LLRenderTarget mDeferredLight[2]; + LLRenderTarget mEdgeMap; + LLRenderTarget mDeferredDepth; + LLRenderTarget mDeferredLight[3]; LLMultisampleBuffer mSampleBuffer; + LLRenderTarget mGIMap; + LLRenderTarget mGIMapPost[2]; + LLRenderTarget mLuminanceMap; + LLRenderTarget mHighlight; //sun shadow map - LLRenderTarget mSunShadow[4]; + LLRenderTarget mShadow[6]; + std::vector<LLVector3> mShadowFrustPoints[4]; + LLVector4 mShadowError; + LLVector4 mShadowFOV; + LLVector3 mShadowFrustOrigin[4]; LLCamera mShadowCamera[8]; LLVector3 mShadowExtents[4][2]; - glh::matrix4f mSunShadowMatrix[4]; + glh::matrix4f mSunShadowMatrix[6]; + glh::matrix4f mShadowModelview[6]; + glh::matrix4f mShadowProjection[6]; + glh::matrix4f mGIMatrix; + glh::matrix4f mGIMatrixProj; + glh::matrix4f mGIModelview; + glh::matrix4f mGIProjection; + glh::matrix4f mGINormalMatrix; + glh::matrix4f mGIInvProj; + LLVector2 mGIRange; + F32 mGILightRadius; + + LLPointer<LLDrawable> mShadowSpotLight[2]; + F32 mSpotLightFade[2]; + LLPointer<LLDrawable> mTargetShadowSpotLight[2]; + LLVector4 mSunClipPlanes; + LLVector4 mSunOrthoClipPlanes; LLVector2 mScreenScale; @@ -464,6 +519,8 @@ public: //noise map U32 mNoiseMap; + U32 mTrueNoiseMap; + U32 mLightFunc; LLColor4 mSunDiffuse; LLVector3 mSunDir; @@ -524,12 +581,45 @@ protected: // LLDrawable::drawable_list_t mBuildQ1; // priority LLDrawable::drawable_list_t mBuildQ2; // non-priority + LLSpatialGroup::sg_list_t mGroupQ1; //priority + LLSpatialGroup::sg_vector_t mGroupQ2; // non-priority + LLViewerObject::vobj_list_t mCreateQ; LLDrawable::drawable_set_t mActiveQ; LLDrawable::drawable_set_t mRetexturedList; + class HighlightItem + { + public: + const LLPointer<LLDrawable> mItem; + mutable F32 mFade; + + HighlightItem(LLDrawable* item) + : mItem(item), mFade(0) + { + } + + bool operator<(const HighlightItem& rhs) const + { + return mItem < rhs.mItem; + } + + bool operator==(const HighlightItem& rhs) const + { + return mItem == rhs.mItem; + } + + void incrFade(F32 val) const + { + mFade = llclamp(mFade+val, 0.f, 1.f); + } + }; + + std::set<HighlightItem> mHighlightSet; + LLPointer<LLDrawable> mHighlightObject; + ////////////////////////////////////////////////// // // Draw pools are responsible for storing all rendered data, diff --git a/indra/newview/skins/default/xui/en/floater_tools.xml b/indra/newview/skins/default/xui/en/floater_tools.xml index 327dc07cbe..46679c19d2 100644 --- a/indra/newview/skins/default/xui/en/floater_tools.xml +++ b/indra/newview/skins/default/xui/en/floater_tools.xml @@ -2124,29 +2124,50 @@ name="colorswatch" tool_tip="Click to open Color Picker" width="40" /> - <spinner + <texture_picker + allow_no_texture="true" + top_delta="0" + can_apply_immediately="true" + default_image_name="Default" + follows="left|top" + height="48" + label="" + left_delta="57" + mouse_opaque="true" + name="light texture control" + tool_tip="Click to choose a projection image (only has effect with deferred rendering enabled)" + width="32" /> + <spinner follows="left|top" height="19" initial_value="0.5" label="Intensity" label_width="70" layout="topleft" - left_pad="15" + left="10" name="Light Intensity" - top_pad="-50" + top_pad="3" width="128" /> - <spinner + <spinner bottom_delta="0" decimal_digits="3" follows="left|top" height="16" + increment="0.1" initial_val="0.5" label="FOV" label_width="55" + left="144" max_val="3" min_val="0" mouse_opaque="true" + name="Light FOV" width="120" /> + <spinner follows="left|top" height="19" initial_value="5" label="Radius" label_width="70" layout="topleft" - left_delta="0" + left="10" max_val="20" name="Light Radius" top_pad="3" width="128" /> + <spinner bottom_delta="0" decimal_digits="3" follows="left|top" height="16" + increment="0.5" initial_val="0.5" label="Focus" label_width="55" + left="144" max_val="20" min_val="-20" mouse_opaque="true" + name="Light Focus" width="120" /> <spinner follows="left|top" height="19" @@ -2155,13 +2176,17 @@ label="Falloff" label_width="70" layout="topleft" - left_delta="0" + left="10" max_val="2" name="Light Falloff" top_pad="3" width="128" /> + <spinner bottom_delta="0" decimal_digits="3" follows="left|top" height="16" + increment="0.05" initial_val="1" label="Ambiance" label_width="55" + left="144" max_val="1" min_val="0" mouse_opaque="true" + name="Light Ambiance" width="120" /> </panel> - <panel + <panel border="false" follows="left|top|right|bottom" height="367" diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml index ee15e6f29c..13350c1bf3 100644 --- a/indra/newview/skins/default/xui/en/menu_viewer.xml +++ b/indra/newview/skins/default/xui/en/menu_viewer.xml @@ -2143,6 +2143,147 @@ </menu> <menu_item_separator layout="topleft" /> + <menu + create_jump_keys="true" + label="Render Metadata" + layout="topleft" + name="Render Metadata" + tear_off="true"> + <menu_item_check + label="Bounding Boxes" + layout="topleft" + name="Bounding Boxes"> + <menu_item_check.on_check + function="Advanced.CheckInfoDisplay" + parameter="bboxes" /> + <menu_item_check.on_click + function="Advanced.ToggleInfoDisplay" + parameter="bboxes" /> + </menu_item_check> + <menu_item_check + label="Octree" + layout="topleft" + name="Octree"> + <menu_item_check.on_check + function="Advanced.CheckInfoDisplay" + parameter="octree" /> + <menu_item_check.on_click + function="Advanced.ToggleInfoDisplay" + parameter="octree" /> + </menu_item_check> + <menu_item_check + label="Shadow Frusta" + layout="topleft" + name="Shadow Frusta"> + <menu_item_check.on_check + function="Advanced.CheckInfoDisplay" + parameter="shadow frusta" /> + <menu_item_check.on_click + function="Advanced.ToggleInfoDisplay" + parameter="shadow frusta" /> + </menu_item_check> + <menu_item_check + label="Occlusion" + layout="topleft" + name="Occlusion"> + <menu_item_check.on_check + function="Advanced.CheckInfoDisplay" + parameter="occlusion" /> + <menu_item_check.on_click + function="Advanced.ToggleInfoDisplay" + parameter="occlusion" /> + </menu_item_check> + <menu_item_check + label="Render Batches" + layout="topleft" + name="Render Batches"> + <menu_item_check.on_check + function="Advanced.CheckInfoDisplay" + parameter="render batches" /> + <menu_item_check.on_click + function="Advanced.ToggleInfoDisplay" + parameter="render batches" /> + </menu_item_check> + <menu_item_check + label="Texture Anim" + layout="topleft" + name="Texture Anim"> + <menu_item_check.on_check + function="Advanced.CheckInfoDisplay" + parameter="texture anim" /> + <menu_item_check.on_click + function="Advanced.ToggleInfoDisplay" + parameter="texture anim" /> + </menu_item_check> + <menu_item_check + label="Texture Priority" + layout="topleft" + name="Texture Priority"> + <menu_item_check.on_check + function="Advanced.CheckInfoDisplay" + parameter="texture priority" /> + <menu_item_check.on_click + function="Advanced.ToggleInfoDisplay" + parameter="texture priority" /> + </menu_item_check> + <menu_item_check + label="Texture Area" + layout="topleft" + name="Texture Area"> + <menu_item_check.on_check + function="Advanced.CheckInfoDisplay" + parameter="texture area" /> + <menu_item_check.on_click + function="Advanced.ToggleInfoDisplay" + parameter="texture area" /> + </menu_item_check> + <menu_item_check + label="Face Area" + layout="topleft" + name="Face Area"> + <menu_item_check.on_check + function="Advanced.CheckInfoDisplay" + parameter="face area" /> + <menu_item_check.on_click + function="Advanced.ToggleInfoDisplay" + parameter="face area" /> + </menu_item_check> + <menu_item_check + label="Lights" + layout="topleft" + name="Lights"> + <menu_item_check.on_check + function="Advanced.CheckInfoDisplay" + parameter="lights" /> + <menu_item_check.on_click + function="Advanced.ToggleInfoDisplay" + parameter="lights" /> + </menu_item_check> + <menu_item_check + label="Collision Skeleton" + layout="topleft" + name="Collision Skeleton"> + <menu_item_check.on_check + function="Advanced.CheckInfoDisplay" + parameter="collision skeleton" /> + <menu_item_check.on_click + function="Advanced.ToggleInfoDisplay" + parameter="collision skeleton" /> + </menu_item_check> + <menu_item_check + label="Raycast" + layout="topleft" + name="Raycast"> + <menu_item_check.on_check + function="Advanced.CheckInfoDisplay" + parameter="raycast" /> + <menu_item_check.on_click + function="Advanced.ToggleInfoDisplay" + parameter="raycast" /> + </menu_item_check> + </menu> + <menu_item_separator + layout="topleft" /> <menu create_jump_keys="true" label="Display Info" @@ -2406,7 +2547,47 @@ <menu_item_check.on_enable function="Advanced.EnableObjectObjectOcclusion" /> </menu_item_check> - <menu_item_check + <menu_item_check + label="Framebuffer Objects" + layout="topleft" + name="Framebuffer Objects"> + <menu_item_check.on_check + function="CheckControl" + parameter="RenderUseFBO" /> + <menu_item_check.on_click + function="ToggleControl" + parameter="RenderUseFBO" /> + <menu_item_check.on_enable + function="Advanced.EnableRenderFBO" /> + </menu_item_check> + <menu_item_check + label="Deferred Rendering" + layout="topleft" + name="Deferred Rendering"> + <menu_item_check.on_check + function="CheckControl" + parameter="RenderDeferred" /> + <menu_item_check.on_click + function="ToggleControl" + parameter="RenderDeferred" /> + <menu_item_check.on_enable + function="Advanced.EnableRenderDeferred" /> + </menu_item_check> + <menu_item_check + label="Global Illumintation" + layout="topleft" + name="Global Illumination"> + <menu_item_check.on_check + function="CheckControl" + parameter="RenderDeferredGI" /> + <menu_item_check.on_click + function="ToggleControl" + parameter="RenderDeferredGI" /> + <menu_item_check.on_enable + function="Advanced.EnableRenderDeferredGI" /> + </menu_item_check> + + <menu_item_check label="Debug GL" layout="topleft" name="Debug GL"> @@ -2461,6 +2642,16 @@ function="Advanced.ToggleDisableTextures" /> </menu_item_check> <menu_item_check + label="Texture Atlas" + layout="topleft" + name="Texture Atlas"> + <menu_item_check.on_check + function="Advanced.CheckTextureAtlas" + parameter="TextureAtlas" /> + <menu_item_check.on_click + function="Advanced.ToggleTextureAtlas" /> + </menu_item_check> + <menu_item_check label="Render Attached Lights" layout="topleft" name="Render Attached Lights"> |