diff options
author | Dave Parks <davep@lindenlab.com> | 2013-03-27 21:59:52 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2013-03-27 21:59:52 -0500 |
commit | 4f8827d2a8fc37f88d271be20f8fa03b14ec5732 (patch) | |
tree | fe67cdbdc5d638b41fc0845fd947e6c4eb264e73 /indra/newview | |
parent | a4510f5b1ce72a639889431d6f86e10b6fff96ad (diff) | |
parent | 6300f4f768de13823a754831797cb34022f87b60 (diff) |
Automated merge with https://bitbucket.org/lindenlab/viewer-development-materials
Diffstat (limited to 'indra/newview')
26 files changed, 268 insertions, 321 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index ef04ef5ce6..dd87ddb330 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -59,7 +59,6 @@ void main() vec4 pos = vec4(vary_position, 1.0); vec4 diff= diffuseLookup(vary_texcoord0.xy); - diff.rgb = pow(diff.rgb, vec3(2.2)); vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index aaf1e5e572..a887728493 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -48,7 +48,7 @@ void main() dot(norm,vary_mat1), dot(norm,vary_mat2)); - frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0); + frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(tnorm); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 85f28f68c0..2e456d00dd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -38,7 +38,7 @@ VARYING vec2 vary_texcoord0; void main() { vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; - frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0); + frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 6b5a922c29..bb6dc9a57d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -37,7 +37,7 @@ void main() { vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; - frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0); + frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 4f7fc6a411..5392466b25 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -23,6 +23,12 @@ * $/LicenseInfo$ */ +#define DIFFUSE_ALPHA_MODE_IGNORE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_GLOW 3 + + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else @@ -31,36 +37,52 @@ out vec4 frag_data[3]; uniform sampler2D diffuseMap; +#if HAS_NORMAL_MAP uniform sampler2D bumpMap; +#endif +#if HAS_SPECULAR_MAP uniform sampler2D specularMap; uniform float env_intensity; +#endif + uniform vec4 specular_color; -#ifdef ALPHA_TEST +#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK uniform float minimum_alpha; #endif +#if HAS_NORMAL_MAP VARYING vec3 vary_mat0; VARYING vec3 vary_mat1; VARYING vec3 vary_mat2; +#else +VARYING vec3 vary_normal; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; + void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; + vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + col.rgb *= vertex_color.rgb; - #ifdef ALPHA_TEST +#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK if (col.a < minimum_alpha) { discard; } - #endif - +#endif + +#if HAS_SPECULAR_MAP vec4 spec = texture2D(specularMap, vary_texcoord0.xy); +#else + vec4 spec = specular_color; +#endif +#if HAS_NORMAL_MAP vec4 norm = texture2D(bumpMap, vary_texcoord0.xy); norm.xyz = norm.xyz * 2 - 1; @@ -68,19 +90,29 @@ void main() vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), dot(norm.xyz,vary_mat1), dot(norm.xyz,vary_mat2)); +#else + vec4 norm = vec4(0,0,0,1.0); + vec3 tnorm = vary_normal; +#endif vec4 final_color = col; - final_color.rgb *= 1 - spec.a * env_intensity; - - #ifndef EMISSIVE_MASK + +#if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_GLOW final_color.a = 0; - #endif +#endif vec4 final_specular = spec; +#if HAS_SPECULAR_MAP + //final_color.rgb *= 1 - spec.a * env_intensity; final_specular.rgb *= specular_color.rgb; - final_specular.a = specular_color.a * norm.a; - + vec4 final_normal = vec4(normalize(tnorm), spec.a * env_intensity); + final_specular.a = specular_color.a * spec.a; +#else + vec4 final_normal = vec4(normalize(tnorm), 0.0); + final_specular.a = spec.a; +#endif + final_normal.xyz = final_normal.xyz * 0.5 + 0.5; frag_data[0] = final_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index c8d38bb8f7..f92ad63100 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -31,11 +31,17 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; + +#if HAS_NORMAL_MAP ATTRIBUTE vec3 binormal; VARYING vec3 vary_mat0; VARYING vec3 vary_mat1; VARYING vec3 vary_mat2; +#else +VARYING vec3 vary_normal; +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -45,13 +51,18 @@ void main() gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vec3 n = normalize(normal_matrix * normal); +#if HAS_NORMAL_MAP vec3 b = normalize(normal_matrix * binormal); vec3 t = cross(b, n); vary_mat0 = vec3(t.x, b.x, n.x); vary_mat1 = vec3(t.y, b.y, n.y); vary_mat2 = vec3(t.z, b.z, n.z); +#else + vary_normal = n; +#endif vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 3f57b006cd..bf362e21a4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -37,7 +37,6 @@ uniform mat4 inv_proj; uniform vec2 screen_res; uniform float max_cof; uniform float res_scale; -uniform float global_gamma; VARYING vec2 vary_fragcoord; @@ -124,6 +123,6 @@ void main() diff /= w; } - diff.rgb = pow(diff.rgb, vec3(1.0/global_gamma)); + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index c891c4e445..eb5beeef39 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -35,13 +35,12 @@ uniform sampler2DRect diffuseRect; uniform sampler2D bloomMap; uniform vec2 screen_res; -uniform float global_gamma; VARYING vec2 vary_fragcoord; void main() { vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - diff.rgb = pow(diff.rgb, vec3(1.0/global_gamma)); + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); frag_color = diff + bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 2ec3fe4a52..f50935c1a8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -77,11 +77,6 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 samplesRGB(vec3 color) -{ - return pow(color, vec3(2.2)); -} - vec4 getPosition_d(vec2 pos_screen, float depth) { vec2 sc = pos_screen.xy*2.0; @@ -106,15 +101,15 @@ vec3 getPositionEye() } vec3 getSunlitColor() { - return samplesRGB(vary_SunlitColor) * 4.4; + return vary_SunlitColor; } vec3 getAmblitColor() { - return samplesRGB((vary_AmblitColor)) * 2.2; + return vary_AmblitColor; } vec3 getAdditiveColor() { - return samplesRGB(vary_AdditiveColor) * 2.2; + return vary_AdditiveColor; } vec3 getAtmosAttenuation() { @@ -305,7 +300,7 @@ void main() // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r); + vec3 dumbshiny = vary_SunlitColor*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; @@ -314,7 +309,7 @@ void main() //add environmentmap vec3 env_vec = env_mat * refnormpersp; - col = mix(col.rgb, samplesRGB(textureCube(environmentMap, env_vec).rgb) * 2.2, + col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, max(norm.a-diffuse.a*2.0, 0.0)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 9bdf87678f..cca63872de 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -72,8 +72,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = tc-vec2(0.5); float det = max(1.0-lod/(proj_lod*0.5), 0.0); @@ -89,8 +87,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); float det = min(lod/(proj_lod*0.5), 1.0); @@ -108,8 +104,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = tc-vec2(0.5); float d = dot(dist,dist); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index 9543be562b..6c34643aab 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -37,8 +37,6 @@ vec3 fullbrightScaleSoftClip(vec3 light); VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -uniform float texture_gamma; - void fullbright_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; @@ -47,7 +45,7 @@ void fullbright_lighting() { discard; } - color.rgb = pow(color.rgb, vec3(texture_gamma)); + color.rgb = fullbrightAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 359864556d..12706f130b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -149,7 +149,6 @@ void main() } vec4 diff = diffuseLookup(vary_texcoord0.xy); - diff.rgb = pow(diff.rgb, vec3(2.2)); vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 695887c5ff..5621e47ab7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -71,8 +71,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = tc-vec2(0.5); float det = max(1.0-lod/(proj_lod*0.5), 0.0); @@ -88,8 +86,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); float det = min(lod/(proj_lod*0.5), 1.0); @@ -107,8 +103,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = tc-vec2(0.5); float d = dot(dist,dist); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index e95991a635..ff20b63972 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -79,11 +79,6 @@ vec3 vary_AmblitColor; vec3 vary_AdditiveColor; vec3 vary_AtmosAttenuation; -vec3 samplesRGB(vec3 color) -{ - return pow(color, vec3(2.2)); -} - vec4 getPosition_d(vec2 pos_screen, float depth) { vec2 sc = pos_screen.xy*2.0; @@ -108,15 +103,15 @@ vec3 getPositionEye() } vec3 getSunlitColor() { - return samplesRGB(vary_SunlitColor) * 4.4; + return vary_SunlitColor; } vec3 getAmblitColor() { - return samplesRGB(vary_AmblitColor) * 2.2; + return vary_AmblitColor; } vec3 getAdditiveColor() { - return samplesRGB(vary_AdditiveColor) * 2.2; + return vary_AdditiveColor; } vec3 getAtmosAttenuation() { @@ -314,7 +309,7 @@ void main() // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r); + vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; @@ -323,7 +318,7 @@ void main() //add environmentmap vec3 env_vec = env_mat * refnormpersp; - col = mix(col.rgb, samplesRGB(textureCube(environmentMap, env_vec).rgb) * 2.2, + col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, max(norm.a-diffuse.a*2.0, 0.0)); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 525dd32106..6d6ad6d565 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -71,8 +71,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = tc-vec2(0.5); float det = max(1.0-lod/(proj_lod*0.5), 0.0); @@ -88,8 +86,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); float det = min(lod/(proj_lod*0.5), 1.0); @@ -107,8 +103,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = tc-vec2(0.5); float d = dot(dist,dist); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index dd7de9f123..765b0927c3 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl @@ -27,7 +27,7 @@ VARYING vec3 vary_SunlitColor; VARYING vec3 vary_AdditiveColor; VARYING vec3 vary_AtmosAttenuation; -uniform float global_gamma; + vec3 getSunlitColor() { return vec3(0,0,0); @@ -38,7 +38,7 @@ vec3 getAmblitColor() } vec3 getAdditiveColor() { - return pow(vary_AdditiveColor, vec3(global_gamma)) * global_gamma; + return vary_AdditiveColor; } vec3 getAtmosAttenuation() { diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index 61f3088648..99dbee15ee 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -33,20 +33,18 @@ vec3 sunlit_color; vec3 amblit_color; vec3 position_eye; -uniform float global_gamma; - vec3 getSunlitColor() { - return pow(sunlit_color, vec3(global_gamma)) * global_gamma; + return sunlit_color; } vec3 getAmblitColor() { - return pow(amblit_color, vec3(global_gamma)) * global_gamma; + return amblit_color; } vec3 getAdditiveColor() { - return pow(additive_color, vec3(global_gamma)) * global_gamma; + return additive_color; } vec3 getAtmosAttenuation() { diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index caa57ad583..77067cc1ec 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -134,7 +134,22 @@ public: PASS_SHINY, PASS_BUMP, PASS_POST_BUMP, - PASS_MATERIALS, + PASS_MATERIAL, + PASS_MATERIAL_ALPHA, + PASS_MATERIAL_ALPHA_MASK, + PASS_MATERIAL_ALPHA_GLOW, + PASS_SPECMAP, + PASS_SPECMAP_BLEND, + PASS_SPECMAP_MASK, + PASS_SPECMAP_GLOW, + PASS_NORMMAP, + PASS_NORMMAP_BLEND, + PASS_NORMMAP_MASK, + PASS_NORMMAP_GLOW, + PASS_NORMSPEC, + PASS_NORMSPEC_BLEND, + PASS_NORMSPEC_MASK, + PASS_NORMSPEC_GLOW, PASS_GLOW, PASS_ALPHA, PASS_ALPHA_MASK, diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp index f0e1221f15..b126dc3b4a 100644 --- a/indra/newview/lldrawpoolmaterials.cpp +++ b/indra/newview/lldrawpoolmaterials.cpp @@ -44,20 +44,75 @@ void LLDrawPoolMaterials::prerender() mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } +S32 LLDrawPoolMaterials::getNumDeferredPasses() +{ + return 12; +} + void LLDrawPoolMaterials::beginDeferredPass(S32 pass) { + U32 shader_idx[] = + { + 0, //LLRenderPass::PASS_MATERIAL, + //1, //LLRenderPass::PASS_MATERIAL_ALPHA, + 2, //LLRenderPass::PASS_MATERIAL_ALPHA_MASK, + 3, //LLRenderPass::PASS_MATERIAL_ALPHA_GLOW, + 4, //LLRenderPass::PASS_SPECMAP, + //5, //LLRenderPass::PASS_SPECMAP_BLEND, + 6, //LLRenderPass::PASS_SPECMAP_MASK, + 7, //LLRenderPass::PASS_SPECMAP_GLOW, + 8, //LLRenderPass::PASS_NORMMAP, + //9, //LLRenderPass::PASS_NORMMAP_BLEND, + 10, //LLRenderPass::PASS_NORMMAP_MASK, + 11, //LLRenderPass::PASS_NORMMAP_GLOW, + 12, //LLRenderPass::PASS_NORMSPEC, + //13, //LLRenderPass::PASS_NORMSPEC_BLEND, + 14, //LLRenderPass::PASS_NORMSPEC_MASK, + 15, //LLRenderPass::PASS_NORMSPEC_GLOW, + }; + + mShader = &(gDeferredMaterialProgram[shader_idx[pass]]); + mShader->bind(); + + diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP); + LLFastTimer t(FTM_RENDER_MATERIALS); } void LLDrawPoolMaterials::endDeferredPass(S32 pass) { LLFastTimer t(FTM_RENDER_MATERIALS); + + mShader->unbind(); + LLRenderPass::endRenderPass(pass); } void LLDrawPoolMaterials::renderDeferred(S32 pass) { - U32 type = LLRenderPass::PASS_MATERIALS; + U32 type_list[] = + { + LLRenderPass::PASS_MATERIAL, + //LLRenderPass::PASS_MATERIAL_ALPHA, + LLRenderPass::PASS_MATERIAL_ALPHA_MASK, + LLRenderPass::PASS_MATERIAL_ALPHA_GLOW, + LLRenderPass::PASS_SPECMAP, + //LLRenderPass::PASS_SPECMAP_BLEND, + LLRenderPass::PASS_SPECMAP_MASK, + LLRenderPass::PASS_SPECMAP_GLOW, + LLRenderPass::PASS_NORMMAP, + //LLRenderPass::PASS_NORMMAP_BLEND, + LLRenderPass::PASS_NORMMAP_MASK, + LLRenderPass::PASS_NORMMAP_GLOW, + LLRenderPass::PASS_NORMSPEC, + //LLRenderPass::PASS_NORMSPEC_BLEND, + LLRenderPass::PASS_NORMSPEC_MASK, + LLRenderPass::PASS_NORMSPEC_GLOW, + }; + + llassert(pass < sizeof(type_list)/sizeof(U32)); + + U32 type = type_list[pass]; LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type); LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type); @@ -65,27 +120,6 @@ void LLDrawPoolMaterials::renderDeferred(S32 pass) { LLDrawInfo& params = **i; - switch (params.mDiffuseAlphaMode) - { - case 0: - mShader = &gDeferredMaterialShinyNormal; - mShader->bind(); - break; - case 1: // Alpha blending not supported in the opaque draw pool. - return; - case 2: - mShader = &gDeferredMaterialShinyNormalAlphaTest; - mShader->bind(); - mShader->setMinimumAlpha(params.mAlphaMaskCutoff); - break; - case 3: - mShader = &gDeferredMaterialShinyNormalEmissive; - mShader->bind(); - break; - }; - - - mShader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]); mShader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity); @@ -101,10 +135,9 @@ void LLDrawPoolMaterials::renderDeferred(S32 pass) bindSpecularMap(params.mSpecularMap); } - diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP); + mShader->setMinimumAlpha(params.mAlphaMaskCutoff); + pushBatch(params, VERTEX_DATA_MASK, TRUE); - mShader->disableTexture(LLShaderMgr::DIFFUSE_MAP); - mShader->unbind(); } } @@ -118,72 +151,6 @@ void LLDrawPoolMaterials::bindNormalMap(LLViewerTexture* tex) mShader->bindTexture(LLShaderMgr::BUMP_MAP, tex); } -void LLDrawPoolMaterials::beginRenderPass(S32 pass) -{ - LLFastTimer t(FTM_RENDER_MATERIALS); - - // Materials isn't supported under forward rendering. - // Use the simple shaders to handle it instead. - // This is basically replicated from LLDrawPoolSimple. - - if (LLPipeline::sUnderWaterRender) - { - mShader = &gObjectSimpleWaterProgram; - } - else - { - mShader = &gObjectSimpleProgram; - } - - if (mVertexShaderLevel > 0) - { - mShader->bind(); - } - else - { - // don't use shaders! - if (gGLManager.mHasShaderObjects) - { - LLGLSLShader::bindNoShader(); - } - } -} - -void LLDrawPoolMaterials::endRenderPass(S32 pass) -{ - LLFastTimer t(FTM_RENDER_MATERIALS); - stop_glerror(); - LLRenderPass::endRenderPass(pass); - stop_glerror(); - if (mVertexShaderLevel > 0) - { - mShader->unbind(); - } -} - -void LLDrawPoolMaterials::render(S32 pass) -{ - LLGLDisable blend(GL_BLEND); - - { //render simple - LLFastTimer t(FTM_RENDER_MATERIALS); - gPipeline.enableLightsDynamic(); - - if (mVertexShaderLevel > 0) - { - U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX; - - pushBatches(LLRenderPass::PASS_MATERIALS, mask, TRUE, TRUE); - } - else - { - LLGLDisable alpha_test(GL_ALPHA_TEST); - renderTexture(LLRenderPass::PASS_MATERIALS, getVertexDataMask()); - } - } -} - - void LLDrawPoolMaterials::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures) { applyModelMatrix(params); diff --git a/indra/newview/lldrawpoolmaterials.h b/indra/newview/lldrawpoolmaterials.h index e8838c64d6..1f5565afc8 100644 --- a/indra/newview/lldrawpoolmaterials.h +++ b/indra/newview/lldrawpoolmaterials.h @@ -55,13 +55,11 @@ public: /*virtual*/ U32 getVertexDataMask() { return VERTEX_DATA_MASK; } - /*virtual*/ void render(S32 pass = 0); - /*virtual*/ void beginRenderPass( S32 pass ); - /*virtual*/ void endRenderPass( S32 pass ); - /*virtual*/ S32 getNumPasses() {return 1;} + /*virtual*/ void render(S32 pass = 0) { } + /*virtual*/ S32 getNumPasses() {return 0;} /*virtual*/ void prerender(); - /*virtual*/ S32 getNumDeferredPasses() {return 1;} + /*virtual*/ S32 getNumDeferredPasses(); /*virtual*/ void beginDeferredPass(S32 pass); /*virtual*/ void endDeferredPass(S32 pass); /*virtual*/ void renderDeferred(S32 pass); diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index cef07984e0..71cd87cc85 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -1087,7 +1087,7 @@ void render_hud_attachments() 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_MATERIALS); + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_MATERIAL); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 17bfc24f43..4e38d2f7e9 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -208,15 +208,7 @@ LLGLSLShader gDeferredStarProgram; LLGLSLShader gNormalMapGenProgram; // Deferred materials shaders -LLGLSLShader gDeferredMaterialShiny; -LLGLSLShader gDeferredMaterialNormal; -LLGLSLShader gDeferredMaterialShinyNormal; -LLGLSLShader gDeferredMaterialShinyAlphaTest; -LLGLSLShader gDeferredMaterialNormalAlphaTest; -LLGLSLShader gDeferredMaterialShinyNormalAlphaTest; -LLGLSLShader gDeferredMaterialShinyEmissive; -LLGLSLShader gDeferredMaterialNormalEmissive; -LLGLSLShader gDeferredMaterialShinyNormalEmissive; +LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT]; LLViewerShaderMgr::LLViewerShaderMgr() : mVertexShaderLevel(SHADER_COUNT, 0), @@ -1116,12 +1108,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWLCloudProgram.unload(); gDeferredStarProgram.unload(); gNormalMapGenProgram.unload(); - gDeferredMaterialShiny.unload(); - gDeferredMaterialNormal.unload(); - gDeferredMaterialShinyAlphaTest.unload(); - gDeferredMaterialNormalAlphaTest.unload(); - gDeferredMaterialShinyEmissive.unload(); - gDeferredMaterialNormalEmissive.unload(); + for (U32 i = 0; i < LLMaterial::SHADER_COUNT; ++i) + { + gDeferredMaterialProgram[i].unload(); + } return TRUE; } @@ -1236,114 +1226,28 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredBumpProgram.createShader(NULL, NULL); } - if (success) - { - gDeferredMaterialShiny.mName = "Deferred Shiny Material Shader"; - gDeferredMaterialShiny.mShaderFiles.clear(); - gDeferredMaterialShiny.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMaterialShiny.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredMaterialShiny.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredMaterialShiny.addPermutation("SHINY_MATERIAL", "1"); - success = gDeferredMaterialShiny.createShader(NULL, NULL); - } - - if (success) - { - gDeferredMaterialNormal.mName = "Deferred Normal Mapped Material Shader"; - gDeferredMaterialNormal.mShaderFiles.clear(); - gDeferredMaterialNormal.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMaterialNormal.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredMaterialNormal.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredMaterialNormal.addPermutation("NORMAL_MATERIAL", "1"); - success = gDeferredMaterialNormal.createShader(NULL, NULL); - } - - if (success) - { - gDeferredMaterialShinyNormal.mName = "Deferred Normal Mapped Shiny Material Shader"; - gDeferredMaterialShinyNormal.mShaderFiles.clear(); - gDeferredMaterialShinyNormal.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMaterialShinyNormal.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredMaterialShinyNormal.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredMaterialShinyNormal.addPermutation("NORMAL_MATERIAL", "1"); - gDeferredMaterialShinyNormal.addPermutation("SHINY_MATERIAL", "1"); - success = gDeferredMaterialShinyNormal.createShader(NULL, NULL); - } - - if (success) - { - gDeferredMaterialShinyAlphaTest.mName = "Deferred Alpha Tested Shiny Material Shader"; - gDeferredMaterialShinyAlphaTest.mShaderFiles.clear(); - gDeferredMaterialShinyAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMaterialShinyAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredMaterialShinyAlphaTest.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredMaterialShinyAlphaTest.addPermutation("SHINY_MATERIAL", "1"); - gDeferredMaterialShinyAlphaTest.addPermutation("ALPHA_TEST", "1"); - success = gDeferredMaterialShinyAlphaTest.createShader(NULL, NULL); - } - - if (success) - { - gDeferredMaterialNormalAlphaTest.mName = "Deferred Alpha Tested Normal Mapped Material Shader"; - gDeferredMaterialNormalAlphaTest.mShaderFiles.clear(); - gDeferredMaterialNormalAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMaterialNormalAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredMaterialNormalAlphaTest.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredMaterialNormalAlphaTest.addPermutation("NORMAL_MATERIAL", "1"); - gDeferredMaterialNormalAlphaTest.addPermutation("ALPHA_TEST", "1"); - success = gDeferredMaterialNormalAlphaTest.createShader(NULL, NULL); - } - - if (success) - { - gDeferredMaterialNormalAlphaTest.mName = "Deferred Alpha Tested Shiny Normal Mapped Material Shader"; - gDeferredMaterialShinyNormalAlphaTest.mShaderFiles.clear(); - gDeferredMaterialShinyNormalAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMaterialShinyNormalAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredMaterialShinyNormalAlphaTest.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredMaterialShinyNormalAlphaTest.addPermutation("NORMAL_MATERIAL", "1"); - gDeferredMaterialShinyNormalAlphaTest.addPermutation("SHINY_MATERIAL", "1"); - gDeferredMaterialShinyNormalAlphaTest.addPermutation("ALPHA_TEST", "1"); - success = gDeferredMaterialShinyNormalAlphaTest.createShader(NULL, NULL); - } - - if (success) - { - gDeferredMaterialShinyEmissive.mName = "Deferred Emissive Mask Shiny Material Shader"; - gDeferredMaterialShinyEmissive.mShaderFiles.clear(); - gDeferredMaterialShinyEmissive.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMaterialShinyEmissive.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredMaterialShinyEmissive.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredMaterialShinyEmissive.addPermutation("SHINY_MATERIAL", "1"); - gDeferredMaterialShinyEmissive.addPermutation("EMISSIVE_MASK", "1"); - success = gDeferredMaterialShinyEmissive.createShader(NULL, NULL); - } - - if (success) - { - gDeferredMaterialNormalEmissive.mName = "Deferred Emissive Mask Normal Mapped Material Shader"; - gDeferredMaterialNormalEmissive.mShaderFiles.clear(); - gDeferredMaterialNormalEmissive.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMaterialNormalEmissive.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredMaterialNormalEmissive.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredMaterialNormalEmissive.addPermutation("NORMAL_MATERIAL", "1"); - gDeferredMaterialNormalEmissive.addPermutation("EMISSIVE_MASK", "1"); - success = gDeferredMaterialNormalEmissive.createShader(NULL, NULL); - } - - if (success) + + for (U32 i = 0; i < LLMaterial::SHADER_COUNT; ++i) { - gDeferredMaterialShinyNormalEmissive.mName = "Deferred Emissive Mask Normal Mapped Material Shader"; - gDeferredMaterialShinyNormalEmissive.mShaderFiles.clear(); - gDeferredMaterialShinyNormalEmissive.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMaterialShinyNormalEmissive.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredMaterialShinyNormalEmissive.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredMaterialShinyNormalEmissive.addPermutation("NORMAL_MATERIAL", "1"); - gDeferredMaterialShinyNormalEmissive.addPermutation("SHINY_MATERIAL", "1"); - gDeferredMaterialShinyNormalEmissive.addPermutation("EMISSIVE_MASK", "1"); - success = gDeferredMaterialShinyNormalEmissive.createShader(NULL, NULL); + if (success) + { + gDeferredMaterialProgram[i].mName = llformat("Deferred Material Shader %d", i); + + U32 alpha_mode = i & 0x3; + + gDeferredMaterialProgram[i].mShaderFiles.clear(); + gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredMaterialProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0"); + gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0"); + gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); + + success = gDeferredMaterialProgram[i].createShader(NULL, NULL); + } } + if (success) { gDeferredTreeProgram.mName = "Deferred Tree Shader"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 15bff6882e..f0bf352e75 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -28,6 +28,7 @@ #define LL_VIEWER_SHADER_MGR_H #include "llshadermgr.h" +#include "llmaterial.h" class LLViewerShaderMgr: public LLShaderMgr { @@ -363,14 +364,6 @@ extern LLGLSLShader gDeferredStarProgram; extern LLGLSLShader gNormalMapGenProgram; // Deferred materials shaders -extern LLGLSLShader gDeferredMaterialShiny; -extern LLGLSLShader gDeferredMaterialNormal; -extern LLGLSLShader gDeferredMaterialShinyNormal; -extern LLGLSLShader gDeferredMaterialShinyAlphaTest; -extern LLGLSLShader gDeferredMaterialNormalAlphaTest; -extern LLGLSLShader gDeferredMaterialShinyNormalAlphaTest; -extern LLGLSLShader gDeferredMaterialShinyEmissive; -extern LLGLSLShader gDeferredMaterialNormalEmissive; -extern LLGLSLShader gDeferredMaterialShinyNormalEmissive; +extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT]; #endif diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 44eefd3c4a..f149c50884 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4143,16 +4143,16 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, // We have a material. Update our draw info accordingly. draw_info->mMaterialID = &facep->getTextureEntry()->getMaterialID(); LLVector4 specColor; - specColor.mV[0] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[0] * (1.0 / 255); - specColor.mV[1] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[1] * (1.0 / 255); - specColor.mV[2] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[2] * (1.0 / 255); - specColor.mV[3] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightExponent() * (1.0 / 255); + specColor.mV[0] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[0] * (1.f / 255.f); + specColor.mV[1] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[1] * (1.f / 255.f); + specColor.mV[2] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[2] * (1.f / 255.f); + specColor.mV[3] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightExponent() * (1.f / 255.f); draw_info->mSpecColor = specColor; - draw_info->mEnvIntensity = facep->getTextureEntry()->getMaterialParams()->getEnvironmentIntensity() * (1.0 / 255); - draw_info->mAlphaMaskCutoff = facep->getTextureEntry()->getMaterialParams()->getAlphaMaskCutoff() * (1.0 / 255); + draw_info->mEnvIntensity = facep->getTextureEntry()->getMaterialParams()->getEnvironmentIntensity() * (1.f / 255.f); + draw_info->mAlphaMaskCutoff = facep->getTextureEntry()->getMaterialParams()->getAlphaMaskCutoff() * (1.f / 255.f); draw_info->mDiffuseAlphaMode = facep->getTextureEntry()->getMaterialParams()->getDiffuseAlphaMode(); - draw_info->mNormalMap = facep->getViewerObject()->getTENormalMap(facep->getTextureIndex()); - draw_info->mSpecularMap = facep->getViewerObject()->getTESpecularMap(facep->getTextureIndex()); + draw_info->mNormalMap = facep->getViewerObject()->getTENormalMap(facep->getTEOffset()); + draw_info->mSpecularMap = facep->getViewerObject()->getTESpecularMap(facep->getTEOffset()); } } else { U8 shiny = facep->getTextureEntry()->getShiny(); @@ -5151,7 +5151,39 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: BOOL is_alpha = (facep->getPoolType() == LLDrawPool::POOL_ALPHA) ? TRUE : FALSE; - if (is_alpha) + LLMaterial* mat = te->getMaterialParams().get(); + + if (mat && LLPipeline::sRenderDeferred && !hud_group) + { + U32 pass[] = + { + LLRenderPass::PASS_MATERIAL, + LLRenderPass::PASS_ALPHA, //LLRenderPass::PASS_MATERIAL_ALPHA, + LLRenderPass::PASS_MATERIAL_ALPHA_MASK, + LLRenderPass::PASS_MATERIAL_ALPHA_GLOW, + LLRenderPass::PASS_SPECMAP, + LLRenderPass::PASS_ALPHA, //LLRenderPass::PASS_SPECMAP_BLEND, + LLRenderPass::PASS_SPECMAP_MASK, + LLRenderPass::PASS_SPECMAP_GLOW, + LLRenderPass::PASS_NORMMAP, + LLRenderPass::PASS_ALPHA, //LLRenderPass::PASS_NORMMAP_BLEND, + LLRenderPass::PASS_NORMMAP_MASK, + LLRenderPass::PASS_NORMMAP_GLOW, + LLRenderPass::PASS_NORMSPEC, + LLRenderPass::PASS_ALPHA, //LLRenderPass::PASS_NORMSPEC_BLEND, + LLRenderPass::PASS_NORMSPEC_MASK, + LLRenderPass::PASS_NORMSPEC_GLOW, + }; + + U32 mask = mat->getShaderMask(); + + llassert(mask < sizeof(pass)/sizeof(U32)); + + mask = llmin(mask, sizeof(pass)/sizeof(U32)-1); + + registerFace(group, facep, pass[mask]); + } + else if (is_alpha) { // can we safely treat this as an alpha mask? if (facep->getFaceColor().mV[3] <= 0.f) @@ -5197,10 +5229,6 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: { //register in deferred bump pass registerFace(group, facep, LLRenderPass::PASS_BUMP); } - else if (te->getMaterialParams()) - { - registerFace(group, facep, LLRenderPass::PASS_MATERIALS); - } else { //register in deferred simple pass (deferred simple includes shiny) llassert(mask & LLVertexBuffer::MAP_NORMAL); @@ -5236,10 +5264,6 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: { //non-shiny or fullbright deferred bump registerFace(group, facep, LLRenderPass::PASS_BUMP); } - else if (te->getMaterialParams()) - { - registerFace(group, facep, LLRenderPass::PASS_MATERIALS); - } else { //all around simple llassert(mask & LLVertexBuffer::MAP_NORMAL); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 8b9e02946b..c5fedab8c0 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -398,8 +398,8 @@ void validate_framebuffer_object(); bool addDeferredAttachments(LLRenderTarget& target) { - return target.addColorAttachment(GL_SRGB_ALPHA) && //specular - target.addColorAttachment(GL_RGB10_A2); //normal+z + return target.addColorAttachment(GL_RGBA) && //specular + target.addColorAttachment(GL_RGBA); //normal+z } LLPipeline::LLPipeline() : @@ -908,7 +908,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) BOOL ssao = RenderDeferredSSAO; //allocate deferred rendering color buffers - if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mDeferredScreen.allocate(resX, resY, GL_RGBA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!addDeferredAttachments(mDeferredScreen)) return false; @@ -1204,7 +1204,7 @@ void LLPipeline::createGLBuffers() for (U32 i = 0; i < 3; i++) { - mGlow[i].allocate(512,glow_res,sRenderDeferred ? GL_RGB10_A2 : GL_RGB10_A2,FALSE,FALSE); + mGlow[i].allocate(512,glow_res, GL_RGBA,FALSE,FALSE); } allocateScreenBuffer(resX,resY); @@ -1268,6 +1268,45 @@ void LLPipeline::createLUTBuffers() { U32 lightResX = gSavedSettings.getU32("RenderSpecularResX"); U32 lightResY = gSavedSettings.getU32("RenderSpecularResY"); + U8* ls = new U8[lightResX*lightResY]; + F32 specExp = gSavedSettings.getF32("RenderSpecularExponent"); + // Calculate the (normalized) Blinn-Phong specular lookup texture. + for (U32 y = 0; y < lightResY; ++y) + { + for (U32 x = 0; x < lightResX; ++x) + { + ls[y*lightResX+x] = 0; + F32 sa = (F32) x/(lightResX-1); + F32 spec = (F32) y/(lightResY-1); + F32 n = spec * spec * specExp; + + // Nothing special here. Just your typical blinn-phong term. + spec = powf(sa, n); + + // Apply our normalization function. + // Note: This is the full equation that applies the full normalization curve, not an approximation. + // This is fine, given we only need to create our LUT once per buffer initialization. + // The only trade off is we have a really low dynamic range. + // This means we have to account for things not being able to exceed 0 to 1 in our shaders. + spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n))); + + // Always sample at a 1.0/2.2 curve. + // This "Gamma corrects" our specular term, boosting our lower exponent reflections. + spec = powf(spec, 1.f/2.2f); + + // Easy fix for our dynamic range problem: divide by 6 here, multiply by 6 in our shaders. + // This allows for our specular term to exceed a value of 1 in our shaders. + // This is something that can be important for energy conserving specular models where higher exponents can result in highlights that exceed a range of 0 to 1. + // Technically, we could just use an R16F texture, but driver support for R16F textures can be somewhat spotty at times. + // This works remarkably well for higher specular exponents, though banding can sometimes be seen on lower exponents. + // Combined with a bit of noise and trilinear filtering, the banding is hardly noticable. + ls[y*lightResX+x] = (U8)(llclamp(spec * (1.f / 6), 0.f, 1.f) * 255); + } + } + + + /*U32 lightResX = gSavedSettings.getU32("RenderSpecularResX"); + U32 lightResY = gSavedSettings.getU32("RenderSpecularResY"); F32* ls = new F32[lightResX*lightResY]; //F32 specExp = gSavedSettings.getF32("RenderSpecularExponent"); // Note: only use this when creating new specular lighting functions. // Calculate the (normalized) blinn-phong specular lookup texture. (with a few tweaks) @@ -1292,11 +1331,11 @@ void LLPipeline::createLUTBuffers() // Though some older drivers may not like this, newer drivers shouldn't have this problem. ls[y*lightResX+x] = spec; } - } + }*/ - LLImageGL::generateTextures(LLTexUnit::TT_TEXTURE, GL_R16F, 1, &mLightFunc); + LLImageGL::generateTextures(LLTexUnit::TT_TEXTURE, GL_R8, 1, &mLightFunc); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); - LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R16F, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R16F, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, ls, false); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); @@ -8297,7 +8336,7 @@ void LLPipeline::renderDeferredLighting() light_colors.pop_front(); far_z = llmin(light[count].mV[2]-sqrtf(light[count].mV[3]), far_z); - col[count] = pow4fsrgb(col[count], 2.2f); + //col[count] = pow4fsrgb(col[count], 2.2f); count++; if (count == max_count || fullscreen_lights.empty()) { diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 22a0ca6a2f..fd4813e415 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -437,7 +437,7 @@ public: RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY, RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP, RENDER_TYPE_PASS_POST_BUMP = LLRenderPass::PASS_POST_BUMP, - RENDER_TYPE_PASS_MATERIALS = LLRenderPass::PASS_MATERIALS, + RENDER_TYPE_PASS_MATERIAL = LLRenderPass::PASS_MATERIAL, RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW, RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA, RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK, |