diff options
author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-03-31 10:54:19 -0700 |
---|---|---|
committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-03-31 10:54:19 -0700 |
commit | b44ad50f75724a5d9e53bd52d2724111568caf24 (patch) | |
tree | c1f93e169fadbffd7f2b7158dc39f60e4d29b2a8 /indra/newview | |
parent | b130831106d058f0be5414a9a3bcaa99636c7bc0 (diff) |
Move glow extract to be after tonemapping.
SL-19513
Diffstat (limited to 'indra/newview')
6 files changed, 122 insertions, 159 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 4ac1ff9368..7b4b62f0eb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -34,7 +34,6 @@ out vec4 frag_color; #endif uniform sampler2D diffuseRect; -uniform sampler2D emissiveRect; uniform sampler2D exposureMap; uniform vec2 screen_res; @@ -184,7 +183,7 @@ vec3 legacyGamma(vec3 color) void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) - vec4 diff = texture2D(diffuseRect, vary_fragcoord) + texture2D(emissiveRect, vary_fragcoord); + vec4 diff = texture2D(diffuseRect, vary_fragcoord); diff.rgb = toneMap(diff.rgb); diff.rgb = legacyGamma(diff.rgb); diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl index db0662ad89..fdca5018b0 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl @@ -26,7 +26,6 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl index ea66e8271b..63ca15139c 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl @@ -26,7 +26,6 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; uniform vec2 glowDelta; @@ -39,12 +38,15 @@ void main() { gl_Position = vec4(position, 1.0); - vary_texcoord0.xy = texcoord0 + glowDelta*(-3.5); - vary_texcoord1.xy = texcoord0 + glowDelta*(-2.5); - vary_texcoord2.xy = texcoord0 + glowDelta*(-1.5); - vary_texcoord3.xy = texcoord0 + glowDelta*(-0.5); - vary_texcoord0.zw = texcoord0 + glowDelta*(0.5); - vary_texcoord1.zw = texcoord0 + glowDelta*(1.5); - vary_texcoord2.zw = texcoord0 + glowDelta*(2.5); - vary_texcoord3.zw = texcoord0 + glowDelta*(3.5); + vec2 texcoord = position.xy * 0.5 + 0.5; + + + vary_texcoord0.xy = texcoord + glowDelta*(-3.5); + vary_texcoord1.xy = texcoord + glowDelta*(-2.5); + vary_texcoord2.xy = texcoord + glowDelta*(-1.5); + vary_texcoord3.xy = texcoord + glowDelta*(-0.5); + vary_texcoord0.zw = texcoord + glowDelta*(0.5); + vary_texcoord1.zw = texcoord + glowDelta*(1.5); + vary_texcoord2.zw = texcoord + glowDelta*(2.5); + vary_texcoord3.zw = texcoord + glowDelta*(3.5); } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index 770c436ede..3b25a5df16 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -31,12 +31,13 @@ out vec4 frag_color; uniform sampler2D diffuseRect; uniform sampler2D depthMap; +uniform sampler2D emissiveRect; in vec2 tc; void main() { - frag_color = texture2D(diffuseRect, tc); + frag_color = texture2D(diffuseRect, tc) + texture2D(emissiveRect, tc); gl_FragDepth = texture(depthMap, tc).r; } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index c50548d528..6cc83138a2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -30,6 +30,7 @@ out vec4 frag_color; uniform sampler2D diffuseRect; +uniform sampler2D emissiveRect; uniform vec2 screen_res; @@ -37,7 +38,7 @@ in vec2 vary_tc; void main() { - vec3 col = texture(diffuseRect, vary_tc).rgb; + vec3 col = texture(diffuseRect, vary_tc).rgb + texture(emissiveRect, vary_tc).rgb; frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144))); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index eaec698f84..8ea1b19f34 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -148,7 +148,6 @@ LLColor4 LLPipeline::PreviewSpecular2; LLVector3 LLPipeline::PreviewDirection0; LLVector3 LLPipeline::PreviewDirection1; LLVector3 LLPipeline::PreviewDirection2; -F32 LLPipeline::RenderGlowMinLuminance; F32 LLPipeline::RenderGlowMaxExtractAlpha; F32 LLPipeline::RenderGlowWarmthAmount; LLVector3 LLPipeline::RenderGlowLumWeights; @@ -502,7 +501,6 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("PreviewDirection0"); connectRefreshCachedSettingsSafe("PreviewDirection1"); connectRefreshCachedSettingsSafe("PreviewDirection2"); - connectRefreshCachedSettingsSafe("RenderGlowMinLuminance"); connectRefreshCachedSettingsSafe("RenderGlowMaxExtractAlpha"); connectRefreshCachedSettingsSafe("RenderGlowWarmthAmount"); connectRefreshCachedSettingsSafe("RenderGlowLumWeights"); @@ -986,7 +984,6 @@ void LLPipeline::refreshCachedSettings() PreviewDirection0 = gSavedSettings.getVector3("PreviewDirection0"); PreviewDirection1 = gSavedSettings.getVector3("PreviewDirection1"); PreviewDirection2 = gSavedSettings.getVector3("PreviewDirection2"); - RenderGlowMinLuminance = gSavedSettings.getF32("RenderGlowMinLuminance"); RenderGlowMaxExtractAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha"); RenderGlowWarmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount"); RenderGlowLumWeights = gSavedSettings.getVector3("RenderGlowLumWeights"); @@ -6916,122 +6913,6 @@ void LLPipeline::renderPostProcess() gGL.setColorMask(true, true); glClearColor(0, 0, 0, 0); - if (sRenderGlow) - { - LL_PROFILE_GPU_ZONE("glow"); - mGlow[2].bindTarget(); - mGlow[2].clear(); - - gGlowExtractProgram.bind(); - F32 minLum = llmax((F32)RenderGlowMinLuminance, 0.0f); - F32 maxAlpha = RenderGlowMaxExtractAlpha; - F32 warmthAmount = RenderGlowWarmthAmount; - LLVector3 lumWeights = RenderGlowLumWeights; - LLVector3 warmthWeights = RenderGlowWarmthWeights; - - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum); - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); - gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], - lumWeights.mV[2]); - gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], - warmthWeights.mV[2]); - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); - - { - LLGLEnable blend_on(GL_BLEND); - LLGLEnable test(GL_ALPHA_TEST); - - gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); - - mRT->screen.bindTexture(0, 0, LLTexUnit::TFO_POINT); - - gGL.color4f(1, 1, 1, 1); - gPipeline.enableLightsFullbright(); - 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); - - gGL.end(); - - gGL.getTexUnit(0)->unbind(mRT->screen.getUsage()); - - mGlow[2].flush(); - - tc1.setVec(0, 0); - tc2.setVec(2, 2); - } - - // power of two between 1 and 1024 - U32 glowResPow = RenderGlowResolutionPow; - const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); - - S32 kernel = RenderGlowIterations * 2; - F32 delta = RenderGlowWidth / glow_res; - // Use half the glow width if we have the res set to less than 9 so that it looks - // almost the same in either case. - if (glowResPow < 9) - { - delta *= 0.5f; - } - F32 strength = RenderGlowStrength; - - gGlowProgram.bind(); - gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); - - for (S32 i = 0; i < kernel; i++) - { - mGlow[i % 2].bindTarget(); - mGlow[i % 2].clear(); - - if (i == 0) - { - gGL.getTexUnit(0)->bind(&mGlow[2]); - } - else - { - gGL.getTexUnit(0)->bind(&mGlow[(i - 1) % 2]); - } - - if (i % 2 == 0) - { - gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); - } - else - { - gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); - } - - 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); - - gGL.end(); - - mGlow[i % 2].flush(); - } - - gGlowProgram.unbind(); - gGL.setSceneBlendType(LLRender::BT_ALPHA); - } - else // !sRenderGlow, skip the glow ping-pong and just clear the result target - { - mGlow[1].bindTarget(); - mGlow[1].clear(); - mGlow[1].flush(); - } - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); @@ -7341,9 +7222,6 @@ void LLPipeline::renderFinalize() assertInitialized(); - LLVector2 tc1(0, 0); - LLVector2 tc2((F32) mRT->screen.getWidth() * 2, (F32) mRT->screen.getHeight() * 2); - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); LL_PROFILE_GPU_ZONE("renderFinalize"); @@ -7451,30 +7329,14 @@ void LLPipeline::renderFinalize() LLGLDepthTest depth(GL_FALSE, GL_FALSE); - LLVector2 tc1(0, 0); - LLVector2 tc2((F32)screenTarget()->getWidth() * 2, (F32)screenTarget()->getHeight() * 2); - // Apply gamma correction to the frame here. gDeferredPostGammaCorrectProgram.bind(); S32 channel = 0; - channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screenTarget()->getUsage()); - if (channel > -1) - { - screenTarget()->bindTexture(0, channel, LLTexUnit::TFO_POINT); - } - channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, screenTarget()->getUsage()); - if (channel > -1) - { - mGlow[1].bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); - } + gDeferredPostGammaCorrectProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, screenTarget(), false, LLTexUnit::TFO_POINT); - channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::EXPOSURE_MAP, mExposureMap.getUsage()); - if (channel > -1) - { - mExposureMap.bindTexture(0, channel); - } + gDeferredPostGammaCorrectProgram.bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap); gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screenTarget()->getWidth(), screenTarget()->getHeight()); @@ -7498,6 +7360,101 @@ void LLPipeline::renderFinalize() LLVertexBuffer::unbind(); } + if (sRenderGlow) + { + LL_PROFILE_GPU_ZONE("glow"); + mGlow[2].bindTarget(); + mGlow[2].clear(); + + gGlowExtractProgram.bind(); + F32 maxAlpha = RenderGlowMaxExtractAlpha; + F32 warmthAmount = RenderGlowWarmthAmount; + LLVector3 lumWeights = RenderGlowLumWeights; + LLVector3 warmthWeights = RenderGlowWarmthWeights; + + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, 9999); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], + lumWeights.mV[2]); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], + warmthWeights.mV[2]); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); + + { + LLGLEnable blend_on(GL_BLEND); + LLGLEnable test(GL_ALPHA_TEST); + + gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); + + gGlowExtractProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mPostMap); + + gGL.color4f(1, 1, 1, 1); + gPipeline.enableLightsFullbright(); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + mGlow[2].flush(); + } + + gGlowExtractProgram.unbind(); + + // power of two between 1 and 1024 + U32 glowResPow = RenderGlowResolutionPow; + const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); + + S32 kernel = RenderGlowIterations * 2; + F32 delta = RenderGlowWidth / glow_res; + // Use half the glow width if we have the res set to less than 9 so that it looks + // almost the same in either case. + if (glowResPow < 9) + { + delta *= 0.5f; + } + F32 strength = RenderGlowStrength; + + gGlowProgram.bind(); + gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); + + for (S32 i = 0; i < kernel; i++) + { + mGlow[i % 2].bindTarget(); + mGlow[i % 2].clear(); + + if (i == 0) + { + gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[2]); + } + else + { + gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[(i - 1) % 2]); + } + + if (i % 2 == 0) + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); + } + else + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); + } + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + mGlow[i % 2].flush(); + } + + gGlowProgram.unbind(); + gGL.setSceneBlendType(LLRender::BT_ALPHA); + } + else // !sRenderGlow, skip the glow ping-pong and just clear the result target + { + mGlow[1].bindTarget(); + mGlow[1].clear(); + mGlow[1].flush(); + } + { llassert(!gCubeSnapshot); bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete(); @@ -7528,6 +7485,12 @@ void LLPipeline::renderFinalize() mPostMap.bindTexture(0, channel); } + channel = shader->enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, mGlow[1].getUsage()); + if (channel > -1) + { + mGlow[1].bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + } + { LLGLDepthTest depth_test(GL_FALSE, GL_FALSE, GL_ALWAYS); mScreenTriangleVB->setBuffer(); @@ -7587,11 +7550,9 @@ void LLPipeline::renderFinalize() shader->bind(); - S32 screen_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DIFFUSE); - S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); - - gGL.getTexUnit(screen_channel)->bind(&mPostMap); - gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true); + shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &mPostMap); + shader->bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + shader->bindTexture(LLShaderMgr::DEFERRED_EMISSIVE, &mGlow[1]); gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; |