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authorGraham Linden <graham@lindenlab.com>2018-09-06 22:50:26 +0100
committerGraham Linden <graham@lindenlab.com>2018-09-06 22:50:26 +0100
commit451ab80ca65a7ae75316442086f42b6553ea6bbe (patch)
treec9ed6fa0517eaf48d60c8a0be2eb226fd4d00d1b /indra
parent59a36c2037b6ee87c656d5b314745d3bf82ede1a (diff)
Fix tex format mismatch between what libatmosphere was generating and what we were claiming to use in rendering.
First pass at sky shader using libatmosphere sky radiance lookup. Add atmo density controls to ext daycycle floater tabs.
Diffstat (limited to 'indra')
-rw-r--r--indra/llrender/llatmosphere.cpp45
-rw-r--r--indra/llrender/llrender.cpp10
-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/skyF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/skyV.glsl14
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp20
-rw-r--r--indra/newview/llenvironment.cpp3
-rw-r--r--indra/newview/llfloatereditextdaycycle.cpp13
-rw-r--r--indra/newview/llfloaterfixedenvironment.cpp16
-rw-r--r--indra/newview/llpaneleditsky.cpp2
-rw-r--r--indra/newview/skins/default/xui/en/floater_edit_ext_day_cycle.xml9
11 files changed, 109 insertions, 74 deletions
diff --git a/indra/llrender/llatmosphere.cpp b/indra/llrender/llatmosphere.cpp
index 4fd9764e07..aaa1ff65e1 100644
--- a/indra/llrender/llatmosphere.cpp
+++ b/indra/llrender/llatmosphere.cpp
@@ -34,8 +34,6 @@
#include "llshadermgr.h"
#include "llglslshader.h"
-#pragma optimize("", off)
-
LLAtmosphere* gAtmosphere = nullptr;
// Values from "Reference Solar Spectral Irradiance: ASTM G-173", ETR column
@@ -234,6 +232,26 @@ LLAtmosphere::~LLAtmosphere()
m_model = nullptr;
}
+#if DEBUG_ATMO_TEX_GEN
+uint8_t* GetTexture2d(int width, int height, int components, GLuint texture)
+{
+ glActiveTextureARB(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ uint8_t* storage = (uint8_t*)malloc(width * height * components * sizeof(float));
+ glGetTexImage(GL_TEXTURE_2D, 0, components == 3 ? GL_RGB : GL_RGBA, GL_FLOAT, storage);
+ return storage;
+}
+
+uint8_t* GetTexture3d(int width, int height, int depth, int components, GLuint texture)
+{
+ glActiveTextureARB(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_3D, texture);
+ uint8_t* storage = (uint8_t*)malloc(width * height * depth * components * sizeof(float));
+ glGetTexImage(GL_TEXTURE_3D, 0, components == 3 ? GL_RGB : GL_RGBA, GL_FLOAT, storage);
+ return storage;
+}
+#endif
+
bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings)
{
if ((m_model != nullptr) && (settings == m_settings))
@@ -256,6 +274,7 @@ bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings)
m_config.num_scattering_orders = 4;
m_model = new atmosphere::Model(
+ m_config,
m_wavelengths,
m_solar_irradiance,
settings.m_sunArcRadians,
@@ -273,8 +292,9 @@ bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings)
max_sun_zenith_angle,
1000.0,
3,
- false,
- true);
+ false, // do not combine_scattering...we want indep textures
+ false, // use 32F for 2d textures to avoid artifacts
+ true); // use 16F for 3d textures to reduce footprint
if (m_model)
{
@@ -283,6 +303,19 @@ bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings)
getScattering()->setTexName(m_textures.scattering_texture);
getMieScattering()->setTexName(m_textures.single_mie_scattering_texture);
getIlluminance()->setTexName(m_textures.illuminance_texture);
+
+#if DEBUG_ATMO_TEX_GEN
+ // for debug only...
+ U8* transmittance = GetTexture2d(m_config.transmittanceTextureWidth, m_config.transmittanceTextureHeight, 3, m_textures.transmittance_texture);
+ U8* scattering = GetTexture3d(m_config.scatteringTextureWidth, m_config.scatteringTextureHeight, m_config.scatteringTextureDepth, 3, m_textures.scattering_texture);
+ U8* single_mie_scattering = GetTexture3d(m_config.scatteringTextureWidth, m_config.scatteringTextureHeight, m_config.scatteringTextureDepth, 3, m_textures.single_mie_scattering_texture);
+ U8* illuminance = GetTexture2d(m_config.illuminanceTextureWidth, m_config.illuminanceTextureHeight, 3, m_textures.illuminance_texture);
+ free(transmittance);
+ free(scattering);
+ free(single_mie_scattering);
+ free(illuminance);
+#endif
+
}
return m_model != nullptr;
@@ -296,7 +329,7 @@ LLGLTexture* LLAtmosphere::getTransmittance()
m_transmittance->generateGLTexture();
m_transmittance->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP);
m_transmittance->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR);
- m_transmittance->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT);
+ m_transmittance->setExplicitFormat(GL_RGB32F_ARB, GL_RGB, GL_FLOAT);
m_transmittance->setTarget(GL_TEXTURE_2D, LLTexUnit::TT_TEXTURE);
}
return m_transmittance;
@@ -338,7 +371,7 @@ LLGLTexture* LLAtmosphere::getIlluminance()
m_illuminance->generateGLTexture();
m_illuminance->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP);
m_illuminance->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR);
- m_illuminance->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT);
+ m_illuminance->setExplicitFormat(GL_RGB32F_ARB, GL_RGB, GL_FLOAT);
m_illuminance->setTarget(GL_TEXTURE_2D, LLTexUnit::TT_TEXTURE);
}
return m_illuminance;
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 67898f1258..251c02dd77 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1241,16 +1241,10 @@ void LLRender::syncMatrices()
}
if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX))
- {
- glh::matrix4f ogl_to_cfr = copy_matrix((F32*)OGL_TO_CFR_ROTATION);
- glh::matrix4f modelview = ogl_to_cfr.inverse() * get_current_modelview();
-
- glh::matrix4f inv_modelview = modelview.inverse();
- shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, FALSE, inv_modelview.m);
+ {
+ shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, GL_FALSE, cached_inv_mdv.m);
}
- shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, GL_FALSE, cached_inv_mdv.m);
-
//update MVP matrix
mvp_done = true;
loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX);
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index e32eeb4779..8f4faf51da 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -10165,7 +10165,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>1</integer>
+ <integer>0</integer>
</map>
<key>RenderUseTriStrips</key>
<map>
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
index 01c873584f..ef94190d45 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
@@ -24,17 +24,19 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
+out vec4 frag_data[4];
#else
-#define frag_color gl_FragColor
+#define frag_data gl_FragData
#endif
-in vec3 view_pos;
-in vec3 view_dir;
+VARYING vec2 vary_frag;
-uniform vec3 cameraPosLocal;
+uniform vec3 camPosLocal;
uniform vec3 sun_dir;
uniform float sun_size;
+uniform float far_z;
+uniform mat4 inv_proj;
+uniform mat4 inv_modelview;
uniform sampler2D transmittance_texture;
uniform sampler3D scattering_texture;
@@ -44,42 +46,33 @@ uniform sampler2D irradiance_texture;
vec3 GetSolarLuminance();
vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);
vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance);
-vec3 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 dir, out vec3 sky_irradiance);
void main()
{
- vec3 view_direction = normalize(view_dir);
+ vec3 pos = vec3((vary_frag * 2.0) - vec2(1.0, 1.0), 0.0);
+ vec4 view_pos = (inv_proj * vec4(pos, 1.0f));
+ view_pos /= view_pos.w;
+ vec3 view_ray = (inv_modelview * vec4(view_pos.xyz, 0.0f)).xyz;
- vec3 sun_direction = sun_dir;
+ vec3 view_direction = normalize(view_ray);
+ vec3 sun_direction = normalize(sun_dir);
- vec3 camPos = cameraPosLocal + vec3(0, 0, 6360.0f);
+ vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f);
vec3 transmittance;
- vec3 sky_illum;
-
- vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
- vec3 radiance2_sun = GetSunAndSkyIlluminance(camPos, view_direction, sun_direction, sky_illum);
-
- radiance_sun *= transmittance;
-
+ vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
vec3 solar_luminance = transmittance * GetSolarLuminance();
// If the view ray intersects the Sun, add the Sun radiance.
if (dot(view_direction, sun_direction) >= sun_size)
{
- radiance_sun = radiance_sun + solar_luminance;
+ radiance_sun += solar_luminance;
}
- vec3 color = radiance_sun;
-
- color = vec3(1.0) - exp(-color * 0.0001);
-
- //float d = dot(view_direction, sun_direction);
- //frag_color.rgb = vec3(d, d >= sun_size ? 1.0f : 0.0f, 0.0f);
-
- frag_color.rgb = color;
- //frag_color.rgb = vec3(dot(view_direction, sun_direction) > 0.95f ? 1.0 : 0.0, 0,0);
- //frag_color.rgb = normalize(view_pos);
+ vec3 color = vec3(1.0) - exp(-radiance_sun * 0.0001);
+ color = pow(color, vec3(1.0 / 2.2));
- frag_color.a = 1.0;
+ frag_data[0] = vec4(color, 1.0);
+ frag_data[1] = vec4(0.0);
+ frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
index cf3eb658fc..90217aed02 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
@@ -30,22 +30,14 @@ uniform mat4 inv_proj;
uniform mat4 inv_modelview;
ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
-// Inputs
-uniform vec3 camPosLocal;
-
-out vec3 view_pos;
-out vec3 view_dir;
+VARYING vec2 vary_frag;
void main()
{
// pass through untransformed fullscreen pos (clipspace)
gl_Position = vec4(position.xyz, 1.0);
-
- view_pos = (inv_proj * vec4(position, 1.0f)).xyz;
-
- // this will be normalized in the frag shader...
- //view_dir = (inv_modelview * view_pos).xyz;
- view_dir = view_pos - camPosLocal;
+ vary_frag = texcoord0;
}
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 8a2941e20a..3b3d67243a 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -93,6 +93,10 @@ void LLDrawPoolWLSky::beginRenderPass( S32 pass )
void LLDrawPoolWLSky::endRenderPass( S32 pass )
{
+ sky_shader = nullptr;
+ cloud_shader = nullptr;
+ sun_shader = nullptr;
+ moon_shader = nullptr;
}
void LLDrawPoolWLSky::beginDeferredPass(S32 pass)
@@ -113,7 +117,10 @@ void LLDrawPoolWLSky::beginDeferredPass(S32 pass)
void LLDrawPoolWLSky::endDeferredPass(S32 pass)
{
-
+ sky_shader = nullptr;
+ cloud_shader = nullptr;
+ sun_shader = nullptr;
+ moon_shader = nullptr;
}
void LLDrawPoolWLSky::renderFsSky(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const
@@ -167,8 +174,8 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
sky_shader->bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance());
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- LLVector4 sun_dir = LLEnvironment::instance().getClampedSunNorm();
- LLVector4 moon_dir = LLEnvironment::instance().getClampedMoonNorm();
+ LLVector3 sun_dir = LLEnvironment::instance().getSunDirection();
+ LLVector3 moon_dir = LLEnvironment::instance().getMoonDirection();
F32 sunSize = (float)cosf(psky->getSunArcRadians());
sky_shader->uniform1f(LLShaderMgr::SUN_SIZE, sunSize);
@@ -182,13 +189,6 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
sky_shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
- /* clouds are rendered along with sky in adv atmo
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex())
- {
- sky_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex());
- sky_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext());
- }*/
-
sky_shader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
renderFsSky(camPosLocal, camHeightLocal, sky_shader);
diff --git a/indra/newview/llenvironment.cpp b/indra/newview/llenvironment.cpp
index 3a1aec6319..e437003520 100644
--- a/indra/newview/llenvironment.cpp
+++ b/indra/newview/llenvironment.cpp
@@ -1633,12 +1633,15 @@ void LLEnvironment::DayInstance::setSky(const LLSettingsSky::ptr_t &psky)
mSky->update();
mBlenderSky.reset();
+#if 0
if (gAtmosphere)
{
AtmosphericModelSettings settings;
LLEnvironment::getAtmosphericModelSettings(settings, psky);
gAtmosphere->configureAtmosphericModel(settings);
}
+#endif
+
}
void LLEnvironment::DayInstance::setWater(const LLSettingsWater::ptr_t &pwater)
diff --git a/indra/newview/llfloatereditextdaycycle.cpp b/indra/newview/llfloatereditextdaycycle.cpp
index ed60dd4303..7d20a27813 100644
--- a/indra/newview/llfloatereditextdaycycle.cpp
+++ b/indra/newview/llfloatereditextdaycycle.cpp
@@ -62,6 +62,8 @@
#include "llenvironment.h"
#include "lltrans.h"
+extern LLControlGroup gSavedSettings;
+
//=========================================================================
namespace {
const std::string track_tabs[] = {
@@ -821,10 +823,17 @@ void LLFloaterEditExtDayCycle::updateSkyTabs(const LLSettingsSkyPtr_t &p_sky)
{
panel->setSky(p_sky);
}
- panel = dynamic_cast<LLPanelSettingsSkyDensityTab*>(tab_container->getChildView("advanced_atmo_panel"));
+ panel = dynamic_cast<LLPanelSettingsSkyDensityTab*>(tab_container->getChildView("density_panel"));
if (panel)
{
- panel->setSky(p_sky);
+ if (gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"))
+ {
+ panel->setSky(p_sky);
+ }
+ else
+ {
+ panel->setVisible(false);
+ }
}
}
diff --git a/indra/newview/llfloaterfixedenvironment.cpp b/indra/newview/llfloaterfixedenvironment.cpp
index d38098c0a6..1104717dc1 100644
--- a/indra/newview/llfloaterfixedenvironment.cpp
+++ b/indra/newview/llfloaterfixedenvironment.cpp
@@ -55,6 +55,8 @@
#include "llsettingsvo.h"
#include "llinventorymodel.h"
+extern LLControlGroup gSavedSettings;
+
namespace
{
const std::string FIELD_SETTINGS_NAME("settings_name");
@@ -599,12 +601,14 @@ BOOL LLFloaterFixedEnvironmentSky::postBuild()
panel->setOnDirtyFlagChanged([this](LLPanel *, bool value) { onPanelDirtyFlagChanged(value); });
mTab->addTabPanel(LLTabContainer::TabPanelParams().panel(panel).select_tab(false));
- panel = new LLPanelSettingsSkyDensityTab;
- panel->buildFromFile("panel_settings_sky_density.xml");
- panel->setSky(std::static_pointer_cast<LLSettingsSky>(mSettings));
- panel->setOnDirtyFlagChanged([this](LLPanel *, bool value) { onPanelDirtyFlagChanged(value); });
- mTab->addTabPanel(LLTabContainer::TabPanelParams().panel(panel).select_tab(false));
-
+ if (gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"))
+ {
+ panel = new LLPanelSettingsSkyDensityTab;
+ panel->buildFromFile("panel_settings_sky_density.xml");
+ panel->setSky(std::static_pointer_cast<LLSettingsSky>(mSettings));
+ panel->setOnDirtyFlagChanged([this](LLPanel *, bool value) { onPanelDirtyFlagChanged(value); });
+ mTab->addTabPanel(LLTabContainer::TabPanelParams().panel(panel).select_tab(false));
+ }
return TRUE;
}
diff --git a/indra/newview/llpaneleditsky.cpp b/indra/newview/llpaneleditsky.cpp
index 451e15c73d..a13efbc54b 100644
--- a/indra/newview/llpaneleditsky.cpp
+++ b/indra/newview/llpaneleditsky.cpp
@@ -37,8 +37,6 @@
#include "llenvironment.h"
#include "llatmosphere.h"
-#pragma optimize("", off)
-
namespace
{
// Atmosphere Tab
diff --git a/indra/newview/skins/default/xui/en/floater_edit_ext_day_cycle.xml b/indra/newview/skins/default/xui/en/floater_edit_ext_day_cycle.xml
index c8843db28b..7a5c9cb63f 100644
--- a/indra/newview/skins/default/xui/en/floater_edit_ext_day_cycle.xml
+++ b/indra/newview/skins/default/xui/en/floater_edit_ext_day_cycle.xml
@@ -520,6 +520,15 @@ Select a key frame from the timeline above to edit settings.
left_delta="0"
top_pad="5"
name="moon_panel" />
+ <panel
+ border="true"
+ class="panel_settings_density"
+ filename="panel_settings_sky_density.xml"
+ label="Density"
+ layout="topleft"
+ left_delta="0"
+ top_pad="5"
+ name="density_panel" />
</tab_container>
</layout_panel>
</layout_stack>