diff options
author | Dave Houlton <euclid@lindenlab.com> | 2020-07-24 21:51:34 +0000 |
---|---|---|
committer | Dave Houlton <euclid@lindenlab.com> | 2020-07-24 21:51:34 +0000 |
commit | cd0372b68957f97deb0c6ad7a40bc9990e8251a8 (patch) | |
tree | 2e640bc6c61e5824be99feaad3c0ca0229d5f432 /indra | |
parent | 6fbf39f9b319106e39f80b8641acaba122d02e0a (diff) | |
parent | fb45ca014c812f7166c750da112984fd8dd88bc8 (diff) |
Merged in euclid-13406-lmr (pull request #215)
SL-13406, glow disable no longer breaks rendering
Approved-by: Michael Pohoreski
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/llviewerdisplay.cpp | 111 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 1143 | ||||
-rw-r--r-- | indra/newview/pipeline.h | 2 |
3 files changed, 602 insertions, 654 deletions
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 2b1f4b138f..95f8785c90 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -705,9 +705,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); - BOOL to_texture = gPipeline.canUseVertexShaders() && - LLPipeline::sRenderGlow; - LLAppViewer::instance()->pingMainloopTimeout("Display:Swap"); { @@ -914,31 +911,28 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) stop_glerror(); - if (to_texture) - { - gGL.setColorMask(true, true); - - if (LLPipeline::sRenderDeferred) - { - gPipeline.mDeferredScreen.bindTarget(); - glClearColor(1,0,1,1); - gPipeline.mDeferredScreen.clear(); - } - else - { - gPipeline.mScreen.bindTarget(); - if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders()) - { - const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor(); - glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f); - } - gPipeline.mScreen.clear(); - } - - gGL.setColorMask(true, false); - } - - LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom"); + gGL.setColorMask(true, true); + + if (LLPipeline::sRenderDeferred) + { + gPipeline.mDeferredScreen.bindTarget(); + glClearColor(1, 0, 1, 1); + gPipeline.mDeferredScreen.clear(); + } + else + { + gPipeline.mScreen.bindTarget(); + if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders()) + { + const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor(); + glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f); + } + gPipeline.mScreen.clear(); + } + + gGL.setColorMask(true, false); + + LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom"); if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot()) && !gRestoreGL) @@ -1000,38 +994,20 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) } } - LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush"); - - if (to_texture) - { - if (LLPipeline::sRenderDeferred) - { - gPipeline.mDeferredScreen.flush(); - if(LLRenderTarget::sUseFBO) - { - LLRenderTarget::copyContentsToFramebuffer(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), - gPipeline.mDeferredScreen.getHeight(), 0, 0, - gPipeline.mDeferredScreen.getWidth(), - gPipeline.mDeferredScreen.getHeight(), - GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - } - } - else - { - gPipeline.mScreen.flush(); - if(LLRenderTarget::sUseFBO) - { - LLRenderTarget::copyContentsToFramebuffer(gPipeline.mScreen, 0, 0, gPipeline.mScreen.getWidth(), - gPipeline.mScreen.getHeight(), 0, 0, - gPipeline.mScreen.getWidth(), - gPipeline.mScreen.getHeight(), - GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - } - } - } + LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush"); - if (LLPipeline::sRenderDeferred) - { + LLRenderTarget &rt = (gPipeline.sRenderDeferred ? gPipeline.mDeferredScreen : gPipeline.mScreen); + rt.flush(); + + if (rt.sUseFBO) + { + LLRenderTarget::copyContentsToFramebuffer(rt, 0, 0, rt.getWidth(), rt.getHeight(), 0, 0, rt.getWidth(), + rt.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, + GL_NEAREST); + } + + if (LLPipeline::sRenderDeferred) + { gPipeline.renderDeferredLighting(&gPipeline.mScreen); } @@ -1295,19 +1271,12 @@ void render_ui(F32 zoom_factor, int subfield) gGL.popMatrix(); } - { - BOOL to_texture = gPipeline.canUseVertexShaders() && - LLPipeline::sRenderGlow; + // Finalize scene + gPipeline.renderFinalize(); - if (to_texture) - { - gPipeline.renderBloom(gSnapshot, zoom_factor, subfield); - } - - LL_RECORD_BLOCK_TIME(FTM_RENDER_HUD); - render_hud_elements(); - render_hud_attachments(); - } + LL_RECORD_BLOCK_TIME(FTM_RENDER_HUD); + render_hud_elements(); + render_hud_attachments(); LLGLSDefault gls_default; LLGLSUIDefault gls_ui; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f3b8ad9008..3f8f7b278f 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1049,25 +1049,19 @@ void LLPipeline::updateRenderBump() sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); } -//static +// static void LLPipeline::updateRenderDeferred() { - bool deferred = (bool(RenderDeferred && - LLRenderTarget::sUseFBO && - LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && - LLPipeline::sRenderBump && - RenderAvatarVP && - WindLightUseAtmosShaders)) && - !gUseWireframe; - - sRenderDeferred = deferred; - if (deferred) - { //must render glow when rendering deferred since post effect pass is needed to present any lighting at all - sRenderGlow = true; - } + sRenderDeferred = !gUseWireframe && + RenderDeferred && + LLRenderTarget::sUseFBO && + LLPipeline::sRenderBump && + RenderAvatarVP && + WindLightUseAtmosShaders && + (bool) LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred"); } -//static +// static void LLPipeline::refreshCachedSettings() { LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred"); @@ -1259,24 +1253,20 @@ void LLPipeline::createGLBuffers() GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); - - if (LLPipeline::sRenderGlow) - { //screen space glow buffers - const U32 glow_res = llmax(1, - llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); - for (U32 i = 0; i < 3; i++) - { - mGlow[i].allocate(512,glow_res,GL_RGBA,FALSE,FALSE); - } + // allocate screen space glow buffers + const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); + for (U32 i = 0; i < 3; i++) + { + mGlow[i].allocate(512, glow_res, GL_RGBA, FALSE, FALSE); + } - allocateScreenBuffer(resX,resY); - mScreenWidth = 0; - mScreenHeight = 0; - } - - if (sRenderDeferred) - { + allocateScreenBuffer(resX, resY); + mScreenWidth = 0; + mScreenHeight = 0; + + if (sRenderDeferred) + { if (!mNoiseMap) { const U32 noiseRes = 128; @@ -7544,641 +7534,630 @@ void LLPipeline::bindScreenToTexture() static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom"); -void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) +void LLPipeline::renderFinalize() { - if (!(gPipeline.canUseVertexShaders() && - sRenderGlow)) - { - return; - } + LLVertexBuffer::unbind(); + LLGLState::checkStates(); + LLGLState::checkTextureChannels(); - LLVertexBuffer::unbind(); - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); + assertInitialized(); - assertInitialized(); + if (gUseWireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } - if (gUseWireframe) - { - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - } + LLVector2 tc1(0, 0); + LLVector2 tc2((F32) mScreen.getWidth() * 2, (F32) mScreen.getHeight() * 2); - LLVector2 tc1(0,0); - LLVector2 tc2((F32) mScreen.getWidth()*2, - (F32) mScreen.getHeight()*2); + LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); + gGL.color4f(1, 1, 1, 1); + LLGLDepthTest depth(GL_FALSE); + LLGLDisable blend(GL_BLEND); + LLGLDisable cull(GL_CULL_FACE); - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); - gGL.color4f(1,1,1,1); - LLGLDepthTest depth(GL_FALSE); - LLGLDisable blend(GL_BLEND); - LLGLDisable cull(GL_CULL_FACE); - - enableLightsFullbright(); + enableLightsFullbright(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + gGL.loadIdentity(); - LLGLDisable test(GL_ALPHA_TEST); + LLGLDisable test(GL_ALPHA_TEST); - gGL.setColorMask(true, true); - glClearColor(0,0,0,0); - - { - { - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); - 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); - - mScreen.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(mScreen.getUsage()); + gGL.setColorMask(true, true); + glClearColor(0, 0, 0, 0); - mGlow[2].flush(); - } + if (sRenderGlow) + { + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); + mGlow[2].bindTarget(); + mGlow[2].clear(); + } - tc1.setVec(0,0); - tc2.setVec(2,2); + gGlowExtractProgram.bind(); + F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f); + F32 maxAlpha = RenderGlowMaxExtractAlpha; + F32 warmthAmount = RenderGlowWarmthAmount; + LLVector3 lumWeights = RenderGlowLumWeights; + LLVector3 warmthWeights = RenderGlowWarmthWeights; - // power of two between 1 and 1024 - U32 glowResPow = RenderGlowResolutionPow; - const U32 glow_res = llmax(1, - llmin(1024, 1 << glowResPow)); + 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); - 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; + gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); - gGlowProgram.bind(); - gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); + mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT); - for (S32 i = 0; i < kernel; i++) - { - { - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); - 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]); - } + 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); - if (i%2 == 0) - { - gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); - } - else - { - gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); - } + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - 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(); - } + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - gGlowProgram.unbind(); + gGL.end(); - /*if (LLRenderTarget::sUseFBO) - { - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - }*/ + gGL.getTexUnit(0)->unbind(mScreen.getUsage()); - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + mGlow[2].flush(); - tc2.setVec((F32) mScreen.getWidth(), - (F32) mScreen.getHeight()); + tc1.setVec(0, 0); + tc2.setVec(2, 2); - gGL.flush(); - - LLVertexBuffer::unbind(); + // power of two between 1 and 1024 + U32 glowResPow = RenderGlowResolutionPow; + const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); - if (LLPipeline::sRenderDeferred) - { + 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; - bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() && - (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && - RenderDepthOfField; + gGlowProgram.bind(); + gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); + for (S32 i = 0; i < kernel; i++) + { + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); + mGlow[i % 2].bindTarget(); + mGlow[i % 2].clear(); + } - bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete(); + if (i == 0) + { + gGL.getTexUnit(0)->bind(&mGlow[2]); + } + else + { + gGL.getTexUnit(0)->bind(&mGlow[(i - 1) % 2]); + } - gViewerWindow->setup3DViewport(); - - if (dof_enabled) - { - LLGLSLShader* shader = &gDeferredPostProgram; - LLGLDisable blend(GL_BLEND); + if (i % 2 == 0) + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); + } + else + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); + } - //depth of field focal plane calculations - static F32 current_distance = 16.f; - static F32 start_distance = 16.f; - static F32 transition_time = 1.f; + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - LLVector3 focus_point; + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); - if (obj && obj->mDrawable && obj->isSelected()) - { //focus on selected media object - S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); - if (obj && obj->mDrawable) - { - LLFace* face = obj->mDrawable->getFace(face_idx); - if (face) - { - focus_point = face->getPositionAgent(); - } - } - } - - if (focus_point.isExactlyZero()) - { - if (LLViewerJoystick::getInstance()->getOverrideCamera()) - { //focus on point under cursor - focus_point.set(gDebugRaycastIntersection.getF32ptr()); - } - else if (gAgentCamera.cameraMouselook()) - { //focus on point under mouselook crosshairs - LLVector4a result; - result.clear(); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE, - NULL, - &result); + gGL.end(); - focus_point.set(result.getF32ptr()); - } - else - { - //focus on alt-zoom target - LLViewerRegion* region = gAgent.getRegion(); - if (region) - { - focus_point = LLVector3(gAgentCamera.getFocusGlobal()-region->getOriginGlobal()); - } - } - } + mGlow[i % 2].flush(); + } - LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); - F32 target_distance = 16.f; - if (!focus_point.isExactlyZero()) - { - target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye); - } + gGlowProgram.unbind(); + } + else // !sRenderGlow, skip the glow ping-pong and just clear the result target + { + mGlow[1].bindTarget(); + mGlow[1].clear(); + mGlow[1].flush(); + } - if (transition_time >= 1.f && - fabsf(current_distance-target_distance)/current_distance > 0.01f) - { //large shift happened, interpolate smoothly to new target distance - transition_time = 0.f; - start_distance = current_distance; - } - else if (transition_time < 1.f) - { //currently in a transition, continue interpolating - transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds.value(); - transition_time = llmin(transition_time, 1.f); + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f; - current_distance = start_distance + (target_distance-start_distance)*t; - } - else - { //small or no change, just snap to target distance - current_distance = target_distance; - } + tc2.setVec((F32) mScreen.getWidth(), (F32) mScreen.getHeight()); - //convert to mm - F32 subject_distance = current_distance*1000.f; - F32 fnumber = CameraFNumber; - F32 default_focal_length = CameraFocalLength; + gGL.flush(); - F32 fov = LLViewerCamera::getInstance()->getView(); - - const F32 default_fov = CameraFieldOfView * F_PI/180.f; - - //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); - - F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f); + LLVertexBuffer::unbind(); - F32 focal_length = dv/(2*tanf(fov/2.f)); - - //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); - - // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) - // where N = fnumber - // s2 = dot distance - // s1 = subject distance - // f = focal length - // + if (LLPipeline::sRenderDeferred) + { - F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length)); - blur_constant /= 1000.f; //convert to meters for shader - F32 magnification = focal_length/(subject_distance-focal_length); + bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() && + (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && + RenderDepthOfField; - { //build diffuse+bloom+CoF - mDeferredLight.bindTarget(); - shader = &gDeferredCoFProgram; + bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete(); - bindDeferredShader(*shader); + gViewerWindow->setup3DViewport(); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + if (dof_enabled) + { + LLGLSLShader *shader = &gDeferredPostProgram; + LLGLDisable blend(GL_BLEND); - shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f); - shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); - shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); - shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); - shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + // depth of field focal plane calculations + static F32 current_distance = 16.f; + static F32 start_distance = 16.f; + static F32 transition_time = 1.f; - 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(); + LLVector3 focus_point; - unbindDeferredShader(*shader); - mDeferredLight.flush(); - } + LLViewerObject *obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); + if (obj && obj->mDrawable && obj->isSelected()) + { // focus on selected media object + S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); + if (obj && obj->mDrawable) + { + LLFace *face = obj->mDrawable->getFace(face_idx); + if (face) + { + focus_point = face->getPositionAgent(); + } + } + } - U32 dof_width = (U32) (mScreen.getWidth()*CameraDoFResScale); - U32 dof_height = (U32) (mScreen.getHeight()*CameraDoFResScale); - - { //perform DoF sampling at half-res (preserve alpha channel) - mScreen.bindTarget(); - glViewport(0,0, dof_width, dof_height); - gGL.setColorMask(true, false); + if (focus_point.isExactlyZero()) + { + if (LLViewerJoystick::getInstance()->getOverrideCamera()) + { // focus on point under cursor + focus_point.set(gDebugRaycastIntersection.getF32ptr()); + } + else if (gAgentCamera.cameraMouselook()) + { // focus on point under mouselook crosshairs + LLVector4a result; + result.clear(); - shader = &gDeferredPostProgram; - bindDeferredShader(*shader); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); - if (channel > -1) - { - mDeferredLight.bindTexture(0, channel); - } + gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE, NULL, &result); - shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - - 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(); + focus_point.set(result.getF32ptr()); + } + else + { + // focus on alt-zoom target + LLViewerRegion *region = gAgent.getRegion(); + if (region) + { + focus_point = LLVector3(gAgentCamera.getFocusGlobal() - region->getOriginGlobal()); + } + } + } - unbindDeferredShader(*shader); - mScreen.flush(); - gGL.setColorMask(true, true); - } - - { //combine result based on alpha - if (multisample) - { - mDeferredLight.bindTarget(); - glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); - } - else - { - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - } + LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); + F32 target_distance = 16.f; + if (!focus_point.isExactlyZero()) + { + target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point - eye); + } - shader = &gDeferredDoFCombineProgram; - bindDeferredShader(*shader); - - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + if (transition_time >= 1.f && fabsf(current_distance - target_distance) / current_distance > 0.01f) + { // large shift happened, interpolate smoothly to new target distance + transition_time = 0.f; + start_distance = current_distance; + } + else if (transition_time < 1.f) + { // currently in a transition, continue interpolating + transition_time += 1.f / CameraFocusTransitionTime * gFrameIntervalSeconds.value(); + transition_time = llmin(transition_time, 1.f); - shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width-1); - shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height-1); + F32 t = cosf(transition_time * F_PI + F_PI) * 0.5f + 0.5f; + current_distance = start_distance + (target_distance - start_distance) * t; + } + else + { // small or no change, just snap to target distance + current_distance = target_distance; + } - 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(); + // convert to mm + F32 subject_distance = current_distance * 1000.f; + F32 fnumber = CameraFNumber; + F32 default_focal_length = CameraFocalLength; - unbindDeferredShader(*shader); + F32 fov = LLViewerCamera::getInstance()->getView(); - if (multisample) - { - mDeferredLight.flush(); - } - } - } - else - { - if (multisample) - { - mDeferredLight.bindTarget(); - } - LLGLSLShader* shader = &gDeferredPostNoDoFProgram; - - bindDeferredShader(*shader); - - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + const F32 default_fov = CameraFieldOfView * F_PI / 180.f; - 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(); + // F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); - unbindDeferredShader(*shader); + F32 dv = 2.f * default_focal_length * tanf(default_fov / 2.f); - if (multisample) - { - mDeferredLight.flush(); - } - } + F32 focal_length = dv / (2 * tanf(fov / 2.f)); - if (multisample) - { - //bake out texture2D with RGBL for FXAA shader - mFXAABuffer.bindTarget(); - - S32 width = mScreen.getWidth(); - S32 height = mScreen.getHeight(); - glViewport(0, 0, width, height); + // F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); - LLGLSLShader* shader = &gGlowCombineFXAAProgram; + // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) + // where N = fnumber + // s2 = dot distance + // s1 = subject distance + // f = focal length + // - shader->bind(); - shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); + F32 blur_constant = focal_length * focal_length / (fnumber * (subject_distance - focal_length)); + blur_constant /= 1000.f; // convert to meters for shader + F32 magnification = focal_length / (subject_distance - focal_length); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); - if (channel > -1) - { - mDeferredLight.bindTexture(0, channel); - } - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.vertex2f(-1,-1); - gGL.vertex2f(-1,3); - gGL.vertex2f(3,-1); - gGL.end(); + { // build diffuse+bloom+CoF + mDeferredLight.bindTarget(); + shader = &gDeferredCoFProgram; - gGL.flush(); + bindDeferredShader(*shader); - shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); - shader->unbind(); - - mFXAABuffer.flush(); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } - shader = &gFXAAProgram; - shader->bind(); + shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f); + shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); + shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle)); + shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); - if (channel > -1) - { - mFXAABuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); - } - - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - - F32 scale_x = (F32) width/mFXAABuffer.getWidth(); - F32 scale_y = (F32) height/mFXAABuffer.getHeight(); - shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); - shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.vertex2f(-1,-1); - gGL.vertex2f(-1,3); - gGL.vertex2f(3,-1); - gGL.end(); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - gGL.flush(); - shader->unbind(); - } - } - else - { - U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; - LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0); - buff->allocateBuffer(3,0,TRUE); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - LLStrider<LLVector3> v; - LLStrider<LLVector2> uv1; - LLStrider<LLVector2> uv2; + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - buff->getVertexStrider(v); - buff->getTexCoord0Strider(uv1); - buff->getTexCoord1Strider(uv2); - - uv1[0] = LLVector2(0, 0); - uv1[1] = LLVector2(0, 2); - uv1[2] = LLVector2(2, 0); - - uv2[0] = LLVector2(0, 0); - uv2[1] = LLVector2(0, tc2.mV[1]*2.f); - uv2[2] = LLVector2(tc2.mV[0]*2.f, 0); - - v[0] = LLVector3(-1,-1,0); - v[1] = LLVector3(-1,3,0); - v[2] = LLVector3(3,-1,0); - - buff->flush(); + gGL.end(); - LLGLDisable blend(GL_BLEND); + unbindDeferredShader(*shader); + mDeferredLight.flush(); + } - if (LLGLSLShader::sNoFixedFunction) - { - gGlowCombineProgram.bind(); - } - else - { - //tex unit 0 - gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR); - //tex unit 1 - gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR); - } - - gGL.getTexUnit(0)->bind(&mGlow[1]); - gGL.getTexUnit(1)->bind(&mScreen); - - LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); - - buff->setBuffer(mask); - buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3); - - if (LLGLSLShader::sNoFixedFunction) - { - gGlowCombineProgram.unbind(); - } - else - { - gGL.getTexUnit(1)->disable(); - gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); + U32 dof_width = (U32)(mScreen.getWidth() * CameraDoFResScale); + U32 dof_height = (U32)(mScreen.getHeight() * CameraDoFResScale); - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); - } - - } + { // perform DoF sampling at half-res (preserve alpha channel) + mScreen.bindTarget(); + glViewport(0, 0, dof_width, dof_height); + gGL.setColorMask(true, false); - gGL.setSceneBlendType(LLRender::BT_ALPHA); + shader = &gDeferredPostProgram; + bindDeferredShader(*shader); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + if (channel > -1) + { + mDeferredLight.bindTexture(0, channel); + } - if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) - { - if (LLGLSLShader::sNoFixedFunction) - { - gSplatTextureRectProgram.bind(); - } + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - gGL.setColorMask(true, false); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - LLVector2 tc1(0,0); - LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2, - (F32) gViewerWindow->getWorldViewHeightRaw()*2); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - LLGLEnable blend(GL_BLEND); - gGL.color4f(1,1,1,0.75f); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - gGL.getTexUnit(0)->bind(&mPhysicsDisplay); + gGL.end(); - gGL.begin(LLRender::TRIANGLES); - 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.flush(); + unbindDeferredShader(*shader); + mScreen.flush(); + gGL.setColorMask(true, true); + } - if (LLGLSLShader::sNoFixedFunction) - { - gSplatTextureRectProgram.unbind(); - } - } + { // combine result based on alpha + if (multisample) + { + mDeferredLight.bindTarget(); + glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); + } + else + { + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + } - - if (LLRenderTarget::sUseFBO) - { //copy depth buffer from mScreen to framebuffer - LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), - 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - } - + shader = &gDeferredDoFCombineProgram; + bindDeferredShader(*shader); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } - LLVertexBuffer::unbind(); + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width - 1); + shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height - 1); - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); + 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(); + + unbindDeferredShader(*shader); + + if (multisample) + { + mDeferredLight.flush(); + } + } + } + else + { + if (multisample) + { + mDeferredLight.bindTarget(); + } + LLGLSLShader *shader = &gDeferredPostNoDoFProgram; + + bindDeferredShader(*shader); + + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + 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); + + gGL.end(); + + unbindDeferredShader(*shader); + + if (multisample) + { + mDeferredLight.flush(); + } + } + + if (multisample) + { + // bake out texture2D with RGBL for FXAA shader + mFXAABuffer.bindTarget(); + + S32 width = mScreen.getWidth(); + S32 height = mScreen.getHeight(); + glViewport(0, 0, width, height); + + LLGLSLShader *shader = &gGlowCombineFXAAProgram; + + shader->bind(); + shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); + + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + if (channel > -1) + { + mDeferredLight.bindTexture(0, channel); + } + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1, -1); + gGL.vertex2f(-1, 3); + gGL.vertex2f(3, -1); + gGL.end(); + + gGL.flush(); + + shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + shader->unbind(); + + mFXAABuffer.flush(); + + shader = &gFXAAProgram; + shader->bind(); + + channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); + if (channel > -1) + { + mFXAABuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + } + + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + + F32 scale_x = (F32) width / mFXAABuffer.getWidth(); + F32 scale_y = (F32) height / mFXAABuffer.getHeight(); + shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); + shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y, + 0.5f / width * scale_x, 0.5f / height * scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f / width * scale_x, -2.f / height * scale_y, + 2.f / width * scale_x, 2.f / height * scale_y); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1, -1); + gGL.vertex2f(-1, 3); + gGL.vertex2f(3, -1); + gGL.end(); + + gGL.flush(); + shader->unbind(); + } + } + else // not deferred + { + U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; + LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0); + buff->allocateBuffer(3, 0, TRUE); + + LLStrider<LLVector3> v; + LLStrider<LLVector2> uv1; + LLStrider<LLVector2> uv2; + + buff->getVertexStrider(v); + buff->getTexCoord0Strider(uv1); + buff->getTexCoord1Strider(uv2); + + uv1[0] = LLVector2(0, 0); + uv1[1] = LLVector2(0, 2); + uv1[2] = LLVector2(2, 0); + + uv2[0] = LLVector2(0, 0); + uv2[1] = LLVector2(0, tc2.mV[1] * 2.f); + uv2[2] = LLVector2(tc2.mV[0] * 2.f, 0); + + v[0] = LLVector3(-1, -1, 0); + v[1] = LLVector3(-1, 3, 0); + v[2] = LLVector3(3, -1, 0); + + buff->flush(); + + LLGLDisable blend(GL_BLEND); + + if (LLGLSLShader::sNoFixedFunction) + { + gGlowCombineProgram.bind(); + } + else + { + // tex unit 0 + gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR); + // tex unit 1 + gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, + LLTexUnit::TBS_PREV_COLOR); + } + + gGL.getTexUnit(0)->bind(&mGlow[1]); + gGL.getTexUnit(1)->bind(&mScreen); + + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); + + buff->setBuffer(mask); + buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3); + + if (LLGLSLShader::sNoFixedFunction) + { + gGlowCombineProgram.unbind(); + } + else + { + gGL.getTexUnit(1)->disable(); + gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); + + gGL.getTexUnit(0)->activate(); + gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + } + } + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + + if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) + { + if (LLGLSLShader::sNoFixedFunction) + { + gSplatTextureRectProgram.bind(); + } + + gGL.setColorMask(true, false); + + LLVector2 tc1(0, 0); + LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw() * 2, + (F32) gViewerWindow->getWorldViewHeightRaw() * 2); + + LLGLEnable blend(GL_BLEND); + gGL.color4f(1, 1, 1, 0.75f); + + gGL.getTexUnit(0)->bind(&mPhysicsDisplay); + + gGL.begin(LLRender::TRIANGLES); + 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.flush(); + + if (LLGLSLShader::sNoFixedFunction) + { + gSplatTextureRectProgram.unbind(); + } + } + + if (LLRenderTarget::sUseFBO) + { // copy depth buffer from mScreen to framebuffer + LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), 0, 0, + mScreen.getWidth(), mScreen.getHeight(), + GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + } + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + + LLVertexBuffer::unbind(); + LLGLState::checkStates(); + LLGLState::checkTextureChannels(); } static LLTrace::BlockTimerStatHandle FTM_BIND_DEFERRED("Bind Deferred"); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 5a07bdebe3..600bdd9d06 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -139,7 +139,7 @@ public: void resetVertexBuffers(LLDrawable* drawable); void generateImpostor(LLVOAvatar* avatar); void bindScreenToTexture(); - void renderBloom(bool for_snapshot, F32 zoom_factor = 1.f, int subfield = 0); + void renderFinalize(); void init(); void cleanup(); |