diff options
author | Dave Parks <davep@lindenlab.com> | 2010-04-07 12:41:44 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2010-04-07 12:41:44 -0500 |
commit | 70aa3cf12405eb7c0deaedce4dd2ced81ca3e0c8 (patch) | |
tree | cde2a09b68aeb037d1853157128e2b5f7317beeb /indra | |
parent | 8a8269cca90df5bb7d53086ed7a3c14cb8cd941e (diff) |
Shadow aliasing fix WIP
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/settings.xml | 48 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 32 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 14 |
3 files changed, 89 insertions, 5 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index eef3725cd7..b0c56aea7c 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -6537,6 +6537,54 @@ <real>0.01</real> </map> + <key>RenderShadowBiasError</key> + <map> + <key>Comment</key> + <string>Error scale for shadow bias (based on altitude).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0</real> + </map> + <key>RenderShadowOffsetError</key> + <map> + <key>Comment</key> + <string>Error scale for shadow offset (based on altitude).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0</real> + </map> + + <key>RenderSpotShadowBias</key> + <map> + <key>Comment</key> + <string>Bias value for shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>-0.008</real> + </map> + <key>RenderSpotShadowOffset</key> + <map> + <key>Comment</key> + <string>Offset value for shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.01</real> + </map> + + + <key>RenderShadowResolutionScale</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 04c9a4d19a..4974bbef9e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -41,6 +41,9 @@ uniform vec2 proj_shadow_res; uniform float shadow_bias; uniform float shadow_offset; +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; + vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -72,6 +75,24 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) //return shadow; } +float pcfSpotShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += spot_shadow_bias*scl; + + float cs = shadow2DRect(shadowMap, stc.xyz).x; + float shadow = cs; + + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); + + return shadow/5.0; + + //return shadow; +} + float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; @@ -114,7 +135,10 @@ void main() float shadow = 1.0; float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); - vec4 spos = vec4(pos.xyz + displace*norm + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0); + vec3 shadow_pos = pos.xyz + displace*norm; + vec3 offset = vary_light.xyz * (1.0-dp_directional_light); + + vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); if (spos.z > -shadow_clip.w) { @@ -176,13 +200,15 @@ void main() gl_FragColor[0] = shadow; gl_FragColor[1] = 1.0; + spos.xyz = shadow_pos*offset*spot_shadow_offset; + //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8).x; + gl_FragColor[2] = pcfSpotShadow(shadowMap4, lpos, 0.8).x; //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8).x; + gl_FragColor[3] = pcfSpotShadow(shadowMap5, lpos, 0.8).x; //gl_FragColor.rgb = pos.xyz; //gl_FragColor.b = shadow; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 3778cae201..2aa0210a80 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -5922,8 +5922,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } +static LLFastTimer::DeclareTimer FTM_BIND_DEFERRED("Bind Deferred"); + void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map) { + LLFastTimer t(FTM_BIND_DEFERRED); + if (noise_map == 0xFFFFFFFF) { noise_map = mNoiseMap; @@ -6261,10 +6265,16 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen matrix_nondiag, matrix_nondiag, matrix_diag}; shader.uniformMatrix3fv("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat); + F32 shadow_offset_error = 1.f + gSavedSettings.getF32("RenderShadowOffsetError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); + F32 shadow_bias_error = 1.f + gSavedSettings.getF32("RenderShadowBiasError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); + shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f); - shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")); - shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")); + shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")*shadow_offset_error); + shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")*shadow_bias_error); + shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset")); + shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias")); + shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale")); shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale")); shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset")); |