diff options
author | Graham Linden <graham@lindenlab.com> | 2018-09-14 21:52:52 +0100 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2018-09-14 21:52:52 +0100 |
commit | 1df7760d315430766bba44d4d4c64480b4a6138f (patch) | |
tree | f84ded9bc43e43b2c2fc985ed7a95aa4f0add69c /indra | |
parent | a167f8857fd242e007a6bcbcee80a54a953f29f3 (diff) |
SL-9632 add uniform and code to supress atmospherics in all shaders that could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
Diffstat (limited to 'indra')
20 files changed, 405 insertions, 81 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 78aed5eef6..3c25d6aaa8 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1319,6 +1319,7 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("single_mie_scattering_texture"); mReservedUniforms.push_back("irradiance_texture"); mReservedUniforms.push_back("blend_factor"); + mReservedUniforms.push_back("no_atmo"); llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index 342f5d5507..7898b2d90a 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -233,6 +233,7 @@ public: ILLUMINANCE_TEX, BLEND_FACTOR, + NO_ATMO, END_RESERVED_UNIFORMS } eGLSLReservedUniforms; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 3f81e3b0af..c1a9a6f454 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -51,13 +51,7 @@ VARYING vec2 vary_texcoord2; VARYING vec2 vary_texcoord3; /// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} +vec3 scaleSoftClip(vec3 light); vec4 cloudNoise(vec2 uv) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 134e9c3b4c..0e21e5925d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -1,5 +1,5 @@ /** - * @file fullbrightF.glsl + * @file deferred/fullbrightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 8e4696cfaa..0613111632 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -40,13 +40,7 @@ VARYING vec4 vary_HazeColor; uniform vec4 gamma; /// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} +vec3 scaleSoftClip(vec3 light); void main() { diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl index a54c0caf81..31a262f1db 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl @@ -1,5 +1,5 @@ /** - * @file fullbrightF.glsl + * @file objects/fullbrightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index fee1a7f311..4ec5691a85 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -43,9 +43,14 @@ uniform float max_y; uniform vec4 glow; uniform float scene_light_strength; uniform mat3 ssao_effect_mat; +uniform int no_atmo; vec3 scaleFragSoftClip(vec3 light) { + if (no_atmo == 1) + { + return light; + } //soft clip effect: light = 1. - clamp(light, vec3(0.), vec3(1.)); light = 1. - pow(light, gamma.xxx); @@ -54,14 +59,17 @@ vec3 scaleFragSoftClip(vec3 light) vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { - light *= atten.r; - light += additive; + if (no_atmo == 0) + { + light *= atten.r; + light += additive; + } return (2.0 * light); } vec3 atmosLighting(vec3 light) { - return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation()); + return (no_atmo == 1) ? light : atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation()); } void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index e0c7e18a6f..24fdb45749 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -49,13 +49,7 @@ uniform vec4 cloud_pos_density2; uniform vec4 gamma; /// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} +vec3 scaleSoftClip(vec3 light); vec4 cloudNoise(vec2 uv) { diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl index 2db633cd01..f2764b72c3 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl @@ -26,11 +26,16 @@ uniform vec4 gamma; +uniform int no_atmo; vec3 getAtmosAttenuation(); /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light) { + if (no_atmo == 1) + { + return light; + } //soft clip effect: light = 1. - clamp(light, vec3(0.), vec3(1.)); light = 1. - pow(light, gamma.xxx); @@ -40,10 +45,10 @@ vec3 scaleSoftClip(vec3 light) { vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 atten) { - return mix(scaleSoftClip(light.rgb), light.rgb, atten); + return (no_atmo == 1) ? light : mix(scaleSoftClip(light.rgb), light.rgb, atten); } vec3 fullbrightScaleSoftClip(vec3 light) { - return fullbrightScaleSoftClipFrag(light.rgb, getAtmosAttenuation()); + return (no_atmo == 1) ? light : fullbrightScaleSoftClipFrag(light.rgb, getAtmosAttenuation()); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index 25fd0584f8..28d185b9af 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -38,13 +38,7 @@ VARYING vec4 vary_HazeColor; uniform vec4 gamma; /// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} +vec3 scaleSoftClip(vec3 light); void main() { diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index 82e1d7fe35..9627642b9d 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -32,31 +32,43 @@ vec3 getAtmosAttenuation(); uniform sampler2D cloudMap; uniform vec4 cloud_pos_density1; +uniform int no_atmo; vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) { - light *= atten.r; - light += additive * 2.0; + if (no_atmo == 0) + { + light *= atten.r; + light += additive * 2.0; + } return light; } vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive) { + if (no_atmo == 1) + { + return light; + } float brightness = dot(light.rgb, vec3(0.33333)); return mix(atmosFragTransport(light.rgb, atten, additive), light.rgb + additive.rgb, brightness * brightness); } vec3 fullbrightFragShinyAtmosTransport(vec3 light, vec3 atten, vec3 additive) { + if (no_atmo == 1) + { + return light; + } float brightness = dot(light.rgb, vec3(0.33333)); return mix(atmosFragTransport(light.rgb, atten, additive), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); } vec3 atmosTransport(vec3 light) { - return atmosFragTransport(light, getAtmosAttenuation(), getAdditiveColor()); + return (no_atmo == 1) ? light : atmosFragTransport(light, getAtmosAttenuation(), getAdditiveColor()); } vec3 fullbrightAtmosTransport(vec3 light) { - return fullbrightFragAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); + return (no_atmo == 1) ? light : fullbrightFragAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); } vec3 fullbrightShinyAtmosTransport(vec3 light) { - return fullbrightFragShinyAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); + return (no_atmo == 1) ? light : fullbrightFragShinyAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl index 44b41cc0b8..d9fcc0a9ea 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -58,13 +58,7 @@ vec4 cloudNoise(vec2 uv) /// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} +vec3 scaleSoftClip(vec3 light); void main() { diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl index 82e1d7fe35..e8e9c53c38 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl @@ -32,31 +32,43 @@ vec3 getAtmosAttenuation(); uniform sampler2D cloudMap; uniform vec4 cloud_pos_density1; +uniform int no_atmo; vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) { - light *= atten.r; - light += additive * 2.0; + if (no_atmo == 0) + { + light *= atten.r; + light += additive * 2.0; + } return light; } vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive) { - float brightness = dot(light.rgb, vec3(0.33333)); + if (no_atmo) + { + return light; + } + loat brightness = dot(light.rgb, vec3(0.33333)); return mix(atmosFragTransport(light.rgb, atten, additive), light.rgb + additive.rgb, brightness * brightness); } vec3 fullbrightFragShinyAtmosTransport(vec3 light, vec3 atten, vec3 additive) { + if (no_atmo) + { + return light; + } float brightness = dot(light.rgb, vec3(0.33333)); return mix(atmosFragTransport(light.rgb, atten, additive), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); } vec3 atmosTransport(vec3 light) { - return atmosFragTransport(light, getAtmosAttenuation(), getAdditiveColor()); + return no_atmo ? light : atmosFragTransport(light, getAtmosAttenuation(), getAdditiveColor()); } vec3 fullbrightAtmosTransport(vec3 light) { - return fullbrightFragAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); + return no_atmo ? light : fullbrightFragAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); } vec3 fullbrightShinyAtmosTransport(vec3 light) { - return fullbrightFragShinyAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); + return no_atmo ? light : fullbrightFragShinyAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); } diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 0873300cd2..7679d44826 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -117,6 +117,14 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) fullbright_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); fullbright_shader->unbind(); + if (LLPipeline::sRenderingHUDs) + { + fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } //prime simple shader (loads shadow relevant uniforms) gPipeline.bindDeferredShader(*simple_shader); @@ -260,17 +268,49 @@ void LLDrawPoolAlpha::render(S32 pass) { if (LLPipeline::sImpostorRender) { - fullbright_shader->bind(); + fullbright_shader->bind(); fullbright_shader->setMinimumAlpha(0.5f); + if (LLPipeline::sRenderingHUDs) + { + fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } simple_shader->bind(); simple_shader->setMinimumAlpha(0.5f); + if (LLPipeline::sRenderingHUDs) + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } else { fullbright_shader->bind(); fullbright_shader->setMinimumAlpha(0.f); + if (LLPipeline::sRenderingHUDs) + { + fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } simple_shader->bind(); simple_shader->setMinimumAlpha(0.f); + if (LLPipeline::sRenderingHUDs) + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } } else @@ -610,7 +650,14 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow) emissive_shader->bind(); - + if (LLPipeline::sRenderingHUDs) + { + emissive_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + emissive_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE); // do the actual drawing, again diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index ef69990170..2651e3531b 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -670,6 +670,14 @@ void LLDrawPoolAvatar::beginRigid() { //eyeballs render with the specular shader sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); + if (LLPipeline::sRenderingHUDs) + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } } else @@ -720,6 +728,14 @@ void LLDrawPoolAvatar::beginDeferredRigid() sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); + if (LLPipeline::sRenderingHUDs) + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } void LLDrawPoolAvatar::endDeferredRigid() @@ -763,6 +779,14 @@ void LLDrawPoolAvatar::beginSkinned() sVertexProgram->bind(); sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP); + if (LLPipeline::sRenderingHUDs) + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + } gGL.getTexUnit(0)->activate(); } else @@ -772,6 +796,14 @@ void LLDrawPoolAvatar::beginSkinned() // software skinning, use a basic shader for windlight. // TODO: find a better fallback method for software skinning. sVertexProgram->bind(); + if (LLPipeline::sRenderingHUDs) + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } } @@ -834,6 +866,14 @@ void LLDrawPoolAvatar::beginRiggedSimple() { sDiffuseChannel = 0; sVertexProgram->bind(); + if (LLPipeline::sRenderingHUDs) + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } } @@ -899,6 +939,16 @@ void LLDrawPoolAvatar::beginRiggedGlow() sVertexProgram->bind(); sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, LLPipeline::sRenderDeferred ? 2.2f : 1.1f); + + if (LLPipeline::sRenderingHUDs) + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + } + F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); } @@ -946,16 +996,22 @@ void LLDrawPoolAvatar::beginRiggedFullbright() sDiffuseChannel = 0; sVertexProgram->bind(); - if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred) + if (LLPipeline::sRenderingHUDs) + { + sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else if (LLPipeline::sRenderDeferred) { - sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); + sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); + sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); } else { - sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); - - F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); - sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); + sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); } } } @@ -998,6 +1054,14 @@ void LLDrawPoolAvatar::beginRiggedShinySimple() if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) { sVertexProgram->bind(); + if (LLPipeline::sRenderingHUDs) + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + } LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); } } @@ -1048,17 +1112,32 @@ void LLDrawPoolAvatar::beginRiggedFullbrightShiny() if (sShaderLevel > 0 || gPipeline.canUseVertexShaders()) { sVertexProgram->bind(); + if (LLPipeline::sRenderingHUDs) + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + } LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false); - if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred) + if (LLPipeline::sRenderingHUDs) { sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); - } - else + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else if (LLPipeline::sRenderDeferred) { - sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); + sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + } + else + { + sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); } } } @@ -1080,6 +1159,14 @@ void LLDrawPoolAvatar::beginDeferredRiggedSimple() sVertexProgram = &gDeferredSkinnedDiffuseProgram; sDiffuseChannel = 0; sVertexProgram->bind(); + if (LLPipeline::sRenderingHUDs) + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } void LLDrawPoolAvatar::endDeferredRiggedSimple() @@ -1093,6 +1180,14 @@ void LLDrawPoolAvatar::beginDeferredRiggedBump() { sVertexProgram = &gDeferredSkinnedBumpProgram; sVertexProgram->bind(); + if (LLPipeline::sRenderingHUDs) + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + } normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); } @@ -1125,6 +1220,14 @@ void LLDrawPoolAvatar::beginDeferredRiggedMaterial(S32 pass) } sVertexProgram->bind(); + if (LLPipeline::sRenderingHUDs) + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + } normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP); specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); @@ -1158,7 +1261,15 @@ void LLDrawPoolAvatar::beginDeferredSkinned() sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); - + if (LLPipeline::sRenderingHUDs) + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); + } + sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); gGL.getTexUnit(0)->activate(); } diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 7b9fd5c6c6..e27b6867b9 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -351,6 +351,14 @@ void LLDrawPoolBump::beginShiny(bool invisible) shader = &gObjectShinyProgram; } shader->bind(); + if (LLPipeline::sRenderingHUDs) + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } else { @@ -534,6 +542,15 @@ void LLDrawPoolBump::beginFullbrightShiny() LLVector4(gGLModelView+8), LLVector4(gGLModelView+12)); shader->bind(); + if (LLPipeline::sRenderingHUDs) + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } + LLVector3 vec = LLVector3(gShinyOrigin) * mat; LLVector4 vec4(vec, gShinyOrigin.mV[3]); shader->uniform4fv(LLViewerShaderMgr::SHINY_ORIGIN, 1, vec4.mV); diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp index 63e96a93b5..113c198a9a 100644 --- a/indra/newview/lldrawpoolmaterials.cpp +++ b/indra/newview/lldrawpoolmaterials.cpp @@ -81,6 +81,15 @@ void LLDrawPoolMaterials::beginDeferredPass(S32 pass) mShader->bind(); + if (LLPipeline::sRenderingHUDs) + { + mShader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + mShader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } + diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP); LL_RECORD_BLOCK_TIME(FTM_RENDER_MATERIALS); diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index bd180de6c6..bb50ad8e3e 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -47,6 +47,14 @@ void LLDrawPoolGlow::beginPostDeferredPass(S32 pass) { gDeferredEmissiveProgram.bind(); gDeferredEmissiveProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); + if (LLPipeline::sRenderingHUDs) + { + gDeferredEmissiveProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + gDeferredEmissiveProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); + } } static LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW_PUSH("Glow Push"); @@ -119,6 +127,15 @@ void LLDrawPoolGlow::render(S32 pass) shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.f); } + if (LLPipeline::sRenderingHUDs) + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } + LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.setColorMask(false, true); @@ -170,6 +187,15 @@ void LLDrawPoolSimple::beginRenderPass(S32 pass) if (mVertexShaderLevel > 0) { simple_shader->bind(); + + if (LLPipeline::sRenderingHUDs) + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } else { @@ -263,6 +289,15 @@ void LLDrawPoolAlphaMask::beginRenderPass(S32 pass) if (mVertexShaderLevel > 0) { simple_shader->bind(); + + if (LLPipeline::sRenderingHUDs) + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } else { @@ -296,6 +331,15 @@ void LLDrawPoolAlphaMask::render(S32 pass) simple_shader->bind(); simple_shader->setMinimumAlpha(0.33f); + if (LLPipeline::sRenderingHUDs) + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } + pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); pushMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); pushMaskBatches(LLRenderPass::PASS_SPECMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); @@ -336,6 +380,15 @@ void LLDrawPoolFullbrightAlphaMask::beginRenderPass(S32 pass) if (mVertexShaderLevel > 0) { simple_shader->bind(); + + if (LLPipeline::sRenderingHUDs) + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } else { @@ -369,12 +422,24 @@ void LLDrawPoolFullbrightAlphaMask::render(S32 pass) { simple_shader->bind(); simple_shader->setMinimumAlpha(0.33f); - if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred) - { - simple_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); - } else { - simple_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); - } + + if (LLPipeline::sRenderingHUDs) + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + simple_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); + } + else + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + if (LLPipeline::sRenderDeferred) + { + simple_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); + } + else + { + simple_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); + } + } } pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); //LLGLSLShader::bindNoShader(); @@ -397,6 +462,15 @@ void LLDrawPoolSimple::beginDeferredPass(S32 pass) { LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE_DEFERRED); gDeferredDiffuseProgram.bind(); + + if (LLPipeline::sRenderingHUDs) + { + gDeferredDiffuseProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + gDeferredDiffuseProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); + } } void LLDrawPoolSimple::endDeferredPass(S32 pass) @@ -435,6 +509,16 @@ void LLDrawPoolAlphaMask::renderDeferred(S32 pass) LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK_DEFERRED); gDeferredDiffuseAlphaMaskProgram.bind(); gDeferredDiffuseAlphaMaskProgram.setMinimumAlpha(0.33f); + + if (LLPipeline::sRenderingHUDs) + { + gDeferredDiffuseAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + gDeferredDiffuseAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); + } + pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); gDeferredDiffuseAlphaMaskProgram.unbind(); } @@ -471,6 +555,14 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass) { simple_shader->bind(); simple_shader->setMinimumAlpha(0.5f); + if (LLPipeline::sRenderingHUDs) + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } } else { @@ -527,6 +619,16 @@ void LLDrawPoolGrass::renderDeferred(S32 pass) LL_RECORD_BLOCK_TIME(FTM_RENDER_GRASS_DEFERRED); gDeferredNonIndexedDiffuseAlphaMaskProgram.bind(); gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f); + + if (LLPipeline::sRenderingHUDs) + { + gDeferredNonIndexedDiffuseAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + gDeferredNonIndexedDiffuseAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); + } + //render grass LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask()); } @@ -553,6 +655,15 @@ void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass) else { gDeferredFullbrightProgram.bind(); + + if (LLPipeline::sRenderingHUDs) + { + gDeferredFullbrightProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + gDeferredFullbrightProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); + } } } @@ -621,6 +732,15 @@ void LLDrawPoolFullbright::render(S32 pass) fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f); fullbright_shader->uniform1f(LLViewerShaderMgr::TEXTURE_GAMMA, 1.f); + if (LLPipeline::sRenderingHUDs) + { + fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else + { + fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); + } + U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX; pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE); pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, fullbright_mask, TRUE, TRUE); @@ -651,23 +771,32 @@ S32 LLDrawPoolFullbright::getNumPasses() void LLDrawPoolFullbrightAlphaMask::beginPostDeferredPass(S32 pass) { - if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred) - { - gObjectFullbrightAlphaMaskProgram.bind(); + if (LLPipeline::sRenderingHUDs) + { + gObjectFullbrightAlphaMaskProgram.bind(); gObjectFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); - } - else - { - if (LLPipeline::sUnderWaterRender) + gObjectFullbrightAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); + } + else if (LLPipeline::sRenderDeferred) + { + if (LLPipeline::sUnderWaterRender) { gDeferredFullbrightAlphaMaskWaterProgram.bind(); gDeferredFullbrightAlphaMaskWaterProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); + gDeferredFullbrightAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); } else { gDeferredFullbrightAlphaMaskProgram.bind(); gDeferredFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); + gDeferredFullbrightAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); } + } + else + { + gObjectFullbrightAlphaMaskProgram.bind(); + gObjectFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); + gObjectFullbrightAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); } } diff --git a/indra/newview/llhudtext.cpp b/indra/newview/llhudtext.cpp index 6b1e196182..486e077b9b 100644 --- a/indra/newview/llhudtext.cpp +++ b/indra/newview/llhudtext.cpp @@ -588,8 +588,6 @@ void LLHUDText::renderAllHUD() LLVertexBuffer::unbind(); - LLVertexBuffer::unbind(); - LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 568a8fc516..3fdcac8917 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -2110,6 +2110,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader"; //gWLSkyProgram.mFeatures.hasGamma = true; gDeferredWLSkyProgram.mShaderFiles.clear(); + gDeferredWLSkyProgram.mFeatures.hasGamma = true; gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; @@ -2126,6 +2127,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program"; gDeferredWLCloudProgram.mShaderFiles.clear(); + gDeferredWLCloudProgram.mFeatures.hasGamma = true; gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; @@ -3526,6 +3528,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() gWLSkyProgram.mName = "Windlight Sky Shader"; //gWLSkyProgram.mFeatures.hasGamma = true; gWLSkyProgram.mShaderFiles.clear(); + gWLSkyProgram.mFeatures.hasGamma = true; gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyV.glsl", GL_VERTEX_SHADER_ARB)); gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB)); gWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; @@ -3538,6 +3541,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() gWLCloudProgram.mName = "Windlight Cloud Program"; //gWLCloudProgram.mFeatures.hasGamma = true; gWLCloudProgram.mShaderFiles.clear(); + gWLCloudProgram.mFeatures.hasGamma = true; gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsV.glsl", GL_VERTEX_SHADER_ARB)); gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB)); gWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; |