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authorGraham Linden <graham@lindenlab.com>2013-07-10 09:47:46 -0700
committerGraham Linden <graham@lindenlab.com>2013-07-10 09:47:46 -0700
commit326e20b0e5cd8e30d4b52c662a29aa2fc816b40d (patch)
treef9c766719839a8948ac4ff3463a420525169ee1b /indra
parent167fc262734dfb72e33e57a0b309d0ce6a17ce47 (diff)
NORSPEC-291 WIP materials underwater w and wo alpha, water fog color broken, no refl, no water dis
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl86
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialV.glsl9
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl54
-rwxr-xr-xindra/newview/lldrawpoolavatar.cpp18
-rw-r--r--indra/newview/lldrawpoolmaterials.cpp10
-rwxr-xr-xindra/newview/lldrawpoolsky.cpp2
-rwxr-xr-xindra/newview/lldrawpoolwater.cpp8
-rwxr-xr-xindra/newview/lldrawpoolwlsky.cpp4
-rwxr-xr-xindra/newview/llviewerdisplay.cpp10
-rwxr-xr-xindra/newview/llviewershadermgr.cpp97
-rwxr-xr-xindra/newview/llviewershadermgr.h3
-rwxr-xr-xindra/newview/pipeline.cpp34
12 files changed, 293 insertions, 42 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 027c6eeadb..393074344b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -51,7 +51,6 @@ vec3 linear_to_srgb(vec3 cl)
return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
}
-
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#ifdef DEFINE_GL_FRAGCOLOR
@@ -136,6 +135,57 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+#ifdef WATER_FOG
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec4 applyWaterFogDeferred(vec4 color)
+{
+ //normalize view vector
+ vec3 view = normalize(getPositionEye());
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+
+ //get object depth
+ float depth = length(getPositionEye() - int_v);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
+ return color;
+}
+#endif
+
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
@@ -221,10 +271,6 @@ vec4 getPosition_d(vec2 pos_screen, float depth)
return pos;
}
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
vec3 getSunlitColor()
{
return vary_SunlitColor;
@@ -417,6 +463,21 @@ out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
+
+VARYING vec3 vary_position;
+
+#ifdef WATER_FOG
+vec3 vary_PositionEye;
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+void setPositionEye(vec3 e)
+{
+ vary_PositionEye = e;
+}
+#endif
+
#endif
uniform sampler2D diffuseMap;
@@ -672,7 +733,6 @@ void main()
//convert to linear space before adding local lights
col = srgb_to_linear(col);
-
vec3 npos = normalize(-pos.xyz);
#define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare);
@@ -685,17 +745,19 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
+ glare = min(glare, 1.0);
+ float al = max(diffcol.a,glare)*vertex_color.a;
- //convert to gamma space for display on screen
- col.rgb = linear_to_srgb(col.rgb);
-
+#ifdef WATER_FOG
+ frag_color = applyWaterFogDeferred(vec4(col.rgb, al));
+#else
frag_color.rgb = col.rgb;
- glare = min(glare, 1.0);
- frag_color.a = max(diffcol.a,glare)*vertex_color.a;
+ frag_color.a = al;
+#endif
#else
frag_data[0] = final_color;
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
-#endif
+#endif%
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
index b25032866b..154db09583 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -43,10 +43,10 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 modelview_matrix;
#endif
-VARYING vec3 vary_position;
-
#endif
+VARYING vec3 vary_position;
+
uniform mat4 texture_matrix0;
ATTRIBUTE vec3 position;
@@ -84,15 +84,14 @@ void main()
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vary_position = pos;
-#endif
+
gl_Position = projection_matrix*vec4(pos,1.0);
#else
//transform vertex
+ vary_position = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index dc2519bd0a..1706d41da0 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -175,6 +175,53 @@ void setAtmosAttenuation(vec3 v)
vary_AtmosAttenuation = v;
}
+
+#ifdef WATER_FOG
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec4 applyWaterFogDeferred(vec4 color)
+{
+ //normalize view vector
+ vec3 view = normalize(getPositionEye());
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+
+ //get object depth
+ float depth = length(getPositionEye() - int_v);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
+ return color;
+}
+#endif
+
void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
vec3 P = inPositionEye;
@@ -389,6 +436,12 @@ void main()
{
col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+
+ #ifdef WATER_FOG
+ vec4 fogged = applyWaterFogDeferred(vec4(col, bloom));
+ col = fogged.rgb;
+ bloom = fogged.a;
+ #endif
}
col = srgb_to_linear(col);
@@ -398,6 +451,5 @@ void main()
}
frag_color.rgb = col;
-
frag_color.a = bloom;
}
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 075299386e..45abb87bad 100755
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -297,7 +297,14 @@ void LLDrawPoolAvatar::beginDeferredRiggedMaterialAlpha(S32 pass)
pass += LLMaterial::SHADER_COUNT;
- sVertexProgram = &gDeferredMaterialProgram[pass];
+ if (LLPipeline::sUnderWaterRender)
+ {
+ sVertexProgram = &(gDeferredMaterialWaterProgram[pass]);
+ }
+ else
+ {
+ sVertexProgram = &(gDeferredMaterialProgram[pass]);
+ }
gPipeline.bindDeferredShader(*sVertexProgram);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
@@ -1092,7 +1099,14 @@ void LLDrawPoolAvatar::beginDeferredRiggedMaterial(S32 pass)
{ //skip alpha passes
return;
}
- sVertexProgram = &gDeferredMaterialProgram[pass+LLMaterial::SHADER_COUNT];
+ if (LLPipeline::sUnderWaterRender)
+ {
+ sVertexProgram = &gDeferredMaterialWaterProgram[pass+LLMaterial::SHADER_COUNT];
+ }
+ else
+ {
+ sVertexProgram = &gDeferredMaterialProgram[pass+LLMaterial::SHADER_COUNT];
+ }
sVertexProgram->bind();
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP);
diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp
index 08a36bddf1..49619e6b1d 100644
--- a/indra/newview/lldrawpoolmaterials.cpp
+++ b/indra/newview/lldrawpoolmaterials.cpp
@@ -71,7 +71,15 @@ void LLDrawPoolMaterials::beginDeferredPass(S32 pass)
15, //LLRenderPass::PASS_NORMSPEC_GLOW,
};
- mShader = &(gDeferredMaterialProgram[shader_idx[pass]]);
+ if (LLPipeline::sUnderWaterRender)
+ {
+ mShader = &(gDeferredMaterialWaterProgram[shader_idx[pass]]);
+ }
+ else
+ {
+ mShader = &(gDeferredMaterialProgram[shader_idx[pass]]);
+ }
+
mShader->bind();
diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp
index 7f7d9f65c6..d36b9ace94 100755
--- a/indra/newview/lldrawpoolsky.cpp
+++ b/indra/newview/lldrawpoolsky.cpp
@@ -77,7 +77,7 @@ void LLDrawPoolSky::render(S32 pass)
}
// don't render sky under water (background just gets cleared to fog color)
- if(mVertexShaderLevel > 0 && LLPipeline::sUnderWaterRender)
+ if(mVertexShaderLevel > 0 /*&& !LLPipeline::sRenderDeferred*/ && LLPipeline::sUnderWaterRender)
{
return;
}
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 5ddc15df42..5b0b173926 100755
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -522,13 +522,13 @@ void LLDrawPoolWater::shade()
F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - gAgent.getRegion()->getWaterHeight();
- if (deferred_render)
+ if (eyedepth < 0.f && LLPipeline::sWaterReflections)
{
- shader = &gDeferredWaterProgram;
+ shader = &gUnderWaterProgram;
}
- else if (eyedepth < 0.f && LLPipeline::sWaterReflections)
+ else if (deferred_render)
{
- shader = &gUnderWaterProgram;
+ shader = &gDeferredWaterProgram;
}
else
{
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index b5faff7968..56b58aaeb4 100755
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -99,12 +99,12 @@ LLViewerTexture *LLDrawPoolWLSky::getDebugTexture()
void LLDrawPoolWLSky::beginRenderPass( S32 pass )
{
sky_shader =
- LLPipeline::sUnderWaterRender ?
+ (LLPipeline::sUnderWaterRender /*&& !LLPipeline::sRenderDeferred*/) ?
&gObjectFullbrightNoColorWaterProgram :
&gWLSkyProgram;
cloud_shader =
- LLPipeline::sUnderWaterRender ?
+ (LLPipeline::sUnderWaterRender /*&& !LLPipeline::sRenderDeferred*/) ?
&gObjectFullbrightNoColorWaterProgram :
&gWLCloudProgram;
}
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index e6718ca618..d9fd171b4e 100755
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -893,7 +893,15 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
if (LLPipeline::sRenderDeferred)
{
gPipeline.mDeferredScreen.bindTarget();
- glClearColor(1,0,1,1);
+ if (LLPipeline::sUnderWaterRender)
+ {
+ const LLColor4 &col = LLDrawPoolWater::sWaterFogColor;
+ glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
+ }
+ else
+ {
+ glClearColor(1,0,1,1);
+ }
gPipeline.mDeferredScreen.clear();
}
else
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 6d9a0dd261..88593346c0 100755
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -168,6 +168,7 @@ LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
LLGLSLShader gDeferredImpostorProgram;
LLGLSLShader gDeferredWaterProgram;
+LLGLSLShader gDeferredUnderWaterProgram;
LLGLSLShader gDeferredDiffuseProgram;
LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
LLGLSLShader gDeferredNonIndexedDiffuseProgram;
@@ -189,6 +190,7 @@ LLGLSLShader gDeferredMultiSpotLightProgram;
LLGLSLShader gDeferredSunProgram;
LLGLSLShader gDeferredBlurLightProgram;
LLGLSLShader gDeferredSoftenProgram;
+LLGLSLShader gDeferredSoftenWaterProgram;
LLGLSLShader gDeferredShadowProgram;
LLGLSLShader gDeferredShadowCubeProgram;
LLGLSLShader gDeferredShadowAlphaMaskProgram;
@@ -215,6 +217,7 @@ LLGLSLShader gNormalMapGenProgram;
// Deferred materials shaders
LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
+LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
LLViewerShaderMgr::LLViewerShaderMgr() :
mVertexShaderLevel(SHADER_COUNT, 0),
@@ -280,14 +283,23 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gUnderWaterProgram);
mShaderList.push_back(&gDeferredSunProgram);
mShaderList.push_back(&gDeferredSoftenProgram);
+ mShaderList.push_back(&gDeferredSoftenWaterProgram);
mShaderList.push_back(&gDeferredMaterialProgram[1]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[1]);
mShaderList.push_back(&gDeferredMaterialProgram[5]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[5]);
mShaderList.push_back(&gDeferredMaterialProgram[9]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[9]);
mShaderList.push_back(&gDeferredMaterialProgram[13]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[13]);
mShaderList.push_back(&gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
@@ -1123,6 +1135,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSunProgram.unload();
gDeferredBlurLightProgram.unload();
gDeferredSoftenProgram.unload();
+ gDeferredSoftenWaterProgram.unload();
gDeferredShadowProgram.unload();
gDeferredShadowCubeProgram.unload();
gDeferredShadowAlphaMaskProgram.unload();
@@ -1141,6 +1154,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredPostGammaCorrectProgram.unload();
gFXAAProgram.unload();
gDeferredWaterProgram.unload();
+ gDeferredUnderWaterProgram.unload();
gDeferredWLSkyProgram.unload();
gDeferredWLCloudProgram.unload();
gDeferredStarProgram.unload();
@@ -1152,6 +1166,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
gDeferredMaterialProgram[i].unload();
+ gDeferredMaterialWaterProgram[i].unload();
}
return TRUE;
}
@@ -1279,6 +1294,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
if (success)
@@ -1305,6 +1329,35 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredMaterialProgram[i].createShader(NULL, NULL);
}
+
+ if (success)
+ {
+ gDeferredMaterialProgram[i].mName = llformat("Deferred Material Shader %d", i);
+
+ U32 alpha_mode = i & 0x3;
+
+ gDeferredMaterialWaterProgram[i].mShaderFiles.clear();
+ gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredMaterialWaterProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
+ gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
+ bool has_skin = i & 0x10;
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
+
+ gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");
+ gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true;
+ gDeferredMaterialWaterProgram[i].mShaderGroup = SHADER_WATER;
+
+ if (has_skin)
+ {
+ gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true;
+ }
+
+ success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);
+ }
}
gDeferredMaterialProgram[1].mFeatures.hasLighting = true;
@@ -1316,7 +1369,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
-
+ gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
if (success)
{
@@ -1584,6 +1644,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ // load water shader
+ /*gDeferredUnderWaterProgram.mName = "Deferred Under Water Shader";
+ gDeferredUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredUnderWaterProgram.mFeatures.hasGamma = true;
+ gDeferredUnderWaterProgram.mShaderFiles.clear();
+ gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
+ gDeferredUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+
+ success = gDeferredUnderWaterProgram.createShader(NULL, &mWaterUniforms);*/
+ }
+
+ if (success)
+ {
gDeferredSoftenProgram.mName = "Deferred Soften Shader";
gDeferredSoftenProgram.mShaderFiles.clear();
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1601,6 +1676,26 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gDeferredSoftenWaterProgram.mName = "Deferred Soften Underwater Shader";
+ gDeferredSoftenWaterProgram.mFeatures.hasWaterFog = true;
+ gDeferredSoftenWaterProgram.mShaderFiles.clear();
+ gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+
+ gDeferredSoftenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1");
+ gDeferredSoftenWaterProgram.mShaderGroup = SHADER_WATER;
+
+ if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
+ { //if using SSAO, take screen space light map into account as if shadows are enabled
+ gDeferredSoftenWaterProgram.mShaderLevel = llmax(gDeferredSoftenWaterProgram.mShaderLevel, 2);
+ }
+
+ success = gDeferredSoftenWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gDeferredShadowProgram.mName = "Deferred Shadow Shader";
gDeferredShadowProgram.mShaderFiles.clear();
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB));
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index f3a419b1f2..34a0f6b89d 100755
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -330,6 +330,7 @@ extern LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
extern LLGLSLShader gDeferredImpostorProgram;
extern LLGLSLShader gDeferredWaterProgram;
+extern LLGLSLShader gDeferredUnderWaterProgram;
extern LLGLSLShader gDeferredDiffuseProgram;
extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram;
@@ -350,6 +351,7 @@ extern LLGLSLShader gDeferredSunProgram;
extern LLGLSLShader gDeferredBlurLightProgram;
extern LLGLSLShader gDeferredAvatarProgram;
extern LLGLSLShader gDeferredSoftenProgram;
+extern LLGLSLShader gDeferredSoftenWaterProgram;
extern LLGLSLShader gDeferredShadowProgram;
extern LLGLSLShader gDeferredShadowCubeProgram;
extern LLGLSLShader gDeferredShadowAlphaMaskProgram;
@@ -377,5 +379,6 @@ extern LLGLSLShader gNormalMapGenProgram;
// Deferred materials shaders
extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
+extern LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
#endif
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index aed73be3c1..e9fb94239e 100755
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8466,7 +8466,7 @@ void LLPipeline::renderDeferredLighting()
if (RenderDeferredAtmospheric)
{ //apply sunlight contribution
LLFastTimer ftm(FTM_ATMOSPHERICS);
- bindDeferredShader(gDeferredSoftenProgram);
+ bindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
{
LLGLDepthTest depth(GL_FALSE);
LLGLDisable blend(GL_BLEND);
@@ -8488,7 +8488,7 @@ void LLPipeline::renderDeferredLighting()
gGL.popMatrix();
}
- unbindDeferredShader(gDeferredSoftenProgram);
+ unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
}
{ //render non-deferred geometry (fullbright, alpha, etc)
@@ -8725,9 +8725,11 @@ void LLPipeline::renderDeferredLighting()
count = 0;
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+// seems like this should be done here...
+ //unbindDeferredShader(gDeferredMultiLightProgram[idx]);
}
}
-
+
unbindDeferredShader(gDeferredMultiLightProgram[0]);
bindDeferredShader(gDeferredMultiSpotLightProgram);
@@ -8972,7 +8974,7 @@ void LLPipeline::renderDeferredLightingToRenderTarget(LLRenderTarget* render_tar
if (RenderDeferredAtmospheric)
{ //apply sunlight contribution
LLFastTimer ftm(FTM_ATMOSPHERICS);
- bindDeferredShader(gDeferredSoftenProgram);
+ bindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
{
LLGLDepthTest depth(GL_FALSE);
LLGLDisable blend(GL_BLEND);
@@ -8994,7 +8996,7 @@ void LLPipeline::renderDeferredLightingToRenderTarget(LLRenderTarget* render_tar
gGL.popMatrix();
}
- unbindDeferredShader(gDeferredSoftenProgram);
+ unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
}
{ //render non-deferred geometry (fullbright, alpha, etc)
@@ -9187,7 +9189,7 @@ void LLPipeline::renderDeferredLightingToRenderTarget(LLRenderTarget* render_tar
vert[2].set(3,1,0);
{
- bindDeferredShader(gDeferredMultiLightProgram);
+ bindDeferredShader(gDeferredMultiLightProgram[0]);
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
@@ -9225,17 +9227,25 @@ void LLPipeline::renderDeferredLightingToRenderTarget(LLRenderTarget* render_tar
count++;
if (count == max_count || fullscreen_lights.empty())
{
- gDeferredMultiLightProgram.uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
- gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
- gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
- gDeferredMultiLightProgram.uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
+ U32 idx = count-1;
+ bindDeferredShader(gDeferredMultiLightProgram[idx]);
+
+ gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
+ gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
far_z = 0.f;
count = 0;
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ // This "seems necessary"...ask davep if it's automagical
+ //
+ //unbindDeferredShader(gDeferredMultiLightProgram[idx]);
}
}
-
- unbindDeferredShader(gDeferredMultiLightProgram);
+
+ unbindDeferredShader(gDeferredMultiLightProgram[0]);
bindDeferredShader(gDeferredMultiSpotLightProgram);