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-rw-r--r--indra/llrender/llrendertarget.cpp2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl42
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterV.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterF.glsl82
-rw-r--r--indra/newview/lldrawpool.h3
-rw-r--r--indra/newview/lldrawpoolwater.cpp20
-rw-r--r--indra/newview/lldrawpoolwater.h2
-rw-r--r--indra/newview/llsurface.cpp7
-rw-r--r--indra/newview/llviewerdisplay.cpp4
-rw-r--r--indra/newview/llviewerregion.cpp3
-rw-r--r--indra/newview/llviewershadermgr.cpp2
-rw-r--r--indra/newview/pipeline.cpp3
-rw-r--r--indra/newview/pipeline.h2
14 files changed, 141 insertions, 47 deletions
diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp
index b0da054d76..7fcb130ac6 100644
--- a/indra/llrender/llrendertarget.cpp
+++ b/indra/llrender/llrendertarget.cpp
@@ -623,6 +623,8 @@ void LLRenderTarget::flush(bool fetch_depth)
void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter)
{
+ LL_PROFILE_GPU_ZONE("LLRenderTarget::copyContents");
+
GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE;
LLGLDepthTest depth(write_depth, write_depth);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index bca4771c27..1c2034de69 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -310,16 +310,21 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
+// get position given a normalized device coordinate
+vec3 getPositionWithNDC(vec3 ndc)
+{
+ vec4 pos = inv_proj * vec4(ndc, 1.0);
+ return pos.xyz / pos.w;
+}
+
vec4 getPositionWithDepth(vec2 pos_screen, float depth)
{
vec2 sc = getScreenCoordinate(pos_screen);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
+ vec3 ndc = vec3(sc.x, sc.y, 2.0*depth-1.0);
+ return vec4(getPositionWithNDC(ndc), 1.0);
}
+
vec2 getScreenXY(vec4 clip)
{
vec4 ndc = clip;
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index df640cba05..7dbba12502 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -32,6 +32,8 @@ uniform float waterFogKS;
vec3 getPositionEye();
+vec3 srgb_to_linear(vec3 col);
+
vec4 applyWaterFogView(vec3 pos, vec4 color)
{
vec3 view = normalize(pos);
@@ -71,6 +73,46 @@ vec4 applyWaterFogView(vec3 pos, vec4 color)
return color;
}
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
+{
+ vec3 view = normalize(pos);
+ //normalize view vector
+ 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(pos - int_v);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+ kc.rgb = srgb_to_linear(kc.rgb); // TODO -- pass in waterFogColor linear
+
+ 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;
+}
+
vec4 applyWaterFog(vec4 color)
{
//normalize view vector
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index e95f268681..a0a0e7dfca 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -46,6 +46,7 @@ out vec3 vary_position;
out vec3 vary_light_dir;
out vec3 vary_tangent;
out vec3 vary_normal;
+out vec2 vary_fragcoord;
float wave(vec2 v, float t, float f, vec2 d, float s)
{
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
index 2e7efa9b2a..59e7e64fbb 100644
--- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
@@ -32,6 +32,7 @@ out vec4 frag_color;
vec3 scaleSoftClipFragLinear(vec3 l);
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
// PBR interface
vec3 pbrIbl(vec3 diffuseColor,
@@ -53,6 +54,8 @@ uniform sampler2D bumpMap;
uniform sampler2D bumpMap2;
uniform float blend_factor;
uniform sampler2D screenTex;
+uniform sampler2D screenDepth;
+
uniform sampler2D refTex;
uniform float sunAngle;
@@ -100,6 +103,8 @@ vec3 transform_normal(vec3 vNt)
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec3 pos, vec3 norm, float glossiness);
+vec3 getPositionWithNDC(vec3 ndc);
+
void main()
{
vec4 color;
@@ -110,7 +115,7 @@ void main()
vec3 pos = vary_position.xyz;
- float dist = length(view.xy);
+ float dist = length(pos.xyz);
//normalize view vector
vec3 viewVec = normalize(pos.xyz);
@@ -121,7 +126,6 @@ void main()
vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
-
vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0;
vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
@@ -142,11 +146,11 @@ void main()
//get base fresnel components
- /*vec3 df = vec3(
+ vec3 df = vec3(
dot(viewVec, wave1),
dot(viewVec, (wave2 + wave3) * 0.5),
dot(viewVec, wave3)
- ) * fresnelScale + fresnelOffset;*/
+ ) * fresnelScale + fresnelOffset;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
@@ -157,20 +161,33 @@ void main()
vec2 dmod_scale = vec2(dmod*dmod, dmod);
- //float df1 = df.x + df.y + df.z;
+ float df1 = df.x + df.y + df.z;
- vec4 refcol = vec4(0, 0, 0, 0);
+ wavef = normalize(wavef + vary_normal);
+ //wavef = vary_normal;
- //get specular component
- float spec = clamp(dot(vary_light_dir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, 128.0);
+ vec3 waver = reflect(viewVec, -wavef)*3;
//figure out distortion vector (ripply)
- //vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-
- //vec4 fb = texture2D(screenTex, distort2);
+ vec2 distort2 = distort + waver.xy * refScale / max(dmod * df1, 1.0);
+ distort2 = clamp(distort2, vec2(0), vec2(0.99));
+
+ vec4 fb = texture2D(screenTex, distort2);
+ float depth = texture2D(screenDepth, distort2).r;
+ vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));
+
+#if 1
+ if (refPos.z > pos.z-0.05)
+ {
+ //we sampled an above water sample, don't distort
+ distort2 = distort;
+ fb = texture2D(screenTex, distort2);
+ depth = texture2D(screenDepth, distort2).r;
+ refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
+ }
+#endif
+
+ fb = applyWaterFogViewLinear(refPos, fb);
vec3 sunlit;
vec3 amblit;
@@ -186,48 +203,43 @@ void main()
float roughness = 0.08;
float gloss = 1.0 - roughness;
- vec3 baseColor = vec3(0);
+ vec3 baseColor = vec3(0.25);
vec3 f0 = vec3(0.04);
vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
diffuseColor *= gloss;
vec3 specularColor = mix(f0, baseColor.rgb, metallic);
+ //vec3 refnorm = normalize(wavef + vary_normal);
+ vec3 refnorm = wavef;
- vec3 refnorm = normalize(wavef + vary_normal);
-
+
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss);
-
- // fudge -- use refracted color as irradiance
- irradiance = srgb_to_linear(waterFogColor.rgb);
+ radiance *= 0.5;
+ irradiance = fb.rgb;
color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0);
- //vec4 fb = waterFogColor;
- //fb.rgb = srgb_to_linear(fb.rgb);
-
- //refcol.rgb = vec3(0, 1, 0);
-
- //mix with reflection
- //color.rgb = mix(fb.rgb, refcol.rgb, df1);
-
- //color.rgb += spec * specular;
-
+
// fudge -- for punctual lighting, pretend water is metallic
diffuseColor = vec3(0);
specularColor = vec3(1);
roughness = 0.1;
- color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir);
+ float scol = 1.0; // TODO -- incorporate shadow map
+
+ //color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol;
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
color.rgb = scaleSoftClipFragLinear(color.rgb);
color.a = 0.f;
-
- //color.a = spec * sunAngle2;
-
- frag_color = color;
+ //color.rgb = fb.rgb;
+ //color.rgb = vec3(depth*depth*depth*depth);
+ //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5);
+ //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5);
+ //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5);
+ frag_color = color;
#if defined(WATER_EDGE)
gl_FragDepth = 0.9999847f;
diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h
index f7fc2d2061..0fcb2b2e58 100644
--- a/indra/newview/lldrawpool.h
+++ b/indra/newview/lldrawpool.h
@@ -48,6 +48,9 @@ public:
enum
{
// Correspond to LLPipeline render type
+ // Also controls render order, so passes that don't use alpha masking/blending should come before
+ // other passes and occlusion culling should happen just before rendering alpha masked passes
+ // in order to take advantage of hierarchical Z
// NOTE: Keep in sync with gPoolNames
POOL_SIMPLE = 1,
POOL_GROUND,
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 23de00e3a4..0b9bca06db 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -122,6 +122,19 @@ S32 LLDrawPoolWater::getNumPostDeferredPasses()
return 1;
}
+void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
+{
+ // copy framebuffer contents so far to a texture to be used for
+ // reflections and refractions
+ LLRenderTarget& src = gPipeline.mRT->screen;
+ LLRenderTarget& dst = gPipeline.mWaterDis;
+ dst.copyContents(src,
+ 0, 0, src.getWidth(), src.getHeight(),
+ 0, 0, dst.getWidth(), dst.getHeight(),
+ GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
+ GL_NEAREST);
+}
+
void LLDrawPoolWater::renderPostDeferred(S32 pass)
{
renderWater();
@@ -587,6 +600,8 @@ void LLDrawPoolWater::renderWater()
// bind reflection texture from RenderTarget
S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX);
+ S32 screenDepth = shader->enableTexture(LLShaderMgr::WATER_SCREENDEPTH);
+
F32 screenRes[] = {1.f / gGLViewport[2], 1.f / gGLViewport[3]};
S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
@@ -613,6 +628,11 @@ void LLDrawPoolWater::renderWater()
gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis);
}
+ if (screenDepth > -1)
+ {
+ gGL.getTexUnit(screenDepth)->bind(&gPipeline.mWaterDis, true);
+ }
+
if (mShaderLevel == 1)
{
fog_color.mV[VW] = log(fog_density) / log(2);
diff --git a/indra/newview/lldrawpoolwater.h b/indra/newview/lldrawpoolwater.h
index e3073018c3..39f25541ef 100644
--- a/indra/newview/lldrawpoolwater.h
+++ b/indra/newview/lldrawpoolwater.h
@@ -63,7 +63,9 @@ public:
static void restoreGL();
+
S32 getNumPostDeferredPasses() override;
+ void beginPostDeferredPass(S32 pass) override;
void renderPostDeferred(S32 pass) override;
S32 getNumDeferredPasses() override;
void renderDeferred(S32 pass = 0) override;
diff --git a/indra/newview/llsurface.cpp b/indra/newview/llsurface.cpp
index ea36e1d7be..1418499f8b 100644
--- a/indra/newview/llsurface.cpp
+++ b/indra/newview/llsurface.cpp
@@ -681,6 +681,13 @@ BOOL LLSurface::idleUpdate(F32 max_update_time)
}
}
}
+
+ if (did_update)
+ {
+ // some patches changed, update region reflection probes
+ mRegionp->updateReflectionProbes();
+ }
+
return did_update;
}
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index 65f1170eb4..118dbb833e 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -1007,7 +1007,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
if (LLPipeline::sRenderDeferred)
{
- gPipeline.renderDeferredLighting(&gPipeline.mRT->screen);
+ gPipeline.renderDeferredLighting();
}
LLPipeline::sUnderWaterRender = FALSE;
@@ -1146,7 +1146,7 @@ void display_cube_face()
gPipeline.mRT->deferredScreen.flush();
- gPipeline.renderDeferredLighting(&gPipeline.mRT->screen);
+ gPipeline.renderDeferredLighting();
LLPipeline::sUnderWaterRender = FALSE;
diff --git a/indra/newview/llviewerregion.cpp b/indra/newview/llviewerregion.cpp
index 19f8cc105e..628d0ecc6a 100644
--- a/indra/newview/llviewerregion.cpp
+++ b/indra/newview/llviewerregion.cpp
@@ -830,9 +830,6 @@ void LLViewerRegion::sendReliableMessage()
void LLViewerRegion::setWaterHeight(F32 water_level)
{
mImpl->mLandp->setWaterHeight(water_level);
-
- // reflection probes move with the water height
- updateReflectionProbes();
}
F32 LLViewerRegion::getWaterHeight() const
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index f2b01808a5..46abd83449 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1021,6 +1021,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterProgram.mName = "Water Shader";
gWaterProgram.mFeatures.calculatesAtmospherics = true;
gWaterProgram.mFeatures.hasAtmospherics = true;
+ gWaterProgram.mFeatures.hasWaterFog = true;
gWaterProgram.mFeatures.hasGamma = true;
gWaterProgram.mFeatures.hasTransport = true;
gWaterProgram.mFeatures.hasSrgb = true;
@@ -1040,6 +1041,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterEdgeProgram.mName = "Water Edge Shader";
gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
gWaterEdgeProgram.mFeatures.hasAtmospherics = true;
+ gWaterEdgeProgram.mFeatures.hasWaterFog = true;
gWaterEdgeProgram.mFeatures.hasGamma = true;
gWaterEdgeProgram.mFeatures.hasTransport = true;
gWaterEdgeProgram.mFeatures.hasSrgb = true;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 0da2faae29..08c99266f8 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8442,7 +8442,7 @@ LLVector4 pow4fsrgb(LLVector4 v, F32 f)
return v;
}
-void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
+void LLPipeline::renderDeferredLighting()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
LL_PROFILE_GPU_ZONE("renderDeferredLighting");
@@ -8451,6 +8451,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
return;
}
+ LLRenderTarget *screen_target = &mRT->screen;
LLRenderTarget *deferred_target = &mRT->deferredScreen;
LLRenderTarget *deferred_depth_target = &mRT->deferredDepth;
LLRenderTarget *deferred_light_target = &mRT->deferredLight;
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 0b6b7d91ae..a31df9c16f 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -306,7 +306,7 @@ public:
- void renderDeferredLighting(LLRenderTarget* light_target);
+ void renderDeferredLighting();
void postDeferredGammaCorrect(LLRenderTarget* screen_target);
void generateWaterReflection(LLCamera& camera);