diff options
-rw-r--r-- | indra/llrender/llatmosphere.cpp | 3 | ||||
-rw-r--r-- | indra/llrender/llglslshader.cpp | 4 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl | 71 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl | 43 | ||||
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 21 |
5 files changed, 132 insertions, 10 deletions
diff --git a/indra/llrender/llatmosphere.cpp b/indra/llrender/llatmosphere.cpp index fb159a3e47..8840f49454 100644 --- a/indra/llrender/llatmosphere.cpp +++ b/indra/llrender/llatmosphere.cpp @@ -167,18 +167,21 @@ LLAtmosphere::LLAtmosphere() m_scattering = new LLGLTexture; m_mie_scattering = new LLGLTexture; + m_transmittance->generateGLTexture(); m_transmittance->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP); m_transmittance->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR); m_transmittance->setExplicitFormat(GL_RGB16F, GL_RGB, GL_FLOAT); m_transmittance->setTexName(m_textures.transmittance_texture); m_transmittance->setTarget(GL_TEXTURE_2D, LLTexUnit::TT_TEXTURE); + m_scattering->generateGLTexture(); m_scattering->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP); m_scattering->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR); m_scattering->setExplicitFormat(GL_RGB16F, GL_RGB, GL_FLOAT); m_scattering->setTexName(m_textures.transmittance_texture); m_scattering->setTarget(GL_TEXTURE_3D, LLTexUnit::TT_TEXTURE_3D); + m_mie_scattering->generateGLTexture(); m_mie_scattering->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP); m_mie_scattering->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR); m_mie_scattering->setExplicitFormat(GL_RGB16F, GL_RGB, GL_FLOAT); diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index b09ec53bc0..a5939a6eb9 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -374,6 +374,8 @@ void LLGLSLShader::unloadInternal() stop_glerror(); } +#pragma optimize("", off) + BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, std::vector<LLStaticHashedString> * uniforms, U32 varying_count, @@ -490,6 +492,8 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, return success; } +#pragma optimize("", on) + BOOL LLGLSLShader::attachObject(std::string object) { if (LLShaderMgr::instance()->mShaderObjects.count(object) > 0) diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl new file mode 100644 index 0000000000..c71eaf4b13 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl @@ -0,0 +1,71 @@ +/** + * @file advancedAtmoF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +in vec3 view_dir; + +uniform vec3 cameraPosLocal; +uniform vec3 sun_direction; +uniform vec2 sun_size; + +uniform sampler2D cloud_noise_texture; +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler3D mie_scattering_texture; + +vec3 GetSolarLuminance(); +vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 sun_dir, out vec3 transmittance); +vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 sun_dir, out vec3 transmittance); +vec3 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 sun_dir, out vec3 sky_irradiance); + +void main() +{ + vec3 view_direction = normalize(view_dir); + + vec3 camPos = cameraPosLocal; + vec3 transmittance; + vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance); + + radiance *= transmittance; + + // If the view ray intersects the Sun, add the Sun radiance. + if (dot(view_direction, sun_direction) >= sun_size.y) + { + radiance = radiance + transmittance * GetSolarLuminance(); + } + + vec3 color = vec3(1.0) - exp(-radiance); + color = pow(color, vec3(1.0 / 2.2)); + + frag_color.rgb = color; + + frag_color.a = 1.0; +} + diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl new file mode 100644 index 0000000000..52a7595379 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl @@ -0,0 +1,43 @@ +/** + * @file advancedAtmoV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +// Inputs +uniform vec3 camPosLocal; + +out vec3 view_dir; + +void main() +{ + // World / view / projection + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + + // this will be normalized in the frag shader... + view_dir = position.xyz - camPosLocal.xyz; +} + diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 6d174442fb..c4fa4e86b4 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -3288,8 +3288,10 @@ BOOL LLViewerShaderMgr::loadShadersInterface() return TRUE; } +#pragma optimize("", off) + BOOL LLViewerShaderMgr::loadShadersWindLight() -{ +{ BOOL success = TRUE; if (mVertexShaderLevel[SHADER_WINDLIGHT] < 2) @@ -3308,7 +3310,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() } // this shader uses gather so it can't live with the other basic shaders safely - if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)) + /*if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)) { gDownsampleMinMaxDepthRectProgram.mName = "DownsampleMinMaxDepthRect Shader"; gDownsampleMinMaxDepthRectProgram.mShaderFiles.clear(); @@ -3316,22 +3318,22 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB)); gDownsampleMinMaxDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; success = gDownsampleMinMaxDepthRectProgram.createShader(NULL, NULL); - } + }*/ // this shader uses gather so it can't live with the other basic shaders safely if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)) { gInscatterRectProgram.mName = "Inscatter Shader"; gInscatterRectProgram.mShaderFiles.clear(); - gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/atmoV.glsl", GL_VERTEX_SHADER_ARB)); - gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/atmoF.glsl", GL_FRAGMENT_SHADER_ARB)); + gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoV.glsl", GL_VERTEX_SHADER_ARB)); + gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoF.glsl", GL_FRAGMENT_SHADER_ARB)); gInscatterRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; llassert(gAtmosphere != nullptr); gInscatterRectProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink(); success = gInscatterRectProgram.createShader(NULL, NULL); } - if (success) + if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3)) { gWLSkyProgram.mName = "Windlight Sky Shader"; //gWLSkyProgram.mFeatures.hasGamma = true; @@ -3340,10 +3342,6 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB)); gWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; - if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3) - { - gWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink(); - } success = gWLSkyProgram.createShader(NULL, NULL); } @@ -3362,6 +3360,9 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() return success; } +#pragma optimize("", on) + + BOOL LLViewerShaderMgr::loadTransformShaders() { BOOL success = TRUE; |