diff options
66 files changed, 3240 insertions, 644 deletions
diff --git a/autobuild.xml b/autobuild.xml index 056fa8e050..b1478a46b2 100755 --- a/autobuild.xml +++ b/autobuild.xml @@ -1612,9 +1612,9 @@ <key>archive</key> <map> <key>hash</key> - <string>38ea083fe1204ee106b4d44d9811af19</string> + <string>facee34b8bd57ad602157e65a5af1a49</string> <key>url</key> - <string>http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/3p-openssl/rev/249044/arch/Darwin/installer/openssl-1.0.0g-darwin-20120207.tar.bz2</string> + <string>http://s3.amazonaws.com/viewer-source-downloads/install_pkgs/openssl-0.9.8q-darwin-20110211.tar.bz2</string> </map> <key>name</key> <string>darwin</string> @@ -1624,9 +1624,9 @@ <key>archive</key> <map> <key>hash</key> - <string>7dc5191a3d95074a6ed3bd53f57420e5</string> + <string>3d40be8566fa4b9df9a38e2a0f9ea467</string> <key>url</key> - <string>http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/3p-openssl/rev/249044/arch/Linux/installer/openssl-1.0.0g-linux-20120207.tar.bz2</string> + <string>http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/3p-openssl/rev/226882/arch/Linux/installer/openssl-1.0.0d-linux-20110418.tar.bz2</string> </map> <key>name</key> <string>linux</string> @@ -1636,9 +1636,9 @@ <key>archive</key> <map> <key>hash</key> - <string>ed6cbaf9860a03bc99ac301277f1452a</string> + <string>774c7f0a0312bee3054757a623e227bc</string> <key>url</key> - <string>http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/3p-openssl/rev/249044/arch/CYGWIN/installer/openssl-1.0.0g-windows-20120207.tar.bz2</string> + <string>http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/3p-openssl/rev/220986/arch/CYGWIN/installer/openssl-0.9.8q-windows-20110211.tar.bz2</string> </map> <key>name</key> <string>windows</string> @@ -2638,7 +2638,6 @@ <array> <string>/build</string> <string>"/cfg=Release|Win32"</string> - <string>"/CL_ADD=/m:1"</string> </array> </map> <key>configure</key> diff --git a/indra/llmath/llvector4a.inl b/indra/llmath/llvector4a.inl index 35a67204ec..69d3d01efe 100755 --- a/indra/llmath/llvector4a.inl +++ b/indra/llmath/llvector4a.inl @@ -409,6 +409,26 @@ inline void LLVector4a::normalize3fast() mQ = _mm_mul_ps( mQ, approxRsqrt ); } +inline void LLVector4a::normalize3fast_checked(LLVector4a* d) +{ + if (!isFinite3()) + { + *this = d ? *d : LLVector4a(0,1,0,1); + return; + } + + LLVector4a lenSqrd; lenSqrd.setAllDot3( *this, *this ); + + if (lenSqrd.getF32ptr()[0] <= FLT_EPSILON) + { + *this = d ? *d : LLVector4a(0,1,0,1); + return; + } + + const LLQuad approxRsqrt = _mm_rsqrt_ps(lenSqrd.mQ); + mQ = _mm_mul_ps( mQ, approxRsqrt ); +} + // Return true if this vector is normalized with respect to x,y,z up to tolerance inline LLBool32 LLVector4a::isNormalized3( F32 tolerance ) const { diff --git a/indra/llmath/llvolume.cpp b/indra/llmath/llvolume.cpp index 0c329c69b2..de960e5d95 100755 --- a/indra/llmath/llvolume.cpp +++ b/indra/llmath/llvolume.cpp @@ -94,8 +94,6 @@ const S32 SCULPT_MIN_AREA_DETAIL = 1; extern BOOL gDebugGL; -bool less_than_max_mag(const LLVector4a& vec); - BOOL check_same_clock_dir( const LLVector3& pt1, const LLVector3& pt2, const LLVector3& pt3, const LLVector3& norm) { LLVector3 test = (pt2-pt1)%(pt3-pt2); @@ -138,6 +136,82 @@ BOOL LLLineSegmentBoxIntersect(const F32* start, const F32* end, const F32* cent return true; } +// Finds tangent vec based on three vertices with texture coordinates. +// Fills in dummy values if the triangle has degenerate texture coordinates. +void calc_tangent_from_triangle( + LLVector4a& normal, + LLVector4a& tangent_out, + const LLVector4a& v1, + const LLVector2& w1, + const LLVector4a& v2, + const LLVector2& w2, + const LLVector4a& v3, + const LLVector2& w3) +{ + const F32* v1ptr = v1.getF32ptr(); + const F32* v2ptr = v2.getF32ptr(); + const F32* v3ptr = v3.getF32ptr(); + + float x1 = v2ptr[0] - v1ptr[0]; + float x2 = v3ptr[0] - v1ptr[0]; + float y1 = v2ptr[1] - v1ptr[1]; + float y2 = v3ptr[1] - v1ptr[1]; + float z1 = v2ptr[2] - v1ptr[2]; + float z2 = v3ptr[2] - v1ptr[2]; + + float s1 = w2.mV[0] - w1.mV[0]; + float s2 = w3.mV[0] - w1.mV[0]; + float t1 = w2.mV[1] - w1.mV[1]; + float t2 = w3.mV[1] - w1.mV[1]; + + F32 rd = s1*t2-s2*t1; + + float r = ((rd*rd) > FLT_EPSILON) ? 1.0F / rd : 1024.f; //some made up large ratio for division by zero + + llassert(llfinite(r)); + llassert(!llisnan(r)); + + LLVector4a sdir( + (t2 * x1 - t1 * x2) * r, + (t2 * y1 - t1 * y2) * r, + (t2 * z1 - t1 * z2) * r); + + LLVector4a tdir( + (s1 * x2 - s2 * x1) * r, + (s1 * y2 - s2 * y1) * r, + (s1 * z2 - s2 * z1) * r); + + LLVector4a n = normal; + LLVector4a t = sdir; + + LLVector4a ncrosst; + ncrosst.setCross3(n,t); + + // Gram-Schmidt orthogonalize + n.mul(n.dot3(t).getF32()); + + LLVector4a tsubn; + tsubn.setSub(t,n); + + if (tsubn.dot3(tsubn).getF32() > F_APPROXIMATELY_ZERO) + { + tsubn.normalize3fast_checked(); + + // Calculate handedness + F32 handedness = ncrosst.dot3(tdir).getF32() < 0.f ? -1.f : 1.f; + + tsubn.getF32ptr()[3] = handedness; + + tangent_out = tsubn; + } + else + { + // degenerate, make up a value + // + tangent_out.set(0,0,1,1); + } + +} // intersect test between triangle vert0, vert1, vert2 and a ray from orig in direction dir. @@ -991,7 +1065,6 @@ BOOL LLProfile::generate(const LLProfileParams& params, BOOL path_open,F32 detai { mOpen = FALSE; mProfile.push_back(mProfile[0]); - llassert(mProfile[0].isFinite3()); mTotal++; } } @@ -1019,7 +1092,7 @@ BOOL LLProfile::generate(const LLProfileParams& params, BOOL path_open,F32 detai addFace(mTotal-2, 2,0.5,LL_FACE_PROFILE_END, TRUE); } } - + return TRUE; } @@ -1357,7 +1430,7 @@ void LLPath::genNGon(const LLPathParams& params, S32 sides, F32 startOff, F32 en qang.setQuat (ang,path_axis); LLMatrix3 tmp(twist*qang); pt->mRot.loadu(tmp); - + t+=step; } @@ -1383,7 +1456,7 @@ void LLPath::genNGon(const LLPathParams& params, S32 sides, F32 startOff, F32 en qang.setQuat (ang,path_axis); LLMatrix3 tmp(twist*qang); pt->mRot.loadu(tmp); - + mTotal = mPath.size(); } @@ -1987,7 +2060,7 @@ LLVolume::LLVolume(const LLVolumeParams ¶ms, const F32 detail, const BOOL ge mHullIndices = NULL; mNumHullPoints = 0; mNumHullIndices = 0; - + // set defaults if (mParams.getPathParams().getCurveType() == LL_PCODE_PATH_FLEXIBLE) { @@ -2733,7 +2806,7 @@ inline LLVector4a sculpt_rgb_to_vector(U8 r, U8 g, U8 b) value.set(r,g,b); value.mul(1.f/255.f); value.sub(sub); - + return value; } @@ -2836,7 +2909,7 @@ void LLVolume::sculptGeneratePlaceholder() F32 v = (F32)t/(sizeT-1); const F32 RADIUS = (F32) 0.3; - + F32* p = pt.getF32ptr(); p[0] = (F32)(sin(F_PI * v) * cos(2.0 * F_PI * u) * RADIUS); @@ -4541,7 +4614,7 @@ LLVolumeFace& LLVolumeFace::operator=(const LLVolumeFace& src) if (src.mNormals) { - LLVector4a::memcpyNonAliased16((F32*) mNormals, (F32*) src.mNormals, vert_size); + LLVector4a::memcpyNonAliased16((F32*) mNormals, (F32*) src.mNormals, vert_size); } if(src.mTexCoords) @@ -4751,13 +4824,27 @@ void LLVolumeFace::optimize(F32 angle_cutoff) } } + + if (angle_cutoff > 1.f && !mNormals) + { + ll_aligned_free_16(new_face.mNormals); + new_face.mNormals = NULL; + } + + if (!mTexCoords) + { + ll_aligned_free_16(new_face.mTexCoords); + new_face.mTexCoords = NULL; + } + // Only swap data if we've actually optimized the mesh // if (new_face.mNumVertices <= mNumVertices) { - llassert(new_face.mNumIndices == mNumIndices); + llassert(new_face.mNumIndices == mNumIndices); swapData(new_face); } + } class LLVCacheTriangleData; @@ -4827,29 +4914,29 @@ F64 find_vertex_score(LLVCacheVertexData& data) if (data.mActiveTriangles >= 0) { score = 0.0; - - S32 cache_idx = data.mCacheTag; - if (cache_idx < 0) - { - //not in cache + S32 cache_idx = data.mCacheTag; + + if (cache_idx < 0) + { + //not in cache + } + else + { + if (cache_idx < 3) + { //vertex was in the last triangle + score = FindVertexScore_LastTriScore; } else - { - if (cache_idx < 3) - { //vertex was in the last triangle - score = FindVertexScore_LastTriScore; - } - else - { //more points for being higher in the cache + { //more points for being higher in the cache score = 1.0-((cache_idx-3)*FindVertexScore_Scaler); score = pow(score, FindVertexScore_CacheDecayPower); - } } + } - //bonus points for having low valence + //bonus points for having low valence F64 valence_boost = pow((F64)data.mActiveTriangles, -FindVertexScore_ValenceBoostPower); - score += FindVertexScore_ValenceBoostScale * valence_boost; + score += FindVertexScore_ValenceBoostScale * valence_boost; } return score; @@ -5429,9 +5516,6 @@ BOOL LLVolumeFace::createUnCutCubeCap(LLVolume* volume, BOOL partial_build) mCenter->mul(0.5f); } - llassert(less_than_max_mag(mExtents[0])); - llassert(less_than_max_mag(mExtents[1])); - if (!partial_build) { resizeIndices(grid_size*grid_size*6); @@ -5572,9 +5656,9 @@ BOOL LLVolumeFace::createCap(LLVolume* volume, BOOL partial_build) ++src; ++pos; } - } - else - { + } + else + { min_uv.set((*p)[0]+0.5f, 0.5f - (*p)[1]); @@ -5589,9 +5673,9 @@ BOOL LLVolumeFace::createCap(LLVolume* volume, BOOL partial_build) llassert(src->isFinite3()); update_min_max(min,max,*src); update_min_max(min_uv, max_uv, *tc); - - *pos = *src; + *pos = *src; + llassert(pos->isFinite3()); ++p; @@ -5619,7 +5703,7 @@ BOOL LLVolumeFace::createCap(LLVolume* volume, BOOL partial_build) *tc++ = cuv; num_vertices++; } - + LL_CHECK_MEMORY if (partial_build) @@ -5760,7 +5844,7 @@ BOOL LLVolumeFace::createCap(LLVolume* volume, BOOL partial_build) const F32* p2V = p2.getF32ptr(); const F32* paV = pa.getF32ptr(); const F32* pbV = pb.getF32ptr(); - + // Use area of triangle to determine backfacing F32 area_1a2, area_1ba, area_21b, area_2ab; area_1a2 = (p1V[0]*paV[1] - paV[0]*p1V[1]) + @@ -5941,7 +6025,7 @@ void LLVolumeFace::resizeVertices(S32 num_verts) ll_aligned_free(mPositions); //DO NOT free mNormals and mTexCoords as they are part of mPositions buffer ll_aligned_free_16(mTangents); - + mTangents = NULL; if (num_verts) @@ -5993,15 +6077,15 @@ void LLVolumeFace::pushVertex(const LLVector4a& pos, const LLVector4a& norm, con mNormals = mPositions+new_verts; mTexCoords = (LLVector2*) (mNormals+new_verts); - //positions + //positions LLVector4a::memcpyNonAliased16((F32*) mPositions, (F32*) old_buf, old_vsize); - - //normals - LLVector4a::memcpyNonAliased16((F32*) mNormals, (F32*) (old_buf+mNumVertices), old_vsize); - //tex coords + //normals + LLVector4a::memcpyNonAliased16((F32*) mNormals, (F32*) (old_buf+mNumVertices), old_vsize); + + //tex coords LLVector4a::memcpyNonAliased16((F32*) mTexCoords, (F32*) (old_buf+mNumVertices*2), old_tc_size); - + //just clear tangents ll_aligned_free_16(mTangents); mTangents = NULL; @@ -6265,7 +6349,6 @@ BOOL LLVolumeFace::createSide(LLVolume* volume, BOOL partial_build) i = mBeginS + s + max_s*t; } - llassert(less_than_max_mag(mesh[i])); mesh[i].store4a((F32*)(pos+cur_vertex)); tc[cur_vertex].set(ss,tt); @@ -6273,7 +6356,6 @@ BOOL LLVolumeFace::createSide(LLVolume* volume, BOOL partial_build) if (test && s > 0) { - llassert(less_than_max_mag(mesh[i])); mesh[i].store4a((F32*)(pos+cur_vertex)); tc[cur_vertex].set(ss,tt); cur_vertex++; @@ -6294,16 +6376,13 @@ BOOL LLVolumeFace::createSide(LLVolume* volume, BOOL partial_build) i = mBeginS + s + max_s*t; ss = profile[mBeginS + s][2] - begin_stex; - llassert(less_than_max_mag(mesh[i])); mesh[i].store4a((F32*)(pos+cur_vertex)); tc[cur_vertex].set(ss,tt); - + cur_vertex++; } - } - + } LL_CHECK_MEMORY - mCenter->clear(); @@ -6459,7 +6538,7 @@ BOOL LLVolumeFace::createSide(LLVolume* volume, BOOL partial_build) LLQuad& vector1 = *((LLQuad*) &v1); LLQuad& vector2 = *((LLQuad*) &v2); - + LLQuad& amQ = *((LLQuad*) &a); LLQuad& bmQ = *((LLQuad*) &b); @@ -6482,7 +6561,7 @@ BOOL LLVolumeFace::createSide(LLVolume* volume, BOOL partial_build) llassert(v1.isFinite3()); v1.store4a((F32*) output); - + output++; idx += 3; @@ -6500,20 +6579,20 @@ BOOL LLVolumeFace::createSide(LLVolume* volume, BOOL partial_build) LLVector4a* n0p = norm+idx[0]; LLVector4a* n1p = norm+idx[1]; LLVector4a* n2p = norm+idx[2]; - + idx += 3; LLVector4a n0,n1,n2; n0.load4a((F32*) n0p); n1.load4a((F32*) n1p); n2.load4a((F32*) n2p); - + n0.add(c); n1.add(c); n2.add(c); - + llassert(c.isFinite3()); - + //even out quad contributions switch (i%2+1) { @@ -6758,7 +6837,7 @@ void CalculateTangentArray(U32 vertexCount, const LLVector4a *vertex, const LLVe tangent[a].set(0,0,1,1); } } - + ll_aligned_free_16(tan1); } diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 00de61a8cc..acfb3c085a 100755 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -73,7 +73,6 @@ std::ofstream gFailLog; #define APIENTRY #endif - void APIENTRY gl_debug_callback(GLenum source, GLenum type, GLuint id, @@ -84,24 +83,24 @@ void APIENTRY gl_debug_callback(GLenum source, { if (gGLDebugLoggingEnabled) { - if (severity == GL_DEBUG_SEVERITY_HIGH_ARB) - { - llwarns << "----- GL ERROR --------" << llendl; - } - else - { - llwarns << "----- GL WARNING -------" << llendl; - } - llwarns << "Type: " << std::hex << type << llendl; - llwarns << "ID: " << std::hex << id << llendl; - llwarns << "Severity: " << std::hex << severity << llendl; - llwarns << "Message: " << message << llendl; - llwarns << "-----------------------" << llendl; - if (severity == GL_DEBUG_SEVERITY_HIGH_ARB) - { - llerrs << "Halting on GL Error" << llendl; - } + if (severity == GL_DEBUG_SEVERITY_HIGH_ARB) + { + llwarns << "----- GL ERROR --------" << llendl; + } + else + { + llwarns << "----- GL WARNING -------" << llendl; } + llwarns << "Type: " << std::hex << type << llendl; + llwarns << "ID: " << std::hex << id << llendl; + llwarns << "Severity: " << std::hex << severity << llendl; + llwarns << "Message: " << message << llendl; + llwarns << "-----------------------" << llendl; + if (severity == GL_DEBUG_SEVERITY_HIGH_ARB) + { + llerrs << "Halting on GL Error" << llendl; + } +} } #endif @@ -653,7 +652,8 @@ bool LLGLManager::initGL() } #if LL_DARWIN else if ((mGLRenderer.find("9400M") != std::string::npos) - || (mGLRenderer.find("9600M") != std::string::npos)) + || (mGLRenderer.find("9600M") != std::string::npos) + || (mGLRenderer.find("9800M") != std::string::npos)) { mIsMobileGF = TRUE; } @@ -751,7 +751,7 @@ bool LLGLManager::initGL() #if LL_WINDOWS if (mHasDebugOutput && gDebugGL) { //setup debug output callback - glDebugMessageControlARB(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, GL_TRUE); + //glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, GL_TRUE); glDebugMessageCallbackARB((GLDEBUGPROCARB) gl_debug_callback, NULL); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); } diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index dfb73de6f3..35620bb656 100755 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -375,6 +375,11 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes, // Create program mProgramObject = glCreateProgramObjectARB(); +#if LL_DARWIN + // work-around missing mix(vec3,vec3,bvec3) + mDefines["OLD_SELECT"] = "1"; +#endif + //compile new source vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin(); for ( ; fileIter != mShaderFiles.end(); fileIter++ ) @@ -1190,7 +1195,7 @@ GLint LLGLSLShader::getAttribLocation(U32 attrib) void LLGLSLShader::uniform1i(const LLStaticHashedString& uniform, GLint v) { GLint location = getUniformLocation(uniform); - + if (location >= 0) { std::map<GLint, LLVector4>::iterator iter = mValue.find(location); @@ -1223,7 +1228,7 @@ void LLGLSLShader::uniform2i(const LLStaticHashedString& uniform, GLint i, GLint void LLGLSLShader::uniform1f(const LLStaticHashedString& uniform, GLfloat v) { GLint location = getUniformLocation(uniform); - + if (location >= 0) { std::map<GLint, LLVector4>::iterator iter = mValue.find(location); @@ -1239,7 +1244,7 @@ void LLGLSLShader::uniform1f(const LLStaticHashedString& uniform, GLfloat v) void LLGLSLShader::uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y) { GLint location = getUniformLocation(uniform); - + if (location >= 0) { std::map<GLint, LLVector4>::iterator iter = mValue.find(location); @@ -1256,7 +1261,7 @@ void LLGLSLShader::uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLf void LLGLSLShader::uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z) { GLint location = getUniformLocation(uniform); - + if (location >= 0) { std::map<GLint, LLVector4>::iterator iter = mValue.find(location); @@ -1288,7 +1293,7 @@ void LLGLSLShader::uniform1fv(const LLStaticHashedString& uniform, U32 count, co void LLGLSLShader::uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v) { GLint location = getUniformLocation(uniform); - + if (location >= 0) { std::map<GLint, LLVector4>::iterator iter = mValue.find(location); @@ -1304,7 +1309,7 @@ void LLGLSLShader::uniform2fv(const LLStaticHashedString& uniform, U32 count, co void LLGLSLShader::uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v) { GLint location = getUniformLocation(uniform); - + if (location >= 0) { std::map<GLint, LLVector4>::iterator iter = mValue.find(location); diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 3393d352de..aa94110f4d 100755 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1872,33 +1872,33 @@ void LLRender::flush() //store mCount in a local variable to avoid re-entrance (drawArrays may call flush) U32 count = mCount; - if (mMode == LLRender::QUADS && !sGLCoreProfile) - { - if (mCount%4 != 0) + if (mMode == LLRender::QUADS && !sGLCoreProfile) { + if (mCount%4 != 0) + { count -= (mCount % 4); llwarns << "Incomplete quad requested." << llendl; + } } - } - - if (mMode == LLRender::TRIANGLES) - { - if (mCount%3 != 0) + + if (mMode == LLRender::TRIANGLES) { + if (mCount%3 != 0) + { count -= (mCount % 3); llwarns << "Incomplete triangle requested." << llendl; + } } - } - - if (mMode == LLRender::LINES) - { - if (mCount%2 != 0) + + if (mMode == LLRender::LINES) { + if (mCount%2 != 0) + { count -= (mCount % 2); llwarns << "Incomplete line requested." << llendl; } } - + mCount = 0; if (mBuffer->useVBOs() && !mBuffer->isLocked()) diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index 33a852bedf..d7f141bd92 100755 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -79,7 +79,7 @@ LLRenderTarget::~LLRenderTarget() release(); } -void LLRenderTarget::resize(U32 resx, U32 resy, U32 color_fmt) +void LLRenderTarget::resize(U32 resx, U32 resy) { //for accounting, get the number of pixels added/subtracted S32 pix_diff = (resx*resy)-(mResX*mResY); @@ -87,10 +87,12 @@ void LLRenderTarget::resize(U32 resx, U32 resy, U32 color_fmt) mResX = resx; mResY = resy; + llassert(mInternalFormat.size() == mTex.size()); + for (U32 i = 0; i < mTex.size(); ++i) { //resize color attachments gGL.getTexUnit(0)->bindManual(mUsage, mTex[i]); - LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL, false); + LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, mInternalFormat[i], mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL, false); sBytesAllocated += pix_diff*4; } diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h index 740e25d40d..6dc84d978d 100755 --- a/indra/llrender/llrendertarget.h +++ b/indra/llrender/llrendertarget.h @@ -79,7 +79,7 @@ public: // CAUTION: if the GL runs out of memory attempting to resize, this render target will be undefined // DO NOT use for screen space buffers or for scratch space for an image that might be uploaded // DO use for render targets that resize often and aren't likely to ruin someone's day if they break - void resize(U32 resx, U32 resy, U32 color_fmt); + void resize(U32 resx, U32 resy); //add color buffer attachment //limit of 4 color attachments per render target diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index d1afd2ed28..d230574752 100755 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1137,7 +1137,8 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("lightMap"); mReservedUniforms.push_back("bloomMap"); mReservedUniforms.push_back("projectionMap"); - + mReservedUniforms.push_back("norm_mat"); + mReservedUniforms.push_back("global_gamma"); mReservedUniforms.push_back("texture_gamma"); @@ -1183,7 +1184,7 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("alpha_ramp"); mReservedUniforms.push_back("origin"); - + mReservedUniforms.push_back("display_gamma"); llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); std::set<std::string> dupe_check; diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index ba781036eb..51c27fc8b6 100755 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -167,7 +167,8 @@ public: DEFERRED_LIGHT, DEFERRED_BLOOM, DEFERRED_PROJECTION, - + DEFERRED_NORM_MATRIX, + GLOBAL_GAMMA, TEXTURE_GAMMA, @@ -213,9 +214,8 @@ public: TERRAIN_ALPHARAMP, SHINY_ORIGIN, - +DISPLAY_GAMMA, END_RESERVED_UNIFORMS - } eGLSLReservedUniforms; // singleton pattern implementation diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 83ea6fabbb..f168b3af14 100755 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -954,15 +954,15 @@ S32 LLVertexBuffer::determineUsage(S32 usage) { //only stream_draw and dynamic_draw are supported when using VBOs, dynamic draw is the default if (ret_usage != GL_DYNAMIC_COPY_ARB) { - if (sDisableVBOMapping) - { //always use stream draw if VBO mapping is disabled - ret_usage = GL_STREAM_DRAW_ARB; - } - else - { - ret_usage = GL_DYNAMIC_DRAW_ARB; - } + if (sDisableVBOMapping) + { //always use stream draw if VBO mapping is disabled + ret_usage = GL_STREAM_DRAW_ARB; } + else + { + ret_usage = GL_DYNAMIC_DRAW_ARB; + } + } } return ret_usage; @@ -1119,7 +1119,7 @@ void LLVertexBuffer::genBuffer(U32 size) { mMappedData = sDynamicCopyVBOPool.allocate(mGLBuffer, mSize); } - + sGLCount++; } @@ -1333,7 +1333,7 @@ void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create) //actually allocate space for the vertex buffer if using VBO mapping flush(); - if (gGLManager.mHasVertexArrayObject && useVBOs() && (sUseVAO)) + if (gGLManager.mHasVertexArrayObject && useVBOs() && (LLRender::sGLCoreProfile || sUseVAO)) { #if GL_ARB_vertex_array_object mGLArray = getVAOName(); @@ -1489,18 +1489,21 @@ bool LLVertexBuffer::useVBOs() const //---------------------------------------------------------------------------- -bool expand_region(LLVertexBuffer::MappedRegion& region, S32 start, S32 end) +bool expand_region(LLVertexBuffer::MappedRegion& region, S32 index, S32 count) { + S32 end = index+count; + S32 region_end = region.mIndex+region.mCount; + if (end < region.mIndex || - start > region.mEnd) + index > region_end) { //gap exists, do not merge return false; } - region.mEnd = llmax(end, region.mEnd); - region.mIndex = llmin(start, region.mIndex); - region.mCount = region.mEnd-region.mIndex; - + S32 new_end = llmax(end, region_end); + S32 new_index = llmin(index, region.mIndex); + region.mIndex = new_index; + region.mCount = new_end-new_index; return true; } @@ -1510,6 +1513,7 @@ static LLFastTimer::DeclareTimer FTM_VBO_MAP_BUFFER("VBO Map"); // Map for data access volatile U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_range) { + bindGLBuffer(true); if (mFinal) { llerrs << "LLVertexBuffer::mapVeretxBuffer() called on a finalized buffer." << llendl; @@ -1530,23 +1534,23 @@ volatile U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, boo bool mapped = false; //see if range is already mapped - S32 start_index = mOffsets[type]+index*sTypeSize[type]; - S32 end_index = start_index+count*sTypeSize[type]; - - for (std::vector<MappedRegion>::iterator iter = mMappedVertexRegions.begin(), end = mMappedVertexRegions.end(); iter != end; ++iter) + for (U32 i = 0; i < mMappedVertexRegions.size(); ++i) { - MappedRegion& region = *iter; - if (expand_region(region, index, end_index)) + MappedRegion& region = mMappedVertexRegions[i]; + if (region.mType == type) { - mapped = true; - break; + if (expand_region(region, index, count)) + { + mapped = true; + break; + } } } if (!mapped) { //not already mapped, map new region - MappedRegion region(mMappable && map_range ? -1 : start_index, end_index-start_index); + MappedRegion region(type, mMappable && map_range ? -1 : index, count); mMappedVertexRegions.push_back(region); } } @@ -1570,7 +1574,6 @@ volatile U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, boo { volatile U8* src = NULL; waitFence(); - bindGLBuffer(); if (gGLManager.mHasMapBufferRange) { if (map_range) @@ -1691,6 +1694,7 @@ static LLFastTimer::DeclareTimer FTM_VBO_MAP_INDEX("IBO Map"); volatile U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range) { + bindGLIndices(true); if (mFinal) { llerrs << "LLVertexBuffer::mapIndexBuffer() called on a finalized buffer." << llendl; @@ -1709,14 +1713,12 @@ volatile U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range count = mNumIndices-index; } - S32 end = index+count; - bool mapped = false; //see if range is already mapped for (U32 i = 0; i < mMappedIndexRegions.size(); ++i) { MappedRegion& region = mMappedIndexRegions[i]; - if (expand_region(region, index, end)) + if (expand_region(region, index, count)) { mapped = true; break; @@ -1726,7 +1728,7 @@ volatile U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range if (!mapped) { //not already mapped, map new region - MappedRegion region(mMappable && map_range ? -1 : index, count); + MappedRegion region(TYPE_INDEX, mMappable && map_range ? -1 : index, count); mMappedIndexRegions.push_back(region); } } @@ -1742,23 +1744,23 @@ volatile U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range sMappedCount++; stop_glerror(); + if (gDebugGL && useVBOs()) + { + GLint elem = 0; + glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem); + + if (elem != mGLIndices) + { + llerrs << "Wrong index buffer bound!" << llendl; + } + } + if(!mMappable) { map_range = false; } else { - bindGLIndices(); - if (gDebugGL && useVBOs()) - { - GLint elem = 0; - glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem); - - if (elem != mGLIndices) - { - llerrs << "Wrong index buffer bound!" << llendl; - } - } volatile U8* src = NULL; waitFence(); if (gGLManager.mHasMapBufferRange) @@ -1871,10 +1873,8 @@ void LLVertexBuffer::unmapBuffer() if (mMappedData && mVertexLocked) { - llassert(mUsage != GL_DYNAMIC_COPY_ARB); - LLFastTimer t(FTM_VBO_UNMAP); - bindGLBuffer(); + bindGLBuffer(true); updated_all = mIndexLocked; //both vertex and index buffers done updating if(!mMappable) @@ -1885,8 +1885,8 @@ void LLVertexBuffer::unmapBuffer() for (U32 i = 0; i < mMappedVertexRegions.size(); ++i) { const MappedRegion& region = mMappedVertexRegions[i]; - S32 offset = region.mIndex; - S32 length = region.mCount; + S32 offset = region.mIndex >= 0 ? mOffsets[region.mType]+sTypeSize[region.mType]*region.mIndex : 0; + S32 length = sTypeSize[region.mType]*region.mCount; glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, offset, length, (U8*) mMappedData+offset); stop_glerror(); } @@ -1910,8 +1910,8 @@ void LLVertexBuffer::unmapBuffer() for (U32 i = 0; i < mMappedVertexRegions.size(); ++i) { const MappedRegion& region = mMappedVertexRegions[i]; - S32 offset = region.mIndex; - S32 length = region.mCount; + S32 offset = region.mIndex >= 0 ? mOffsets[region.mType]+sTypeSize[region.mType]*region.mIndex : 0; + S32 length = sTypeSize[region.mType]*region.mCount; if (gGLManager.mHasMapBufferRange) { LLFastTimer t(FTM_VBO_FLUSH_RANGE); @@ -2131,6 +2131,7 @@ bool LLVertexBuffer::bindGLArray() if (mGLArray && sGLRenderArray != mGLArray) { { + LLFastTimer t(FTM_BIND_GL_ARRAY); #if GL_ARB_vertex_array_object glBindVertexArray(mGLArray); #endif @@ -2165,7 +2166,7 @@ bool LLVertexBuffer::bindGLBuffer(bool force_bind) sVBOActive = true; llassert(!mGLArray || sGLRenderArray == mGLArray); - + ret = true; } @@ -2245,7 +2246,38 @@ void LLVertexBuffer::setBuffer(U32 data_mask) if ((data_mask & required_mask) != required_mask) { - llwarns << "Shader consumption mismatches data provision." << llendl; + + U32 unsatisfied_mask = (required_mask & ~data_mask); + U32 i = 0; + + while (i < TYPE_MAX) + { + U32 unsatisfied_flag = unsatisfied_mask & (1 << i); + switch (unsatisfied_flag) + { + case MAP_VERTEX: llinfos << "Missing vert pos" << llendl; break; + case MAP_NORMAL: llinfos << "Missing normals" << llendl; break; + case MAP_TEXCOORD0: llinfos << "Missing TC 0" << llendl; break; + case MAP_TEXCOORD1: llinfos << "Missing TC 1" << llendl; break; + case MAP_TEXCOORD2: llinfos << "Missing TC 2" << llendl; break; + case MAP_TEXCOORD3: llinfos << "Missing TC 3" << llendl; break; + case MAP_COLOR: llinfos << "Missing vert color" << llendl; break; + case MAP_EMISSIVE: llinfos << "Missing emissive" << llendl; break; + case MAP_TANGENT: llinfos << "Missing tangent" << llendl; break; + case MAP_WEIGHT: llinfos << "Missing weight" << llendl; break; + case MAP_WEIGHT4: llinfos << "Missing weightx4" << llendl; break; + case MAP_CLOTHWEIGHT: llinfos << "Missing clothweight" << llendl; break; + case MAP_TEXTURE_INDEX: llinfos << "Missing tex index" << llendl; break; + default: llinfos << "Missing who effin knows: " << unsatisfied_flag << llendl; + } + } + + if (unsatisfied_mask & (1 << TYPE_INDEX)) + { + llinfos << "Missing indices" << llendl; + } + + llerrs << "Shader consumption mismatches data provision." << llendl; } } } @@ -2512,8 +2544,8 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) llglassertok(); } -LLVertexBuffer::MappedRegion::MappedRegion(S32 index, S32 count) -: mIndex(index), mCount(count) +LLVertexBuffer::MappedRegion::MappedRegion(S32 type, S32 index, S32 count) +: mType(type), mIndex(index), mCount(count) { mEnd = mIndex+mCount; } diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index b7597cf60e..de58207c23 100755 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -104,11 +104,12 @@ public: class MappedRegion { public: + S32 mType; S32 mIndex; S32 mCount; S32 mEnd; - MappedRegion(S32 index, S32 count); + MappedRegion(S32 type, S32 index, S32 count); }; LLVertexBuffer(const LLVertexBuffer& rhs) diff --git a/indra/newview/VIEWER_VERSION.txt b/indra/newview/VIEWER_VERSION.txt index 4f2c1d15f6..5b3413147c 100644 --- a/indra/newview/VIEWER_VERSION.txt +++ b/indra/newview/VIEWER_VERSION.txt @@ -1 +1 @@ -3.6.6 +3.6.7 diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 31c69f6b3e..eeed12499d 100755 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -8842,6 +8842,18 @@ </array> </map> + <key>RenderSpecularPrecision</key> + <map> + <key>Comment</key> + <string>Force 32-bit floating point LUT</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <real>0</real> + </map> + <key>RenderSpecularResX</key> <map> <key>Comment</key> @@ -9132,6 +9144,17 @@ <key>Value</key> <real>1.0</real> </map> + <key>RenderDeferredDisplayGamma</key> + <map> + <key>Comment</key> + <string>Gamma ramp exponent for final correction before display gamma.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>2.2</real> + </map> <key>RenderGLCoreProfile</key> <map> <key>Comment</key> @@ -9892,6 +9915,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>RenderWaterMaterials</key> + <map> + <key>Comment</key> + <string>Water planar reflections include materials rendering.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>0</integer> + </map> <key>RenderWaterMipNormal</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 4b428cb904..e5f7366b70 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -35,6 +35,26 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif +uniform float display_gamma; +uniform vec4 gamma; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; +uniform vec4 glow; +uniform float scene_light_strength; +uniform mat3 env_mat; +uniform mat3 ssao_effect_mat; + +uniform vec3 sun_dir; + #if HAS_SHADOW uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; @@ -53,15 +73,8 @@ uniform float shadow_bias; uniform sampler2D diffuseMap; #endif -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; -VARYING vec3 vary_pointlight_col_linear; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; @@ -69,12 +82,73 @@ VARYING vec3 vary_norm; VARYING vec4 vertex_color; #endif +vec3 vary_PositionEye; +vec3 vary_SunlitColor; +vec3 vary_AmblitColor; +vec3 vary_AdditiveColor; +vec3 vary_AtmosAttenuation; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + uniform vec4 light_position[8]; uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -uniform vec2 screen_res; +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} vec3 calcDirectionalLight(vec3 n, vec3 l) { @@ -83,7 +157,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l) return vec3(a,a,a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -91,19 +165,20 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa //get distance float d = length(lv); - float da = 0.0; + float da = 1.0; - //if (d > 0.0 && la > 0.0 && fa > 0.0) + vec3 col = vec3(0); + + if (d > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector - lv /= d; + lv = normalize(lv); //distance attenuation - float dist = d*la; - da = clamp(1.0-(dist+fa-1.0)/fa, 0.0, 1.0); - da *= da; - da *= 2.0; - + float dist = d/la; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); @@ -111,9 +186,15 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa //angular attenuation da *= max(dot(n, lv), 0.0); + + float lit = max(da * dist_atten,0.0); + + col = light_col * lit * diffuse; + + // no spec for alpha shader... } - return da; + return max(col, vec3(0.0,0.0,0.0)); } #if HAS_SHADOW @@ -136,40 +217,254 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc) } #endif +#ifdef WATER_FOG +uniform vec4 waterPlane; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; -void main() +vec4 applyWaterFogDeferred(vec3 pos, vec4 color) { -#ifdef USE_INDEXED_TEX - vec4 diff = diffuseLookup(vary_texcoord0.xy); -#else - vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); -#endif + //normalize view vector + vec3 view = normalize(pos); + float es = -(dot(view, waterPlane.xyz)); -#ifdef USE_VERTEX_COLOR - float vertex_color_alpha = vertex_color.a; -#else - float vertex_color_alpha = 1.0; + //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; + + 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 - float alpha = vertex_color_alpha*diff.a; +vec3 getSunlitColor() +{ + return vary_SunlitColor; +} +vec3 getAmblitColor() +{ + return vary_AmblitColor; +} +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ + return vary_AtmosAttenuation; +} - vec4 gamma_diff = diff; +void setPositionEye(vec3 v) +{ + vary_PositionEye = v; +} - diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f)); +void setSunlitColor(vec3 v) +{ + vary_SunlitColor = v; +} +void setAmblitColor(vec3 v) +{ + vary_AmblitColor = v; +} +void setAdditiveColor(vec3 v) +{ + vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ + vary_AtmosAttenuation = v; +} + +void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + + vec3 P = inPositionEye; + setPositionEye(P); + + vec3 tmpLightnorm = lightnorm.xyz; + + vec3 Pn = normalize(P); + float Plen = length(P); + + vec4 temp1 = vec4(0); + vec3 temp2 = vec3(0); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + //sunlight attenuation effect (hue and brightness) due to atmosphere + //this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + //I had thought blue_density and haze_density should have equal weighting, + //but attenuation due to haze_density tends to seem too strong + + temp1 = blue_density + vec4(haze_density); + blue_weight = blue_density / temp1; + haze_weight = vec4(haze_density) / temp1; + + //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) + temp2.y = max(0.0, tmpLightnorm.y); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // main atmospheric scattering line integral + temp2.z = Plen * density_multiplier; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z * distance_multiplier); + + //final atmosphere attenuation factor + setAtmosAttenuation(temp1.rgb); + + //compute haze glow + //(can use temp2.x as temp because we haven't used it yet) + temp2.x = dot(Pn, tmpLightnorm.xyz); + temp2.x = 1. - temp2.x; + //temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .03); //was glow.y + //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + //higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + //glow.z should be negative, so we're doing a sort of (1 / "angle") function + + //add "minimum anti-solar illumination" + temp2.x += .25; + + //increase ambient when there are more clouds + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; + + /* decrease value and saturation (that in HSV, not HSL) for occluded areas + * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html + * // The following line of code performs the equivalent of: + * float ambAlpha = tmpAmbient.a; + * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis + * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); + * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); + */ + tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + + //haze color + setAdditiveColor( + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + + tmpAmbient))); + + //brightness of surface both sunlight and ambient + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); +} + +vec3 atmosLighting(vec3 light) +{ + light *= getAtmosAttenuation().r; + light += getAdditiveColor(); + return (2.0 * light); +} + +vec3 atmosTransport(vec3 light) { + light *= getAtmosAttenuation().r; + light += getAdditiveColor() * 2.0; + return light; +} +vec3 atmosGetDiffuseSunlightColor() +{ + return getSunlitColor(); +} + +vec3 scaleDownLight(vec3 light) +{ + return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength)); +} + +vec3 scaleUpLight(vec3 light) +{ + return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength)); +} + +vec3 atmosAmbient(vec3 light) +{ + return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f)); +} + +vec3 atmosAffectDirectionalLight(float lightIntensity) +{ + return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity); +} + +vec3 scaleSoftClip(vec3 light) +{ + //soft clip effect: + vec3 zeroes = vec3(0.0f, 0.0f, 0.0f); + vec3 ones = vec3(1.0f, 1.0f, 1.0f); + + light = ones - clamp(light, zeroes, ones); + light = ones - pow(light, gamma.xxx); + + return light; +} + +vec3 fullbrightAtmosTransport(vec3 light) { + float brightness = dot(light.rgb, vec3(0.33333)); + + return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); +} + +vec3 fullbrightScaleSoftClip(vec3 light) +{ + //soft clip effect: + return light; +} + +void main() +{ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; vec4 pos = vec4(vary_position, 1.0); + float shadow = 1.0; #if HAS_SHADOW - float shadow = 0.0; vec4 spos = pos; if (spos.z > -shadow_clip.w) { + shadow = 0.0; + vec4 lpos; vec4 near_split = shadow_clip*-0.75; @@ -230,30 +525,81 @@ void main() } #endif - vec3 normal = vary_norm; - - vec3 l = light_position[0].xyz; - vec3 dlight = calcDirectionalLight(normal, l); - dlight = dlight * vary_directional.rgb * vary_pointlight_col; +#ifdef USE_INDEXED_TEX + vec4 diff = diffuseLookup(vary_texcoord0.xy); +#else + vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); +#endif -#if HAS_SHADOW - vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha); +#ifdef FOR_IMPOSTOR + vec4 color; + color.rgb = diff.rgb; + +#ifdef USE_VERTEX_COLOR + float final_alpha = diff.a * vertex_color.a; + diff.rgb *= vertex_color.rgb; #else - vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha); + float final_alpha = diff.a; #endif + + // Insure we don't pollute depth with invis pixels in impostor rendering + // + if (final_alpha < 0.01) + { + discard; + } +#else + +#ifdef USE_VERTEX_COLOR + float final_alpha = diff.a * vertex_color.a; + diff.rgb *= vertex_color.rgb; +#else + float final_alpha = diff.a; +#endif + + + vec4 gamma_diff = diff; + diff.rgb = srgb_to_linear(diff.rgb); + + vec3 norm = vary_norm; + + calcAtmospherics(pos.xyz, 1.0); + + vec2 abnormal = encode_normal(norm.xyz); + norm.xyz = decode_normal(abnormal.xy); + + float da = dot(norm.xyz, sun_dir.xyz); + + float final_da = da; + final_da = min(final_da, shadow); + final_da = max(final_da, 0.0f); + final_da = min(final_da, 1.0f); + final_da = pow(final_da, 1.0/1.3); + + vec4 color = vec4(0,0,0,0); - vec4 color = gamma_diff * col; + color.rgb = atmosAmbient(color.rgb); + color.a = final_alpha; + + float ambient = abs(da); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0-ambient); + + color.rgb *= ambient; + color.rgb += atmosAffectDirectionalLight(final_da); + color.rgb *= gamma_diff.rgb; + + //color.rgb = mix(diff.rgb, color.rgb, final_alpha); color.rgb = atmosLighting(color.rgb); - color.rgb = scaleSoftClip(color.rgb); - //convert to linear space - color.rgb = pow(color.rgb, vec3(2.2)); - col = vec4(0,0,0,0); + vec4 light = vec4(0,0,0,0); + color.rgb = srgb_to_linear(color.rgb); - #define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -263,10 +609,19 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) - color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb; + // keep it linear + // + color.rgb += light.rgb; - //convert to gamma space - color.rgb = pow(color.rgb, vec3(1.0/2.2)); + // straight to display gamma, we're post-deferred + // + color.rgb = linear_to_srgb(color.rgb); + +#ifdef WATER_FOG + color = applyWaterFogDeferred(pos.xyz, color); +#endif + +#endif frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index cc63baa422..b40785bbd7 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -55,33 +55,18 @@ mat4 getSkinnedTransform(); #endif #endif -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); - -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; -VARYING vec3 vary_pointlight_col_linear; #ifdef USE_VERTEX_COLOR VARYING vec4 vertex_color; #endif VARYING vec2 vary_texcoord0; - VARYING vec3 vary_norm; uniform float near_clip; -uniform vec3 sun_dir; - void main() { vec4 pos; @@ -134,42 +119,8 @@ void main() vary_norm = norm; vary_position = pos.xyz; - calcAtmospherics(pos.xyz); - -#ifndef USE_VERTEX_COLOR - vec4 diffuse_color = vec4(1,1,1,1); -#endif - //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - - vec3 diff = diffuse_color.rgb; - - - - vary_pointlight_col = diff; - vary_pointlight_col_linear = pow(diff, vec3(2.2)); - - - col.rgb = vec3(0,0,0); - - // Add windlight lights - col.rgb = atmosAmbient(col.rgb); - - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0-ambient); - - col.rgb *= ambient; - - vary_ambient = col.rgb*diff.rgb; - - vary_directional.rgb = atmosAffectDirectionalLight(1.0f); - - col.rgb = col.rgb*diff.rgb; - #ifdef USE_VERTEX_COLOR - vertex_color = col; + vertex_color = diffuse_color; #endif #ifdef HAS_SKIN diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 59d109b886..8525e13333 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -50,7 +50,7 @@ void main() { discard; } - + frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index dc1dead656..f22b16965c 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -35,29 +35,143 @@ out vec4 frag_color; uniform sampler2D diffuseMap; #endif +VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + +vec3 fullbrightAtmosTransportDeferred(vec3 light) +{ + return light; +} + +vec3 fullbrightScaleSoftClipDeferred(vec3 light) +{ + //soft clip effect: + return light; +} + +#ifdef HAS_ALPHA_MASK +uniform float minimum_alpha; +#endif + +#ifdef WATER_FOG +uniform vec4 waterPlane; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec4 applyWaterFogDeferred(vec3 pos, vec4 color) +{ + //normalize view vector + vec3 view = normalize(pos); + 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; + + 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 main() { #if HAS_DIFFUSE_LOOKUP - vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; + vec4 color = diffuseLookup(vary_texcoord0.xy); #else - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy)*vertex_color; + vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); #endif - color.rgb = pow(color.rgb,vec3(2.2f,2.2f,2.2f)); - - color.rgb = fullbrightAtmosTransport(color.rgb); + float final_alpha = color.a * vertex_color.a; - color.rgb = fullbrightScaleSoftClip(color.rgb); +#ifdef HAS_ALPHA_MASK + if (color.a < minimum_alpha) + { + discard; + } +#endif + + color.rgb *= vertex_color.rgb; + color.rgb = srgb_to_linear(color.rgb); + color.rgb = fullbrightAtmosTransportDeferred(color.rgb); + color.rgb = fullbrightScaleSoftClipDeferred(color.rgb); + + color.rgb = linear_to_srgb(color.rgb); - color.rgb = pow(color.rgb, vec3(1.0/2.2)); +#ifdef WATER_FOG + vec3 pos = vary_position; + vec4 fogged = applyWaterFogDeferred(pos, vec4(color.rgb, final_alpha)); + color.rgb = fogged.rgb; + color.a = fogged.a; +#else + color.a = final_alpha; +#endif - frag_color = color; + frag_color.rgb = color.rgb; + frag_color.a = color.a; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 3f09a15375..8e899e3e0f 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -40,6 +40,9 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); +#ifdef WATER_FOG +VARYING vec3 vary_position; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -53,7 +56,11 @@ void main() passTextureIndex(); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - + +#ifdef WATER_FOG + vary_position = pos.xyz; +#endif + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index bc0719cb82..f8fdde43f9 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -38,6 +38,42 @@ uniform sampler2D specularMap; VARYING vec2 vary_texcoord0; +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} + +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + void main() { vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); @@ -47,7 +83,12 @@ void main() discard; } - frag_data[0] = vec4(col.rgb, col.a * 0.005); - frag_data[1] = texture2D(specularMap, vary_texcoord0.xy); - frag_data[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0); + vec4 norm = texture2D(normalMap, vary_texcoord0.xy); + vec4 spec = texture2D(specularMap, vary_texcoord0.xy); + + col.rgb = linear_to_srgb(col.rgb); + + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[1] = spec; + frag_data[2] = vec4(norm.xy,0,0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 27bb43110b..07d28ed4cd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -29,6 +29,44 @@ #define DIFFUSE_ALPHA_MODE_EMISSIVE 3 uniform float emissive_brightness; +uniform float display_gamma; + +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) @@ -114,6 +152,52 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +#ifdef WATER_FOG +uniform vec4 waterPlane; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec4 applyWaterFogDeferred(vec3 pos, vec4 color) +{ + //normalize view vector + vec3 view = normalize(pos); + 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; + + 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); @@ -133,14 +217,14 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe vec3 col = vec3(0,0,0); - //if (d > 0.0 && la > 0.0 && fa > 0.0) + if (d > 0.0 && la > 0.0 && fa > 0.0) { //normalize light vector - lv /= d; + lv = normalize(lv); //distance attenuation - float dist = d*la; - float dist_atten = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0); + float dist = d/la; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; @@ -199,10 +283,13 @@ vec4 getPosition_d(vec2 pos_screen, float depth) return pos; } +#ifndef WATER_FOG vec3 getPositionEye() { return vary_PositionEye; } +#endif + vec3 getSunlitColor() { return vary_SunlitColor; @@ -458,8 +545,8 @@ void main() #endif #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec3 old_diffcol = diffcol.rgb; - diffcol.rgb = pow(diffcol.rgb, vec3(2.2)); + vec3 gamma_diff = diffcol.rgb; + diffcol.rgb = srgb_to_linear(diffcol.rgb); #endif #if HAS_SPECULAR_MAP @@ -485,6 +572,9 @@ void main() norm.xyz = tnorm; norm.xyz = normalize(norm.xyz); + vec2 abnormal = encode_normal(norm.xyz); + norm.xyz = decode_normal(abnormal.xy); + vec4 final_color = diffcol; #if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) @@ -588,22 +678,26 @@ void main() vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float da =dot(norm.xyz, sun_dir.xyz); + float final_da = da; final_da = min(final_da, shadow); - final_da = max(final_da, diffuse.a); + //final_da = max(final_da, diffuse.a); final_da = max(final_da, 0.0f); + final_da = min(final_da, 1.0f); + final_da = pow(final_da, 1.0/1.3); col.rgb = atmosAmbient(col); - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + float ambient = min(abs(da), 1.0); ambient *= 0.5; ambient *= ambient; ambient = (1.0-ambient); col.rgb *= ambient; - col.rgb = col.rgb + atmosAffectDirectionalLight(pow(final_da, 1.0/1.3)); - col.rgb *= old_diffcol.rgb; + col.rgb = col.rgb + atmosAffectDirectionalLight(final_da); + + col.rgb *= gamma_diff.rgb; float glare = 0.0; @@ -626,7 +720,8 @@ void main() col += spec_contrib; } - col = mix(col.rgb, old_diffcol.rgb, diffuse.a); + + col = mix(col.rgb, diffcol.rgb, diffuse.a); if (envIntensity > 0.0) { @@ -644,16 +739,20 @@ void main() glare += cur_glare; } - col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); - col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + //col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); + //col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + + col = atmosLighting(col); + col = scaleSoftClip(col); //convert to linear space before adding local lights - col = pow(col, vec3(2.2)); + col = srgb_to_linear(col); - vec3 npos = normalize(-pos.xyz); + + vec3 light = vec3(0,0,0); - #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); + #define LIGHT_LOOP(i) light.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); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -663,13 +762,22 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) + col.rgb += light.rgb; + + glare = min(glare, 1.0); + float al = max(diffcol.a,glare)*vertex_color.a; //convert to gamma space for display on screen - col.rgb = pow(col.rgb, vec3(1.0/2.2)); + col.rgb = linear_to_srgb(col.rgb); + +#ifdef WATER_FOG + vec4 temp = applyWaterFogDeferred(pos, vec4(col.rgb, al)); + col.rgb = temp.rgb; + al = temp.a; +#endif frag_color.rgb = col.rgb; - glare = min(glare, 1.0); - frag_color.a = max(diffcol.a,glare)*vertex_color.a; + frag_color.a = al; #else frag_data[0] = final_color; @@ -677,3 +785,4 @@ void main() frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. #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..393d1e69da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -142,3 +142,4 @@ vary_normal = n; #endif #endif } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 5a08980fec..236567219b 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -36,6 +36,7 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; uniform samplerCube environmentMap; +uniform sampler2D noiseMap; uniform sampler2D lightFunc; @@ -98,6 +99,8 @@ void main() norm = normalize(norm); vec4 spec = texture2DRect(specularRect, frag.xy); vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; + + float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 out_col = vec3(0,0,0); vec3 npos = normalize(-pos); @@ -105,47 +108,56 @@ void main() for (int i = 0; i < LIGHT_COUNT; ++i) { vec3 lv = light[i].xyz-pos; - float d = length(lv); - float dist = d * light[i].w; + float dist = length(lv); + dist /= light[i].w; if (dist <= 1.0) { - float da = dot(norm, lv); + float da = dot(norm, lv); if (da > 0.0) - { - lv /= d; - da = dot(norm, lv); + { + lv = normalize(lv); + da = dot(norm, lv); - float fa = light_col[i].a+1.0; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; + float fa = light_col[i].a+1.0; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; - float lit = da * dist_atten; + dist_atten *= noise; + + float lit = da * dist_atten; - vec3 col = light_col[i].rgb*lit*diff; + vec3 col = light_col[i].rgb*lit*diff; - if (spec.a > 0.0) - { - lit = min(da*6.0, 1.0) * dist_atten; - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + //vec3 col = vec3(dist2, light_col[i].a, lit); + + if (spec.a > 0.0) + { + lit = min(da*6.0, 1.0) * dist_atten; + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv+npos); + float nh = dot(norm, h); + float nv = dot(norm, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + if (nh > 0.0) + { float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += max(lit*scol*light_col[i].rgb*spec.rgb, vec3(0.0)); + col += lit*scol*light_col[i].rgb*spec.rgb; + //col += spec.rgb; } - - out_col += col; } + + out_col += col; } } + } + frag_color.rgb = out_col; frag_color.a = 0.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 7b09823242..2e5a2c273e 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -84,16 +84,48 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} -vec4 correctWithGamma(vec4 col) +vec3 linear_to_srgb(vec3 cl) { - return vec4(pow(col.rgb, vec3(2.2)), col.a); + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + } + vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -109,7 +141,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -127,7 +159,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index b331258952..73b9767a71 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -93,52 +93,64 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos; - float d = length(lv); + float dist = length(lv); + dist /= size; + if (dist > 1.0) + { + discard; + } - float dist = d*size; - - vec3 col = vec3(0.0); - if (dist <= 1.0) + vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + norm = decode_normal(norm.xy); // unpack norm + float da = dot(norm, lv); + if (da < 0.0) { - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = decode_normal(norm.xy); // unpack norm - - norm = normalize(norm); - lv = normalize(lv); - float da = max(dot(norm, lv), 0.0); + discard; + } + + norm = normalize(norm); + lv = normalize(lv); + da = dot(norm, lv); //float noise = texture2D(noiseMap, frag.xy/128.0).b; - col = texture2DRect(diffuseRect, frag.xy).rgb; - float fa = falloff+1.0; - float dist_atten = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; + vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; + float fa = falloff+1.0; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; float lit = da * dist_atten; - col = color.rgb*lit*col; + col = color.rgb*lit*col; - vec4 spec = texture2DRect(specularRect, frag.xy); - if (spec.a > 0.0) + vec4 spec = texture2DRect(specularRect, frag.xy); + if (spec.a > 0.0) + { + lit = min(da*6.0, 1.0) * dist_atten; + + vec3 npos = -normalize(pos); + vec3 h = normalize(lv+npos); + float nh = dot(norm, h); + float nv = dot(norm, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5; + float gtdenom = 2 * nh; + float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh))); + + if (nh > 0.0) { - lit = min(da*6.0, 1.0) * dist_atten; - - vec3 npos = -normalize(pos); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5; - float gtdenom = 2 * nh; - float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh))); - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += max(lit*scol*color.rgb*spec.rgb, vec3(0.0)); + col += lit*scol*color.rgb*spec.rgb; } } + if (dot(col, col) <= 0.0) + { + discard; + } + frag_color.rgb = col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 6f2cfae6d2..4e2f98aa29 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -36,11 +36,32 @@ uniform sampler2DRect diffuseRect; uniform vec2 screen_res; VARYING vec2 vary_fragcoord; -uniform float texture_gamma; +uniform float display_gamma; + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + void main() { vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); - frag_color = pow(diff, vec4(texture_gamma, texture_gamma, texture_gamma, 1.0f)); + diff.rgb = linear_to_srgb(diff.rgb); + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 26b1041cd5..760d52a9ce 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -79,6 +79,43 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + + vec3 decode_normal (vec2 enc) { vec2 fenc = enc*4-2; @@ -154,6 +191,53 @@ void setAtmosAttenuation(vec3 v) vary_AtmosAttenuation = v; } + +#ifdef WATER_FOG +uniform vec4 waterPlane; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec4 applyWaterFogDeferred(vec3 pos, vec4 color) +{ + //normalize view vector + vec3 view = normalize(pos); + 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; + + 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; @@ -308,13 +392,16 @@ void main() float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); // unpack norm - float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); - da = pow(da, 1.0/1.3); + float da = dot(norm.xyz, sun_dir.xyz); + + float final_da = max(0.0,da); + final_da = min(final_da, 1.0f); + final_da = pow(final_da, 1.0/1.3); vec4 diffuse = texture2DRect(diffuseRect, tc); //convert to gamma space - diffuse.rgb = pow(diffuse.rgb, vec3(1.0/2.2)); + diffuse.rgb = linear_to_srgb(diffuse.rgb); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 col; @@ -330,7 +417,7 @@ void main() col.rgb *= ambient; - col += atmosAffectDirectionalLight(max(min(da, 1.0), 0.0)); + col += atmosAffectDirectionalLight(final_da); col *= diffuse.rgb; @@ -370,13 +457,19 @@ void main() col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } - col = pow(col, vec3(2.2)); + #ifdef WATER_FOG + vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom)); + col = fogged.rgb; + bloom = fogged.a; + #endif + + col = srgb_to_linear(col); //col = vec3(1,0,1); //col.g = envIntensity; } - frag_color.rgb = col; - + frag_color.rgb = col.rgb; frag_color.a = bloom; } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index e9e6ba9935..8d8a6c9dde 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -85,9 +85,46 @@ vec3 decode_normal (vec2 enc) return n; } +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + vec4 correctWithGamma(vec4 col) { - return vec4(pow(col.rgb, vec3(2.2)), col.a); + return vec4(srgb_to_linear(col.rgb), col.a); } vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl new file mode 100644 index 0000000000..587f3d5a94 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl @@ -0,0 +1,46 @@ +/** + * @file srgb.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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 + * $/LicenseInfo$ + */ + +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + return mix(high_range, low_range, lte); + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + + bvec3 lt = lessThan(cl,vec3(0.0031308)); + return mix(high_range, low_range, lt); + +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl new file mode 100644 index 0000000000..6cc1e6e798 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl @@ -0,0 +1,54 @@ +/** + * @file srgb.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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 + * $/LicenseInfo$ + */ + +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + + bvec3 lt = lessThan(cl,vec3(0.0031308)); + + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl new file mode 100644 index 0000000000..78f841c733 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -0,0 +1,157 @@ +/** + * @file underWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, 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_data[3]; +#else +#define frag_data gl_FragData +#endif + +uniform sampler2D diffuseMap; +uniform sampler2D bumpMap; +uniform sampler2D screenTex; +uniform sampler2D refTex; +uniform sampler2D screenDepth; + +uniform vec4 fogCol; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform vec2 fbScale; +uniform float refScale; +uniform float znear; +uniform float zfar; +uniform float kd; +uniform vec4 waterPlane; +uniform vec3 eyeVec; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; +uniform vec2 screenRes; + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; + +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec4 applyWaterFog(vec4 color, vec3 viewVec) +{ + //normalize view vector + vec3 view = normalize(viewVec); + float es = -view.z; + + //find intersection point with water plane and eye vector + + //get eye depth + float e0 = max(-waterPlane.w, 0.0); + + //get object depth + float depth = length(viewVec); + + //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); + //return vec4(1.0, 0.0, 1.0, 1.0); + return color * D + kc * L; + //depth /= 10.0; + //return vec4(depth,depth,depth,0.0); +} + +void main() +{ + vec4 color; + + //get detail normals + vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + vec3 wavef = normalize(wave1+wave2+wave3); + + //figure out distortion vector (ripply) + vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + distort = distort+wavef.xy*refScale; + + vec4 fb = texture2D(screenTex, distort); + + frag_data[0] = vec4(linear_to_srgb(fb.rgb), 1.0); // diffuse + frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec + frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 8de8ba1dd8..e7a3bb2001 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -53,11 +53,12 @@ uniform vec3 specular; uniform float lightExp; uniform float refScale; uniform float kd; +uniform vec2 screenRes; uniform vec3 normScale; uniform float fresnelScale; uniform float fresnelOffset; uniform float blurMultiplier; -uniform mat3 normal_matrix; +uniform mat4 norm_mat; //region space to screen space //bigWave is (refCoord.w, view.w); VARYING vec4 refCoord; @@ -65,6 +66,43 @@ VARYING vec4 littleWave; VARYING vec4 view; VARYING vec4 vary_position; +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -119,7 +157,7 @@ void main() refcol *= df1 * 0.333; vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - //wavef.z *= max(-viewVec.z, 0.1); + wavef.z *= max(-viewVec.z, 0.1); wavef = normalize(wavef); float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; @@ -129,13 +167,14 @@ void main() vec2 refvec4 = distort+refdistort4/dmod; float dweight = min(dist2*blurMultiplier, 1.0); vec4 baseCol = texture2D(refTex, refvec4); + refcol = mix(baseCol*df2, refcol, dweight); //get specular component - //float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); + float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); //harden specular - //spec = pow(spec, 128.0); + spec = pow(spec, 128.0); //figure out distortion vector (ripply) vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); @@ -146,24 +185,17 @@ void main() // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); - float shadow = 1.0; vec4 pos = vary_position; - //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; - vec4 spos = pos; - - //spec *= shadow; - //color.rgb += spec * specular; + color.rgb += spec * specular; color.rgb = atmosTransport(color.rgb); color.rgb = scaleSoftClip(color.rgb); - //color.a = spec * sunAngle2; + color.a = spec * sunAngle2; - //wavef.z *= 0.1f; - //wavef = normalize(wavef); - vec3 screenspacewavef = normal_matrix*wavef; + vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - frag_data[0] = vec4(color.rgb, 0.5); // diffuse - frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - frag_data[2] = vec4(encode_normal(screenspacewavef), 0.0, 0.0); // normalxyz, displace + frag_data[0] = vec4(color.rgb, color); // diffuse + frag_data[1] = vec4(0); // speccolor, spec + frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index ece34dcc4e..9734acf005 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -85,7 +85,7 @@ void main() pos.w = 1.0; pos = modelview_matrix*pos; - calcAtmospherics(view.xyz); + calcAtmospherics(pos.xyz); //pass wave parameters to pixel shader vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055; diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl index 6523a06d22..f8efd7cb4a 100644 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl @@ -31,8 +31,6 @@ out vec4 frag_color; uniform sampler2D depthMap; -uniform float delta; - VARYING vec2 tc0; VARYING vec2 tc1; VARYING vec2 tc2; diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl index 0e5dc08183..942c5888e7 100644 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl @@ -33,8 +33,6 @@ out vec4 frag_color; uniform sampler2DRect depthMap; -uniform float delta; - VARYING vec2 tc0; VARYING vec2 tc1; VARYING vec2 tc2; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index eaaa7b208d..cad5b9ff04 100755 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -41,13 +41,13 @@ void default_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy); + color *= vertex_color; + if (color.a < minimum_alpha) { discard; } - color.rgb *= vertex_color.rgb; - color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 62ca3f1ff1..c20e00163c 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -69,6 +69,43 @@ uniform vec2 screen_res; uniform mat4 inv_proj; +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -88,10 +125,9 @@ vec3 decode_normal (vec2 enc) vec4 correctWithGamma(vec4 col) { - return vec4(pow(col.rgb, vec3(2.2)), col.a); + return vec4(srgb_to_linear(col.rgb), col.a); } - vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); @@ -298,14 +334,12 @@ void main() vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + stc /= stc.w; if (stc.z > 0.0) { - stc.xy /= stc.w; + float fatten = clamp(envIntensity*envIntensity+envIntensity*0.25, 0.25, 1.0); - float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0); - - //stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); if (stc.x < 1.0 && @@ -313,7 +347,7 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*shadow*spec.rgb; + col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod).rgb*shadow*spec.rgb; } } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 6e05091b57..1022c23f7b 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -78,6 +78,43 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -246,6 +283,52 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); } +#ifdef WATER_FOG +uniform vec4 waterPlane; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec4 applyWaterFogDeferred(vec3 pos, vec4 color) +{ + //normalize view vector + vec3 view = normalize(pos); + 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; + + 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 atmosLighting(vec3 light) { light *= getAtmosAttenuation().r; @@ -326,7 +409,7 @@ void main() vec4 diffuse = texture2DRect(diffuseRect, tc); //convert to gamma space - diffuse.rgb = pow(diffuse.rgb, vec3(1.0/2.2)); + diffuse.rgb = linear_to_srgb(diffuse.rgb); vec3 col; float bloom = 0.0; @@ -392,7 +475,13 @@ void main() col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } - col = pow(col, vec3(2.2)); + #ifdef WATER_FOG + vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom)); + col = fogged.rgb; + bloom = fogged.a; + #endif + + col = srgb_to_linear(col); //col = vec3(1,0,1); //col.g = envIntensity; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 4bad439952..7689b72d20 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -86,9 +86,46 @@ vec3 decode_normal (vec2 enc) return n; } +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + vec4 correctWithGamma(vec4 col) { - return vec4(pow(col.rgb, vec3(2.2)), col.a); + return vec4(srgb_to_linear(col.rgb), col.a); } vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) @@ -316,7 +353,7 @@ void main() } } } - + //not sure why, but this line prevents MATBUG-194 col = max(col, vec3(0.0)); diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp index 14c09a2393..9682f38227 100755 --- a/indra/newview/lldrawable.cpp +++ b/indra/newview/lldrawable.cpp @@ -132,10 +132,16 @@ void LLDrawable::destroy() sNumZombieDrawables--; } + // Attempt to catch violations of this in debug, + // knowing that some false alarms may result + // + llassert(!LLSpatialGroup::sNoDelete); + + /* cannot be guaranteed and causes crashes on false alarms if (LLSpatialGroup::sNoDelete) { llerrs << "Illegal deletion of LLDrawable!" << llendl; - } + }*/ std::for_each(mFaces.begin(), mFaces.end(), DeletePointer()); mFaces.clear(); @@ -254,7 +260,7 @@ S32 LLDrawable::findReferences(LLDrawable *drawablep) return count; } -static LLFastTimer::DeclareTimer FTM_ALLOCATE_FACE("Allocate Face"); +static LLFastTimer::DeclareTimer FTM_ALLOCATE_FACE("Allocate Face", true); LLFace* LLDrawable::addFace(LLFacePool *poolp, LLViewerTexture *texturep) { @@ -527,6 +533,8 @@ void LLDrawable::makeStatic(BOOL warning_enabled) } updatePartition(); } + + llassert(isAvatar() || isRoot() || mParent->isStatic()); } // Returns "distance" between target destination and resulting xfrom diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 2f6e895cb7..1cd4d87437 100755 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -93,15 +93,35 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) if (pass == 0) { + if (LLPipeline::sImpostorRender) + { + simple_shader = &gDeferredAlphaImpostorProgram; + fullbright_shader = &gDeferredFullbrightProgram; + } + else if (LLPipeline::sUnderWaterRender) + { + simple_shader = &gDeferredAlphaWaterProgram; + fullbright_shader = &gDeferredFullbrightWaterProgram; + } + else + { simple_shader = &gDeferredAlphaProgram; - fullbright_shader = &gObjectFullbrightProgram; + fullbright_shader = &gDeferredFullbrightProgram; + } + + F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); + fullbright_shader->bind(); fullbright_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); + fullbright_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); fullbright_shader->unbind(); + //prime simple shader (loads shadow relevant uniforms) gPipeline.bindDeferredShader(*simple_shader); + + simple_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); } - else + else if (!LLPipeline::sImpostorRender) { //update depth buffer sampler gPipeline.mScreen.flush(); @@ -113,6 +133,23 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f); } + + if (LLPipeline::sRenderDeferred) + { + emissive_shader = &gDeferredEmissiveProgram; + } + else + { + if (LLPipeline::sUnderWaterRender) + { + emissive_shader = &gObjectEmissiveWaterProgram; + } + else + { + emissive_shader = &gObjectEmissiveProgram; + } + } + deferred_render = TRUE; if (mVertexShaderLevel > 0) { @@ -124,7 +161,7 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) void LLDrawPoolAlpha::endPostDeferredPass(S32 pass) { - if (pass == 1) + if (pass == 1 && !LLPipeline::sImpostorRender) { gPipeline.mDeferredDepth.flush(); gPipeline.mScreen.bindTarget(); @@ -144,7 +181,13 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_ALPHA); - if (LLPipeline::sUnderWaterRender) + if (LLPipeline::sImpostorRender) + { + simple_shader = &gObjectSimpleImpostorProgram; + fullbright_shader = &gObjectFullbrightProgram; + emissive_shader = &gObjectEmissiveProgram; + } + else if (LLPipeline::sUnderWaterRender) { simple_shader = &gObjectSimpleWaterProgram; fullbright_shader = &gObjectFullbrightWaterProgram; @@ -192,8 +235,13 @@ void LLDrawPoolAlpha::render(S32 pass) gGL.setColorMask(true, true); } - LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy || - (deferred_render && pass == 1) ? GL_TRUE : GL_FALSE); + bool write_depth = LLDrawPoolWater::sSkipScreenCopy + || (deferred_render && pass == 1) + // we want depth written so that rendered alpha will + // contribute to the alpha mask used for impostors + || LLPipeline::sImpostorRenderAlphaDepthPass; + + LLGLDepthTest depth(GL_TRUE, write_depth ? GL_TRUE : GL_FALSE); if (deferred_render && pass == 1) { @@ -239,11 +287,11 @@ void LLDrawPoolAlpha::render(S32 pass) if (mVertexShaderLevel > 0) { - renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2); + renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, pass); } else { - renderAlpha(getVertexDataMask()); + renderAlpha(getVertexDataMask(), pass); } gGL.setColorMask(true, false); @@ -315,7 +363,7 @@ void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask) } } -void LLDrawPoolAlpha::renderAlpha(U32 mask) +void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) { BOOL initialized_lighting = FALSE; BOOL light_enabled = TRUE; @@ -331,15 +379,10 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) if (group->mSpatialPartition->mRenderByGroup && !group->isDead()) { - static LLFastTimer::DeclareTimer FTM_RENDER_ALPHA_GROUP_LOOP("Alpha Group"); - LLFastTimer t(FTM_RENDER_ALPHA_GROUP_LOOP); - - bool draw_glow_for_this_partition = mVertexShaderLevel > 0; // no shaders = no glow. - - bool disable_cull = group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_PARTICLE || - group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE; - - LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0); + bool draw_glow_for_this_partition = mVertexShaderLevel > 0 && // no shaders = no glow. + // All particle systems seem to come off the wire with texture entries which claim that they glow. This is probably a bug in the data. Suppress. + group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_PARTICLE && + group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD_PARTICLE; LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA]; @@ -353,11 +396,28 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) continue; } + // Fix for bug - NORSPEC-271 + // If the face is more than 90% transparent, then don't update the Depth buffer for Dof + // We don't want the nearly invisible objects to cause of DoF effects + if(pass == 1 && !LLPipeline::sImpostorRender) + { + LLFace* face = params.mFace; + if(face) + { + const LLTextureEntry* tep = face->getTextureEntry(); + if(tep) + { + if(tep->getColor().mV[3] < 0.1f) + continue; + } + } + } + LLRenderPass::applyModelMatrix(params); LLMaterial* mat = NULL; - if (deferred_render && !LLPipeline::sUnderWaterRender) + if (deferred_render) { mat = params.mMaterial; } @@ -401,6 +461,11 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) llassert(mask < LLMaterial::SHADER_COUNT); target_shader = &(gDeferredMaterialProgram[mask]); + if (LLPipeline::sUnderWaterRender) + { + target_shader = &(gDeferredMaterialWaterProgram[mask]); + } + if (current_shader != target_shader) { gPipeline.bindDeferredShader(*target_shader); @@ -510,8 +575,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) LLFastTimer t(FTM_RENDER_ALPHA_PUSH); gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor); params.mVertexBuffer->setBuffer(mask); - params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); - gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); + gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); } // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha. @@ -531,6 +596,11 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) // do the actual drawing, again params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + + // restore our alpha blend mode + gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + + current_shader->bind(); } if (tex_setup) diff --git a/indra/newview/lldrawpoolalpha.h b/indra/newview/lldrawpoolalpha.h index 43122218ed..d064a3a324 100755 --- a/indra/newview/lldrawpoolalpha.h +++ b/indra/newview/lldrawpoolalpha.h @@ -63,7 +63,7 @@ public: /*virtual*/ void prerender(); void renderGroupAlpha(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture = TRUE); - void renderAlpha(U32 mask); + void renderAlpha(U32 mask, S32 pass); void renderAlphaHighlight(U32 mask); static BOOL sShowDebugAlpha; diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index f3f0b3cce2..5c4cb71e57 100755 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -49,6 +49,7 @@ #include "llappviewer.h" #include "llrendersphere.h" #include "llviewerpartsim.h" +#include "llviewercontrol.h" // for gSavedSettings static U32 sDataMask = LLDrawPoolAvatar::VERTEX_DATA_MASK; static U32 sBufferUsage = GL_STREAM_DRAW_ARB; @@ -688,12 +689,10 @@ void LLDrawPoolAvatar::beginDeferredImpostor() } sVertexProgram = &gDeferredImpostorProgram; - specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP); normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - - sVertexProgram->bind(); + gPipeline.bindDeferredShader(*sVertexProgram); sVertexProgram->setMinimumAlpha(0.01f); } @@ -703,8 +702,9 @@ void LLDrawPoolAvatar::endDeferredImpostor() sVertexProgram->disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL); sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP); sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - sVertexProgram->unbind(); - gGL.getTexUnit(0)->activate(); + gPipeline.unbindDeferredShader(*sVertexProgram); + sVertexProgram = NULL; + sDiffuseChannel = 0; } void LLDrawPoolAvatar::beginDeferredRigid() diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp index 08a36bddf1..d1b5080650 100644 --- a/indra/newview/lldrawpoolmaterials.cpp +++ b/indra/newview/lldrawpoolmaterials.cpp @@ -72,6 +72,12 @@ void LLDrawPoolMaterials::beginDeferredPass(S32 pass) }; mShader = &(gDeferredMaterialProgram[shader_idx[pass]]); + + if (LLPipeline::sUnderWaterRender) + { + mShader = &(gDeferredMaterialWaterProgram[shader_idx[pass]]); + } + mShader->bind(); diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP); @@ -215,3 +221,4 @@ void LLDrawPoolMaterials::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, gGL.matrixMode(LLRender::MM_MODELVIEW); } } + diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index 2cf9d833c6..8926f64c64 100755 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -37,6 +37,7 @@ #include "llviewershadermgr.h" #include "llrender.h" +#define GE_FORCE_WORKAROUND LL_DARWIN static LLGLSLShader* simple_shader = NULL; static LLGLSLShader* fullbright_shader = NULL; @@ -111,7 +112,14 @@ void LLDrawPoolGlow::render(S32 pass) LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram; shader->bind(); - shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.f); + if (LLPipeline::sRenderDeferred) + { + shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); + } + else + { + shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.f); + } LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.setColorMask(false, true); @@ -148,7 +156,11 @@ void LLDrawPoolSimple::beginRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_SIMPLE); - if (LLPipeline::sUnderWaterRender) + if (LLPipeline::sImpostorRender) + { + simple_shader = &gObjectSimpleImpostorProgram; + } + else if (LLPipeline::sUnderWaterRender) { simple_shader = &gObjectSimpleWaterProgram; } @@ -536,7 +548,15 @@ void LLDrawPoolFullbright::prerender() void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass) { - gDeferredFullbrightProgram.bind(); + if (LLPipeline::sUnderWaterRender) + { + gDeferredFullbrightWaterProgram.bind(); + } + else + { + gDeferredFullbrightProgram.bind(); + } + } void LLDrawPoolFullbright::renderPostDeferred(S32 pass) @@ -550,7 +570,14 @@ void LLDrawPoolFullbright::renderPostDeferred(S32 pass) void LLDrawPoolFullbright::endPostDeferredPass(S32 pass) { - gDeferredFullbrightProgram.unbind(); + if (LLPipeline::sUnderWaterRender) + { + gDeferredFullbrightWaterProgram.unbind(); + } + else + { + gDeferredFullbrightProgram.unbind(); + } LLRenderPass::endRenderPass(pass); } @@ -625,15 +652,35 @@ S32 LLDrawPoolFullbright::getNumPasses() void LLDrawPoolFullbrightAlphaMask::beginPostDeferredPass(S32 pass) { - gObjectFullbrightAlphaMaskProgram.bind(); + if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred) { + gObjectFullbrightAlphaMaskProgram.bind(); gObjectFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); } else - { + { + +// Work-around until we can figure out why the right shader causes +// the GeForce driver to go tango uniform on OS X 10.6.8 only +// +#if GE_FORCE_WORKAROUND + gObjectFullbrightAlphaMaskProgram.bind(); gObjectFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); +#else + if (LLPipeline::sUnderWaterRender) + { + gDeferredFullbrightAlphaMaskWaterProgram.bind(); + gDeferredFullbrightAlphaMaskWaterProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); + } + else + { + gDeferredFullbrightAlphaMaskProgram.bind(); + gDeferredFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); + } +#endif } + } void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass) @@ -646,7 +693,30 @@ void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass) void LLDrawPoolFullbrightAlphaMask::endPostDeferredPass(S32 pass) { - gObjectFullbrightAlphaMaskProgram.unbind(); + if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred) + { + gObjectFullbrightAlphaMaskProgram.unbind(); + } + else + { + +// Work-around until we can figure out why the right shader causes +// the GeForce driver to go tango uniform on OS X 10.6.8 only +// +#if GE_FORCE_WORKAROUND + gObjectFullbrightAlphaMaskProgram.unbind(); +#else + if (LLPipeline::sUnderWaterRender) + { + gDeferredFullbrightAlphaMaskWaterProgram.unbind(); + } + else + { + gDeferredFullbrightAlphaMaskProgram.unbind(); + } +#endif + + } LLRenderPass::endRenderPass(pass); } diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp index 7f7d9f65c6..ef8bdc3304 100755 --- a/indra/newview/lldrawpoolsky.cpp +++ b/indra/newview/lldrawpoolsky.cpp @@ -155,3 +155,4 @@ void LLDrawPoolSky::renderSkyCubeFace(U8 side) void LLDrawPoolSky::endRenderPass( S32 pass ) { } + diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 0d79631182..32a9365aba 100755 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -522,14 +522,21 @@ void LLDrawPoolWater::shade() F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - gAgent.getRegion()->getWaterHeight(); + if (eyedepth < 0.f && LLPipeline::sWaterReflections) + { if (deferred_render) { - shader = &gDeferredWaterProgram; + shader = &gDeferredUnderWaterProgram; } - else if (eyedepth < 0.f && LLPipeline::sWaterReflections) + else { shader = &gUnderWaterProgram; } + } + else if (deferred_render) + { + shader = &gDeferredWaterProgram; + } else { shader = &gWaterProgram; @@ -597,9 +604,15 @@ void LLDrawPoolWater::shade() shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV); } + F32 screenRes[] = + { + 1.f/gGLViewport[2], + 1.f/gGLViewport[3] + }; + shader->uniform2fv(LLShaderMgr::DEFERRED_SCREEN_RES, 1, screenRes); stop_glerror(); - S32 diffTex = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); + S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP); stop_glerror(); light_dir.normVec(); diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index ead013d6c6..bf24a37e34 100755 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -1940,7 +1940,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, LLMatrix4a mat_vert; mat_vert.loadu(mat_vert_in); - + F32* dst = (F32*) vert.get(); F32* end_f32 = dst+mGeomCount*4; @@ -1951,7 +1951,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, LLVector4a res0; //,res1,res2,res3; - + LLVector4a texIdx; S32 index = mTextureIndex < 255 ? mTextureIndex : 0; @@ -2002,14 +2002,14 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, }*/ while (src < end) - { + { mat_vert.affineTransform(*src++, res0); tmp.setSelectWithMask(mask, texIdx, res0); tmp.store4a((F32*) dst); dst += 4; } } - + { //LLFastTimer t(FTM_FACE_POSITION_PAD); while (dst < end_f32) @@ -2035,7 +2035,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, LLVector4a* end = src+num_vertices; while (src < end) - { + { LLVector4a normal; mat_normal.rotate(*src++, normal); normal.store4a(normals); diff --git a/indra/newview/llface.h b/indra/newview/llface.h index 763634a3ab..66b5f13740 100755 --- a/indra/newview/llface.h +++ b/indra/newview/llface.h @@ -194,8 +194,7 @@ public: void setSize(S32 numVertices, S32 num_indices = 0, bool align = false); - BOOL genVolumeBBoxes(const LLVolume &volume, S32 f, - const LLMatrix4& mat, BOOL global_volume = FALSE); + BOOL genVolumeBBoxes(const LLVolume &volume, S32 f,const LLMatrix4& mat, BOOL global_volume = FALSE); void init(LLDrawable* drawablep, LLViewerObject* objp); void destroy(); diff --git a/indra/newview/llfloatertools.cpp b/indra/newview/llfloatertools.cpp index 14923eec3c..7b25291da7 100755 --- a/indra/newview/llfloatertools.cpp +++ b/indra/newview/llfloatertools.cpp @@ -1328,7 +1328,7 @@ void LLFloaterTools::getMediaState() getChildView("media_tex")->setEnabled(bool_has_media && editable); getChildView("edit_media")->setEnabled(bool_has_media && LLFloaterMediaSettings::getInstance()->mIdenticalHasMediaInfo && editable ); getChildView("delete_media")->setEnabled(bool_has_media && editable ); - getChildView("add_media")->setEnabled(( ! bool_has_media ) && editable ); + getChildView("add_media")->setEnabled(editable); // TODO: display a list of all media on the face - use 'identical' flag } else // not all face has media but at least one does. @@ -1358,7 +1358,7 @@ void LLFloaterTools::getMediaState() getChildView("media_tex")->setEnabled(TRUE); getChildView("edit_media")->setEnabled(LLFloaterMediaSettings::getInstance()->mIdenticalHasMediaInfo); getChildView("delete_media")->setEnabled(TRUE); - getChildView("add_media")->setEnabled(FALSE ); + getChildView("add_media")->setEnabled(editable); } media_info->setText(media_title); diff --git a/indra/newview/llmaterialmgr.cpp b/indra/newview/llmaterialmgr.cpp index ad9958546c..14d3d4e7a8 100644 --- a/indra/newview/llmaterialmgr.cpp +++ b/indra/newview/llmaterialmgr.cpp @@ -52,10 +52,12 @@ #define MATERIALS_CAP_MATERIAL_ID_FIELD "MaterialID" #define SIM_FEATURE_MAX_MATERIALS_PER_TRANSACTION "MaxMaterialsPerTransaction" -#define MATERIALS_DEFAULT_MAX_ENTRIES 50 +#define MATERIALS_GET_MAX_ENTRIES 50 #define MATERIALS_GET_TIMEOUT (60.f * 20) +#define MATERIALS_POST_MAX_ENTRIES 50 #define MATERIALS_POST_TIMEOUT (60.f * 5) #define MATERIALS_PUT_THROTTLE_SECS 1.f +#define MATERIALS_PUT_MAX_ENTRIES 50 /** * LLMaterialsResponder helper class @@ -543,11 +545,9 @@ void LLMaterialMgr::onIdle(void*) instancep->processGetAllQueue(); } - static LLFrameTimer mPutTimer; - if ( (!instancep->mPutQueue.empty()) && (mPutTimer.hasExpired()) ) + if (!instancep->mPutQueue.empty()) { instancep->processPutQueue(); - mPutTimer.resetWithExpiry(MATERIALS_PUT_THROTTLE_SECS); } } @@ -564,14 +564,14 @@ void LLMaterialMgr::processGetQueue() continue; } - const LLViewerRegion* regionp = LLWorld::instance().getRegionFromID(region_id); + LLViewerRegion* regionp = LLWorld::instance().getRegionFromID(region_id); if (!regionp) { LL_WARNS("Materials") << "Unknown region with id " << region_id.asString() << LL_ENDL; mGetQueue.erase(itRegionQueue); continue; } - else if (!regionp->capabilitiesReceived()) + else if (!regionp->capabilitiesReceived() || regionp->materialsCapThrottled()) { continue; } @@ -594,8 +594,8 @@ void LLMaterialMgr::processGetQueue() LLSD materialsData = LLSD::emptyArray(); material_queue_t& materials = itRegionQueue->second; - U32 max_entries = getMaxEntries(regionp); - material_queue_t::iterator loopMaterial = materials.begin(); + U32 max_entries = regionp->getMaxMaterialsPerTransaction(); + material_queue_t::iterator loopMaterial = materials.begin(); while ( (materials.end() != loopMaterial) && (materialsData.size() < max_entries) ) { material_queue_t::iterator itMaterial = loopMaterial++; @@ -628,6 +628,7 @@ void LLMaterialMgr::processGetQueue() LL_DEBUGS("Materials") << "POSTing to region '" << regionp->getName() << "' at '"<< capURL << " for " << materialsData.size() << " materials." << "\ndata: " << ll_pretty_print_sd(materialsData) << LL_ENDL; LLHTTPClient::post(capURL, postData, materialsResponder); + regionp->resetMaterialsCapThrottle(); } } @@ -646,7 +647,7 @@ void LLMaterialMgr::processGetAllQueue() clearGetQueues(region_id); // Invalidates region_id continue; } - else if (!regionp->capabilitiesReceived()) + else if (!regionp->capabilitiesReceived() || regionp->materialsCapThrottled()) { continue; } @@ -663,6 +664,7 @@ void LLMaterialMgr::processGetAllQueue() LL_DEBUGS("Materials") << "GET all for region " << region_id << "url " << capURL << LL_ENDL; LLHTTPClient::ResponderPtr materialsResponder = new LLMaterialsResponder("GET", capURL, boost::bind(&LLMaterialMgr::onGetAllResponse, this, _1, _2, *itRegion)); LLHTTPClient::get(capURL, materialsResponder); + regionp->resetMaterialsCapThrottle(); mGetAllPending.insert(std::pair<LLUUID, F64>(region_id, LLFrameTimer::getTotalSeconds())); mGetAllQueue.erase(itRegion); // Invalidates region_id } @@ -670,7 +672,7 @@ void LLMaterialMgr::processGetAllQueue() void LLMaterialMgr::processPutQueue() { - typedef std::map<const LLViewerRegion*, LLSD> regionput_request_map; + typedef std::map<LLViewerRegion*, LLSD> regionput_request_map; regionput_request_map requests; put_queue_t::iterator loopQueue = mPutQueue.begin(); @@ -687,46 +689,47 @@ void LLMaterialMgr::processPutQueue() } else { - const LLViewerRegion* regionp = objectp->getRegion(); + LLViewerRegion* regionp = objectp->getRegion(); if ( !regionp ) - { + { LL_WARNS("Materials") << "Object region is NULL" << LL_ENDL; mPutQueue.erase(itQueue); - } - else if ( regionp->capabilitiesReceived()) + } + else if ( regionp->capabilitiesReceived() && !regionp->materialsCapThrottled()) { - LLSD& facesData = requests[regionp]; + LLSD& facesData = requests[regionp]; - facematerial_map_t& face_map = itQueue->second; - U32 max_entries = getMaxEntries(regionp); - facematerial_map_t::iterator itFace = face_map.begin(); + facematerial_map_t& face_map = itQueue->second; + U32 max_entries = regionp->getMaxMaterialsPerTransaction(); + facematerial_map_t::iterator itFace = face_map.begin(); while ( (face_map.end() != itFace) && (facesData.size() < max_entries) ) - { - LLSD faceData = LLSD::emptyMap(); - faceData[MATERIALS_CAP_FACE_FIELD] = static_cast<LLSD::Integer>(itFace->first); - faceData[MATERIALS_CAP_OBJECT_ID_FIELD] = static_cast<LLSD::Integer>(objectp->getLocalID()); - if (!itFace->second.isNull()) - { - faceData[MATERIALS_CAP_MATERIAL_FIELD] = itFace->second.asLLSD(); - } - facesData.append(faceData); - face_map.erase(itFace++); - } - if (face_map.empty()) - { - mPutQueue.erase(itQueue); - } + { + LLSD faceData = LLSD::emptyMap(); + faceData[MATERIALS_CAP_FACE_FIELD] = static_cast<LLSD::Integer>(itFace->first); + faceData[MATERIALS_CAP_OBJECT_ID_FIELD] = static_cast<LLSD::Integer>(objectp->getLocalID()); + if (!itFace->second.isNull()) + { + faceData[MATERIALS_CAP_MATERIAL_FIELD] = itFace->second.asLLSD(); } + facesData.append(faceData); + face_map.erase(itFace++); + } + if (face_map.empty()) + { + mPutQueue.erase(itQueue); + } + } } } for (regionput_request_map::const_iterator itRequest = requests.begin(); itRequest != requests.end(); ++itRequest) { - std::string capURL = itRequest->first->getCapability(MATERIALS_CAPABILITY_NAME); + LLViewerRegion* regionp = itRequest->first; + std::string capURL = regionp->getCapability(MATERIALS_CAPABILITY_NAME); if (capURL.empty()) { LL_WARNS("Materials") << "Capability '" << MATERIALS_CAPABILITY_NAME - << "' is not defined on region '" << itRequest->first->getName() << "'" << LL_ENDL; + << "' is not defined on region '" << regionp->getName() << "'" << LL_ENDL; continue; } @@ -749,6 +752,7 @@ void LLMaterialMgr::processPutQueue() LL_DEBUGS("Materials") << "put for " << itRequest->second.size() << " faces to region " << itRequest->first->getName() << LL_ENDL; LLHTTPClient::ResponderPtr materialsResponder = new LLMaterialsResponder("PUT", capURL, boost::bind(&LLMaterialMgr::onPutResponse, this, _1, _2)); LLHTTPClient::put(capURL, putData, materialsResponder); + regionp->resetMaterialsCapThrottle(); } else { @@ -783,20 +787,3 @@ void LLMaterialMgr::onRegionRemoved(LLViewerRegion* regionp) // Put doesn't need clearing: objects that can't be found will clean up in processPutQueue() } -U32 LLMaterialMgr::getMaxEntries(const LLViewerRegion* regionp) -{ - LLSD sim_features; - regionp->getSimulatorFeatures(sim_features); - U32 max_entries; - if ( sim_features.has( SIM_FEATURE_MAX_MATERIALS_PER_TRANSACTION ) - && sim_features[ SIM_FEATURE_MAX_MATERIALS_PER_TRANSACTION ].isInteger()) - { - max_entries = sim_features[ SIM_FEATURE_MAX_MATERIALS_PER_TRANSACTION ].asInteger(); - } - else - { - max_entries = MATERIALS_DEFAULT_MAX_ENTRIES; - } - return max_entries; -} - diff --git a/indra/newview/llpanelface.h b/indra/newview/llpanelface.h index 834ad9e14c..b684881225 100755 --- a/indra/newview/llpanelface.h +++ b/indra/newview/llpanelface.h @@ -255,7 +255,26 @@ private: // Determine correct alpha mode for current diffuse texture // (i.e. does it have an alpha channel that makes alpha mode useful) // - U8 default_alpha_mode = (_panel->isAlpha() ? LLMaterial::DIFFUSE_ALPHA_MODE_BLEND : LLMaterial::DIFFUSE_ALPHA_MODE_NONE); + // _panel->isAlpha() "lies" when one face has alpha and the rest do not (NORSPEC-329) + // need to get per-face answer to this question for sane alpha mode retention on updates. + // + bool is_alpha_face = object->isImageAlphaBlended(face); + + // need to keep this original answer for valid comparisons in logic below + // + U8 original_default_alpha_mode = is_alpha_face ? LLMaterial::DIFFUSE_ALPHA_MODE_BLEND : LLMaterial::DIFFUSE_ALPHA_MODE_NONE; + + U8 default_alpha_mode = original_default_alpha_mode; + + if (!current_material.isNull()) + { + default_alpha_mode = current_material->getDiffuseAlphaMode(); + } + + // Insure we don't inherit the default of blend by accident... + // this will be stomped by a legit request to change the alpha mode by the apply() below + // + new_material->setDiffuseAlphaMode(default_alpha_mode); // Do "It"! // @@ -265,7 +284,13 @@ private: LLUUID new_normal_map_id = new_material->getNormalID(); LLUUID new_spec_map_id = new_material->getSpecularID(); - bool is_default_blend_mode = (new_alpha_mode == default_alpha_mode); + if ((new_alpha_mode == LLMaterial::DIFFUSE_ALPHA_MODE_BLEND) && !is_alpha_face) + { + new_alpha_mode = LLMaterial::DIFFUSE_ALPHA_MODE_NONE; + new_material->setDiffuseAlphaMode(LLMaterial::DIFFUSE_ALPHA_MODE_NONE); + } + + bool is_default_blend_mode = (new_alpha_mode == original_default_alpha_mode); bool is_need_material = !is_default_blend_mode || !new_normal_map_id.isNull() || !new_spec_map_id.isNull(); if (!is_need_material) diff --git a/indra/newview/llpanelvolume.cpp b/indra/newview/llpanelvolume.cpp index 02d363d795..a1d60b5b16 100755 --- a/indra/newview/llpanelvolume.cpp +++ b/indra/newview/llpanelvolume.cpp @@ -710,9 +710,19 @@ void LLPanelVolume::onLightCancelColor(const LLSD& data) void LLPanelVolume::onLightCancelTexture(const LLSD& data) { LLTextureCtrl* LightTextureCtrl = getChild<LLTextureCtrl>("light texture control"); + if (LightTextureCtrl) { - LightTextureCtrl->setImageAssetID(mLightSavedTexture); + LightTextureCtrl->setImageAssetID(LLUUID::null); + } + + LLVOVolume *volobjp = (LLVOVolume *) mObject.get(); + if(volobjp) + { + // Cancel the light texture as requested + // NORSPEC-292 + // + volobjp->setLightTextureID(LLUUID::null); } } diff --git a/indra/newview/lltexturectrl.cpp b/indra/newview/lltexturectrl.cpp index 4676f7b251..4300cafb6b 100755 --- a/indra/newview/lltexturectrl.cpp +++ b/indra/newview/lltexturectrl.cpp @@ -133,6 +133,7 @@ public: PermissionMask getFilterPermMask(); void updateFilterPermMask(); void commitIfImmediateSet(); + void commitCancel(); void onFilterEdit(const std::string& search_string ); @@ -706,6 +707,14 @@ void LLFloaterTexturePicker::commitIfImmediateSet() } } +void LLFloaterTexturePicker::commitCancel() +{ + if (!mNoCopyTextureSelected && mOwner && mCanApply) + { + mOwner->onFloaterCommit(LLTextureCtrl::TEXTURE_CANCEL); + } +} + // static void LLFloaterTexturePicker::onBtnSetToDefault(void* userdata) { @@ -733,7 +742,7 @@ void LLFloaterTexturePicker::onBtnNone(void* userdata) { LLFloaterTexturePicker* self = (LLFloaterTexturePicker*) userdata; self->setImageID( LLUUID::null ); - self->commitIfImmediateSet(); + self->commitCancel(); } /* diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index aae84709d8..bbebeea3e0 100755 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -225,13 +225,13 @@ void display_stats() } static LLFastTimer::DeclareTimer FTM_PICK("Picking"); -static LLFastTimer::DeclareTimer FTM_RENDER("Render"); +static LLFastTimer::DeclareTimer FTM_RENDER("Render", true); static LLFastTimer::DeclareTimer FTM_UPDATE_SKY("Update Sky"); static LLFastTimer::DeclareTimer FTM_UPDATE_TEXTURES("Update Textures"); static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE("Update Images"); static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_CLASS("Class"); static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_BUMP("Image Update Bump"); -static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_LIST("List", true); +static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_LIST("List"); static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_DELETE("Delete"); static LLFastTimer::DeclareTimer FTM_RESIZE_WINDOW("Resize Window"); static LLFastTimer::DeclareTimer FTM_HUD_UPDATE("HUD Update"); @@ -675,7 +675,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE; gPipeline.updateCull(*LLViewerCamera::getInstance(), result, water_clip); - LLPipeline::sUnderWaterRender = FALSE; stop_glerror(); LLGLState::checkStates(); @@ -891,7 +890,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) { gGL.setColorMask(true, true); - if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) + if (LLPipeline::sRenderDeferred) { gPipeline.mDeferredScreen.bindTarget(); glClearColor(1,0,1,1); @@ -940,7 +939,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) gGL.setColorMask(true, false); - if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) + if (LLPipeline::sRenderDeferred) { gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance()); } @@ -977,7 +976,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) if (to_texture) { - if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) + if (LLPipeline::sRenderDeferred) { gPipeline.mDeferredScreen.flush(); if(LLRenderTarget::sUseFBO) @@ -1003,7 +1002,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) } } - if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) + if (LLPipeline::sRenderDeferred) { gPipeline.renderDeferredLighting(); } @@ -1624,3 +1623,4 @@ void display_cleanup() { gDisconnectedImagep = NULL; } + diff --git a/indra/newview/llviewerobject.cpp b/indra/newview/llviewerobject.cpp index e92cc39ba7..7151a0d6ed 100755 --- a/indra/newview/llviewerobject.cpp +++ b/indra/newview/llviewerobject.cpp @@ -1724,7 +1724,7 @@ U32 LLViewerObject::processUpdateMessage(LLMessageSystem *mesgsys, // keep local flags and overwrite remote-controlled flags mFlags = (mFlags & FLAGS_LOCAL) | flags; - // ...new objects that should come in selected need to be added to the selected list + // ...new objects that should come in selected need to be added to the selected list mCreateSelected = ((flags & FLAGS_CREATE_SELECTED) != 0); } break; @@ -4412,12 +4412,10 @@ S32 LLViewerObject::setTEMaterialParams(const U8 te, const LLMaterialPtr pMateri void LLViewerObject::refreshMaterials() { - setChanged(ALL_CHANGED); + setChanged(TEXTURE); if (mDrawable.notNull()) { gPipeline.markTextured(mDrawable); - gPipeline.markRebuild(mDrawable,LLDrawable::REBUILD_ALL); - dirtySpatialGroup(TRUE); } } @@ -4521,6 +4519,30 @@ LLViewerTexture *LLViewerObject::getTEImage(const U8 face) const } +bool LLViewerObject::isImageAlphaBlended(const U8 te) const +{ + LLViewerTexture* image = getTEImage(te); + LLGLenum format = image ? image->getPrimaryFormat() : GL_RGB; + switch (format) + { + case GL_RGBA: + case GL_ALPHA: + { + return true; + } + break; + + case GL_RGB: break; + default: + { + llwarns << "Unexpected tex format in LLViewerObject::isImageAlphaBlended...returning no alpha." << llendl; + } + break; + } + + return false; +} + LLViewerTexture *LLViewerObject::getTENormalMap(const U8 face) const { // llassert(mTEImages); diff --git a/indra/newview/llviewerobject.h b/indra/newview/llviewerobject.h index 05bc7f68a2..b035473c74 100755 --- a/indra/newview/llviewerobject.h +++ b/indra/newview/llviewerobject.h @@ -112,6 +112,14 @@ class LLViewerObject : public LLPrimitive, public LLRefCount, public LLGLUpdate protected: ~LLViewerObject(); // use unref() + // TomY: Provide for a list of extra parameter structures, mapped by structure name + struct ExtraParameter + { + BOOL in_use; + LLNetworkData *data; + }; + std::map<U16, ExtraParameter*> mExtraParameterList; + public: typedef std::list<LLPointer<LLViewerObject> > child_list_t; typedef std::list<LLPointer<LLViewerObject> > vobj_list_t; @@ -331,6 +339,8 @@ public: LLViewerTexture *getTENormalMap(const U8 te) const; LLViewerTexture *getTESpecularMap(const U8 te) const; + bool isImageAlphaBlended(const U8 te) const; + void fitFaceTexture(const U8 face); void sendTEUpdate() const; // Sends packed representation of all texture entry information @@ -553,8 +563,6 @@ public: std::vector<LLVector3> mUnselectedChildrenPositions ; private: - // TomY: Provide for a list of extra parameter structures, mapped by structure name - struct ExtraParameter; ExtraParameter* createNewParameterEntry(U16 param_type); ExtraParameter* getExtraParameterEntry(U16 param_type) const; ExtraParameter* getExtraParameterEntryCreate(U16 param_type); @@ -794,14 +802,6 @@ private: LLUUID mAttachmentItemID; // ItemID of the associated object is in user inventory. EObjectUpdateType mLastUpdateType; BOOL mLastUpdateCached; - - // TomY: Provide for a list of extra parameter structures, mapped by structure name - struct ExtraParameter - { - BOOL in_use; - LLNetworkData *data; - }; - std::map<U16, ExtraParameter*> mExtraParameterList; }; /////////////////// @@ -847,7 +847,7 @@ public: LLStrider<LLVector4a>& verticesp, LLStrider<LLVector3>& normalsp, LLStrider<LLVector2>& texcoordsp, - LLStrider<LLColor4U>& colorsp, + LLStrider<LLColor4U>& colorsp, LLStrider<LLColor4U>& emissivep, LLStrider<U16>& indicesp) = 0; diff --git a/indra/newview/llviewerregion.cpp b/indra/newview/llviewerregion.cpp index b91dde4113..e6fc82f761 100755 --- a/indra/newview/llviewerregion.cpp +++ b/indra/newview/llviewerregion.cpp @@ -44,7 +44,6 @@ #include "llagent.h" #include "llagentcamera.h" -#include "llavatarrenderinfoaccountant.h" #include "llcallingcard.h" #include "llcaphttpsender.h" #include "llcapabilitylistener.h" @@ -301,16 +300,12 @@ public: if ( regionp->getRegionImpl()->mCapabilities.size() != regionp->getRegionImpl()->mSecondCapabilitiesTracker.size() ) { - llinfos << "BaseCapabilitiesCompleteTracker " << "sim " << regionp->getName() - << " sent duplicate seed caps that differs in size - most likely content. " - << (S32) regionp->getRegionImpl()->mCapabilities.size() << " vs " << regionp->getRegionImpl()->mSecondCapabilitiesTracker.size() - << llendl; + llinfos<<"BaseCapabilitiesCompleteTracker "<<"Sim sent duplicate seed caps that differs in size - most likely content."<<llendl; //todo#add cap debug versus original check? - /* - CapabilityMap::const_iterator iter = regionp->getRegionImpl()->mCapabilities.begin(); + /*CapabilityMap::const_iterator iter = regionp->getRegionImpl()->mCapabilities.begin(); while (iter!=regionp->getRegionImpl()->mCapabilities.end() ) { - llinfos << "BaseCapabilitiesCompleteTracker Original " << iter->first << " is " << iter->second << llendl; + llinfos<<"BaseCapabilitiesCompleteTracker Original "<<iter->first<<" "<< iter->second<<llendl; ++iter; } */ @@ -398,9 +393,6 @@ LLViewerRegion::LLViewerRegion(const U64 &handle, mImpl->mObjectPartition.push_back(new LLBridgePartition()); //PARTITION_BRIDGE mImpl->mObjectPartition.push_back(new LLHUDParticlePartition());//PARTITION_HUD_PARTICLE mImpl->mObjectPartition.push_back(NULL); //PARTITION_NONE - - mRenderInfoRequestTimer.resetWithExpiry(0.f); // Set timer to be expired - setCapabilitiesReceivedCallback(boost::bind(&LLAvatarRenderInfoAccountant::expireRenderInfoReportTimer, _1)); } @@ -1585,7 +1577,6 @@ void LLViewerRegionImpl::buildCapabilityNames(LLSD& capabilityNames) capabilityNames.append("AgentState"); capabilityNames.append("AttachmentResources"); capabilityNames.append("AvatarPickerSearch"); - capabilityNames.append("AvatarRenderInfo"); capabilityNames.append("CharacterProperties"); capabilityNames.append("ChatSessionRequest"); capabilityNames.append("CopyInventoryFromNotecard"); @@ -1953,3 +1944,47 @@ bool LLViewerRegion::dynamicPathfindingEnabled() const mSimulatorFeatures["DynamicPathfindingEnabled"].asBoolean()); } +void LLViewerRegion::resetMaterialsCapThrottle() +{ + F32 requests_per_sec = 1.0f; // original default; + if ( mSimulatorFeatures.has("RenderMaterialsCapability") + && mSimulatorFeatures["RenderMaterialsCapability"].isReal() ) + { + requests_per_sec = mSimulatorFeatures["RenderMaterialsCapability"].asReal(); + if ( requests_per_sec == 0.0f ) + { + requests_per_sec = 1.0f; + LL_WARNS("Materials") + << "region '" << getName() + << "' returned zero for RenderMaterialsCapability; using default " + << requests_per_sec << " per second" + << LL_ENDL; + } + LL_DEBUGS("Materials") << "region '" << getName() + << "' RenderMaterialsCapability " << requests_per_sec + << LL_ENDL; + } + else + { + LL_DEBUGS("Materials") + << "region '" << getName() + << "' did not return RenderMaterialsCapability, using default " + << requests_per_sec << " per second" + << LL_ENDL; + } + + mMaterialsCapThrottleTimer.resetWithExpiry( 1.0f / requests_per_sec ); +} + +U32 LLViewerRegion::getMaxMaterialsPerTransaction() const +{ + U32 max_entries = 50; // original hard coded default + if ( mSimulatorFeatures.has( "MaxMaterialsPerTransaction" ) + && mSimulatorFeatures[ "MaxMaterialsPerTransaction" ].isInteger()) + { + max_entries = mSimulatorFeatures[ "MaxMaterialsPerTransaction" ].asInteger(); + } + return max_entries; +} + + diff --git a/indra/newview/llviewerregion.h b/indra/newview/llviewerregion.h index e2cc95f232..8f8bfa23c1 100755 --- a/indra/newview/llviewerregion.h +++ b/indra/newview/llviewerregion.h @@ -43,6 +43,7 @@ #include "llcapabilityprovider.h" #include "m4math.h" // LLMatrix4 #include "llhttpclient.h" +#include "llframetimer.h" // Surface id's #define LAND 1 @@ -343,6 +344,11 @@ public: const LLViewerRegionImpl * getRegionImpl() const { return mImpl; } LLViewerRegionImpl * getRegionImplNC() { return mImpl; } + // implements the materials capability throttle + bool materialsCapThrottled() const { return !mMaterialsCapThrottleTimer.hasExpired(); } + void resetMaterialsCapThrottle(); + + U32 getMaxMaterialsPerTransaction() const; public: struct CompareDistance { @@ -437,7 +443,9 @@ private: LLSD mSimulatorFeatures; - LLFrameTimer mRenderInfoRequestTimer; + // the materials capability throttle + LLFrameTimer mMaterialsCapThrottleTimer; +LLFrameTimer mRenderInfoRequestTimer; }; inline BOOL LLViewerRegion::getRegionProtocol(U64 protocol) const diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index dfe4147d94..0e099b8299 100755 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -90,6 +90,7 @@ LLGLSLShader gAlphaMaskProgram; //object shaders LLGLSLShader gObjectSimpleProgram; +LLGLSLShader gObjectSimpleImpostorProgram; LLGLSLShader gObjectPreviewProgram; LLGLSLShader gObjectSimpleWaterProgram; LLGLSLShader gObjectSimpleAlphaMaskProgram; @@ -175,6 +176,7 @@ LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders LLGLSLShader gDeferredImpostorProgram; LLGLSLShader gDeferredWaterProgram; +LLGLSLShader gDeferredUnderWaterProgram; LLGLSLShader gDeferredDiffuseProgram; LLGLSLShader gDeferredDiffuseAlphaMaskProgram; LLGLSLShader gDeferredNonIndexedDiffuseProgram; @@ -196,14 +198,20 @@ LLGLSLShader gDeferredMultiSpotLightProgram; LLGLSLShader gDeferredSunProgram; LLGLSLShader gDeferredBlurLightProgram; LLGLSLShader gDeferredSoftenProgram; +LLGLSLShader gDeferredSoftenWaterProgram; LLGLSLShader gDeferredShadowProgram; LLGLSLShader gDeferredShadowCubeProgram; LLGLSLShader gDeferredShadowAlphaMaskProgram; LLGLSLShader gDeferredAvatarShadowProgram; LLGLSLShader gDeferredAttachmentShadowProgram; LLGLSLShader gDeferredAlphaProgram; +LLGLSLShader gDeferredAlphaImpostorProgram; +LLGLSLShader gDeferredAlphaWaterProgram; LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; +LLGLSLShader gDeferredFullbrightAlphaMaskProgram; +LLGLSLShader gDeferredFullbrightWaterProgram; +LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram; LLGLSLShader gDeferredEmissiveProgram; LLGLSLShader gDeferredPostProgram; LLGLSLShader gDeferredCoFProgram; @@ -221,6 +229,7 @@ LLGLSLShader gNormalMapGenProgram; // Deferred materials shaders LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; +LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2]; LLViewerShaderMgr::LLViewerShaderMgr() : mVertexShaderLevel(SHADER_COUNT, 0), @@ -236,6 +245,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gWaterProgram); mShaderList.push_back(&gAvatarEyeballProgram); mShaderList.push_back(&gObjectSimpleProgram); + mShaderList.push_back(&gObjectSimpleImpostorProgram); mShaderList.push_back(&gObjectPreviewProgram); mShaderList.push_back(&gImpostorProgram); mShaderList.push_back(&gObjectFullbrightNoColorProgram); @@ -286,6 +296,7 @@ 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(&gDeferredMaterialProgram[5]); mShaderList.push_back(&gDeferredMaterialProgram[9]); @@ -294,15 +305,30 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[1]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[5]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[9]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[13]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredAlphaProgram); + mShaderList.push_back(&gDeferredAlphaProgram); + mShaderList.push_back(&gDeferredAlphaImpostorProgram); + mShaderList.push_back(&gDeferredAlphaWaterProgram); mShaderList.push_back(&gDeferredSkinnedAlphaProgram); mShaderList.push_back(&gDeferredFullbrightProgram); + mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram); + mShaderList.push_back(&gDeferredFullbrightWaterProgram); + mShaderList.push_back(&gDeferredFullbrightAlphaMaskWaterProgram); mShaderList.push_back(&gDeferredFullbrightShinyProgram); mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram); mShaderList.push_back(&gDeferredSkinnedFullbrightProgram); mShaderList.push_back(&gDeferredEmissiveProgram); mShaderList.push_back(&gDeferredAvatarEyesProgram); mShaderList.push_back(&gDeferredWaterProgram); + mShaderList.push_back(&gDeferredUnderWaterProgram); mShaderList.push_back(&gDeferredAvatarAlphaProgram); mShaderList.push_back(&gDeferredWLSkyProgram); mShaderList.push_back(&gDeferredWLCloudProgram); @@ -671,6 +697,7 @@ void LLViewerShaderMgr::unloadShaders() gObjectFullbrightNoColorProgram.unload(); gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); + gObjectSimpleImpostorProgram.unload(); gObjectPreviewProgram.unload(); gImpostorProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); @@ -1087,6 +1114,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSunProgram.unload(); gDeferredBlurLightProgram.unload(); gDeferredSoftenProgram.unload(); + gDeferredSoftenWaterProgram.unload(); gDeferredShadowProgram.unload(); gDeferredShadowCubeProgram.unload(); gDeferredShadowAlphaMaskProgram.unload(); @@ -1095,7 +1123,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarProgram.unload(); gDeferredAvatarAlphaProgram.unload(); gDeferredAlphaProgram.unload(); + gDeferredAlphaWaterProgram.unload(); gDeferredFullbrightProgram.unload(); + gDeferredFullbrightAlphaMaskProgram.unload(); + gDeferredFullbrightWaterProgram.unload(); + gDeferredFullbrightAlphaMaskWaterProgram.unload(); gDeferredEmissiveProgram.unload(); gDeferredAvatarEyesProgram.unload(); gDeferredPostProgram.unload(); @@ -1104,6 +1136,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredPostGammaCorrectProgram.unload(); gFXAAProgram.unload(); gDeferredWaterProgram.unload(); + gDeferredUnderWaterProgram.unload(); gDeferredWLSkyProgram.unload(); gDeferredWLCloudProgram.unload(); gDeferredStarProgram.unload(); @@ -1115,6 +1148,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) { gDeferredMaterialProgram[i].unload(); + gDeferredMaterialWaterProgram[i].unload(); } return TRUE; } @@ -1199,11 +1233,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gDeferredSkinnedAlphaProgram.mName = "Deferred Skinned Alpha Shader"; - gDeferredSkinnedAlphaProgram.mFeatures.atmosphericHelpers = true; gDeferredSkinnedAlphaProgram.mFeatures.hasObjectSkinning = true; - gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true; - gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true; - gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = false; gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = false; gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true; @@ -1213,8 +1243,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1"); - gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1"); + gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL); @@ -1242,6 +1272,15 @@ 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) @@ -1268,6 +1307,34 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredMaterialProgram[i].createShader(NULL, NULL); } + + if (success) + { + gDeferredMaterialWaterProgram[i].mName = llformat("Deferred Underwater 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].mShaderGroup = LLGLSLShader::SG_WATER; + + 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"); + + if (has_skin) + { + gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true; + } + + success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);//&mWLUniforms); + } } gDeferredMaterialProgram[1].mFeatures.hasLighting = true; @@ -1279,6 +1346,14 @@ 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) @@ -1324,8 +1399,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++) { - if (success) - { + if (success) + { gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i); gDeferredMultiLightProgram[i].mShaderFiles.clear(); gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1399,11 +1474,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gDeferredAlphaProgram.mName = "Deferred Alpha Shader"; - gDeferredAlphaProgram.mFeatures.atmosphericHelpers = true; + gDeferredAlphaProgram.mFeatures.calculatesLighting = false; - gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true; - gDeferredAlphaProgram.mFeatures.hasGamma = true; - gDeferredAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredAlphaProgram.mFeatures.hasLighting = false; gDeferredAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels @@ -1420,8 +1492,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1"); - gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); + gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAlphaProgram.createShader(NULL, NULL); @@ -1433,6 +1505,72 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + gDeferredAlphaImpostorProgram.mName = "Deferred Alpha Shader"; + + gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = false; + gDeferredAlphaImpostorProgram.mFeatures.hasLighting = false; + gDeferredAlphaImpostorProgram.mFeatures.isAlphaLighting = true; + gDeferredAlphaImpostorProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels + if (mVertexShaderLevel[SHADER_DEFERRED] < 1) + { + gDeferredAlphaImpostorProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + } + else + { //shave off some texture units for shadow maps + gDeferredAlphaImpostorProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1); + } + + gDeferredAlphaImpostorProgram.mShaderFiles.clear(); + gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAlphaImpostorProgram.addPermutation("USE_INDEXED_TEX", "1"); + gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); + gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1"); + gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1"); + + gDeferredAlphaImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + + success = gDeferredAlphaImpostorProgram.createShader(NULL, NULL); + + // Hack + gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = true; + gDeferredAlphaImpostorProgram.mFeatures.hasLighting = true; + } + + if (success) + { + gDeferredAlphaWaterProgram.mName = "Deferred Alpha Underwater Shader"; + gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = false; + gDeferredAlphaWaterProgram.mFeatures.hasLighting = false; + gDeferredAlphaWaterProgram.mFeatures.isAlphaLighting = true; + gDeferredAlphaWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels + if (mVertexShaderLevel[SHADER_DEFERRED] < 1) + { + gDeferredAlphaWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + } + else + { //shave off some texture units for shadow maps + gDeferredAlphaWaterProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1); + } + gDeferredAlphaWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + gDeferredAlphaWaterProgram.mShaderFiles.clear(); + gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1"); + gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1"); + gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1"); + gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); + gDeferredAlphaWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + + success = gDeferredAlphaWaterProgram.createShader(NULL, NULL); + + // Hack + gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = true; + gDeferredAlphaWaterProgram.mFeatures.hasLighting = true; + } + + if (success) + { gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader"; gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true; gDeferredAvatarEyesProgram.mFeatures.hasGamma = true; @@ -1461,6 +1599,54 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Masking Shader"; + gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear(); + gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1"); + gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredFullbrightWaterProgram.mName = "Deferred Fullbright Underwater Shader"; + gDeferredFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true; + gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true; + gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredFullbrightWaterProgram.mShaderFiles.clear(); + gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + gDeferredFullbrightWaterProgram.addPermutation("WATER_FOG","1"); + success = gDeferredFullbrightWaterProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredFullbrightAlphaMaskWaterProgram.mName = "Deferred Fullbright Underwater Alpha Masking Shader"; + gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true; + gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true; + gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear(); + gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredFullbrightAlphaMaskWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredFullbrightAlphaMaskWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1"); + gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1"); + success = gDeferredFullbrightAlphaMaskWaterProgram.createShader(NULL, NULL); + } + + if (success) + { gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader"; gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true; @@ -1533,6 +1719,20 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + // load water shader + gDeferredUnderWaterProgram.mName = "Deferred Under Water Shader"; + gDeferredUnderWaterProgram.mFeatures.calculatesAtmospherics = true; + gDeferredUnderWaterProgram.mFeatures.hasGamma = true; + gDeferredUnderWaterProgram.mFeatures.hasTransport = 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_DEFERRED]; + success = gDeferredUnderWaterProgram.createShader(NULL, NULL); + } + + if (success) + { gDeferredSoftenProgram.mName = "Deferred Soften Shader"; gDeferredSoftenProgram.mShaderFiles.clear(); gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1550,6 +1750,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + gDeferredSoftenWaterProgram.mName = "Deferred Soften Underwater Shader"; + 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 = LLGLSLShader::SG_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)); @@ -1630,12 +1849,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gDeferredAvatarAlphaProgram.mName = "Avatar Alpha Shader"; - gDeferredAvatarAlphaProgram.mFeatures.atmosphericHelpers = true; gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true; gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false; - gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true; - gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; - gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false; gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true; @@ -1774,6 +1989,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightNoColorProgram.unload(); gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); + gObjectSimpleImpostorProgram.unload(); gObjectPreviewProgram.unload(); gImpostorProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); @@ -2196,6 +2412,27 @@ BOOL LLViewerShaderMgr::loadShadersObject() if (success) { + gObjectSimpleImpostorProgram.mName = "Simple Impostor Shader"; + gObjectSimpleImpostorProgram.mFeatures.calculatesLighting = true; + gObjectSimpleImpostorProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleImpostorProgram.mFeatures.hasGamma = true; + gObjectSimpleImpostorProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleImpostorProgram.mFeatures.hasLighting = true; + gObjectSimpleImpostorProgram.mFeatures.mIndexedTextureChannels = 0; + // force alpha mask version of lighting so we can weed out + // transparent pixels from impostor temp buffer + // + gObjectSimpleImpostorProgram.mFeatures.hasAlphaMask = true; + gObjectSimpleImpostorProgram.mShaderFiles.clear(); + gObjectSimpleImpostorProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleImpostorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + + success = gObjectSimpleImpostorProgram.createShader(NULL, NULL); + } + + if (success) + { gObjectSimpleWaterProgram.mName = "Simple Water Shader"; gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true; gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true; @@ -3128,3 +3365,4 @@ LLViewerShaderMgr::shader_iter LLViewerShaderMgr::endShaders() const { return mShaderList.end(); } + diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index a685ce5914..3d89f8d20a 100755 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -77,8 +77,6 @@ public: SHADER_COUNT }; - - // simple model of forward iterator // http://www.sgi.com/tech/stl/ForwardIterator.html class shader_iter @@ -130,6 +128,23 @@ public: /* virtual */ void updateShaderUniforms(LLGLSLShader * shader); private: + + std::vector<std::string> mShinyUniforms; + + //water parameters + std::vector<std::string> mWaterUniforms; + + std::vector<std::string> mWLUniforms; + + //terrain parameters + std::vector<std::string> mTerrainUniforms; + + //glow parameters + std::vector<std::string> mGlowUniforms; + + std::vector<std::string> mGlowExtractUniforms; + + std::vector<std::string> mAvatarUniforms; // the list of shaders we need to propagate parameters to. std::vector<LLGLSLShader *> mShaderList; @@ -176,6 +191,7 @@ extern LLGLSLShader gOneTextureNoColorProgram; //object shaders extern LLGLSLShader gObjectSimpleProgram; +extern LLGLSLShader gObjectSimpleImpostorProgram; extern LLGLSLShader gObjectPreviewProgram; extern LLGLSLShader gObjectSimpleAlphaMaskProgram; extern LLGLSLShader gObjectSimpleWaterProgram; @@ -264,6 +280,7 @@ extern LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders extern LLGLSLShader gDeferredImpostorProgram; extern LLGLSLShader gDeferredWaterProgram; +extern LLGLSLShader gDeferredUnderWaterProgram; extern LLGLSLShader gDeferredDiffuseProgram; extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram; extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram; @@ -284,6 +301,7 @@ extern LLGLSLShader gDeferredSunProgram; extern LLGLSLShader gDeferredBlurLightProgram; extern LLGLSLShader gDeferredAvatarProgram; extern LLGLSLShader gDeferredSoftenProgram; +extern LLGLSLShader gDeferredSoftenWaterProgram; extern LLGLSLShader gDeferredShadowProgram; extern LLGLSLShader gDeferredShadowCubeProgram; extern LLGLSLShader gDeferredShadowAlphaMaskProgram; @@ -296,7 +314,12 @@ extern LLGLSLShader gDeferredPostGammaCorrectProgram; extern LLGLSLShader gDeferredAvatarShadowProgram; extern LLGLSLShader gDeferredAttachmentShadowProgram; extern LLGLSLShader gDeferredAlphaProgram; +extern LLGLSLShader gDeferredAlphaImpostorProgram; extern LLGLSLShader gDeferredFullbrightProgram; +extern LLGLSLShader gDeferredFullbrightAlphaMaskProgram; +extern LLGLSLShader gDeferredAlphaWaterProgram; +extern LLGLSLShader gDeferredFullbrightWaterProgram; +extern LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram; extern LLGLSLShader gDeferredEmissiveProgram; extern LLGLSLShader gDeferredAvatarEyesProgram; extern LLGLSLShader gDeferredAvatarAlphaProgram; @@ -310,5 +333,5 @@ 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/llviewertexturelist.cpp b/indra/newview/llviewertexturelist.cpp index fc43abf844..2efe4665fa 100755 --- a/indra/newview/llviewertexturelist.cpp +++ b/indra/newview/llviewertexturelist.cpp @@ -566,12 +566,12 @@ void LLViewerTextureList::addImageToList(LLViewerFetchedTexture *image) } else { - if((mImageList.insert(image)).second != true) - { + if((mImageList.insert(image)).second != true) + { llwarns << "Error happens when insert image " << image->getID() << " into mImageList!" << llendl ; - } - image->setInImageList(TRUE) ; } + image->setInImageList(TRUE) ; +} } void LLViewerTextureList::removeImageFromList(LLViewerFetchedTexture *image) @@ -585,30 +585,30 @@ void LLViewerTextureList::removeImageFromList(LLViewerFetchedTexture *image) { count = mImageList.erase(image) ; if(count != 1) - { - llwarns << "Image " << image->getID() + { + llinfos << "Image " << image->getID() << " had mInImageList set but mImageList.erase() returned " << count << llendl; } } else { // Something is wrong, image is expected in list or callers should check first - llwarns << "Calling removeImageFromList() for " << image->getID() + llinfos << "Calling removeImageFromList() for " << image->getID() << " but doesn't have mInImageList set" << " ref count is " << image->getNumRefs() << llendl; uuid_map_t::iterator iter = mUUIDMap.find(image->getID()); if(iter == mUUIDMap.end()) { - llwarns << "Image " << image->getID() << " is also not in mUUIDMap!" << llendl ; + llinfos << "Image " << image->getID() << " is also not in mUUIDMap!" << llendl ; } else if (iter->second != image) { - llwarns << "Image " << image->getID() << " was in mUUIDMap but with different pointer" << llendl ; - } + llinfos << "Image " << image->getID() << " was in mUUIDMap but with different pointer" << llendl ; + } else - { - llwarns << "Image " << image->getID() << " was in mUUIDMap with same pointer" << llendl ; + { + llinfos << "Image " << image->getID() << " was in mUUIDMap with same pointer" << llendl ; } count = mImageList.erase(image) ; if(count != 0) @@ -618,7 +618,7 @@ void LLViewerTextureList::removeImageFromList(LLViewerFetchedTexture *image) << llendl; } } - + image->setInImageList(FALSE) ; } @@ -626,15 +626,15 @@ void LLViewerTextureList::addImage(LLViewerFetchedTexture *new_image) { if (!new_image) { - llwarning("No image to add to image list", 0); return; } + llassert(new_image); LLUUID image_id = new_image->getID(); LLViewerFetchedTexture *image = findImage(image_id); if (image) { - llwarns << "Image with ID " << image_id << " already in list" << llendl; + llinfos << "Image with ID " << image_id << " already in list" << llendl; } sNumImages++; diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index e3bd2b8621..183799af24 100755 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -1035,7 +1035,7 @@ BOOL LLVOVolume::setVolume(const LLVolumeParams ¶ms_in, const S32 detail, bo } } } - + static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback"); bool cache_in_vram = use_transform_feedback && gTransformPositionProgram.mProgramObject && @@ -4426,7 +4426,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) U32 spec_count = 0; U32 normspec_count = 0; - + U32 useage = group->mSpatialPartition->mBufferUsage; U32 max_vertices = (gSavedSettings.getS32("RenderMaxVBOSize")*1024)/LLVertexBuffer::calcVertexSize(group->mSpatialPartition->mVertexDataMask); @@ -5004,7 +5004,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) } else { - pAvatarVO->mAttachmentGeometryBytes += group->mGeometryBytes; + pAvatarVO->mAttachmentGeometryBytes += group->mGeometryBytes; } if (pAvatarVO->mAttachmentSurfaceArea < 0.f) { // First time through value is -1 @@ -5012,10 +5012,10 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) } else { - pAvatarVO->mAttachmentSurfaceArea += group->mSurfaceArea; - } + pAvatarVO->mAttachmentSurfaceArea += group->mSurfaceArea; } } +} static LLFastTimer::DeclareTimer FTM_REBUILD_MESH_FLUSH("Flush Mesh"); @@ -5033,7 +5033,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) const U32 MAX_BUFFER_COUNT = 4096; LLVertexBuffer* locked_buffer[MAX_BUFFER_COUNT]; - + U32 buffer_count = 0; for (LLSpatialGroup::element_iter drawable_iter = group->getDataBegin(); drawable_iter != group->getDataEnd(); ++drawable_iter) @@ -5044,7 +5044,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) { LLVOVolume* vobj = drawablep->getVOVolume(); vobj->preRebuild(); - + if (drawablep->isState(LLDrawable::ANIMATED_CHILD)) { vobj->updateRelativeXform(true); @@ -5090,17 +5090,17 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) { LLFastTimer t(FTM_REBUILD_MESH_FLUSH); for (LLVertexBuffer** iter = locked_buffer, ** end_iter = locked_buffer+buffer_count; iter != end_iter; ++iter) - { - (*iter)->flush(); - } - - // don't forget alpha - if(group != NULL && - !group->mVertexBuffer.isNull() && - group->mVertexBuffer->isLocked()) - { - group->mVertexBuffer->flush(); - } + { + (*iter)->flush(); + } + + // don't forget alpha + if(group != NULL && + !group->mVertexBuffer.isNull() && + group->mVertexBuffer->isLocked()) + { + group->mVertexBuffer->flush(); + } } //if not all buffers are unmapped @@ -5297,7 +5297,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFac { texture_list[texture_count++] = tex; } - + if (can_batch_texture(facep)) { //populate texture_list with any textures that can be batched //move i to the next unbatchable face @@ -5503,18 +5503,23 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFac } bool use_legacy_bump = te->getBumpmap() && (te->getBumpmap() < 18) && (!mat || mat->getNormalID().isNull()); + bool opaque = te->getColor().mV[3] >= 0.999f; if (mat && LLPipeline::sRenderDeferred && !hud_group) { bool material_pass = false; - if (fullbright) + // do NOT use 'fullbright' for this logic or you risk sending + // things without normals down the materials pipeline and will + // render poorly if not crash NORSPEC-240,314 + // + if (te->getFullbright()) { if (mat->getDiffuseAlphaMode() == LLMaterial::DIFFUSE_ALPHA_MODE_MASK) { - if (te->getColor().mV[3] >= 0.999f) + if (opaque) { - material_pass = true; + registerFace(group, facep, LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK); } else { diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index e00d22023a..8e8114d667 100755 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -387,6 +387,7 @@ BOOL LLPipeline::sWaterReflections = FALSE; BOOL LLPipeline::sRenderGlow = FALSE; BOOL LLPipeline::sReflectionRender = FALSE; BOOL LLPipeline::sImpostorRender = FALSE; +BOOL LLPipeline::sImpostorRenderAlphaDepthPass = FALSE; BOOL LLPipeline::sUnderWaterRender = FALSE; BOOL LLPipeline::sTextureBindTest = FALSE; BOOL LLPipeline::sRenderFrameTest = FALSE; @@ -802,14 +803,22 @@ void LLPipeline::resizeScreenTexture() GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); + if ((resX != mScreen.getWidth()) || (resY != mScreen.getHeight())) + { + releaseScreenBuffers(); if (!allocateScreenBuffer(resX,resY)) - { //FAILSAFE: screen buffer allocation failed, disable deferred rendering if it's enabled + { +#if PROBABLE_FALSE_DISABLES_OF_ALM_HERE + //FAILSAFE: screen buffer allocation failed, disable deferred rendering if it's enabled //NOTE: if the session closes successfully after this call, deferred rendering will be // disabled on future sessions if (LLPipeline::sRenderDeferred) { gSavedSettings.setBOOL("RenderDeferred", FALSE); LLPipeline::refreshCachedSettings(); + + } +#endif } } } @@ -1201,6 +1210,7 @@ void LLPipeline::releaseGLBuffers() mWaterRef.release(); mWaterDis.release(); + mHighlight.release(); for (U32 i = 0; i < 3; i++) { @@ -1231,12 +1241,12 @@ void LLPipeline::releaseScreenBuffers() mDeferredScreen.release(); mDeferredDepth.release(); mDeferredLight.release(); - - mHighlight.release(); + mOcclusionDepth.release(); for (U32 i = 0; i < 6; i++) { mShadow[i].release(); + mShadowOcclusion[i].release(); } } @@ -1248,14 +1258,31 @@ void LLPipeline::createGLBuffers() updateRenderDeferred(); + bool materials_in_water = false; + +#if MATERIALS_IN_REFLECTIONS + materials_in_water = gSavedSettings.getS32("RenderWaterMaterials"); +#endif + if (LLPipeline::sWaterReflections) { //water reflection texture U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512); + // Set up SRGB targets if we're doing deferred-path reflection rendering + // + if (LLPipeline::sRenderDeferred && materials_in_water) + { + mWaterRef.allocate(res,res,GL_SRGB8_ALPHA8,TRUE,FALSE); + //always use FBO for mWaterDis so it can be used for avatar texture bakes + mWaterDis.allocate(res,res,GL_SRGB8_ALPHA8,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true); + } + else + { mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE); //always use FBO for mWaterDis so it can be used for avatar texture bakes mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true); } + } mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE); @@ -2464,7 +2491,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl if (to_texture) { - if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) + if (LLPipeline::sRenderDeferred) { mOcclusionDepth.bindTarget(); } @@ -2609,7 +2636,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl if (to_texture) { - if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) + if (LLPipeline::sRenderDeferred) { mOcclusionDepth.flush(); } @@ -8326,6 +8353,13 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight()); shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); + + + if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) + { + glh::matrix4f norm_mat = glh_get_current_modelview().inverse().transpose(); + shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.m); + } } LLColor3 pow3f(LLColor3 v, F32 f) @@ -8447,7 +8481,7 @@ void LLPipeline::renderDeferredLighting() } gDeferredSunProgram.uniform3fv(sOffset, slice, offset); - + { LLGLDisable blend(GL_BLEND); LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); @@ -8539,7 +8573,7 @@ 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); @@ -8561,7 +8595,7 @@ void LLPipeline::renderDeferredLighting() gGL.popMatrix(); } - unbindDeferredShader(gDeferredSoftenProgram); + unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram); } { //render non-deferred geometry (fullbright, alpha, etc) @@ -8677,7 +8711,7 @@ void LLPipeline::renderDeferredLighting() LLFastTimer ftm(FTM_LOCAL_LIGHTS); gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); - gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, 1.f/s); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); gGL.syncMatrices(); @@ -8698,7 +8732,7 @@ void LLPipeline::renderDeferredLighting() glh::vec3f tc(c); mat.mult_matrix_vec(tc); - fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], 1.f/s)); + fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f)); } } @@ -8783,7 +8817,7 @@ void LLPipeline::renderDeferredLighting() col[count].mV[1] = powf(col[count].mV[1], 2.2f); col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/ - far_z = llmin(light[count].mV[2]-1.f/light[count].mV[3], far_z); + far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z); //col[count] = pow4fsrgb(col[count], 2.2f); count++; if (count == max_count || fullscreen_lights.empty()) @@ -8796,13 +8830,12 @@ void LLPipeline::renderDeferredLighting() gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); far_z = 0.f; count = 0; - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + unbindDeferredShader(gDeferredMultiLightProgram[idx]); } } - unbindDeferredShader(gDeferredMultiLightProgram[0]); - bindDeferredShader(gDeferredMultiSpotLightProgram); gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); @@ -8883,9 +8916,9 @@ void LLPipeline::renderDeferredLighting() gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mScreen.getWidth(), mScreen.getHeight()); - F32 gamma = 1.0/2.2; + F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); - gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, gamma); + gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); @@ -8964,6 +8997,537 @@ void LLPipeline::renderDeferredLighting() } +void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target) +{ + if (!sCull) + { + return; + } + + { + LLFastTimer ftm(FTM_RENDER_DEFERRED); + + LLViewerCamera* camera = LLViewerCamera::getInstance(); + + { + LLGLDepthTest depth(GL_TRUE); + mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(), + 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); + } + + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); + + if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) + { + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); + } + + //ati doesn't seem to love actually using the stencil buffer on FBO's + LLGLDisable stencil(GL_STENCIL_TEST); + //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); + //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + + gGL.setColorMask(true, true); + + //draw a cube around every light + LLVertexBuffer::unbind(); + + LLGLEnable cull(GL_CULL_FACE); + LLGLEnable blend(GL_BLEND); + + glh::matrix4f mat = glh_copy_matrix(gGLModelView); + + LLStrider<LLVector3> vert; + mDeferredVB->getVertexStrider(vert); + + vert[0].set(-1,1,0); + vert[1].set(-1,-3,0); + vert[2].set(3,1,0); + + { + setupHWLights(NULL); //to set mSunDir; + LLVector4 dir(mSunDir, 0.f); + glh::vec4f tc(dir.mV); + mat.mult_matrix_vec(tc); + mTransformedSunDir.set(tc.v); + } + + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + + if (RenderDeferredSSAO || RenderShadowDetail > 0) + { + mDeferredLight.bindTarget(); + { //paint shadow/SSAO light map (direct lighting lightmap) + LLFastTimer ftm(FTM_SUN_SHADOW); + bindDeferredShader(gDeferredSunProgram); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + glClearColor(1,1,1,1); + mDeferredLight.clear(GL_COLOR_BUFFER_BIT); + glClearColor(0,0,0,0); + + glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose(); + + const U32 slice = 32; + F32 offset[slice*3]; + for (U32 i = 0; i < 4; i++) + { + for (U32 j = 0; j < 8; j++) + { + glh::vec3f v; + v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i); + v.normalize(); + inv_trans.mult_matrix_vec(v); + v.normalize(); + offset[(i*8+j)*3+0] = v.v[0]; + offset[(i*8+j)*3+1] = v.v[2]; + offset[(i*8+j)*3+2] = v.v[1]; + } + } + + gDeferredSunProgram.uniform3fv(LLShaderMgr::DEFERRED_SHADOW_OFFSET, slice, offset); + gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight()); + + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + stop_glerror(); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + stop_glerror(); + } + + unbindDeferredShader(gDeferredSunProgram); + } + mDeferredLight.flush(); + } + + stop_glerror(); + gGL.popMatrix(); + stop_glerror(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + stop_glerror(); + gGL.popMatrix(); + stop_glerror(); + + target->bindTarget(); + + //clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky + glClearColor(0,0,0,0); + target->clear(GL_COLOR_BUFFER_BIT); + + if (RenderDeferredAtmospheric) + { //apply sunlight contribution + LLFastTimer ftm(FTM_ATMOSPHERICS); + bindDeferredShader(gDeferredSoftenProgram); + { + LLGLDepthTest depth(GL_FALSE); + LLGLDisable blend(GL_BLEND); + LLGLDisable test(GL_ALPHA_TEST); + + //full screen blit + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + } + + unbindDeferredShader(gDeferredSoftenProgram); + } + + { //render non-deferred geometry (fullbright, alpha, etc) + LLGLDisable blend(GL_BLEND); + LLGLDisable stencil(GL_STENCIL_TEST); + gGL.setSceneBlendType(LLRender::BT_ALPHA); + + gPipeline.pushRenderTypeMask(); + + gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY, + LLPipeline::RENDER_TYPE_CLOUDS, + LLPipeline::RENDER_TYPE_WL_SKY, + LLPipeline::END_RENDER_TYPES); + + + renderGeomPostDeferred(*LLViewerCamera::getInstance(), false); + gPipeline.popRenderTypeMask(); + } + + BOOL render_local = RenderLocalLights; + + if (render_local) + { + gGL.setSceneBlendType(LLRender::BT_ADD); + std::list<LLVector4> fullscreen_lights; + LLDrawable::drawable_list_t spot_lights; + LLDrawable::drawable_list_t fullscreen_spot_lights; + + for (U32 i = 0; i < 2; i++) + { + mTargetShadowSpotLight[i] = NULL; + } + + std::list<LLVector4> light_colors; + + LLVertexBuffer::unbind(); + + { + bindDeferredShader(gDeferredLightProgram); + + if (mCubeVB.isNull()) + { + mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB); + } + + mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter) + { + LLDrawable* drawablep = *iter; + + LLVOVolume* volume = drawablep->getVOVolume(); + if (!volume) + { + continue; + } + + if (volume->isAttachment()) + { + if (!sRenderAttachedLights) + { + continue; + } + } + + + LLVector4a center; + center.load3(drawablep->getPositionAgent().mV); + const F32* c = center.getF32ptr(); + F32 s = volume->getLightRadius()*1.5f; + + LLColor3 col = volume->getLightColor(); + + if (col.magVecSquared() < 0.001f) + { + continue; + } + + if (s <= 0.001f) + { + continue; + } + + LLVector4a sa; + sa.splat(s); + if (camera->AABBInFrustumNoFarClip(center, sa) == 0) + { + continue; + } + + sVisibleLightCount++; + + if (camera->getOrigin().mV[0] > c[0] + s + 0.2f || + camera->getOrigin().mV[0] < c[0] - s - 0.2f || + camera->getOrigin().mV[1] > c[1] + s + 0.2f || + camera->getOrigin().mV[1] < c[1] - s - 0.2f || + camera->getOrigin().mV[2] > c[2] + s + 0.2f || + camera->getOrigin().mV[2] < c[2] - s - 0.2f) + { //draw box if camera is outside box + if (render_local) + { + if (volume->isLightSpotlight()) + { + drawablep->getVOVolume()->updateSpotLightPriority(); + spot_lights.push_back(drawablep); + continue; + } + + /*col.mV[0] = powf(col.mV[0], 2.2f); + col.mV[1] = powf(col.mV[1], 2.2f); + col.mV[2] = powf(col.mV[2], 2.2f);*/ + + LLFastTimer ftm(FTM_LOCAL_LIGHTS); + gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); + gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); + gGL.syncMatrices(); + + mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); + stop_glerror(); + } + } + else + { + if (volume->isLightSpotlight()) + { + drawablep->getVOVolume()->updateSpotLightPriority(); + fullscreen_spot_lights.push_back(drawablep); + continue; + } + + glh::vec3f tc(c); + mat.mult_matrix_vec(tc); + + fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); + light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f)); + } + } + unbindDeferredShader(gDeferredLightProgram); + } + + if (!spot_lights.empty()) + { + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + bindDeferredShader(gDeferredSpotLightProgram); + + mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + + gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + + for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) + { + LLFastTimer ftm(FTM_PROJECTORS); + LLDrawable* drawablep = *iter; + + LLVOVolume* volume = drawablep->getVOVolume(); + + LLVector4a center; + center.load3(drawablep->getPositionAgent().mV); + const F32* c = center.getF32ptr(); + F32 s = volume->getLightRadius()*1.5f; + + sVisibleLightCount++; + + setupSpotLight(gDeferredSpotLightProgram, drawablep); + + LLColor3 col = volume->getLightColor(); + /*col.mV[0] = powf(col.mV[0], 2.2f); + col.mV[1] = powf(col.mV[1], 2.2f); + col.mV[2] = powf(col.mV[2], 2.2f);*/ + + gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); + gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); + gGL.syncMatrices(); + + mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); + } + gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); + unbindDeferredShader(gDeferredSpotLightProgram); + } + + //reset mDeferredVB to fullscreen triangle + mDeferredVB->getVertexStrider(vert); + vert[0].set(-1,1,0); + vert[1].set(-1,-3,0); + vert[2].set(3,1,0); + + { + LLGLDepthTest depth(GL_FALSE); + + //full screen blit + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + + U32 count = 0; + + const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT; + LLVector4 light[max_count]; + LLVector4 col[max_count]; + + F32 far_z = 0.f; + + while (!fullscreen_lights.empty()) + { + LLFastTimer ftm(FTM_FULLSCREEN_LIGHTS); + light[count] = fullscreen_lights.front(); + fullscreen_lights.pop_front(); + col[count] = light_colors.front(); + light_colors.pop_front(); + + /*col[count].mV[0] = powf(col[count].mV[0], 2.2f); + col[count].mV[1] = powf(col[count].mV[1], 2.2f); + col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/ + + far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z); + //col[count] = pow4fsrgb(col[count], 2.2f); + count++; + if (count == max_count || fullscreen_lights.empty()) + { + 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); + } + } + + unbindDeferredShader(gDeferredMultiLightProgram[0]); + + bindDeferredShader(gDeferredMultiSpotLightProgram); + + gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + + for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) + { + LLFastTimer ftm(FTM_PROJECTORS); + LLDrawable* drawablep = *iter; + + LLVOVolume* volume = drawablep->getVOVolume(); + + LLVector3 center = drawablep->getPositionAgent(); + F32* c = center.mV; + F32 s = volume->getLightRadius()*1.5f; + + sVisibleLightCount++; + + glh::vec3f tc(c); + mat.mult_matrix_vec(tc); + + setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); + + LLColor3 col = volume->getLightColor(); + + /*col.mV[0] = powf(col.mV[0], 2.2f); + col.mV[1] = powf(col.mV[1], 2.2f); + col.mV[2] = powf(col.mV[2], 2.2f);*/ + + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); + unbindDeferredShader(gDeferredMultiSpotLightProgram); + + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + } + } + + gGL.setColorMask(true, true); + } + + /*target->flush(); + + //gamma correct lighting + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + gGL.loadIdentity(); + + { + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + LLVector2 tc1(0,0); + LLVector2 tc2((F32) target->getWidth()*2, + (F32) target->getHeight()*2); + + target->bindTarget(); + // Apply gamma correction to the frame here. + gDeferredPostGammaCorrectProgram.bind(); + //mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + S32 channel = 0; + channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, target->getUsage()); + if (channel > -1) + { + target->bindTexture(0,channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, target->getWidth(), target->getHeight()); + + F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); + + gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1,-1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1,3); + + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3,-1); + + gGL.end(); + + gGL.getTexUnit(channel)->unbind(target->getUsage()); + gDeferredPostGammaCorrectProgram.unbind(); + target->flush(); + } + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + + target->bindTarget();*/ + + { //render non-deferred geometry (alpha, fullbright, glow) + LLGLDisable blend(GL_BLEND); + LLGLDisable stencil(GL_STENCIL_TEST); + + pushRenderTypeMask(); + andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, + LLPipeline::RENDER_TYPE_FULLBRIGHT, + LLPipeline::RENDER_TYPE_VOLUME, + LLPipeline::RENDER_TYPE_GLOW, + LLPipeline::RENDER_TYPE_BUMP, + LLPipeline::RENDER_TYPE_PASS_SIMPLE, + LLPipeline::RENDER_TYPE_PASS_ALPHA, + LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_BUMP, + LLPipeline::RENDER_TYPE_PASS_POST_BUMP, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, + LLPipeline::RENDER_TYPE_PASS_GLOW, + LLPipeline::RENDER_TYPE_PASS_GRASS, + LLPipeline::RENDER_TYPE_PASS_SHINY, + LLPipeline::RENDER_TYPE_PASS_INVISIBLE, + LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, + LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_ALPHA_MASK, + LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, + END_RENDER_TYPES); + + renderGeomPostDeferred(*LLViewerCamera::getInstance()); + popRenderTypeMask(); + } + + //target->flush(); +} + void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) { //construct frustum @@ -9210,16 +9774,23 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) water_clip = 1; } - S32 occlusion = LLPipeline::sUseOcclusion; - LLPipeline::sUseOcclusion = 0; + bool materials_in_water = false; + +#if MATERIALS_IN_REFLECTIONS + materials_in_water = gSavedSettings.getS32("RenderWaterMaterials"); +#endif if (!LLViewerCamera::getInstance()->cameraUnderWater()) { //generate planar reflection map //disable occlusion culling for reflection map for now + S32 occlusion = LLPipeline::sUseOcclusion; + LLPipeline::sUseOcclusion = 0; gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); glClearColor(0,0,0,0); + mWaterRef.bindTarget(); + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER0; gGL.setColorMask(true, true); mWaterRef.clear(); @@ -9268,11 +9839,27 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) updateCull(camera, result); stateSort(camera, result); + if (LLPipeline::sRenderDeferred && materials_in_water) + { + mWaterRef.flush(); + + gPipeline.grabReferences(result); + gPipeline.mDeferredScreen.bindTarget(); + gGL.setColorMask(true, true); + glClearColor(0,0,0,0); + gPipeline.mDeferredScreen.clear(); + + renderGeomDeferred(camera); + } + else + { renderGeom(camera, TRUE); + } gPipeline.popRenderTypeMask(); } + gGL.setColorMask(true, false); gPipeline.pushRenderTypeMask(); clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER, @@ -9310,9 +9897,23 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) { gPipeline.grabReferences(ref_result); LLGLUserClipPlane clip_plane(plane, mat, projection); + + if (LLPipeline::sRenderDeferred && materials_in_water) + { + renderGeomDeferred(camera); + } + else + { renderGeom(camera); } } + } + + if (LLPipeline::sRenderDeferred && materials_in_water) + { + gPipeline.mDeferredScreen.flush(); + renderDeferredLightingToRT(&mWaterRef); + } gPipeline.popRenderTypeMask(); } @@ -9320,6 +9921,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) gGL.popMatrix(); mWaterRef.flush(); glh_set_current_modelview(current); + LLPipeline::sUseOcclusion = occlusion; } camera.setOrigin(camera_in.getOrigin()); @@ -9368,15 +9970,33 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) mWaterDis.clear(); gGL.setColorMask(true, false); + + if (LLPipeline::sRenderDeferred && materials_in_water) + { + mWaterDis.flush(); + gPipeline.mDeferredScreen.bindTarget(); + gGL.setColorMask(true, true); + glClearColor(0,0,0,0); + gPipeline.mDeferredScreen.clear(); + gPipeline.grabReferences(result); + renderGeomDeferred(camera); + } + else + { renderGeom(camera); + } + if (LLPipeline::sRenderDeferred && materials_in_water) + { + gPipeline.mDeferredScreen.flush(); + renderDeferredLightingToRT(&mWaterDis); + } } - LLPipeline::sUnderWaterRender = FALSE; mWaterDis.flush(); + LLPipeline::sUnderWaterRender = FALSE; + } - - LLPipeline::sUseOcclusion = occlusion; last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate; LLPipeline::sReflectionRender = FALSE; @@ -10701,23 +11321,29 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) } else { - andRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, - LLPipeline::RENDER_TYPE_AVATAR, + andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, + LLPipeline::RENDER_TYPE_FULLBRIGHT, + LLPipeline::RENDER_TYPE_VOLUME, + LLPipeline::RENDER_TYPE_GLOW, LLPipeline::RENDER_TYPE_BUMP, - LLPipeline::RENDER_TYPE_GRASS, - LLPipeline::RENDER_TYPE_SIMPLE, - LLPipeline::RENDER_TYPE_FULLBRIGHT, - LLPipeline::RENDER_TYPE_ALPHA, - LLPipeline::RENDER_TYPE_INVISIBLE, LLPipeline::RENDER_TYPE_PASS_SIMPLE, LLPipeline::RENDER_TYPE_PASS_ALPHA, LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_BUMP, + LLPipeline::RENDER_TYPE_PASS_POST_BUMP, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, + LLPipeline::RENDER_TYPE_PASS_GLOW, + LLPipeline::RENDER_TYPE_PASS_GRASS, LLPipeline::RENDER_TYPE_PASS_SHINY, LLPipeline::RENDER_TYPE_PASS_INVISIBLE, LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, + LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_ALPHA_MASK, + LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, + LLPipeline::RENDER_TYPE_INVISIBLE, + LLPipeline::RENDER_TYPE_SIMPLE, END_RENDER_TYPES); } @@ -10818,22 +11444,26 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) if (!avatar->mImpostor.isComplete()) { LLFastTimer t(FTM_IMPOSTOR_ALLOCATE); - avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,FALSE); + if (LLPipeline::sRenderDeferred) { + avatar->mImpostor.allocate(resX,resY,GL_SRGB8_ALPHA8,TRUE,FALSE); addDeferredAttachments(avatar->mImpostor); } + else + { + avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,FALSE); + } gGL.getTexUnit(0)->bind(&avatar->mImpostor); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } - else if(resX != avatar->mImpostor.getWidth() || - resY != avatar->mImpostor.getHeight()) + else if(resX != avatar->mImpostor.getWidth() || resY != avatar->mImpostor.getHeight()) { LLFastTimer t(FTM_IMPOSTOR_RESIZE); - avatar->mImpostor.resize(resX,resY,GL_RGBA); + avatar->mImpostor.resize(resX,resY); } avatar->mImpostor.bindTarget(); @@ -10850,7 +11480,23 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) { avatar->mImpostor.clear(); renderGeomDeferred(camera); + + renderGeomPostDeferred(camera); + + // Shameless hack time: render it all again, + // this time writing the depth + // values we need to generate the alpha mask below + // while preserving the alpha-sorted color rendering + // from the previous pass + // + sImpostorRenderAlphaDepthPass = true; + // depth-only here... + // + gGL.setColorMask(false,false); renderGeomPostDeferred(camera); + + sImpostorRenderAlphaDepthPass = false; + } else { @@ -10858,12 +11504,28 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) glScissor(0, 0, resX, resY); avatar->mImpostor.clear(); renderGeom(camera); + + // Shameless hack time: render it all again, + // this time writing the depth + // values we need to generate the alpha mask below + // while preserving the alpha-sorted color rendering + // from the previous pass + // + sImpostorRenderAlphaDepthPass = true; + + // depth-only here... + // + gGL.setColorMask(false,false); + renderGeom(camera); + + sImpostorRenderAlphaDepthPass = false; } - + LLDrawPoolAvatar::sMinimumAlpha = old_alpha; - + { //create alpha mask based on depth buffer (grey out if muted) LLFastTimer t(FTM_IMPOSTOR_BACKGROUND); + if (LLPipeline::sRenderDeferred) { GLuint buff = GL_COLOR_ATTACHMENT0; @@ -10875,7 +11537,6 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) if (visually_muted) { gGL.setColorMask(true, true); - } else { @@ -10894,7 +11555,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) gGL.pushMatrix(); gGL.loadIdentity(); - static const F32 clip_plane = 0.999f; + static const F32 clip_plane = 0.99999f; if (LLGLSLShader::sNoFixedFunction) { diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index f0bebbe20d..9aeb2d4978 100755 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -295,6 +295,7 @@ public: void unbindDeferredShader(LLGLSLShader& shader); void renderDeferredLighting(); + void renderDeferredLightingToRT(LLRenderTarget* target); void generateWaterReflection(LLCamera& camera); void generateSunShadow(LLCamera& camera); @@ -594,6 +595,7 @@ public: static BOOL sPickAvatar; static BOOL sReflectionRender; static BOOL sImpostorRender; + static BOOL sImpostorRenderAlphaDepthPass; static BOOL sUnderWaterRender; static BOOL sRenderGlow; static BOOL sTextureBindTest; diff --git a/indra/newview/skins/default/xui/en/panel_tools_texture.xml b/indra/newview/skins/default/xui/en/panel_tools_texture.xml index 5ac2ec2b20..426c0c4915 100644 --- a/indra/newview/skins/default/xui/en/panel_tools_texture.xml +++ b/indra/newview/skins/default/xui/en/panel_tools_texture.xml @@ -663,7 +663,7 @@ label_width="205" layout="topleft" left="10" - min_val="-1" + min_val="0" name="bumpyOffsetU" width="265" /> <spinner @@ -674,7 +674,7 @@ label_width="205" layout="topleft" left="10" - min_val="-1" + min_val="0" name="bumpyOffsetV" width="265" /> <spinner @@ -726,7 +726,7 @@ label_width="205" layout="topleft" left="10" - min_val="-1" + min_val="0" name="shinyOffsetU" width="265" /> <spinner @@ -737,7 +737,7 @@ label_width="205" layout="topleft" left="10" - min_val="-1" + min_val="0" name="shinyOffsetV" width="265" /> <check_box |