diff options
73 files changed, 2416 insertions, 2242 deletions
diff --git a/.clang-format b/.clang-format index 0b19cae838..61c5acde88 100644 --- a/.clang-format +++ b/.clang-format @@ -1,16 +1,17 @@ --- +# clang-format version 10.0.0+ Language: Cpp # BasedOnStyle: Microsoft AccessModifierOffset: -2 AlignAfterOpenBracket: Align -AlignConsecutiveMacros: false -AlignConsecutiveAssignments: false -AlignConsecutiveDeclarations: false -AlignEscapedNewlines: Right +AlignConsecutiveMacros: true +AlignConsecutiveAssignments: true +AlignConsecutiveDeclarations: true +AlignEscapedNewlines: Left AlignOperands: true AlignTrailingComments: true -AllowAllArgumentsOnNextLine: true -AllowAllConstructorInitializersOnNextLine: true +AllowAllArgumentsOnNextLine: false +AllowAllConstructorInitializersOnNextLine: false AllowAllParametersOfDeclarationOnNextLine: true AllowShortBlocksOnASingleLine: Always AllowShortCaseLabelsOnASingleLine: false @@ -22,21 +23,21 @@ AlwaysBreakAfterDefinitionReturnType: None AlwaysBreakAfterReturnType: None AlwaysBreakBeforeMultilineStrings: false AlwaysBreakTemplateDeclarations: MultiLine -BinPackArguments: true -BinPackParameters: true +BinPackArguments: false +BinPackParameters: false BreakBeforeBinaryOperators: None BreakBeforeBraces: Allman BreakBeforeInheritanceComma: false BreakInheritanceList: BeforeColon BreakBeforeTernaryOperators: true -BreakConstructorInitializersBeforeComma: false -BreakConstructorInitializers: BeforeColon +BreakConstructorInitializersBeforeComma: true +BreakConstructorInitializers: AfterColon BreakAfterJavaFieldAnnotations: false BreakStringLiterals: true -ColumnLimit: 120 +ColumnLimit: 140 CommentPragmas: '^ IWYU pragma:' CompactNamespaces: false -ConstructorInitializerAllOnOneLineOrOnePerLine: false +ConstructorInitializerAllOnOneLineOrOnePerLine: true ConstructorInitializerIndentWidth: 4 ContinuationIndentWidth: 4 Cpp11BracedListStyle: true @@ -62,18 +63,18 @@ IncludeCategories: SortPriority: 0 IncludeIsMainRegex: '(Test)?$' IncludeIsMainSourceRegex: '' -IndentCaseLabels: false +IndentCaseLabels: true IndentGotoLabels: true IndentPPDirectives: None IndentWidth: 4 IndentWrappedFunctionNames: false JavaScriptQuotes: Leave JavaScriptWrapImports: true -KeepEmptyLinesAtTheStartOfBlocks: true +KeepEmptyLinesAtTheStartOfBlocks: false MacroBlockBegin: '' MacroBlockEnd: '' MaxEmptyLinesToKeep: 1 -NamespaceIndentation: None +NamespaceIndentation: Inner ObjCBinPackProtocolList: Auto ObjCBlockIndentWidth: 2 ObjCSpaceAfterProperty: false @@ -94,16 +95,16 @@ SpaceAfterCStyleCast: true SpaceAfterLogicalNot: false SpaceAfterTemplateKeyword: true SpaceBeforeAssignmentOperators: true -SpaceBeforeCpp11BracedList: false +SpaceBeforeCpp11BracedList: true SpaceBeforeCtorInitializerColon: true SpaceBeforeInheritanceColon: true SpaceBeforeParens: ControlStatements SpaceBeforeRangeBasedForLoopColon: true SpaceInEmptyBlock: false SpaceInEmptyParentheses: false -SpacesBeforeTrailingComments: 1 +SpacesBeforeTrailingComments: 2 SpacesInAngles: false -SpacesInContainerLiterals: true +SpacesInContainerLiterals: false SpacesInCStyleCastParentheses: false SpacesInParentheses: false SpacesInSquareBrackets: false diff --git a/indra/edit-me-to-trigger-new-build.txt b/indra/edit-me-to-trigger-new-build.txt index e69de29bb2..48082f72f0 100644 --- a/indra/edit-me-to-trigger-new-build.txt +++ b/indra/edit-me-to-trigger-new-build.txt @@ -0,0 +1 @@ +12 diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index 306c732920..81937dbda5 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -1295,6 +1295,9 @@ void LLSettingsSky::clampColor(LLColor3& color, F32 gamma, F32 scale) const color = linear; } +// Similar/Shared Algorithms: +// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() +// indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() void LLSettingsSky::calculateLightSettings() const { // Initialize temp variables diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index ff74380217..3b6a49735e 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -985,38 +985,56 @@ BOOL LLImageGL::preAddToAtlas(S32 discard_level, const LLImageRaw* raw_image) return FALSE; } - if( !mHasExplicitFormat ) - { - switch (mComponents) - { - case 1: - // Use luminance alpha (for fonts) - mFormatInternal = GL_LUMINANCE8; - mFormatPrimary = GL_LUMINANCE; - mFormatType = GL_UNSIGNED_BYTE; - break; - case 2: - // Use luminance alpha (for fonts) - mFormatInternal = GL_LUMINANCE8_ALPHA8; - mFormatPrimary = GL_LUMINANCE_ALPHA; - mFormatType = GL_UNSIGNED_BYTE; - break; - case 3: - mFormatInternal = GL_RGB8; - mFormatPrimary = GL_RGB; - mFormatType = GL_UNSIGNED_BYTE; - break; - case 4: - mFormatInternal = GL_RGBA8; - mFormatPrimary = GL_RGBA; - mFormatType = GL_UNSIGNED_BYTE; - break; - default: - LL_ERRS() << "Bad number of components for texture: " << (U32)getComponents() << LL_ENDL; - } - } + if (!mHasExplicitFormat) + { + switch (mComponents) + { + case 1: + // Use luminance alpha (for fonts) + mFormatInternal = GL_LUMINANCE8; + mFormatPrimary = GL_LUMINANCE; + mFormatType = GL_UNSIGNED_BYTE; + break; + case 2: + // Use luminance alpha (for fonts) + mFormatInternal = GL_LUMINANCE8_ALPHA8; + mFormatPrimary = GL_LUMINANCE_ALPHA; + mFormatType = GL_UNSIGNED_BYTE; + break; + case 3: +#if USE_SRGB_DECODE + if (gGLManager.mHasTexturesRGBDecode) + { + mFormatInternal = GL_SRGB8; + } + else +#endif + { + mFormatInternal = GL_RGB8; + } + mFormatPrimary = GL_RGB; + mFormatType = GL_UNSIGNED_BYTE; + break; + case 4: +#if USE_SRGB_DECODE + if (gGLManager.mHasTexturesRGBDecode) + { + mFormatInternal = GL_SRGB8_ALPHA8; + } + else +#endif + { + mFormatInternal = GL_RGBA8; + } + mFormatPrimary = GL_RGBA; + mFormatType = GL_UNSIGNED_BYTE; + break; + default: + LL_ERRS() << "Bad number of components for texture: " << (U32) getComponents() << LL_ENDL; + } + } - mCurrentDiscardLevel = discard_level; + mCurrentDiscardLevel = discard_level; mDiscardLevelInAtlas = discard_level; mTexelsInAtlas = raw_image->getWidth() * raw_image->getHeight() ; mLastBindTime = sLastFrameTime; diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index ebc4659bcf..11d9ef3f57 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -849,26 +849,32 @@ void LLTexUnit::debugTextureUnit(void) } } -void LLTexUnit::setTextureColorSpace(eTextureColorSpace space) { +void LLTexUnit::setTextureColorSpace(eTextureColorSpace space) +{ mTexColorSpace = space; #if USE_SRGB_DECODE - if (gGLManager.mHasTexturesRGBDecode) { - - if (space == TCS_SRGB) { + if (gGLManager.mHasTexturesRGBDecode) + { + if (space == TCS_SRGB) + { glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT); } - else { + else + { glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); } - if (gDebugGL) { + if (gDebugGL) + { assert_glerror(); } } + else #endif - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); - + { + glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); + } } LLLightState::LLLightState(S32 index) @@ -1192,46 +1198,46 @@ void LLRender::refreshState(void) void LLRender::syncLightState() { - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + LLGLSLShader *shader = LLGLSLShader::sCurBoundShaderPtr; - if (!shader) - { - return; - } + if (!shader) + { + return; + } - if (shader->mLightHash != mLightHash) - { - shader->mLightHash = mLightHash; + if (shader->mLightHash != mLightHash) + { + shader->mLightHash = mLightHash; - LLVector4 position[8]; - LLVector3 direction[8]; - LLVector4 attenuation[8]; - LLVector3 diffuse[8]; - LLVector3 diffuse_b[8]; - bool sun_primary[8]; + LLVector4 position[LL_NUM_LIGHT_UNITS]; + LLVector3 direction[LL_NUM_LIGHT_UNITS]; + LLVector4 attenuation[LL_NUM_LIGHT_UNITS]; + LLVector3 diffuse[LL_NUM_LIGHT_UNITS]; + LLVector3 diffuse_b[LL_NUM_LIGHT_UNITS]; + bool sun_primary[LL_NUM_LIGHT_UNITS]; - for (U32 i = 0; i < 8; i++) - { - LLLightState* light = mLightState[i]; + for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++) + { + LLLightState *light = mLightState[i]; - position[i] = light->mPosition; - direction[i] = light->mSpotDirection; + position[i] = light->mPosition; + direction[i] = light->mSpotDirection; attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]); - diffuse[i].set(light->mDiffuse.mV); + diffuse[i].set(light->mDiffuse.mV); diffuse_b[i].set(light->mDiffuseB.mV); sun_primary[i] = light->mSunIsPrimary; - } + } - shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV); - shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV); - shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV); - shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV); - shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); + shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV); + shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV); + shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0); shader->uniform4fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV); shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV); - } + } } void LLRender::syncMatrices() @@ -1539,11 +1545,17 @@ void LLRender::matrixMode(eMatrixMode mode) { U32 tex_index = gGL.getCurrentTexUnitIndex(); // the shaders don't actually reference anything beyond texture_matrix0/1 outside of terrain rendering - llassert_always(tex_index <= 3); - mode = eMatrixMode(MM_TEXTURE0 + gGL.getCurrentTexUnitIndex()); + llassert(tex_index <= 3); + mode = eMatrixMode(MM_TEXTURE0 + tex_index); + if (mode > MM_TEXTURE3) + { + // getCurrentTexUnitIndex() can go as high as 32 (LL_NUM_TEXTURE_LAYERS) + // Large value will result in a crash at mMatrix + LL_WARNS_ONCE() << "Attempted to assign matrix mode out of bounds: " << mode << LL_ENDL; + mode = MM_TEXTURE0; + } } - llassert(mode < NUM_MATRIX_MODES); mMatrixMode = mode; } diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index 9fb4f7f2b0..e3c0255290 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -501,23 +501,23 @@ U32 LLRenderTarget::getNumTextures() const return mTex.size(); } - void LLRenderTarget::bindTexture(U32 index, S32 channel, LLTexUnit::eTextureFilterOptions filter_options) { - gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index)); + gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index)); bool isSRGB = false; llassert(mInternalFormat.size() > index); switch (mInternalFormat[index]) { - case GL_SRGB_ALPHA: case GL_SRGB: + case GL_SRGB8: + case GL_SRGB_ALPHA: case GL_SRGB8_ALPHA8: isSRGB = true; - break; + break; default: - break; + break; } gGL.getTexUnit(channel)->setTextureFilteringOption(filter_options); diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 1383020873..236ebbd78f 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1180,7 +1180,7 @@ void LLShaderMgr::initAttribsAndUniforms() llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1); - + //NOTE: MUST match order in eGLSLReservedUniforms mReservedUniforms.push_back("proj_mat"); mReservedUniforms.push_back("proj_near"); mReservedUniforms.push_back("proj_p"); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index caa4fe1f65..495daa2db6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -70,15 +70,18 @@ uniform float cloud_scale; // NOTE: Keep these in sync! // indra\newview\app_settings\shaders\class1\deferred\skyV.glsl // indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl +// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl // indra\newview\lllegacyatmospherics.cpp +// indra\newview\llsettingsvo.cpp void main() { - // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); // Texture coords - vary_texcoord0 = texcoord0; + // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll + vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial + vary_texcoord0.xy -= 0.5; vary_texcoord0.xy /= cloud_scale; vary_texcoord0.xy += 0.5; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index bd0ad3bce8..6b36d00f97 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -42,6 +42,9 @@ VARYING vec4 vary_position; uniform samplerCube environmentMap; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; + vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClip(vec3 light); @@ -51,7 +54,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); - +// See: +// class1\deferred\fullbrightShinyF.glsl +// class1\lighting\lightFullbrightShinyF.glsl void main() { #ifdef HAS_DIFFUSE_LOOKUP @@ -59,25 +64,39 @@ void main() #else vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); #endif - + color.rgb *= vertex_color.rgb; - vec3 pos = vary_position.xyz/vary_position.w; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + vec3 pos = vary_position.xyz/vary_position.w; + + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - float env_intensity = vertex_color.a; - color.rgb = mix(color.rgb, envColor.rgb, env_intensity); + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + float env_intensity = vertex_color.a; //color.rgb = srgb_to_linear(color.rgb); - - color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); - color.rgb = fullbrightScaleSoftClip(color.rgb); + color.rgb = mix(color.rgb, envColor.rgb, env_intensity); + + color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); + color.rgb = fullbrightScaleSoftClip(color.rgb); + } + +/* + // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects. + else + { + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + float env_intensity = vertex_color.a; + color.rgb = mix(color.rgb, envColor.rgb, env_intensity); + } +*/ color.a = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 0afd1a9672..80d19102b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -1,439 +1,443 @@ -/**
-* @file materialF.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
-* $/LicenseInfo$
-*/
-
-/*[EXTRA_CODE_HERE]*/
-
-//class1/deferred/materialF.glsl
-
-// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
-
-#define DIFFUSE_ALPHA_MODE_NONE 0
-#define DIFFUSE_ALPHA_MODE_BLEND 1
-#define DIFFUSE_ALPHA_MODE_MASK 2
-#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
-
-uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
-uniform int sun_up_factor;
-
-#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
-#endif
-
-vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 scaleSoftClipFrag(vec3 l);
-
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
-
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cs);
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-#ifdef HAS_SUN_SHADOW
-float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-#endif
-
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
-
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-uniform mat3 env_mat;
-
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-VARYING vec2 vary_fragcoord;
-
-VARYING vec3 vary_position;
-
-uniform mat4 proj_mat;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec4 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-float getAmbientClamp();
-
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
-{
- vec3 col = vec3(0);
-
- //get light vector
- vec3 lv = lp.xyz - v;
-
- //get distance
- float dist = length(lv);
- float da = 1.0;
-
- dist /= la;
-
- if (dist > 0.0 && la > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0f;
-
- if (dist_atten <= 0.0)
- {
- return col;
- }
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= dot(n, lv);
-
- float lit = 0.0f;
-
- float amb_da = ambiance;
- if (da >= 0)
- {
- lit = max(da * dist_atten, 0.0);
- col = lit * light_col * diffuse;
- amb_da += (da*0.5 + 0.5) * ambiance;
- }
- amb_da += (da*da*0.5 + 0.5) * ambiance;
- amb_da *= dist_atten;
- amb_da = min(amb_da, 1.0f - lit);
-
- // SL-10969 need to see why these are blown out
- //col.rgb += amb_da * light_col * diffuse;
-
- if (spec.a > 0.0)
- {
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv + npos);
- float nh = dot(n, h);
- float nv = dot(n, 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);
- vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
- speccol = clamp(speccol, vec3(0), vec3(1));
- col += speccol;
-
- float cur_glare = max(speccol.r, speccol.g);
- cur_glare = max(cur_glare, speccol.b);
- glare = max(glare, speccol.r);
- glare += max(cur_glare, 0.0);
- }
- }
- }
-
- return max(col, vec3(0.0, 0.0, 0.0));
-}
-
-#else
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
-#endif
-
-uniform sampler2D diffuseMap; //always in sRGB space
-
-#ifdef HAS_NORMAL_MAP
-uniform sampler2D bumpMap;
-#endif
-
-#ifdef HAS_SPECULAR_MAP
-uniform sampler2D specularMap;
-
-VARYING vec2 vary_texcoord2;
-#endif
-
-uniform float env_intensity;
-uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
-uniform float minimum_alpha;
-#endif
-
-#ifdef HAS_NORMAL_MAP
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
-VARYING vec2 vary_texcoord1;
-#else
-VARYING vec3 vary_normal;
-#endif
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-vec2 encode_normal(vec3 n);
-
-void main()
-{
- vec2 pos_screen = vary_texcoord0.xy;
-
- vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
- diffcol.rgb *= vertex_color.rgb;
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
-
- // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
- float bias = 0.001953125; // 1/512, or half an 8-bit quantization
- if (diffcol.a < minimum_alpha-bias)
- {
- discard;
- }
-#endif
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- vec3 gamma_diff = diffcol.rgb;
- diffcol.rgb = srgb_to_linear(diffcol.rgb);
-#endif
-
-#ifdef HAS_SPECULAR_MAP
- vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
- spec.rgb *= specular_color.rgb;
-#else
- vec4 spec = vec4(specular_color.rgb, 1.0);
-#endif
-
-#ifdef HAS_NORMAL_MAP
- vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
-
- norm.xyz = norm.xyz * 2 - 1;
-
- vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
- dot(norm.xyz,vary_mat1),
- dot(norm.xyz,vary_mat2));
-#else
- vec4 norm = vec4(0,0,0,1.0);
- vec3 tnorm = vary_normal;
-#endif
-
- norm.xyz = normalize(tnorm.xyz);
-
- vec2 abnormal = encode_normal(norm.xyz);
-
- vec4 final_color = diffcol;
-
-#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
- final_color.a = emissive_brightness;
-#else
- final_color.a = max(final_color.a, emissive_brightness);
-#endif
-
- vec4 final_specular = spec;
-
-#ifdef HAS_SPECULAR_MAP
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
- final_specular.a = specular_color.a * norm.a;
-#else
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
- final_specular.a = specular_color.a;
-#endif
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-
- //forward rendering, output just lit sRGBA
- vec3 pos = vary_position;
-
- float shadow = 1.0f;
-
-#ifdef HAS_SUN_SHADOW
- shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
-#endif
-
- spec = final_specular;
- vec4 diffuse = final_color;
- float envIntensity = final_normal.z;
-
- vec3 color = vec3(0,0,0);
-
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
-
- float bloom = 0.0;
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
-
- calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
-
- // This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020)
- // The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level
- // TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage
- //color = fullbrightScaleSoftClip(color);
-
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
-
- //we're in sRGB space, so gamma correct this dot product so
- // lighting from the sun stays sharp
- float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
- da = pow(da, 1.0 / 1.3);
-
- color = amblit;
-
- //darken ambient for normals perpendicular to light vector so surfaces in shadow
- // and facing away from light still have some definition to them.
- // do NOT gamma correct this dot product so ambient lighting stays soft
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
-
- vec3 sun_contrib = min(da, shadow) * sunlit;
-
- color *= ambient;
-
- color += sun_contrib;
-
- color *= gamma_diff.rgb;
-
- float glare = 0.0;
-
- if (spec.a > 0.0) // specular reflection
- {
-#if 1 //EEP
-
- vec3 npos = -normalize(pos.xyz);
-
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(light_dir.xyz + npos);
- float nh = dot(norm.xyz, h);
- float nv = dot(norm.xyz, 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);
- vec3 sp = sun_contrib*scol / 6.0f;
- sp = clamp(sp, vec3(0), vec3(1));
- bloom = dot(sp, sp) / 4.0;
- color += sp * spec.rgb;
- }
-#else // PRODUCTION
- float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
-
- glare = max(spec_contrib.r, spec_contrib.g);
- glare = max(glare, spec_contrib.b);
-
- color += spec_contrib;
-#endif
- }
-
- color = mix(color.rgb, diffcol.rgb, diffuse.a);
-
- if (envIntensity > 0.0)
- {
- //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
-
- vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
-
- color = mix(color, reflected_color, envIntensity);
-
- float cur_glare = max(reflected_color.r, reflected_color.g);
- cur_glare = max(cur_glare, reflected_color.b);
- cur_glare *= envIntensity*4.0;
- glare += cur_glare;
- }
-
- color = atmosFragLighting(color, additive, atten);
- color = scaleSoftClipFrag(color);
-
- //convert to linear before adding local lights
- color = srgb_to_linear(color);
-
- vec3 npos = normalize(-pos.xyz);
-
- vec3 light = vec3(0, 0, 0);
-
-#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_attenuation[i].w );
-
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
-
- color += light;
-
- glare = min(glare, 1.0);
- float al = max(diffcol.a, glare)*vertex_color.a;
-
- //convert to srgb as this color is being written post gamma correction
- color = linear_to_srgb(color);
-
-#ifdef WATER_FOG
- vec4 temp = applyWaterFogView(pos, vec4(color, al));
- color = temp.rgb;
- al = temp.a;
-#endif
-
- frag_color = vec4(color, al);
-
-#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
-
- // deferred path
- frag_data[0] = final_color; //gbuffer is sRGB
- frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
- frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
-#endif
-}
-
+/** +* @file materialF.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 +* $/LicenseInfo$ +*/ + +/*[EXTRA_CODE_HERE]*/ + +//class1/deferred/materialF.glsl + +// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass. + +#define DIFFUSE_ALPHA_MODE_NONE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise +uniform int sun_up_factor; + +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color); +#endif + +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 scaleSoftClipFrag(vec3 l); + +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightScaleSoftClip(vec3 light); + +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); + +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cs); + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +#ifdef HAS_SUN_SHADOW +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +#endif + +uniform samplerCube environmentMap; +uniform sampler2D lightFunc; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +uniform mat3 env_mat; + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +VARYING vec2 vary_fragcoord; + +VARYING vec3 vary_position; + +uniform mat4 proj_mat; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec4 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + +float getAmbientClamp(); + +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) +{ + vec3 col = vec3(0); + + //get light vector + vec3 lv = lp.xyz - v; + + //get distance + float dist = length(lv); + float da = 1.0; + + dist /= la; + + if (dist > 0.0 && la > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0f; + + if (dist_atten <= 0.0) + { + return col; + } + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= dot(n, lv); + + float lit = 0.0f; + + float amb_da = ambiance; + if (da >= 0) + { + lit = max(da * dist_atten, 0.0); + col = lit * light_col * diffuse; + amb_da += (da*0.5 + 0.5) * ambiance; + } + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); + + // SL-10969 need to see why these are blown out + //col.rgb += amb_da * light_col * diffuse; + + if (spec.a > 0.0) + { + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv + npos); + float nh = dot(n, h); + float nv = dot(n, 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); + vec3 speccol = lit*scol*light_col.rgb*spec.rgb; + speccol = clamp(speccol, vec3(0), vec3(1)); + col += speccol; + + float cur_glare = max(speccol.r, speccol.g); + cur_glare = max(cur_glare, speccol.b); + glare = max(glare, speccol.r); + glare += max(cur_glare, 0.0); + } + } + } + + return max(col, vec3(0.0, 0.0, 0.0)); +} + +#else +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif +#endif + +uniform sampler2D diffuseMap; //always in sRGB space + +#ifdef HAS_NORMAL_MAP +uniform sampler2D bumpMap; +#endif + +#ifdef HAS_SPECULAR_MAP +uniform sampler2D specularMap; + +VARYING vec2 vary_texcoord2; +#endif + +uniform float env_intensity; +uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) +uniform float minimum_alpha; +#endif + +#ifdef HAS_NORMAL_MAP +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; +VARYING vec2 vary_texcoord1; +#else +VARYING vec3 vary_normal; +#endif + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +vec2 encode_normal(vec3 n); + +void main() +{ + vec2 pos_screen = vary_texcoord0.xy; + + vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); + diffcol.rgb *= vertex_color.rgb; + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) + + // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points + float bias = 0.001953125; // 1/512, or half an 8-bit quantization + if (diffcol.a < minimum_alpha-bias) + { + discard; + } +#endif + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + vec3 gamma_diff = diffcol.rgb; + diffcol.rgb = srgb_to_linear(diffcol.rgb); +#endif + +#ifdef HAS_SPECULAR_MAP + vec4 spec = texture2D(specularMap, vary_texcoord2.xy); + spec.rgb *= specular_color.rgb; +#else + vec4 spec = vec4(specular_color.rgb, 1.0); +#endif + +#ifdef HAS_NORMAL_MAP + vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); + + norm.xyz = norm.xyz * 2 - 1; + + vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), + dot(norm.xyz,vary_mat1), + dot(norm.xyz,vary_mat2)); +#else + vec4 norm = vec4(0,0,0,1.0); + vec3 tnorm = vary_normal; +#endif + + norm.xyz = normalize(tnorm.xyz); + + vec2 abnormal = encode_normal(norm.xyz); + + vec4 final_color = diffcol; + +#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) + final_color.a = emissive_brightness; +#else + final_color.a = max(final_color.a, emissive_brightness); +#endif + + vec4 final_specular = spec; + +#ifdef HAS_SPECULAR_MAP + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); + final_specular.a = specular_color.a * norm.a; +#else + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); + final_specular.a = specular_color.a; +#endif + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + + //forward rendering, output just lit sRGBA + vec3 pos = vary_position; + + float shadow = 1.0f; + +#ifdef HAS_SUN_SHADOW + shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); +#endif + + spec = final_specular; + vec4 diffuse = final_color; + float envIntensity = final_normal.z; + + vec3 color = vec3(0,0,0); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + + float bloom = 0.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); + + // This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020) + // The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level + // TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage + //color = fullbrightScaleSoftClip(color); + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + + //we're in sRGB space, so gamma correct this dot product so + // lighting from the sun stays sharp + float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); + da = pow(da, 1.0 / 1.3); + + color = amblit; + + //darken ambient for normals perpendicular to light vector so surfaces in shadow + // and facing away from light still have some definition to them. + // do NOT gamma correct this dot product so ambient lighting stays soft + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); + + vec3 sun_contrib = min(da, shadow) * sunlit; + + color *= ambient; + + color += sun_contrib; + + color *= gamma_diff.rgb; + + float glare = 0.0; + + if (spec.a > 0.0) // specular reflection + { + /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020 + // Preserving the refactored version as a comment for potential reconsideration, + // overriding the general rule to avoid pollutiong the source with commented code. + // + // If you're reading this in 2021+, feel free to obliterate. + + vec3 npos = -normalize(pos.xyz); + + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(light_dir.xyz + npos); + float nh = dot(norm.xyz, h); + float nv = dot(norm.xyz, 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); + vec3 sp = sun_contrib*scol / 6.0f; + sp = clamp(sp, vec3(0), vec3(1)); + bloom = dot(sp, sp) / 4.0; + color += sp * spec.rgb; + } + */ + + float sa = dot(refnormpersp, sun_dir.xyz); + vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r); + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + + glare = max(spec_contrib.r, spec_contrib.g); + glare = max(glare, spec_contrib.b); + + color += spec_contrib; + } + + color = mix(color.rgb, diffcol.rgb, diffuse.a); + + if (envIntensity > 0.0) + { + //add environmentmap + vec3 env_vec = env_mat * refnormpersp; + + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + + color = mix(color, reflected_color, envIntensity); + + float cur_glare = max(reflected_color.r, reflected_color.g); + cur_glare = max(cur_glare, reflected_color.b); + cur_glare *= envIntensity*4.0; + glare += cur_glare; + } + + color = atmosFragLighting(color, additive, atten); + color = scaleSoftClipFrag(color); + + //convert to linear before adding local lights + color = srgb_to_linear(color); + + vec3 npos = normalize(-pos.xyz); + + vec3 light = vec3(0, 0, 0); + +#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_attenuation[i].w ); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + color += light; + + glare = min(glare, 1.0); + float al = max(diffcol.a, glare)*vertex_color.a; + + //convert to srgb as this color is being written post gamma correction + color = linear_to_srgb(color); + +#ifdef WATER_FOG + vec4 temp = applyWaterFogView(pos, vec4(color, al)); + color = temp.rgb; + al = temp.a; +#endif + + frag_color = vec4(color, al); + +#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer + + // deferred path + frag_data[0] = final_color; //gbuffer is sRGB + frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. + frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. +#endif +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 80f232948a..4366945214 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -45,6 +45,12 @@ uniform float blend_factor; // interp factor between moon A/B VARYING vec2 vary_texcoord0; vec3 srgb_to_linear(vec3 c); + +vec3 getAdditiveColor(); + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light); + void main() { vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); @@ -58,13 +64,19 @@ void main() vec3 luma_weights = vec3(0.3, 0.5, 0.3); vec4 light_color = max(sunlight_color, moonlight_color); - float mix = 1.0 - dot(normalize(light_color.rgb), luma_weights); + float blend = 1.0 - dot(normalize(light_color.rgb), luma_weights); - vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; + vec3 exp = vec3(1.0 - blend * moon_brightness) * 2.0 - 1.0; c.rgb = pow(c.rgb, exp); //c.rgb *= moonlight_color.rgb; + // Partial atmospherics calculation + vec3 ac = getAdditiveColor(); + c.rgb += ac; + + c.rgb = scaleSoftClip(c.rgb); + frag_data[0] = vec4(c.rgb, c.a); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0f); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 0d1cc81786..8c402fcb54 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -1,24 +1,24 @@ -/** - * @file multiPointLightF.glsl +/** + * @file class1/deferred/multiPointLightF.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 * $/LicenseInfo$ */ @@ -36,119 +36,112 @@ out vec4 frag_color; uniform sampler2DRect depthMap; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform samplerCube environmentMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; +uniform samplerCube environmentMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; - -uniform vec3 env_mat[3]; +uniform vec3 env_mat[3]; uniform float sun_wash; +uniform int light_count; +uniform vec4 light[LIGHT_COUNT]; +uniform vec4 light_col[LIGHT_COUNT]; -uniform int light_count; - -uniform vec4 light[LIGHT_COUNT]; -uniform vec4 light_col[LIGHT_COUNT]; - -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - +uniform vec2 screen_res; uniform float far_z; +uniform mat4 inv_proj; -uniform mat4 inv_proj; +VARYING vec4 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); vec3 srgb_to_linear(vec3 c); -void main() +void main() { - vec3 out_col = vec3(0,0,0); - #if defined(LOCAL_LIGHT_KILL) - discard; -#else - vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; - vec3 pos = getPosition(frag.xy).xyz; - if (pos.z < far_z) - { - discard; - } - - vec3 norm = getNorm(frag.xy); - - vec4 spec = texture2DRect(specularRect, frag.xy); - vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; - diff.rgb = srgb_to_linear(diff.rgb); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 npos = normalize(-pos); - - // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop - for (int i = 0; i < LIGHT_COUNT; ++i) - { - vec3 lv = light[i].xyz-pos; - float dist = length(lv); - dist /= light[i].w; - if (dist <= 1.0) - { - float da = dot(norm, lv); - if (da > 0.0) - { - 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; - - // Tweak falloff slightly to match pre-EEP attenuation - // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit - dist_atten *= 2.0; - - dist_atten *= noise; - - float lit = da * dist_atten; - - vec3 col = light_col[i].rgb*lit*diff; - - //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 += lit*scol*light_col[i].rgb*spec.rgb; - //col += spec.rgb; - } - } - - out_col += col; - } - } - } + discard; // Bail immediately #endif - - frag_color.rgb = out_col; - frag_color.a = 0.0; + + vec3 out_col = vec3(0, 0, 0); + vec2 frag = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res; + vec3 pos = getPosition(frag.xy).xyz; + if (pos.z < far_z) + { + discard; + } + + vec3 norm = getNorm(frag.xy); + + vec4 spec = texture2DRect(specularRect, frag.xy); + spec.rgb = srgb_to_linear(spec.rgb); + vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; + diff.rgb = srgb_to_linear(diff.rgb); + + float noise = texture2D(noiseMap, frag.xy / 128.0).b; + vec3 npos = normalize(-pos); + + // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop + for (int i = 0; i < LIGHT_COUNT; ++i) + { + vec3 lv = light[i].xyz - pos; + float dist = length(lv); + dist /= light[i].w; + if (dist <= 1.0) + { + float da = dot(norm, lv); + if (da > 0.0) + { + 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; + + // Tweak falloff slightly to match pre-EEP attenuation + // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit + dist_atten *= 2.0; + + dist_atten *= noise; + + float lit = da * dist_atten; + + vec3 col = light_col[i].rgb * lit * diff; + + if (spec.a > 0.0) + { + lit = min(da * 6.0, 1.0) * dist_atten; + 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 += lit * scol * light_col[i].rgb * spec.rgb; + } + } + + out_col += col; + } + } + } + + frag_color.rgb = out_col; + frag_color.a = 0.0; #ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. - vec4 dummy1 = light[0]; - vec4 dummy2 = light_col[0]; - vec4 dummy3 = light[LIGHT_COUNT-1]; - vec4 dummy4 = light_col[LIGHT_COUNT-1]; + // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage + // awawy which leads to unfun crashes and artifacts. + vec4 dummy1 = light[0]; + vec4 dummy2 = light_col[0]; + vec4 dummy3 = light[LIGHT_COUNT - 1]; + vec4 dummy4 = light_col[LIGHT_COUNT - 1]; #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index a5804220bc..f80f1a985a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -124,41 +124,15 @@ void main() if (spec.a > 0.0) // specular reflection { + float sa = dot(refnormpersp, light_dir.xyz); + vec3 dumbshiny = sunlit * (texture2D(lightFunc, vec2(sa, spec.a)).r); -#if 1 //EEP - vec3 npos = -normalize(pos.xyz); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(light_dir.xyz+npos); - float nh = dot(norm.xyz, h); - float nv = dot(norm.xyz, 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 scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 sp = sun_contrib*scontrib / 6.0; - sp = clamp(sp, vec3(0), vec3(1)); - bloom += dot(sp, sp) / 4.0; - color += sp * spec.rgb; - } -#else //PRODUCTION - float sa = dot(refnormpersp, light_dir.xyz); - vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); - // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; + bloom = dot(spec_contrib, spec_contrib) / 6; color.rgb += spec_contrib; -#endif - } - + color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) diff --git a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl index 50e781fa78..6cd2445522 100644 --- a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl @@ -23,6 +23,9 @@ * $/LicenseInfo$ */ +// Lambert Azimuthal Equal-Area projection +// See: https://aras-p.info/texts/CompactNormalStorage.html +// Also see: A_bit_more_deferred_-_CryEngine3.ppt vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index f665394b46..0bb48061e0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -31,6 +31,9 @@ out vec4 frag_color; uniform float minimum_alpha; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; +uniform int no_atmo; + vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -41,16 +44,19 @@ void default_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy); - color *= vertex_color; - if (color.a < minimum_alpha) { discard; } + + color *= vertex_color; - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + color.rgb = atmosLighting(color.rgb); + color.rgb = scaleSoftClip(color.rgb); + } frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index 46390e4a0e..1855cfceeb 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -30,7 +30,10 @@ out vec4 frag_color; #endif uniform float minimum_alpha; -uniform float texture_gamma; +uniform float texture_gamma; // either 1.0 or 2.2; see: "::TEXTURE_GAMMA" + +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -50,9 +53,17 @@ void fullbright_lighting() color.rgb *= vertex_color.rgb; color.rgb = pow(color.rgb, vec3(texture_gamma)); - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); + + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + color.rgb = fullbrightAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + } + + //*TODO: Are we missing an inverse pow() here? + // class1\lighting\lightFullbrightF.glsl has: + // color.rgb = pow(color.rgb, vec3(1.0/texture_gamma)); frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index b967709c57..5fcdf3107c 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -34,6 +34,9 @@ VARYING vec2 vary_texcoord0; uniform float texture_gamma; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; +uniform int no_atmo; + vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -43,9 +46,12 @@ void fullbright_lighting() color.rgb = pow(color.rgb, vec3(texture_gamma)); - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + color.rgb = fullbrightAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + } color.rgb = pow(color.rgb, vec3(1.0/texture_gamma)); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index 567811cd75..6f7e777d23 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -35,20 +35,37 @@ VARYING vec3 vary_texcoord1; uniform samplerCube environmentMap; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; + vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); +// See: +// class1\deferred\fullbrightShinyF.glsl +// class1\lighting\lightFullbrightShinyF.glsl void fullbright_shiny_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy); color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low - color.rgb = fullbrightShinyAtmosTransport(color.rgb); + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low - color.rgb = fullbrightScaleSoftClip(color.rgb); + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + } +/* + // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects. + else + { + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low + } +*/ color.a = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index a59bd9c0a6..9ef7704b70 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -1,4 +1,4 @@ -/** +/** * @file simpleV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ @@ -28,6 +28,9 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; + ATTRIBUTE vec3 position; void passTextureIndex(); ATTRIBUTE vec2 texcoord0; @@ -46,19 +49,23 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + + passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; - - - - vec3 norm = normalize(normal_matrix * normal); - calcAtmospherics(pos.xyz); + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 1) + { + vertex_color = diffuse_color; + } + else + { + vec4 pos = (modelview_matrix * vert); + vec3 norm = normalize(normal_matrix * normal); - vec4 color = calcLighting(pos.xyz, norm, diffuse_color); - vertex_color = color; + calcAtmospherics(pos.xyz); - + vertex_color = calcLighting(pos.xyz, norm, diffuse_color); + } } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index dcb02bd1c1..b7741ff48d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -47,13 +47,13 @@ float getAmbientClamp() } -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { - +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) +{ vec3 P = inPositionEye; //(TERRAIN) limit altitude - if (P.y > max_y) P *= (max_y / P.y); - if (P.y < -max_y) P *= (-max_y / P.y); + if (P.y > max_y) P *= ( max_y / P.y); + if (P.y < -max_y) P *= (-max_y / P.y); vec3 tmpLightnorm = lightnorm.xyz; @@ -81,13 +81,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - if (abs(temp2.y) > 0.000001f) - { - temp2.y = 1. / abs(temp2.y); - } - temp2.y = max(0.0000001f, temp2.y); - sunlight *= exp(-light_atten * temp2.y); + // SL-12978: temp2.y = 1; optimized away + sunlight *= exp(-light_atten); // main atmospheric scattering line integral temp2.z = Plen * dens_mul; @@ -105,7 +100,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou temp2.x = dot(Pn, tmpLightnorm.xyz); // dampen sun additive contrib when not facing it... - if (length(light_dir) > 0.01) + // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. + // if (length(light_dir) > 0.01) { temp2.x *= max(0.0f, dot(light_dir, Pn)); } @@ -141,11 +137,13 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); } + // Similar/Shared Algorithms: + // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() + // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() //haze color - additive = - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - + tmpAmbient)); + vec3 cs = sunlight.rgb * (1.-cloud_shadow); + additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + + (haze_horizon * haze_weight.rgb) * (cs * temp2.x + tmpAmbient.rgb); //brightness of surface both sunlight and ambient sunlit = sunlight.rgb * 0.5; diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 24f3992e32..72d2c4cdfa 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -44,6 +44,9 @@ uniform sampler2D altDiffuseMap; uniform float blend_factor; // interp factor between moon A/B VARYING vec2 vary_texcoord0; +vec3 getAdditiveColor(); +vec3 scaleSoftClip(vec3 light); + void main() { vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); @@ -53,12 +56,18 @@ void main() // mix factor which blends when sunlight is brighter // and shows true moon color at night vec3 luma_weights = vec3(0.3, 0.5, 0.3); - float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); + float blend = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); - vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; + vec3 exp = vec3(1.0 - blend * moon_brightness) * 2.0 - 1.0; c.rgb = pow(c.rgb, exp); //c.rgb *= moonlight_color.rgb; + // Partial atmospherics calculation + vec3 ac = getAdditiveColor(); + c.rgb += ac; + + c.rgb = scaleSoftClip(c.rgb); + frag_color = vec4(c.rgb, c.a); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index b0dff0c628..f4db53e0b7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class2/deferred/softenLightF.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 * $/LicenseInfo$ */ @@ -39,7 +39,7 @@ uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; -uniform samplerCube environmentMap; +uniform samplerCube environmentMap; uniform sampler2D lightFunc; uniform float blur_size; @@ -50,7 +50,7 @@ uniform mat3 env_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; -uniform int sun_up_factor; +uniform int sun_up_factor; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; @@ -61,10 +61,10 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); float getAmbientClamp(); -vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 scaleSoftClipFrag(vec3 l); -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightScaleSoftClip(vec3 light); +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 scaleSoftClipFrag(vec3 l); +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightScaleSoftClip(vec3 light); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); @@ -73,128 +73,85 @@ vec3 srgb_to_linear(vec3 c); vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -void main() +void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; - norm.xyz = getNorm(tc); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); - float light_gamma = 1.0/1.3; - da = pow(da, light_gamma); - + norm.xyz = getNorm(tc); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); + float light_gamma = 1.0 / 1.3; + da = pow(da, light_gamma); + vec4 diffuse = texture2DRect(diffuseRect, tc); - - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); + scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); + float scol = max(scol_ambocc.r, diffuse.a); + float ambocc = scol_ambocc.g; - float scol = max(scol_ambocc.r, diffuse.a); + vec3 color = vec3(0); + float bloom = 0.0; - float ambocc = scol_ambocc.g; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); - vec3 color = vec3(0); - float bloom = 0.0; + color.rgb = amblit; + + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); + color.rgb *= ambient; + + vec3 sun_contrib = min(da, scol) * sunlit; + color.rgb += sun_contrib; + color.rgb *= diffuse.rgb; + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + + if (spec.a > 0.0) // specular reflection { - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); - - color.rgb = amblit; - - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - - color.rgb *= ambient; - - vec3 sun_contrib = min(da, scol) * sunlit; - - color.rgb += sun_contrib; - - color.rgb *= diffuse.rgb; - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - if (spec.a > 0.0) // specular reflection - { - -#if 1 //EEP - vec3 npos = -normalize(pos.xyz); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(light_dir.xyz+npos); - float nh = dot(norm.xyz, h); - float nv = dot(norm.xyz, 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 scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 sp = sun_contrib*scontrib / 6.0; - sp = clamp(sp, vec3(0), vec3(1)); - bloom += dot(sp, sp) / 4.0; - color += sp * spec.rgb; - } -#else //PRODUCTION - float sa = dot(refnormpersp, light_dir.xyz); - vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - color.rgb += spec_contrib; -#endif + float sa = dot(refnormpersp, light_dir.xyz); + vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r); + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + color.rgb += spec_contrib; + } + + color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); - } - - color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); - - if (envIntensity > 0.0) - { //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - color = mix(color.rgb, reflected_color, envIntensity); - } - - if (norm.w < 0.5) - { - color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); - color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); - } - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom)); - color = fogged.rgb; - bloom = fogged.a; - #endif + if (envIntensity > 0.0) + { // add environmentmap + vec3 env_vec = env_mat * refnormpersp; + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + color = mix(color.rgb, reflected_color, envIntensity); + } + if (norm.w < 0.5) + { + color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); + color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); } -// linear debuggables -//color.rgb = vec3(final_da); -//color.rgb = vec3(ambient); -//color.rgb = vec3(scol); -//color.rgb = diffuse_srgb.rgb; +#ifdef WATER_FOG + vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom)); + color = fogged.rgb; + bloom = fogged.a; +#endif // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... - frag_color.rgb = srgb_to_linear(color.rgb); - frag_color.a = bloom; + frag_color.a = bloom; } - diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 2c1475d547..a4389f62dc 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -36,6 +36,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vary_CloudColorSun; VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; + VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; @@ -66,13 +67,31 @@ uniform vec4 cloud_color; uniform float cloud_scale; +// NOTE: Keep these in sync! +// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl +// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl +// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl +// indra\newview\lllegacyatmospherics.cpp +// indra\newview\llsettingsvo.cpp void main() { - // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; + // Texture coords + // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll + vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial + + vary_texcoord0.xy -= 0.5; + vary_texcoord0.xy /= cloud_scale; + vary_texcoord0.xy += 0.5; + + vary_texcoord1 = vary_texcoord0; + vary_texcoord1.x += lightnorm.x * 0.0125; + vary_texcoord1.y += lightnorm.z * 0.0125; + + vary_texcoord2 = vary_texcoord0 * 16.; + vary_texcoord3 = vary_texcoord1 * 16.; // Get relative position vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); @@ -175,19 +194,6 @@ void main() vary_CloudDensity = 2. * (cloud_shadow - 0.25); - // Texture coords - vary_texcoord0 = texcoord0; - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; - - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; - - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; - // Combine these to minimize register use vary_CloudColorAmbient += oHazeColorBelowCloud; diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 75574df00e..f7a3898b73 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -73,6 +73,7 @@ #include "llviewermedia.h" #include "llviewerparcelaskplay.h" #include "llviewerparcelmedia.h" +#include "llviewershadermgr.h" #include "llviewermediafocus.h" #include "llviewermessage.h" #include "llviewerobjectlist.h" diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp index 8c6cbc020b..2219f20272 100644 --- a/indra/newview/lldrawable.cpp +++ b/indra/newview/lldrawable.cpp @@ -1178,11 +1178,33 @@ LLSpatialPartition* LLDrawable::getSpatialPartition() } else if (isRoot()) { - if (mSpatialBridge && (mSpatialBridge->asPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD) != mVObjp->isHUDAttachment()) + if (mSpatialBridge) { - // remove obsolete bridge - mSpatialBridge->markDead(); - setSpatialBridge(NULL); + U32 partition_type = mSpatialBridge->asPartition()->mPartitionType; + bool is_hud = mVObjp->isHUDAttachment(); + bool is_animesh = mVObjp->isAnimatedObject() && mVObjp->getControlAvatar() != NULL; + bool is_attachment = mVObjp->isAttachment() && !is_hud && !is_animesh; + if ((partition_type == LLViewerRegion::PARTITION_HUD) != is_hud) + { + // Was/became HUD + // remove obsolete bridge + mSpatialBridge->markDead(); + setSpatialBridge(NULL); + } + else if ((partition_type == LLViewerRegion::PARTITION_CONTROL_AV) != is_animesh) + { + // Was/became part of animesh + // remove obsolete bridge + mSpatialBridge->markDead(); + setSpatialBridge(NULL); + } + else if ((partition_type == LLViewerRegion::PARTITION_AVATAR) != is_attachment) + { + // Was/became part of avatar + // remove obsolete bridge + mSpatialBridge->markDead(); + setSpatialBridge(NULL); + } } //must be an active volume if (!mSpatialBridge) @@ -1191,6 +1213,15 @@ LLSpatialPartition* LLDrawable::getSpatialPartition() { setSpatialBridge(new LLHUDBridge(this, getRegion())); } + else if (mVObjp->isAnimatedObject() && mVObjp->getControlAvatar()) + { + setSpatialBridge(new LLControlAVBridge(this, getRegion())); + } + // check HUD first, because HUD is also attachment + else if (mVObjp->isAttachment()) + { + setSpatialBridge(new LLAvatarBridge(this, getRegion())); + } else { setSpatialBridge(new LLVolumeBridge(this, getRegion())); @@ -1698,12 +1729,26 @@ void LLDrawable::updateFaceSize(S32 idx) LLBridgePartition::LLBridgePartition(LLViewerRegion* regionp) : LLSpatialPartition(0, FALSE, 0, regionp) { - mDrawableType = LLPipeline::RENDER_TYPE_AVATAR; + mDrawableType = LLPipeline::RENDER_TYPE_VOLUME; mPartitionType = LLViewerRegion::PARTITION_BRIDGE; mLODPeriod = 16; mSlopRatio = 0.25f; } +LLAvatarPartition::LLAvatarPartition(LLViewerRegion* regionp) + : LLBridgePartition(regionp) +{ + mDrawableType = LLPipeline::RENDER_TYPE_AVATAR; + mPartitionType = LLViewerRegion::PARTITION_AVATAR; +} + +LLControlAVPartition::LLControlAVPartition(LLViewerRegion* regionp) + : LLBridgePartition(regionp) +{ + mDrawableType = LLPipeline::RENDER_TYPE_CONTROL_AV; + mPartitionType = LLViewerRegion::PARTITION_CONTROL_AV; +} + LLHUDBridge::LLHUDBridge(LLDrawable* drawablep, LLViewerRegion* regionp) : LLVolumeBridge(drawablep, regionp) { diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 2aee7b450a..d583a692f9 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -86,7 +86,8 @@ LLDrawPool *LLDrawPool::createPool(const U32 type, LLViewerTexture *tex0) poolp = new LLDrawPoolAlpha(); break; case POOL_AVATAR: - poolp = new LLDrawPoolAvatar(); + case POOL_CONTROL_AV: + poolp = new LLDrawPoolAvatar(type); break; case POOL_TREE: poolp = new LLDrawPoolTree(tex0); @@ -383,16 +384,6 @@ LLRenderPass::~LLRenderPass() } -LLDrawPool* LLRenderPass::instancePool() -{ -#if LL_RELEASE_FOR_DOWNLOAD - LL_WARNS() << "Attempting to instance a render pass. Invalid operation." << LL_ENDL; -#else - LL_ERRS() << "Attempting to instance a render pass. Invalid operation." << LL_ENDL; -#endif - return NULL; -} - void LLRenderPass::renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture) { LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type]; @@ -449,7 +440,7 @@ void LLRenderPass::applyModelMatrix(const LLDrawInfo& params) if (params.mModelMatrix != gGLLastMatrix) { gGLLastMatrix = params.mModelMatrix; - gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix(gGLModelView); if (params.mModelMatrix) { diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index 4eb9a4151d..cdd0989e20 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -60,6 +60,7 @@ public: POOL_GRASS, POOL_INVISIBLE, // see below * POOL_AVATAR, + POOL_CONTROL_AV, // Animesh POOL_VOIDWATER, POOL_WATER, POOL_GLOW, @@ -110,7 +111,6 @@ public: virtual S32 getShaderLevel() const { return mShaderLevel; } static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL); - virtual LLDrawPool *instancePool() = 0; // Create an empty new instance of the pool. virtual LLViewerTexture* getTexture() = 0; virtual BOOL isFacePool() { return FALSE; } virtual void resetDrawOrders() = 0; @@ -162,7 +162,6 @@ public: LLRenderPass(const U32 type); virtual ~LLRenderPass(); - /*virtual*/ LLDrawPool* instancePool(); /*virtual*/ LLViewerTexture* getDebugTexture() { return NULL; } LLViewerTexture* getTexture() { return NULL; } BOOL isDead() { return FALSE; } diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 789a254389..f38d336434 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -106,8 +106,8 @@ S32 cube_channel = -1; static LLTrace::BlockTimerStatHandle FTM_SHADOW_AVATAR("Avatar Shadow"); -LLDrawPoolAvatar::LLDrawPoolAvatar() : - LLFacePool(POOL_AVATAR) +LLDrawPoolAvatar::LLDrawPoolAvatar(U32 type) : + LLFacePool(type) { } @@ -136,15 +136,6 @@ BOOL LLDrawPoolAvatar::isDead() } return TRUE; } - -//----------------------------------------------------------------------------- -// instancePool() -//----------------------------------------------------------------------------- -LLDrawPool *LLDrawPoolAvatar::instancePool() -{ - return new LLDrawPoolAvatar(); -} - S32 LLDrawPoolAvatar::getShaderLevel() const { @@ -1810,7 +1801,7 @@ void LLDrawPoolAvatar::getRiggedGeometry( } else { - face->setPoolType(LLDrawPool::POOL_AVATAR); + face->setPoolType(mType); // either POOL_AVATAR or POOL_CONTROL_AV } //LL_INFOS() << "Rebuilt face " << face->getTEOffset() << " of " << face->getDrawable() << " at " << gFrameTimeSeconds << LL_ENDL; @@ -2494,7 +2485,7 @@ LLColor3 LLDrawPoolAvatar::getDebugColor() const void LLDrawPoolAvatar::addRiggedFace(LLFace* facep, U32 type) { llassert (facep->isState(LLFace::RIGGED)); - llassert(getType() == LLDrawPool::POOL_AVATAR); + llassert(getType() == LLDrawPool::POOL_AVATAR || getType() == LLDrawPool::POOL_CONTROL_AV); if (facep->getPool() && facep->getPool() != this) { LL_ERRS() << "adding rigged face that's already in another pool" << LL_ENDL; @@ -2516,7 +2507,7 @@ void LLDrawPoolAvatar::addRiggedFace(LLFace* facep, U32 type) void LLDrawPoolAvatar::removeRiggedFace(LLFace* facep) { llassert (facep->isState(LLFace::RIGGED)); - llassert(getType() == LLDrawPool::POOL_AVATAR); + llassert(getType() == LLDrawPool::POOL_AVATAR || getType() == LLDrawPool::POOL_CONTROL_AV); if (facep->getPool() != this) { LL_ERRS() << "Tried to remove a rigged face from the wrong pool" << LL_ENDL; diff --git a/indra/newview/lldrawpoolavatar.h b/indra/newview/lldrawpoolavatar.h index cb09eb18e2..92a8538958 100644 --- a/indra/newview/lldrawpoolavatar.h +++ b/indra/newview/lldrawpoolavatar.h @@ -178,12 +178,10 @@ typedef enum virtual S32 getShaderLevel() const; - LLDrawPoolAvatar(); + LLDrawPoolAvatar(U32 type); static LLMatrix4& getModelView(); - /*virtual*/ LLDrawPool *instancePool(); - /*virtual*/ S32 getNumPasses(); /*virtual*/ void beginRenderPass(S32 pass); /*virtual*/ void endRenderPass(S32 pass); diff --git a/indra/newview/lldrawpoolground.cpp b/indra/newview/lldrawpoolground.cpp index 6bd2631d3b..5b74264dab 100644 --- a/indra/newview/lldrawpoolground.cpp +++ b/indra/newview/lldrawpoolground.cpp @@ -46,11 +46,6 @@ LLDrawPoolGround::LLDrawPoolGround() : { } -LLDrawPool *LLDrawPoolGround::instancePool() -{ - return new LLDrawPoolGround(); -} - void LLDrawPoolGround::prerender() { mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT); diff --git a/indra/newview/lldrawpoolground.h b/indra/newview/lldrawpoolground.h index a4f8a3fcf5..15b1dc60a2 100644 --- a/indra/newview/lldrawpoolground.h +++ b/indra/newview/lldrawpoolground.h @@ -43,8 +43,6 @@ public: LLDrawPoolGround(); - /*virtual*/ LLDrawPool *instancePool(); - /*virtual*/ void prerender(); /*virtual*/ void render(S32 pass = 0); }; diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp index dbe8724088..b6f55e800a 100644 --- a/indra/newview/lldrawpoolsky.cpp +++ b/indra/newview/lldrawpoolsky.cpp @@ -48,11 +48,6 @@ LLDrawPoolSky::LLDrawPoolSky() { } -LLDrawPool *LLDrawPoolSky::instancePool() -{ - return new LLDrawPoolSky(); -} - void LLDrawPoolSky::prerender() { mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT); @@ -128,23 +123,12 @@ void LLDrawPoolSky::renderSkyFace(U8 index) return; } - F32 interp_val = gSky.mVOSkyp ? gSky.mVOSkyp->getInterpVal() : 0.0f; - if (index < 6) // sky tex...interp { llassert(mSkyTex); mSkyTex[index].bindTexture(true); // bind the current tex face->renderIndexed(); - - if (interp_val > 0.01f) // iff, we've got enough info to lerp (a to and a from) - { - LLGLEnable blend(GL_BLEND); - llassert(mSkyTex); - mSkyTex[index].bindTexture(false); // bind the "other" texture - gGL.diffuseColor4f(1, 1, 1, interp_val); // lighting is disabled - face->renderIndexed(); - } } else // heavenly body faces, no interp... { diff --git a/indra/newview/lldrawpoolsky.h b/indra/newview/lldrawpoolsky.h index 916d8c1cbe..d1dcd6b22e 100644 --- a/indra/newview/lldrawpoolsky.h +++ b/indra/newview/lldrawpoolsky.h @@ -49,8 +49,6 @@ public: LLDrawPoolSky(); - /*virtual*/ LLDrawPool *instancePool(); - /*virtual*/ S32 getNumPostDeferredPasses() { return getNumPasses(); } /*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); } /*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); } diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 33a11631fe..37dc80e2b7 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -87,13 +87,6 @@ LLDrawPoolTerrain::~LLDrawPoolTerrain() llassert( gPipeline.findPool( getType(), getTexture() ) == NULL ); } - -LLDrawPool *LLDrawPoolTerrain::instancePool() -{ - return new LLDrawPoolTerrain(mTexturep); -} - - U32 LLDrawPoolTerrain::getVertexDataMask() { if (LLPipeline::sShadowRender) diff --git a/indra/newview/lldrawpoolterrain.h b/indra/newview/lldrawpoolterrain.h index 04e27d9370..5b4558020d 100644 --- a/indra/newview/lldrawpoolterrain.h +++ b/indra/newview/lldrawpoolterrain.h @@ -49,8 +49,6 @@ public: LLDrawPoolTerrain(LLViewerTexture *texturep); virtual ~LLDrawPoolTerrain(); - /*virtual*/ LLDrawPool *instancePool(); - /*virtual*/ S32 getNumDeferredPasses() { return 1; } /*virtual*/ void beginDeferredPass(S32 pass); /*virtual*/ void endDeferredPass(S32 pass); diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index b885008cae..0d5195bdbf 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -51,11 +51,6 @@ LLDrawPoolTree::LLDrawPoolTree(LLViewerTexture *texturep) : mTexturep->setAddressMode(LLTexUnit::TAM_WRAP); } -LLDrawPool *LLDrawPoolTree::instancePool() -{ - return new LLDrawPoolTree(mTexturep); -} - void LLDrawPoolTree::prerender() { mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); diff --git a/indra/newview/lldrawpooltree.h b/indra/newview/lldrawpooltree.h index 9c1e60f5eb..13f9ec8dce 100644 --- a/indra/newview/lldrawpooltree.h +++ b/indra/newview/lldrawpooltree.h @@ -45,8 +45,6 @@ public: LLDrawPoolTree(LLViewerTexture *texturep); - /*virtual*/ LLDrawPool *instancePool(); - /*virtual*/ void prerender(); /*virtual*/ S32 getNumDeferredPasses() { return 1; } diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 073adfb627..7249f22555 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -104,13 +104,6 @@ void LLDrawPoolWater::restoreGL() }*/ } -LLDrawPool *LLDrawPoolWater::instancePool() -{ - LL_ERRS() << "Should never be calling instancePool on a water pool!" << LL_ENDL; - return NULL; -} - - void LLDrawPoolWater::prerender() { mShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ? LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0; diff --git a/indra/newview/lldrawpoolwater.h b/indra/newview/lldrawpoolwater.h index d436557e1c..a5d163e0d7 100644 --- a/indra/newview/lldrawpoolwater.h +++ b/indra/newview/lldrawpoolwater.h @@ -61,7 +61,6 @@ public: LLDrawPoolWater(); /*virtual*/ ~LLDrawPoolWater(); - /*virtual*/ LLDrawPool *instancePool(); static void restoreGL(); /*virtual*/ S32 getNumPostDeferredPasses() { return 0; } //getNumPasses(); } diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 961d72c62e..fbac523ff0 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -632,11 +632,6 @@ void LLDrawPoolWLSky::prerender() //LL_INFOS() << "wlsky prerendering pass." << LL_ENDL; } -LLDrawPoolWLSky *LLDrawPoolWLSky::instancePool() -{ - return new LLDrawPoolWLSky(); -} - LLViewerTexture* LLDrawPoolWLSky::getTexture() { return NULL; diff --git a/indra/newview/lldrawpoolwlsky.h b/indra/newview/lldrawpoolwlsky.h index 3acfda4eee..a4f176d6db 100644 --- a/indra/newview/lldrawpoolwlsky.h +++ b/indra/newview/lldrawpoolwlsky.h @@ -62,8 +62,6 @@ public: //static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL); - // Create an empty new instance of the pool. - /*virtual*/ LLDrawPoolWLSky *instancePool(); ///< covariant override /*virtual*/ LLViewerTexture* getTexture(); /*virtual*/ BOOL isFacePool() { return FALSE; } /*virtual*/ void resetDrawOrders(); diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index 18ea184da6..3dcac2281b 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -195,7 +195,7 @@ void LLFace::destroy() if (mDrawPoolp) { - if (this->isState(LLFace::RIGGED) && mDrawPoolp->getType() == LLDrawPool::POOL_AVATAR) + if (this->isState(LLFace::RIGGED) && (mDrawPoolp->getType() == LLDrawPool::POOL_CONTROL_AV || mDrawPoolp->getType() == LLDrawPool::POOL_AVATAR)) { ((LLDrawPoolAvatar*) mDrawPoolp)->removeRiggedFace(this); } diff --git a/indra/newview/llfloaterimcontainer.cpp b/indra/newview/llfloaterimcontainer.cpp index 21420b122b..feb8cf4277 100644 --- a/indra/newview/llfloaterimcontainer.cpp +++ b/indra/newview/llfloaterimcontainer.cpp @@ -57,6 +57,9 @@ #include "llviewerobjectlist.h" #include "boost/foreach.hpp" + +const S32 EVENTS_PER_IDLE_LOOP = 100; + // // LLFloaterIMContainer // @@ -66,7 +69,8 @@ LLFloaterIMContainer::LLFloaterIMContainer(const LLSD& seed, const Params& param mConversationsRoot(NULL), mConversationsEventStream("ConversationsEvents"), mInitialized(false), - mIsFirstLaunch(true) + mIsFirstLaunch(true), + mConversationEventQueue() { mEnableCallbackRegistrar.add("IMFloaterContainer.Check", boost::bind(&LLFloaterIMContainer::isActionChecked, this, _2)); mCommitCallbackRegistrar.add("IMFloaterContainer.Action", boost::bind(&LLFloaterIMContainer::onCustomAction, this, _2)); @@ -424,7 +428,9 @@ void LLFloaterIMContainer::idle(void* user_data) { LLFloaterIMContainer* self = static_cast<LLFloaterIMContainer*>(user_data); - if (!self->getVisible() || self->isMinimized()) + self->idleProcessEvents(); + + if (!self->getVisible() || self->isMinimized()) { return; } @@ -485,13 +491,28 @@ void LLFloaterIMContainer::idleUpdate() } } +void LLFloaterIMContainer::idleProcessEvents() +{ + if (!mConversationEventQueue.empty()) + { + S32 events_to_handle = llmin((S32)mConversationEventQueue.size(), EVENTS_PER_IDLE_LOOP); + for (S32 i = 0; i < events_to_handle; i++) + { + handleConversationModelEvent(mConversationEventQueue.back()); + mConversationEventQueue.pop_back(); + } + } +} + bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event) { - // For debug only - //std::ostringstream llsd_value; - //llsd_value << LLSDOStreamer<LLSDNotationFormatter>(event) << std::endl; - //LL_INFOS() << "LLFloaterIMContainer::onConversationModelEvent, event = " << llsd_value.str() << LL_ENDL; - // end debug + mConversationEventQueue.push_front(event); + return true; +} + + +void LLFloaterIMContainer::handleConversationModelEvent(const LLSD& event) +{ // Note: In conversations, the model is not responsible for creating the view, which is a good thing. This means that // the model could change substantially and the view could echo only a portion of this model (though currently the @@ -508,7 +529,7 @@ bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event) if (!session_view) { // We skip events that are not associated with a session - return false; + return; } LLConversationViewParticipant* participant_view = session_view->findParticipant(participant_id); LLFloaterIMSessionTab *conversation_floater = (session_id.isNull() ? @@ -535,9 +556,9 @@ bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event) { LLConversationItemSession* session_model = dynamic_cast<LLConversationItemSession*>(mConversationsItems[session_id]); LLConversationItemParticipant* participant_model = (session_model ? session_model->findParticipant(participant_id) : NULL); + LLIMModel::LLIMSession * im_sessionp = LLIMModel::getInstance()->findIMSession(session_id); if (!participant_view && session_model && participant_model) - { - LLIMModel::LLIMSession * im_sessionp = LLIMModel::getInstance()->findIMSession(session_id); + { if (session_id.isNull() || (im_sessionp && !im_sessionp->isP2PSessionType())) { participant_view = createConversationViewParticipant(participant_model); @@ -548,7 +569,8 @@ bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event) // Add a participant view to the conversation floater if (conversation_floater && participant_model) { - conversation_floater->addConversationViewParticipant(participant_model); + bool skip_updating = im_sessionp && im_sessionp->isGroupChat(); + conversation_floater->addConversationViewParticipant(participant_model, !skip_updating); } } else if (type == "update_participant") @@ -571,12 +593,6 @@ bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event) mConversationViewModel.requestSortAll(); mConversationsRoot->arrangeAll(); - if (conversation_floater) - { - conversation_floater->refreshConversation(); - } - - return false; } void LLFloaterIMContainer::draw() diff --git a/indra/newview/llfloaterimcontainer.h b/indra/newview/llfloaterimcontainer.h index 78b3572111..530a8e66c8 100644 --- a/indra/newview/llfloaterimcontainer.h +++ b/indra/newview/llfloaterimcontainer.h @@ -181,6 +181,7 @@ private: bool isParticipantListExpanded(); void idleUpdate(); // for convenience (self) from static idle + void idleProcessEvents(); LLButton* mExpandCollapseBtn; LLButton* mStubCollapseBtn; @@ -220,6 +221,7 @@ private: LLConversationViewSession* createConversationItemWidget(LLConversationItem* item); LLConversationViewParticipant* createConversationViewParticipant(LLConversationItem* item); bool onConversationModelEvent(const LLSD& event); + void handleConversationModelEvent(const LLSD& event); // Conversation list data LLPanel* mConversationsListPanel; // This is the main widget we add conversation widget to @@ -229,6 +231,8 @@ private: LLFolderView* mConversationsRoot; LLEventStream mConversationsEventStream; + std::deque<LLSD> mConversationEventQueue; + LLTimer mParticipantRefreshTimer; }; diff --git a/indra/newview/llfloaterimsessiontab.cpp b/indra/newview/llfloaterimsessiontab.cpp index 3aee08482b..d604d0a789 100644 --- a/indra/newview/llfloaterimsessiontab.cpp +++ b/indra/newview/llfloaterimsessiontab.cpp @@ -465,9 +465,10 @@ void LLFloaterIMSessionTab::appendMessage(const LLChat& chat, const LLSD &args) } } - +static LLTrace::BlockTimerStatHandle FTM_BUILD_CONVERSATION_VIEW_PARTICIPANT("Build Conversation View"); void LLFloaterIMSessionTab::buildConversationViewParticipant() { + LL_RECORD_BLOCK_TIME(FTM_BUILD_CONVERSATION_VIEW_PARTICIPANT); // Clear the widget list since we are rebuilding afresh from the model conversations_widgets_map::iterator widget_it = mConversationsWidgets.begin(); while (widget_it != mConversationsWidgets.end()) @@ -496,14 +497,20 @@ void LLFloaterIMSessionTab::buildConversationViewParticipant() } } -void LLFloaterIMSessionTab::addConversationViewParticipant(LLConversationItem* participant_model) +void LLFloaterIMSessionTab::addConversationViewParticipant(LLConversationItem* participant_model, bool update_view) { + if (!participant_model) + { + // Nothing to do if the model is inexistent + return; + } + // Check if the model already has an associated view LLUUID uuid = participant_model->getUUID(); LLFolderViewItem* widget = get_ptr_in_map(mConversationsWidgets,uuid); // If not already present, create the participant view and attach it to the root, otherwise, just refresh it - if (widget) + if (widget && update_view) { updateConversationViewParticipant(uuid); // overkill? } @@ -524,8 +531,8 @@ void LLFloaterIMSessionTab::removeConversationViewParticipant(const LLUUID& part { mConversationsRoot->extractItem(widget); delete widget; - mConversationsWidgets.erase(participant_id); } + mConversationsWidgets.erase(participant_id); } void LLFloaterIMSessionTab::updateConversationViewParticipant(const LLUUID& participant_id) diff --git a/indra/newview/llfloaterimsessiontab.h b/indra/newview/llfloaterimsessiontab.h index 1b4922fd73..5357a14ab9 100644 --- a/indra/newview/llfloaterimsessiontab.h +++ b/indra/newview/llfloaterimsessiontab.h @@ -84,7 +84,7 @@ public: /*virtual*/ void setFocus(BOOL focus); // Handle the left hand participant list widgets - void addConversationViewParticipant(LLConversationItem* item); + void addConversationViewParticipant(LLConversationItem* item, bool update_view = true); void removeConversationViewParticipant(const LLUUID& participant_id); void updateConversationViewParticipant(const LLUUID& participant_id); void refreshConversation(); diff --git a/indra/newview/llgroupmgr.cpp b/indra/newview/llgroupmgr.cpp index dbf7639539..3ef7b749a6 100644 --- a/indra/newview/llgroupmgr.cpp +++ b/indra/newview/llgroupmgr.cpp @@ -944,9 +944,13 @@ static void formatDateString(std::string &date_string) } } +static LLTrace::BlockTimerStatHandle FTM_PROCESS_GROUP_MEMBERS_REPLY("Process Group Members"); + // static void LLGroupMgr::processGroupMembersReply(LLMessageSystem* msg, void** data) { + LL_RECORD_BLOCK_TIME(FTM_PROCESS_GROUP_MEMBERS_REPLY); + LL_DEBUGS() << "LLGroupMgr::processGroupMembersReply" << LL_ENDL; LLUUID agent_id; msg->getUUIDFast(_PREHASH_AgentData, _PREHASH_AgentID, agent_id ); @@ -1050,9 +1054,13 @@ void LLGroupMgr::processGroupMembersReply(LLMessageSystem* msg, void** data) LLGroupMgr::getInstance()->notifyObservers(GC_MEMBER_DATA); } +static LLTrace::BlockTimerStatHandle FTM_PROCESS_GROUP_PROPERTIES_REPLY("Process Group Properties"); + //static void LLGroupMgr::processGroupPropertiesReply(LLMessageSystem* msg, void** data) { + LL_RECORD_BLOCK_TIME(FTM_PROCESS_GROUP_PROPERTIES_REPLY); + LL_DEBUGS() << "LLGroupMgr::processGroupPropertiesReply" << LL_ENDL; if (!msg) { @@ -1122,9 +1130,12 @@ void LLGroupMgr::processGroupPropertiesReply(LLMessageSystem* msg, void** data) LLGroupMgr::getInstance()->notifyObservers(GC_PROPERTIES); } +static LLTrace::BlockTimerStatHandle FTM_PROCESS_GROUP_ROLE_DATA_REPLY("Process Group Role Data"); // static void LLGroupMgr::processGroupRoleDataReply(LLMessageSystem* msg, void** data) { + LL_RECORD_BLOCK_TIME(FTM_PROCESS_GROUP_ROLE_DATA_REPLY); + LL_DEBUGS() << "LLGroupMgr::processGroupRoleDataReply" << LL_ENDL; LLUUID agent_id; msg->getUUIDFast(_PREHASH_AgentData, _PREHASH_AgentID, agent_id ); @@ -1207,9 +1218,12 @@ void LLGroupMgr::processGroupRoleDataReply(LLMessageSystem* msg, void** data) LLGroupMgr::getInstance()->notifyObservers(GC_ROLE_DATA); } +static LLTrace::BlockTimerStatHandle FTM_PROCESS_GROUP_ROLE_MEMBERS_REPLY("Process Group Role Members"); // static void LLGroupMgr::processGroupRoleMembersReply(LLMessageSystem* msg, void** data) { + LL_RECORD_BLOCK_TIME(FTM_PROCESS_GROUP_ROLE_MEMBERS_REPLY); + LL_DEBUGS() << "LLGroupMgr::processGroupRoleMembersReply" << LL_ENDL; LLUUID agent_id; msg->getUUIDFast(_PREHASH_AgentData, _PREHASH_AgentID, agent_id ); diff --git a/indra/newview/llpanelface.cpp b/indra/newview/llpanelface.cpp index 5742b5ad1a..0059f3541b 100644 --- a/indra/newview/llpanelface.cpp +++ b/indra/newview/llpanelface.cpp @@ -1027,21 +1027,7 @@ void LLPanelFace::updateUI(bool force_set_values /*false*/) getChildView("maskcutoff")->setEnabled(editable && mIsAlpha); getChildView("label maskcutoff")->setEnabled(editable && mIsAlpha); - bool allAttachments = true; - for (LLObjectSelection::iterator iter = LLSelectMgr::getInstance()->getSelection()->begin(); - iter != LLSelectMgr::getInstance()->getSelection()->end();iter++) - { - LLSelectNode* node = *iter; - LLViewerObject* object = node->getObject(); - if (!object->isAttachment()) - { - allAttachments = false; - break; - } - } - - texture_ctrl->setBakeTextureEnabled(allAttachments); - + texture_ctrl->setBakeTextureEnabled(TRUE); } else if (id.isNull()) { @@ -1066,21 +1052,8 @@ void LLPanelFace::updateUI(bool force_set_values /*false*/) getChildView("label alphamode")->setEnabled(editable && mIsAlpha); getChildView("maskcutoff")->setEnabled(editable && mIsAlpha); getChildView("label maskcutoff")->setEnabled(editable && mIsAlpha); - - bool allAttachments = true; - for (LLObjectSelection::iterator iter = LLSelectMgr::getInstance()->getSelection()->begin(); - iter != LLSelectMgr::getInstance()->getSelection()->end();iter++) - { - LLSelectNode* node = *iter; - LLViewerObject* object = node->getObject(); - if (!object->isAttachment()) - { - allAttachments = false; - break; - } - } - - texture_ctrl->setBakeTextureEnabled(allAttachments); + + texture_ctrl->setBakeTextureEnabled(TRUE); } } diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 97b5b2a57d..1e5b893cbc 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -678,8 +678,17 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) { shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, light_direction.mV); + // Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate") LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]); - vect_c_p_d1 += LLVector4(LLEnvironment::instance().getCloudScrollDelta()); + LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() ); + + // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll + // Keep in Sync! + // * indra\newview\llsettingsvo.cpp + // * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl + // * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl + cloud_scroll[0] = -cloud_scroll[0]; + vect_c_p_d1 += cloud_scroll; shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, 1, vect_c_p_d1.mV); LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 77bbcdada6..a49477cee4 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -556,7 +556,9 @@ void LLSpatialGroup::shift(const LLVector4a &offset) if (!getSpatialPartition()->mRenderByGroup && getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_TREE && getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_TERRAIN && - getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_BRIDGE) + getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_BRIDGE && + getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_AVATAR && + getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_CONTROL_AV) { setState(GEOM_DIRTY); gPipeline.markRebuild(this, TRUE); diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h index 7e65da42f7..919f386d29 100644 --- a/indra/newview/llspatialpartition.h +++ b/indra/newview/llspatialpartition.h @@ -685,6 +685,18 @@ public: virtual void addGeometryCount(LLSpatialGroup* group, U32 &vertex_count, U32& index_count) { LLVolumeGeometryManager::addGeometryCount(group, vertex_count, index_count); } }; +class LLAvatarBridge : public LLVolumeBridge +{ +public: + LLAvatarBridge(LLDrawable* drawablep, LLViewerRegion* regionp); +}; + +class LLControlAVBridge : public LLVolumeBridge +{ +public: + LLControlAVBridge(LLDrawable* drawablep, LLViewerRegion* regionp); +}; + class LLHUDBridge : public LLVolumeBridge { public: @@ -702,6 +714,18 @@ public: virtual void addGeometryCount(LLSpatialGroup* group, U32 &vertex_count, U32& index_count) { } }; +class LLAvatarPartition : public LLBridgePartition +{ +public: + LLAvatarPartition(LLViewerRegion* regionp); +}; + +class LLControlAVPartition : public LLBridgePartition +{ +public: + LLControlAVPartition(LLViewerRegion* regionp); +}; + class LLHUDPartition : public LLBridgePartition { public: diff --git a/indra/newview/lltexturectrl.cpp b/indra/newview/lltexturectrl.cpp index 6a0464c657..6ed1704de0 100644 --- a/indra/newview/lltexturectrl.cpp +++ b/indra/newview/lltexturectrl.cpp @@ -431,7 +431,7 @@ BOOL LLFloaterTexturePicker::postBuild() getChild<LLComboBox>("l_bake_use_texture_combo_box")->setCommitCallback(onBakeTextureSelect, this); getChild<LLCheckBoxCtrl>("hide_base_mesh_region")->setCommitCallback(onHideBaseMeshRegionCheck, this); - setBakeTextureEnabled(FALSE); + setBakeTextureEnabled(TRUE); return TRUE; } @@ -1156,8 +1156,7 @@ LLTextureCtrl::LLTextureCtrl(const LLTextureCtrl::Params& p) mImageAssetID(p.image_id), mDefaultImageAssetID(p.default_image_id), mDefaultImageName(p.default_image_name), - mFallbackImage(p.fallback_image), - mBakeTextureEnabled(FALSE) + mFallbackImage(p.fallback_image) { // Default of defaults is white image for diff tex @@ -1350,7 +1349,7 @@ void LLTextureCtrl::showPicker(BOOL take_focus) } if (texture_floaterp) { - texture_floaterp->setBakeTextureEnabled(mBakeTextureEnabled); + texture_floaterp->setBakeTextureEnabled(TRUE); } LLFloater* root_floater = gFloaterView->getParentFloater(this); @@ -1529,7 +1528,6 @@ void LLTextureCtrl::setImageAssetID( const LLUUID& asset_id ) void LLTextureCtrl::setBakeTextureEnabled(BOOL enabled) { - mBakeTextureEnabled = enabled; LLFloaterTexturePicker* floaterp = (LLFloaterTexturePicker*)mFloaterHandle.get(); if (floaterp) { diff --git a/indra/newview/lltexturectrl.h b/indra/newview/lltexturectrl.h index b2a34a37c4..06e8101177 100644 --- a/indra/newview/lltexturectrl.h +++ b/indra/newview/lltexturectrl.h @@ -239,7 +239,6 @@ private: BOOL mShowLoadingPlaceholder; std::string mLoadingPlaceholderString; S32 mLabelWidth; - BOOL mBakeTextureEnabled; }; ////////////////////////////////////////////////////////////////////////////////////////// diff --git a/indra/newview/lltextureview.cpp b/indra/newview/lltextureview.cpp index 0d2edc0268..1c4187d30f 100644 --- a/indra/newview/lltextureview.cpp +++ b/indra/newview/lltextureview.cpp @@ -549,7 +549,7 @@ void LLGLTexMemBar::draw() U32 texFetchLatMed = U32(recording.getMean(LLTextureFetch::sTexFetchLatency).value() * 1000.0f); U32 texFetchLatMax = U32(recording.getMax(LLTextureFetch::sTexFetchLatency).value() * 1000.0f); - text = llformat("GL Tot: %d/%d MB Bound: %d/%d MB FBO: %d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB", + text = llformat("GL Tot: %d/%d MB Bound: %4d/%4d MB FBO: %d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB", total_mem.value(), max_total_mem.value(), bound_mem.value(), diff --git a/indra/newview/lltoolpie.cpp b/indra/newview/lltoolpie.cpp index f499c34ca4..32f466ee2b 100644 --- a/indra/newview/lltoolpie.cpp +++ b/indra/newview/lltoolpie.cpp @@ -671,7 +671,7 @@ BOOL LLToolPie::handleHover(S32 x, S32 y, MASK mask) else { // perform a separate pick that detects transparent objects since they respond to 1-click actions - LLPickInfo click_action_pick = gViewerWindow->pickImmediate(x, y, TRUE, pick_rigged); + LLPickInfo click_action_pick = gViewerWindow->pickImmediate(x, y, FALSE, pick_rigged); LLViewerObject* click_action_object = click_action_pick.getObject(); diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index f025863072..caf79edfe4 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -710,9 +710,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); - BOOL to_texture = gPipeline.canUseVertexShaders() && - LLPipeline::sRenderGlow; - LLAppViewer::instance()->pingMainloopTimeout("Display:Swap"); { @@ -919,31 +916,28 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) stop_glerror(); - if (to_texture) - { - gGL.setColorMask(true, true); - - if (LLPipeline::sRenderDeferred) - { - gPipeline.mDeferredScreen.bindTarget(); - glClearColor(1,0,1,1); - gPipeline.mDeferredScreen.clear(); - } - else - { - gPipeline.mScreen.bindTarget(); - if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders()) - { - const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor(); - glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f); - } - gPipeline.mScreen.clear(); - } - - gGL.setColorMask(true, false); - } - - LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom"); + gGL.setColorMask(true, true); + + if (LLPipeline::sRenderDeferred) + { + gPipeline.mDeferredScreen.bindTarget(); + glClearColor(1, 0, 1, 1); + gPipeline.mDeferredScreen.clear(); + } + else + { + gPipeline.mScreen.bindTarget(); + if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders()) + { + const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor(); + glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f); + } + gPipeline.mScreen.clear(); + } + + gGL.setColorMask(true, false); + + LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom"); if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot()) && !gRestoreGL) @@ -1005,38 +999,20 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) } } - LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush"); - - if (to_texture) - { - if (LLPipeline::sRenderDeferred) - { - gPipeline.mDeferredScreen.flush(); - if(LLRenderTarget::sUseFBO) - { - LLRenderTarget::copyContentsToFramebuffer(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), - gPipeline.mDeferredScreen.getHeight(), 0, 0, - gPipeline.mDeferredScreen.getWidth(), - gPipeline.mDeferredScreen.getHeight(), - GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - } - } - else - { - gPipeline.mScreen.flush(); - if(LLRenderTarget::sUseFBO) - { - LLRenderTarget::copyContentsToFramebuffer(gPipeline.mScreen, 0, 0, gPipeline.mScreen.getWidth(), - gPipeline.mScreen.getHeight(), 0, 0, - gPipeline.mScreen.getWidth(), - gPipeline.mScreen.getHeight(), - GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - } - } - } + LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush"); - if (LLPipeline::sRenderDeferred) - { + LLRenderTarget &rt = (gPipeline.sRenderDeferred ? gPipeline.mDeferredScreen : gPipeline.mScreen); + rt.flush(); + + if (rt.sUseFBO) + { + LLRenderTarget::copyContentsToFramebuffer(rt, 0, 0, rt.getWidth(), rt.getHeight(), 0, 0, rt.getWidth(), + rt.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, + GL_NEAREST); + } + + if (LLPipeline::sRenderDeferred) + { gPipeline.renderDeferredLighting(&gPipeline.mScreen); } @@ -1300,19 +1276,12 @@ void render_ui(F32 zoom_factor, int subfield) gGL.popMatrix(); } - { - BOOL to_texture = gPipeline.canUseVertexShaders() && - LLPipeline::sRenderGlow; + // Finalize scene + gPipeline.renderFinalize(); - if (to_texture) - { - gPipeline.renderBloom(gSnapshot, zoom_factor, subfield); - } - - LL_RECORD_BLOCK_TIME(FTM_RENDER_HUD); - render_hud_elements(); - render_hud_attachments(); - } + LL_RECORD_BLOCK_TIME(FTM_RENDER_HUD); + render_hud_elements(); + render_hud_attachments(); LLGLSDefault gls_default; LLGLSUIDefault gls_ui; diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp index b6c7be2ed3..e6bd20b58f 100644 --- a/indra/newview/llviewermenu.cpp +++ b/indra/newview/llviewermenu.cpp @@ -740,6 +740,10 @@ U32 render_type_from_string(std::string render_type) { return LLPipeline::RENDER_TYPE_AVATAR; } + else if ("controlAV" == render_type) // Animesh + { + return LLPipeline::RENDER_TYPE_CONTROL_AV; + } else if ("surfacePatch" == render_type) { return LLPipeline::RENDER_TYPE_TERRAIN; diff --git a/indra/newview/llviewermessage.cpp b/indra/newview/llviewermessage.cpp index 06a8ebbe89..ea9dba3c4e 100644 --- a/indra/newview/llviewermessage.cpp +++ b/indra/newview/llviewermessage.cpp @@ -2220,8 +2220,12 @@ protected: } }; +static LLTrace::BlockTimerStatHandle FTM_PROCESS_IMPROVED_IM("Process IM"); + void process_improved_im(LLMessageSystem *msg, void **user_data) { + LL_RECORD_BLOCK_TIME(FTM_PROCESS_IMPROVED_IM); + LLUUID from_id; BOOL from_group; LLUUID to_id; diff --git a/indra/newview/llviewerobject.cpp b/indra/newview/llviewerobject.cpp index 9c91cde09a..aa775b2bab 100644 --- a/indra/newview/llviewerobject.cpp +++ b/indra/newview/llviewerobject.cpp @@ -284,6 +284,7 @@ LLViewerObject::LLViewerObject(const LLUUID &id, const LLPCode pcode, LLViewerRe mOnActiveList(FALSE), mOnMap(FALSE), mStatic(FALSE), + mSeatCount(0), mNumFaces(0), mRotTime(0.f), mAngularVelocityRot(), @@ -895,7 +896,12 @@ void LLViewerObject::addChild(LLViewerObject *childp) if(childp->setParent(this)) { mChildList.push_back(childp); - childp->afterReparent(); + childp->afterReparent(); + + if (childp->isAvatar()) + { + mSeatCount++; + } } } @@ -924,6 +930,11 @@ void LLViewerObject::removeChild(LLViewerObject *childp) { childp->setParent(NULL); } + + if (childp->isAvatar()) + { + mSeatCount--; + } break; } } @@ -981,21 +992,10 @@ BOOL LLViewerObject::isChild(LLViewerObject *childp) const return FALSE; } - // returns TRUE if at least one avatar is sitting on this object BOOL LLViewerObject::isSeat() const { - for (child_list_t::const_iterator iter = mChildList.begin(); - iter != mChildList.end(); iter++) - { - LLViewerObject* child = *iter; - if (child->isAvatar()) - { - return TRUE; - } - } - return FALSE; - + return mSeatCount > 0; } BOOL LLViewerObject::setDrawableParent(LLDrawable* parentp) diff --git a/indra/newview/llviewerobject.h b/indra/newview/llviewerobject.h index 03c5403a1e..12a9b47307 100644 --- a/indra/newview/llviewerobject.h +++ b/indra/newview/llviewerobject.h @@ -832,6 +832,7 @@ protected: BOOL mOnActiveList; BOOL mOnMap; // On the map. BOOL mStatic; // Object doesn't move. + S32 mSeatCount; S32 mNumFaces; F32 mRotTime; // Amount (in seconds) that object has rotated according to angular velocity (llSetTargetOmega) diff --git a/indra/newview/llviewerregion.cpp b/indra/newview/llviewerregion.cpp index e67826454b..896896d7b9 100644 --- a/indra/newview/llviewerregion.cpp +++ b/indra/newview/llviewerregion.cpp @@ -102,6 +102,7 @@ const U32 DEFAULT_MAX_REGION_WIDE_PRIM_COUNT = 15000; BOOL LLViewerRegion::sVOCacheCullingEnabled = FALSE; S32 LLViewerRegion::sLastCameraUpdated = 0; S32 LLViewerRegion::sNewObjectCreationThrottle = -1; +LLViewerRegion::vocache_entry_map_t LLViewerRegion::sRegionCacheCleanup; typedef std::map<std::string, std::string> CapabilityMap; @@ -609,6 +610,8 @@ LLViewerRegion::LLViewerRegion(const U64 &handle, mImpl->mObjectPartition.push_back(new LLGrassPartition(this)); //PARTITION_GRASS mImpl->mObjectPartition.push_back(new LLVolumePartition(this)); //PARTITION_VOLUME mImpl->mObjectPartition.push_back(new LLBridgePartition(this)); //PARTITION_BRIDGE + mImpl->mObjectPartition.push_back(new LLAvatarPartition(this)); //PARTITION_AVATAR + mImpl->mObjectPartition.push_back(new LLControlAVPartition(this)); //PARTITION_CONTROL_AV mImpl->mObjectPartition.push_back(new LLHUDParticlePartition(this));//PARTITION_HUD_PARTICLE mImpl->mObjectPartition.push_back(new LLVOCachePartition(this)); //PARTITION_VO_CACHE mImpl->mObjectPartition.push_back(NULL); //PARTITION_NONE @@ -633,6 +636,9 @@ void LLViewerRegion::initStats() mAlive = false; // can become false if circuit disconnects } +static LLTrace::BlockTimerStatHandle FTM_CLEANUP_REGION_OBJECTS("Cleanup Region Objects"); +static LLTrace::BlockTimerStatHandle FTM_SAVE_REGION_CACHE("Save Region Cache"); + LLViewerRegion::~LLViewerRegion() { mDead = TRUE; @@ -647,7 +653,10 @@ LLViewerRegion::~LLViewerRegion() disconnectAllNeighbors(); LLViewerPartSim::getInstance()->cleanupRegion(this); - gObjectList.killObjects(this); + { + LL_RECORD_BLOCK_TIME(FTM_CLEANUP_REGION_OBJECTS); + gObjectList.killObjects(this); + } delete mImpl->mCompositionp; delete mParcelOverlay; @@ -658,7 +667,10 @@ LLViewerRegion::~LLViewerRegion() #endif std::for_each(mImpl->mObjectPartition.begin(), mImpl->mObjectPartition.end(), DeletePointer()); - saveObjectCache(); + { + LL_RECORD_BLOCK_TIME(FTM_SAVE_REGION_CACHE); + saveObjectCache(); + } delete mImpl; mImpl = NULL; @@ -727,6 +739,8 @@ void LLViewerRegion::saveObjectCache() mCacheDirty = FALSE; } + // Map of LLVOCacheEntry takes time to release, store map for cleanup on idle + sRegionCacheCleanup.insert(mImpl->mCacheMap.begin(), mImpl->mCacheMap.end()); mImpl->mCacheMap.clear(); } @@ -1488,6 +1502,16 @@ void LLViewerRegion::idleUpdate(F32 max_update_time) return; } +// static +void LLViewerRegion::idleCleanup(F32 max_update_time) +{ + LLTimer update_timer; + while (!sRegionCacheCleanup.empty() && (max_update_time - update_timer.getElapsedTimeF32() > 0)) + { + sRegionCacheCleanup.erase(sRegionCacheCleanup.begin()); + } +} + //update the throttling number for new object creation void LLViewerRegion::calcNewObjectCreationThrottle() { diff --git a/indra/newview/llviewerregion.h b/indra/newview/llviewerregion.h index 1b226ac2c6..477aabb971 100644 --- a/indra/newview/llviewerregion.h +++ b/indra/newview/llviewerregion.h @@ -86,6 +86,8 @@ public: PARTITION_GRASS, PARTITION_VOLUME, PARTITION_BRIDGE, + PARTITION_AVATAR, + PARTITION_CONTROL_AV, // Animesh PARTITION_HUD_PARTICLE, PARTITION_VO_CACHE, PARTITION_NONE, @@ -230,6 +232,9 @@ public: F32 getWidth() const { return mWidth; } + // regions are expensive to release, this function gradually releases cache from memory + static void idleCleanup(F32 max_update_time); + void idleUpdate(F32 max_update_time); void lightIdleUpdate(); bool addVisibleGroup(LLViewerOctreeGroup* group); @@ -548,6 +553,9 @@ private: LLSD mSimulatorFeatures; + typedef std::map<U32, LLPointer<LLVOCacheEntry> > vocache_entry_map_t; + static vocache_entry_map_t sRegionCacheCleanup; + // the materials capability throttle LLFrameTimer mMaterialsCapThrottleTimer; LLFrameTimer mRenderInfoRequestTimer; diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index d567623ac0..12d62bc99f 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -2414,6 +2414,7 @@ S32 LLVOAvatar::setTETexture(const U8 te, const LLUUID& uuid) } static LLTrace::BlockTimerStatHandle FTM_AVATAR_UPDATE("Avatar Update"); +static LLTrace::BlockTimerStatHandle FTM_AVATAR_UPDATE_COMPLEXITY("Avatar Update Complexity"); static LLTrace::BlockTimerStatHandle FTM_JOINT_UPDATE("Update Joints"); //------------------------------------------------------------------------ @@ -2456,14 +2457,13 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time) return; } - if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_AVATAR)) + if (!(gPipeline.hasRenderType(mIsControlAvatar ? LLPipeline::RENDER_TYPE_CONTROL_AV : LLPipeline::RENDER_TYPE_AVATAR)) && !(gSavedSettings.getBOOL("DisableAllRenderTypes")) && !isSelf()) { return; } // Update should be happening max once per frame. - const S32 upd_freq = 4; // force update every upd_freq frames. if ((mLastAnimExtents[0]==LLVector3())|| (mLastAnimExtents[1])==LLVector3()) { @@ -2471,6 +2471,7 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time) } else { + const S32 upd_freq = 4; // force update every upd_freq frames. mNeedsExtentUpdate = ((LLDrawable::getCurrentFrame()+mID.mData[0])%upd_freq==0); } @@ -2555,7 +2556,40 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time) } idleUpdateNameTag( mLastRootPos ); - idleUpdateRenderComplexity(); + + // Complexity has stale mechanics, but updates still can be very rapid + // so spread avatar complexity calculations over frames to lesen load from + // rapid updates and to make sure all avatars are not calculated at once. + S32 compl_upd_freq = 20; + if (isControlAvatar()) + { + // animeshes do not (or won't) have impostors nor change outfis, + // no need for high frequency + compl_upd_freq = 100; + } + else if (mLastRezzedStatus <= 0) //cloud or init + { + compl_upd_freq = 60; + } + else if (isSelf()) + { + compl_upd_freq = 5; + } + else if (mLastRezzedStatus == 1) //'grey', not fully loaded + { + compl_upd_freq = 40; + } + else if (isInMuteList()) //cheap, buffers value from search + { + compl_upd_freq = 100; + } + + if ((LLFrameTimer::getFrameCount() + mID.mData[0]) % compl_upd_freq == 0) + { + LL_RECORD_BLOCK_TIME(FTM_AVATAR_UPDATE_COMPLEXITY); + idleUpdateRenderComplexity(); + } + idleUpdateDebugInfo(); } void LLVOAvatar::idleUpdateVoiceVisualizer(bool voice_enabled) @@ -2866,7 +2900,10 @@ F32 LLVOAvatar::calcMorphAmount() void LLVOAvatar::idleUpdateLipSync(bool voice_enabled) { // Use the Lipsync_Ooh and Lipsync_Aah morphs for lip sync - if ( voice_enabled && (LLVoiceClient::getInstance()->lipSyncEnabled()) && LLVoiceClient::getInstance()->getIsSpeaking( mID ) ) + if ( voice_enabled + && mLastRezzedStatus > 0 // no point updating lip-sync for clouds + && (LLVoiceClient::getInstance()->lipSyncEnabled()) + && LLVoiceClient::getInstance()->getIsSpeaking( mID ) ) { F32 ooh_morph_amount = 0.0f; F32 aah_morph_amount = 0.0f; @@ -3900,6 +3937,11 @@ void LLVOAvatar::computeUpdatePeriod() { //background avatars are REALLY slow updating impostors mUpdatePeriod = 16; } + else if (mLastRezzedStatus <= 0) + { + // Don't update cloud avatars too often + mUpdatePeriod = 8; + } else if ( shouldImpostor(3) ) { //back 25% of max visible avatars are slow updating impostors mUpdatePeriod = 8; @@ -4286,15 +4328,15 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) // Set mUpdatePeriod and visible based on distance and other criteria. //-------------------------------------------------------------------- computeUpdatePeriod(); - visible = (LLDrawable::getCurrentFrame()+mID.mData[0])%mUpdatePeriod == 0 ? TRUE : FALSE; + bool needs_update = (LLDrawable::getCurrentFrame()+mID.mData[0])%mUpdatePeriod == 0 ? TRUE : FALSE; //-------------------------------------------------------------------- - // Early out if not visible and not self + // Early out if does not need update and not self // don't early out for your own avatar, as we rely on your animations playing reliably // for example, the "turn around" animation when entering customize avatar needs to trigger // even when your avatar is offscreen //-------------------------------------------------------------------- - if (!visible && !isSelf()) + if (!needs_update && !isSelf()) { updateMotions(LLCharacter::HIDDEN_UPDATE); return FALSE; @@ -4343,12 +4385,17 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) mSpeed = speed; // update animations - if (mSpecialRenderMode == 1) // Animation Preview + if (!visible) + { + updateMotions(LLCharacter::HIDDEN_UPDATE); + } + else if (mSpecialRenderMode == 1) // Animation Preview { updateMotions(LLCharacter::FORCE_UPDATE); } else { + // Might be better to do HIDDEN_UPDATE if cloud updateMotions(LLCharacter::NORMAL_UPDATE); } @@ -4376,10 +4423,13 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) // Update child joints as needed. mRoot->updateWorldMatrixChildren(); - // System avatar mesh vertices need to be reskinned. - mNeedsSkin = TRUE; + if (visible) + { + // System avatar mesh vertices need to be reskinned. + mNeedsSkin = TRUE; + } - return TRUE; + return visible; } //----------------------------------------------------------------------------- @@ -6834,13 +6884,13 @@ LLDrawable *LLVOAvatar::createDrawable(LLPipeline *pipeline) pipeline->allocDrawable(this); mDrawable->setLit(FALSE); - LLDrawPoolAvatar *poolp = (LLDrawPoolAvatar*) gPipeline.getPool(LLDrawPool::POOL_AVATAR); + LLDrawPoolAvatar *poolp = (LLDrawPoolAvatar*)gPipeline.getPool(mIsControlAvatar ? LLDrawPool::POOL_CONTROL_AV : LLDrawPool::POOL_AVATAR); // Only a single face (one per avatar) //this face will be splitted into several if its vertex buffer is too long. mDrawable->setState(LLDrawable::ACTIVE); mDrawable->addFace(poolp, NULL); - mDrawable->setRenderType(LLPipeline::RENDER_TYPE_AVATAR); + mDrawable->setRenderType(mIsControlAvatar ? LLPipeline::RENDER_TYPE_CONTROL_AV : LLPipeline::RENDER_TYPE_AVATAR); mNumInitFaces = mDrawable->getNumFaces() ; @@ -6865,7 +6915,7 @@ static LLTrace::BlockTimerStatHandle FTM_UPDATE_AVATAR("Update Avatar"); BOOL LLVOAvatar::updateGeometry(LLDrawable *drawable) { LL_RECORD_BLOCK_TIME(FTM_UPDATE_AVATAR); - if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_AVATAR))) + if (!(gPipeline.hasRenderType(mIsControlAvatar ? LLPipeline::RENDER_TYPE_CONTROL_AV : LLPipeline::RENDER_TYPE_AVATAR))) { return TRUE; } @@ -10021,7 +10071,7 @@ void LLVOAvatar::onActiveOverrideMeshesChanged() U32 LLVOAvatar::getPartitionType() const { // Avatars merely exist as drawables in the bridge partition - return LLViewerRegion::PARTITION_BRIDGE; + return mIsControlAvatar ? LLViewerRegion::PARTITION_CONTROL_AV : LLViewerRegion::PARTITION_AVATAR; } //static @@ -10142,7 +10192,10 @@ void LLVOAvatar::idleUpdateRenderComplexity() // Render Complexity calculateUpdateRenderComplexity(); // Update mVisualComplexity if needed +} +void LLVOAvatar::idleUpdateDebugInfo() +{ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_AVATAR_DRAW_INFO)) { std::string info_line; diff --git a/indra/newview/llvoavatar.h b/indra/newview/llvoavatar.h index ca6ac5c902..4e728ac959 100644 --- a/indra/newview/llvoavatar.h +++ b/indra/newview/llvoavatar.h @@ -286,6 +286,7 @@ public: static void invalidateNameTags(); void addNameTagLine(const std::string& line, const LLColor4& color, S32 style, const LLFontGL* font); void idleUpdateRenderComplexity(); + void idleUpdateDebugInfo(); void accountRenderComplexityForObject(const LLViewerObject *attached_object, const F32 max_attachment_complexity, LLVOVolume::texture_cost_t& textures, diff --git a/indra/newview/llvoavatarself.cpp b/indra/newview/llvoavatarself.cpp index 16b27fd144..aea12380e8 100644 --- a/indra/newview/llvoavatarself.cpp +++ b/indra/newview/llvoavatarself.cpp @@ -2667,11 +2667,6 @@ void LLVOAvatarSelf::onCustomizeStart(bool disable_camera_switch) { gAgentCamera.changeCameraToCustomizeAvatar(); } - -#if 0 - gAgentAvatarp->clearVisualParamWeights(); - gAgentAvatarp->idleUpdateAppearanceAnimation(); -#endif gAgentAvatarp->invalidateAll(); // mark all bakes as dirty, request updates gAgentAvatarp->updateMeshTextures(); // make sure correct textures are applied to the avatar mesh. diff --git a/indra/newview/llvocache.cpp b/indra/newview/llvocache.cpp index 07660ca6ac..689eeee0e3 100644 --- a/indra/newview/llvocache.cpp +++ b/indra/newview/llvocache.cpp @@ -347,36 +347,24 @@ void LLVOCacheEntry::dump() const BOOL LLVOCacheEntry::writeToFile(LLAPRFile* apr_file) const { - BOOL success; - success = check_write(apr_file, (void*)&mLocalID, sizeof(U32)); - if(success) - { - success = check_write(apr_file, (void*)&mCRC, sizeof(U32)); - } - if(success) - { - success = check_write(apr_file, (void*)&mHitCount, sizeof(S32)); - } - if(success) - { - success = check_write(apr_file, (void*)&mDupeCount, sizeof(S32)); - } - if(success) - { - success = check_write(apr_file, (void*)&mCRCChangeCount, sizeof(S32)); - } - if(success) - { - S32 size = mDP.getBufferSize(); - success = check_write(apr_file, (void*)&size, sizeof(S32)); - - if(success) - { - success = check_write(apr_file, (void*)mBuffer, size); - } - } - - return success ; + static const S32 data_buffer_size = 6 * sizeof(S32); + static U8 data_buffer[data_buffer_size]; + S32 size = mDP.getBufferSize(); + + memcpy(data_buffer, &mLocalID, sizeof(U32)); + memcpy(data_buffer + sizeof(U32), &mCRC, sizeof(U32)); + memcpy(data_buffer + (2 * sizeof(U32)), &mHitCount, sizeof(S32)); + memcpy(data_buffer + (3 * sizeof(U32)), &mDupeCount, sizeof(S32)); + memcpy(data_buffer + (4 * sizeof(U32)), &mCRCChangeCount, sizeof(S32)); + memcpy(data_buffer + (5 * sizeof(U32)), &size, sizeof(S32)); + + BOOL success = check_write(apr_file, (void*)data_buffer, data_buffer_size); + if (success) + { + success = check_write(apr_file, (void*)mBuffer, size); + } + + return success; } //static @@ -1537,7 +1525,8 @@ void LLVOCache::writeToCache(U64 handle, const LLUUID& id, const LLVOCacheEntry: { S32 num_entries = cache_entry_map.size() ; success = check_write(&apr_file, &num_entries, sizeof(S32)); - + + // This can have a lot of entries, so might be better to dump them into buffer first and write in one go. for (LLVOCacheEntry::vocache_entry_map_t::const_iterator iter = cache_entry_map.begin(); success && iter != cache_entry_map.end(); ++iter) { if(!removal_enabled || iter->second->isValid()) diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 98eb2d3cdc..808f9235fc 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4892,6 +4892,14 @@ U32 LLVOVolume::getPartitionType() const { return LLViewerRegion::PARTITION_HUD; } + if (isAnimatedObject() && getControlAvatar()) + { + return LLViewerRegion::PARTITION_CONTROL_AV; + } + if (isAttachment()) + { + return LLViewerRegion::PARTITION_AVATAR; + } return LLViewerRegion::PARTITION_VOLUME; } @@ -4922,6 +4930,20 @@ LLVolumeGeometryManager() mSlopRatio = 0.25f; } +LLAvatarBridge::LLAvatarBridge(LLDrawable* drawablep, LLViewerRegion* regionp) + : LLVolumeBridge(drawablep, regionp) +{ + mDrawableType = LLPipeline::RENDER_TYPE_AVATAR; + mPartitionType = LLViewerRegion::PARTITION_AVATAR; +} + +LLControlAVBridge::LLControlAVBridge(LLDrawable* drawablep, LLViewerRegion* regionp) + : LLVolumeBridge(drawablep, regionp) +{ + mDrawableType = LLPipeline::RENDER_TYPE_CONTROL_AV; + mPartitionType = LLViewerRegion::PARTITION_CONTROL_AV; +} + bool can_batch_texture(LLFace* facep) { if (facep->getTextureEntry()->getBumpmap()) @@ -5266,7 +5288,8 @@ static LLDrawPoolAvatar* get_avatar_drawpool(LLViewerObject* vobj) LLDrawPool* drawpool = face->getPool(); if (drawpool) { - if (drawpool->getType() == LLDrawPool::POOL_AVATAR) + if (drawpool->getType() == LLDrawPool::POOL_AVATAR + || drawpool->getType() == LLDrawPool::POOL_CONTROL_AV) { return (LLDrawPoolAvatar*) drawpool; } @@ -5545,7 +5568,8 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) //remove face from old pool if it exists LLDrawPool* old_pool = facep->getPool(); - if (old_pool && old_pool->getType() == LLDrawPool::POOL_AVATAR) + if (old_pool + && (old_pool->getType() == LLDrawPool::POOL_AVATAR || old_pool->getType() == LLDrawPool::POOL_CONTROL_AV)) { ((LLDrawPoolAvatar*) old_pool)->removeRiggedFace(facep); } diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp index 368a3f2335..d428cb1568 100644 --- a/indra/newview/llvowlsky.cpp +++ b/indra/newview/llvowlsky.cpp @@ -99,6 +99,9 @@ LLDrawable * LLVOWLSky::createDrawable(LLPipeline * pipeline) inline F32 LLVOWLSky::calcPhi(U32 i) { + // Calc: PI/8 * 1-((1-t^4)*(1-t^4)) { 0<t<1 } + // Demos: \pi/8*\left(1-((1-x^{4})*(1-x^{4}))\right)\ \left\{0<x\le1\right\} + // i should range from [0..SKY_STACKS] so t will range from [0.f .. 1.f] F32 t = float(i) / float(getNumStacks()); diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp index 8989bae96a..a1a1db35d6 100644 --- a/indra/newview/llworld.cpp +++ b/indra/newview/llworld.cpp @@ -730,11 +730,20 @@ void LLWorld::updateRegions(F32 max_update_time) { //perform some necessary but very light updates. (*iter)->lightIdleUpdate(); - } + } + } + + if(max_time > 0.f) + { + max_time = llmin((F32)(max_update_time - update_timer.getElapsedTimeF32()), max_update_time * 0.25f); + } + if(max_time > 0.f) + { + LLViewerRegion::idleCleanup(max_time); } sample(sNumActiveCachedObjects, mNumOfActiveCachedObjects); - } +} void LLWorld::clearAllVisibleObjects() { @@ -1208,11 +1217,14 @@ public: } }; +static LLTrace::BlockTimerStatHandle FTM_DISABLE_REGION("Disable Region"); // disable the circuit to this simulator // Called in response to "DisableSimulator" message. void process_disable_simulator(LLMessageSystem *mesgsys, void **user_data) -{ - LLHost host = mesgsys->getSender(); +{ + LL_RECORD_BLOCK_TIME(FTM_DISABLE_REGION); + + LLHost host = mesgsys->getSender(); //LL_INFOS() << "Disabling simulator with message from " << host << LL_ENDL; LLWorld::getInstance()->removeRegion(host); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 01438bfb9f..456b98b1e8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1049,25 +1049,19 @@ void LLPipeline::updateRenderBump() sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); } -//static +// static void LLPipeline::updateRenderDeferred() { - bool deferred = (bool(RenderDeferred && - LLRenderTarget::sUseFBO && - LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && - LLPipeline::sRenderBump && - RenderAvatarVP && - WindLightUseAtmosShaders)) && - !gUseWireframe; - - sRenderDeferred = deferred; - if (deferred) - { //must render glow when rendering deferred since post effect pass is needed to present any lighting at all - sRenderGlow = true; - } + sRenderDeferred = !gUseWireframe && + RenderDeferred && + LLRenderTarget::sUseFBO && + LLPipeline::sRenderBump && + RenderAvatarVP && + WindLightUseAtmosShaders && + (bool) LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred"); } -//static +// static void LLPipeline::refreshCachedSettings() { LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred"); @@ -1259,24 +1253,20 @@ void LLPipeline::createGLBuffers() GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); - - if (LLPipeline::sRenderGlow) - { //screen space glow buffers - const U32 glow_res = llmax(1, - llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); - for (U32 i = 0; i < 3; i++) - { - mGlow[i].allocate(512,glow_res,GL_RGBA,FALSE,FALSE); - } + // allocate screen space glow buffers + const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); + for (U32 i = 0; i < 3; i++) + { + mGlow[i].allocate(512, glow_res, GL_RGBA, FALSE, FALSE); + } - allocateScreenBuffer(resX,resY); - mScreenWidth = 0; - mScreenHeight = 0; - } - - if (sRenderDeferred) - { + allocateScreenBuffer(resX, resY); + mScreenWidth = 0; + mScreenHeight = 0; + + if (sRenderDeferred) + { if (!mNoiseMap) { const U32 noiseRes = 128; @@ -1609,6 +1599,7 @@ LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0) break; case LLDrawPool::POOL_AVATAR: + case LLDrawPool::POOL_CONTROL_AV: break; // Do nothing case LLDrawPool::POOL_SKY: @@ -1995,7 +1986,7 @@ void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list) drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED); if (done) { - if (drawablep->isRoot()) + if (drawablep->isRoot() && !drawablep->isState(LLDrawable::ACTIVE)) { drawablep->makeStatic(); } @@ -3362,6 +3353,7 @@ static LLTrace::BlockTimerStatHandle FTM_RESET_DRAWORDER("Reset Draw Order"); void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) { if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, LLPipeline::RENDER_TYPE_GROUND, LLPipeline::RENDER_TYPE_TERRAIN, LLPipeline::RENDER_TYPE_TREE, @@ -5774,6 +5766,7 @@ void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp ) break; case LLDrawPool::POOL_AVATAR: + case LLDrawPool::POOL_CONTROL_AV: break; // Do nothing case LLDrawPool::POOL_SKY: @@ -5922,6 +5915,7 @@ void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp ) break; case LLDrawPool::POOL_AVATAR: + case LLDrawPool::POOL_CONTROL_AV: break; // Do nothing case LLDrawPool::POOL_SKY: @@ -6441,13 +6435,6 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) F32 x = 3.f; float linatten = x / (light_radius); // % of brightness at radius - if (LLPipeline::sRenderDeferred) - { - /*light_color.mV[0] = powf(light_color.mV[0], 2.2f); - light_color.mV[1] = powf(light_color.mV[1], 2.2f); - light_color.mV[2] = powf(light_color.mV[2], 2.2f);*/ - } - mHWLightColors[2] = light_color; LLLightState* light = gGL.getLight(2); @@ -7151,7 +7138,8 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++) { if ((j == LLViewerRegion::PARTITION_VOLUME) || - (j == LLViewerRegion::PARTITION_BRIDGE) || + (j == LLViewerRegion::PARTITION_BRIDGE) || + (j == LLViewerRegion::PARTITION_CONTROL_AV) || (j == LLViewerRegion::PARTITION_TERRAIN) || (j == LLViewerRegion::PARTITION_TREE) || (j == LLViewerRegion::PARTITION_GRASS)) // only check these partitions for now @@ -7213,7 +7201,7 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, { LLViewerRegion* region = *iter; - LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE); + LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_AVATAR); if (part && hasRenderType(part->mDrawableType)) { LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, face_hit, &position, tex_coord, normal, tangent); @@ -7539,641 +7527,633 @@ void LLPipeline::bindScreenToTexture() static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom"); -void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) +void LLPipeline::renderFinalize() { - if (!(gPipeline.canUseVertexShaders() && - sRenderGlow)) - { - return; - } + LLVertexBuffer::unbind(); + LLGLState::checkStates(); + LLGLState::checkTextureChannels(); - LLVertexBuffer::unbind(); - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); + assertInitialized(); - assertInitialized(); + if (gUseWireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } - if (gUseWireframe) - { - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - } + LLVector2 tc1(0, 0); + LLVector2 tc2((F32) mScreen.getWidth() * 2, (F32) mScreen.getHeight() * 2); - LLVector2 tc1(0,0); - LLVector2 tc2((F32) mScreen.getWidth()*2, - (F32) mScreen.getHeight()*2); + LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); + gGL.color4f(1, 1, 1, 1); + LLGLDepthTest depth(GL_FALSE); + LLGLDisable blend(GL_BLEND); + LLGLDisable cull(GL_CULL_FACE); - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); - gGL.color4f(1,1,1,1); - LLGLDepthTest depth(GL_FALSE); - LLGLDisable blend(GL_BLEND); - LLGLDisable cull(GL_CULL_FACE); - - enableLightsFullbright(); + enableLightsFullbright(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + gGL.loadIdentity(); - LLGLDisable test(GL_ALPHA_TEST); + LLGLDisable test(GL_ALPHA_TEST); - gGL.setColorMask(true, true); - glClearColor(0,0,0,0); - - { - { - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); - mGlow[2].bindTarget(); - mGlow[2].clear(); - } - - gGlowExtractProgram.bind(); - F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f); - F32 maxAlpha = RenderGlowMaxExtractAlpha; - F32 warmthAmount = RenderGlowWarmthAmount; - LLVector3 lumWeights = RenderGlowLumWeights; - LLVector3 warmthWeights = RenderGlowWarmthWeights; - - - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum); - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); - gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]); - gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]); - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); - LLGLEnable blend_on(GL_BLEND); - LLGLEnable test(GL_ALPHA_TEST); - - gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); - - mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT); - - gGL.color4f(1,1,1,1); - gPipeline.enableLightsFullbright(); - 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(0)->unbind(mScreen.getUsage()); + gGL.setColorMask(true, true); + glClearColor(0, 0, 0, 0); - mGlow[2].flush(); - } + if (sRenderGlow) + { + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); + mGlow[2].bindTarget(); + mGlow[2].clear(); + } - tc1.setVec(0,0); - tc2.setVec(2,2); + gGlowExtractProgram.bind(); + F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f); + F32 maxAlpha = RenderGlowMaxExtractAlpha; + F32 warmthAmount = RenderGlowWarmthAmount; + LLVector3 lumWeights = RenderGlowLumWeights; + LLVector3 warmthWeights = RenderGlowWarmthWeights; + + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], + lumWeights.mV[2]); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], + warmthWeights.mV[2]); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); + + { + LLGLEnable blend_on(GL_BLEND); + LLGLEnable test(GL_ALPHA_TEST); - // power of two between 1 and 1024 - U32 glowResPow = RenderGlowResolutionPow; - const U32 glow_res = llmax(1, - llmin(1024, 1 << glowResPow)); + gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); - S32 kernel = RenderGlowIterations*2; - F32 delta = RenderGlowWidth / glow_res; - // Use half the glow width if we have the res set to less than 9 so that it looks - // almost the same in either case. - if (glowResPow < 9) - { - delta *= 0.5f; - } - F32 strength = RenderGlowStrength; + mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT); - gGlowProgram.bind(); - gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); + gGL.color4f(1, 1, 1, 1); + gPipeline.enableLightsFullbright(); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - for (S32 i = 0; i < kernel; i++) - { - { - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); - mGlow[i%2].bindTarget(); - mGlow[i%2].clear(); - } - - if (i == 0) - { - gGL.getTexUnit(0)->bind(&mGlow[2]); - } - else - { - gGL.getTexUnit(0)->bind(&mGlow[(i-1)%2]); - } + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - if (i%2 == 0) - { - gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); - } - else - { - gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); - } + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - 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(); - - mGlow[i%2].flush(); - } + gGL.end(); - gGlowProgram.unbind(); + gGL.getTexUnit(0)->unbind(mScreen.getUsage()); - /*if (LLRenderTarget::sUseFBO) - { - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - }*/ + mGlow[2].flush(); - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + tc1.setVec(0, 0); + tc2.setVec(2, 2); + } - tc2.setVec((F32) mScreen.getWidth(), - (F32) mScreen.getHeight()); + // power of two between 1 and 1024 + U32 glowResPow = RenderGlowResolutionPow; + const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); - gGL.flush(); - - LLVertexBuffer::unbind(); + S32 kernel = RenderGlowIterations * 2; + F32 delta = RenderGlowWidth / glow_res; + // Use half the glow width if we have the res set to less than 9 so that it looks + // almost the same in either case. + if (glowResPow < 9) + { + delta *= 0.5f; + } + F32 strength = RenderGlowStrength; - if (LLPipeline::sRenderDeferred) - { + gGlowProgram.bind(); + gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); - bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() && - (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && - RenderDepthOfField; + for (S32 i = 0; i < kernel; i++) + { + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); + mGlow[i % 2].bindTarget(); + mGlow[i % 2].clear(); + } + if (i == 0) + { + gGL.getTexUnit(0)->bind(&mGlow[2]); + } + else + { + gGL.getTexUnit(0)->bind(&mGlow[(i - 1) % 2]); + } - bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete(); + if (i % 2 == 0) + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); + } + else + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); + } - gViewerWindow->setup3DViewport(); - - if (dof_enabled) - { - LLGLSLShader* shader = &gDeferredPostProgram; - LLGLDisable blend(GL_BLEND); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - //depth of field focal plane calculations - static F32 current_distance = 16.f; - static F32 start_distance = 16.f; - static F32 transition_time = 1.f; + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - LLVector3 focus_point; + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); - if (obj && obj->mDrawable && obj->isSelected()) - { //focus on selected media object - S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); - if (obj && obj->mDrawable) - { - LLFace* face = obj->mDrawable->getFace(face_idx); - if (face) - { - focus_point = face->getPositionAgent(); - } - } - } - - if (focus_point.isExactlyZero()) - { - if (LLViewerJoystick::getInstance()->getOverrideCamera()) - { //focus on point under cursor - focus_point.set(gDebugRaycastIntersection.getF32ptr()); - } - else if (gAgentCamera.cameraMouselook()) - { //focus on point under mouselook crosshairs - LLVector4a result; - result.clear(); + gGL.end(); - gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE, - NULL, - &result); + mGlow[i % 2].flush(); + } - focus_point.set(result.getF32ptr()); - } - else - { - //focus on alt-zoom target - LLViewerRegion* region = gAgent.getRegion(); - if (region) - { - focus_point = LLVector3(gAgentCamera.getFocusGlobal()-region->getOriginGlobal()); - } - } - } + gGlowProgram.unbind(); + } + else // !sRenderGlow, skip the glow ping-pong and just clear the result target + { + mGlow[1].bindTarget(); + mGlow[1].clear(); + mGlow[1].flush(); + } - LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); - F32 target_distance = 16.f; - if (!focus_point.isExactlyZero()) - { - target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye); - } + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - if (transition_time >= 1.f && - fabsf(current_distance-target_distance)/current_distance > 0.01f) - { //large shift happened, interpolate smoothly to new target distance - transition_time = 0.f; - start_distance = current_distance; - } - else if (transition_time < 1.f) - { //currently in a transition, continue interpolating - transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds.value(); - transition_time = llmin(transition_time, 1.f); + tc2.setVec((F32) mScreen.getWidth(), (F32) mScreen.getHeight()); - F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f; - current_distance = start_distance + (target_distance-start_distance)*t; - } - else - { //small or no change, just snap to target distance - current_distance = target_distance; - } + gGL.flush(); - //convert to mm - F32 subject_distance = current_distance*1000.f; - F32 fnumber = CameraFNumber; - F32 default_focal_length = CameraFocalLength; + LLVertexBuffer::unbind(); - F32 fov = LLViewerCamera::getInstance()->getView(); - - const F32 default_fov = CameraFieldOfView * F_PI/180.f; - - //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); - - F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f); + if (LLPipeline::sRenderDeferred) + { - F32 focal_length = dv/(2*tanf(fov/2.f)); - - //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); - - // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) - // where N = fnumber - // s2 = dot distance - // s1 = subject distance - // f = focal length - // + bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() && + (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && + RenderDepthOfField; - F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length)); - blur_constant /= 1000.f; //convert to meters for shader - F32 magnification = focal_length/(subject_distance-focal_length); + bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete(); - { //build diffuse+bloom+CoF - mDeferredLight.bindTarget(); - shader = &gDeferredCoFProgram; + gViewerWindow->setup3DViewport(); - bindDeferredShader(*shader); + if (dof_enabled) + { + LLGLSLShader *shader = &gDeferredPostProgram; + LLGLDisable blend(GL_BLEND); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + // depth of field focal plane calculations + static F32 current_distance = 16.f; + static F32 start_distance = 16.f; + static F32 transition_time = 1.f; - shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f); - shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); - shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); - shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); - shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + LLVector3 focus_point; - 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(); + LLViewerObject *obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); + if (obj && obj->mDrawable && obj->isSelected()) + { // focus on selected media object + S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); + if (obj && obj->mDrawable) + { + LLFace *face = obj->mDrawable->getFace(face_idx); + if (face) + { + focus_point = face->getPositionAgent(); + } + } + } - unbindDeferredShader(*shader); - mDeferredLight.flush(); - } + if (focus_point.isExactlyZero()) + { + if (LLViewerJoystick::getInstance()->getOverrideCamera()) + { // focus on point under cursor + focus_point.set(gDebugRaycastIntersection.getF32ptr()); + } + else if (gAgentCamera.cameraMouselook()) + { // focus on point under mouselook crosshairs + LLVector4a result; + result.clear(); - U32 dof_width = (U32) (mScreen.getWidth()*CameraDoFResScale); - U32 dof_height = (U32) (mScreen.getHeight()*CameraDoFResScale); - - { //perform DoF sampling at half-res (preserve alpha channel) - mScreen.bindTarget(); - glViewport(0,0, dof_width, dof_height); - gGL.setColorMask(true, false); + gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE, NULL, &result); - shader = &gDeferredPostProgram; - bindDeferredShader(*shader); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); - if (channel > -1) - { - mDeferredLight.bindTexture(0, channel); - } + focus_point.set(result.getF32ptr()); + } + else + { + // focus on alt-zoom target + LLViewerRegion *region = gAgent.getRegion(); + if (region) + { + focus_point = LLVector3(gAgentCamera.getFocusGlobal() - region->getOriginGlobal()); + } + } + } - shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - - 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(); + LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); + F32 target_distance = 16.f; + if (!focus_point.isExactlyZero()) + { + target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point - eye); + } - unbindDeferredShader(*shader); - mScreen.flush(); - gGL.setColorMask(true, true); - } - - { //combine result based on alpha - if (multisample) - { - mDeferredLight.bindTarget(); - glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); - } - else - { - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - } + if (transition_time >= 1.f && fabsf(current_distance - target_distance) / current_distance > 0.01f) + { // large shift happened, interpolate smoothly to new target distance + transition_time = 0.f; + start_distance = current_distance; + } + else if (transition_time < 1.f) + { // currently in a transition, continue interpolating + transition_time += 1.f / CameraFocusTransitionTime * gFrameIntervalSeconds.value(); + transition_time = llmin(transition_time, 1.f); - shader = &gDeferredDoFCombineProgram; - bindDeferredShader(*shader); - - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + F32 t = cosf(transition_time * F_PI + F_PI) * 0.5f + 0.5f; + current_distance = start_distance + (target_distance - start_distance) * t; + } + else + { // small or no change, just snap to target distance + current_distance = target_distance; + } - shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width-1); - shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height-1); + // convert to mm + F32 subject_distance = current_distance * 1000.f; + F32 fnumber = CameraFNumber; + F32 default_focal_length = CameraFocalLength; - 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(); + F32 fov = LLViewerCamera::getInstance()->getView(); - unbindDeferredShader(*shader); + const F32 default_fov = CameraFieldOfView * F_PI / 180.f; - if (multisample) - { - mDeferredLight.flush(); - } - } - } - else - { - if (multisample) - { - mDeferredLight.bindTarget(); - } - LLGLSLShader* shader = &gDeferredPostNoDoFProgram; - - bindDeferredShader(*shader); - - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + // F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); - 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(); + F32 dv = 2.f * default_focal_length * tanf(default_fov / 2.f); - unbindDeferredShader(*shader); + F32 focal_length = dv / (2 * tanf(fov / 2.f)); - if (multisample) - { - mDeferredLight.flush(); - } - } + // F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); - if (multisample) - { - //bake out texture2D with RGBL for FXAA shader - mFXAABuffer.bindTarget(); - - S32 width = mScreen.getWidth(); - S32 height = mScreen.getHeight(); - glViewport(0, 0, width, height); + // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) + // where N = fnumber + // s2 = dot distance + // s1 = subject distance + // f = focal length + // - LLGLSLShader* shader = &gGlowCombineFXAAProgram; + F32 blur_constant = focal_length * focal_length / (fnumber * (subject_distance - focal_length)); + blur_constant /= 1000.f; // convert to meters for shader + F32 magnification = focal_length / (subject_distance - focal_length); - shader->bind(); - shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); + { // build diffuse+bloom+CoF + mDeferredLight.bindTarget(); + shader = &gDeferredCoFProgram; - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); - if (channel > -1) - { - mDeferredLight.bindTexture(0, channel); - } - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.vertex2f(-1,-1); - gGL.vertex2f(-1,3); - gGL.vertex2f(3,-1); - gGL.end(); + bindDeferredShader(*shader); - gGL.flush(); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } - shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); - shader->unbind(); - - mFXAABuffer.flush(); + shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f); + shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); + shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle)); + shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - shader = &gFXAAProgram; - shader->bind(); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); - if (channel > -1) - { - mFXAABuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); - } - - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - - F32 scale_x = (F32) width/mFXAABuffer.getWidth(); - F32 scale_y = (F32) height/mFXAABuffer.getHeight(); - shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); - shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.vertex2f(-1,-1); - gGL.vertex2f(-1,3); - gGL.vertex2f(3,-1); - gGL.end(); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - gGL.flush(); - shader->unbind(); - } - } - else - { - U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; - LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0); - buff->allocateBuffer(3,0,TRUE); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - LLStrider<LLVector3> v; - LLStrider<LLVector2> uv1; - LLStrider<LLVector2> uv2; + gGL.end(); - buff->getVertexStrider(v); - buff->getTexCoord0Strider(uv1); - buff->getTexCoord1Strider(uv2); - - uv1[0] = LLVector2(0, 0); - uv1[1] = LLVector2(0, 2); - uv1[2] = LLVector2(2, 0); - - uv2[0] = LLVector2(0, 0); - uv2[1] = LLVector2(0, tc2.mV[1]*2.f); - uv2[2] = LLVector2(tc2.mV[0]*2.f, 0); - - v[0] = LLVector3(-1,-1,0); - v[1] = LLVector3(-1,3,0); - v[2] = LLVector3(3,-1,0); - - buff->flush(); + unbindDeferredShader(*shader); + mDeferredLight.flush(); + } - LLGLDisable blend(GL_BLEND); + U32 dof_width = (U32)(mScreen.getWidth() * CameraDoFResScale); + U32 dof_height = (U32)(mScreen.getHeight() * CameraDoFResScale); - if (LLGLSLShader::sNoFixedFunction) - { - gGlowCombineProgram.bind(); - } - else - { - //tex unit 0 - gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR); - //tex unit 1 - gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR); - } - - gGL.getTexUnit(0)->bind(&mGlow[1]); - gGL.getTexUnit(1)->bind(&mScreen); - - LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); - - buff->setBuffer(mask); - buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3); - - if (LLGLSLShader::sNoFixedFunction) - { - gGlowCombineProgram.unbind(); - } - else - { - gGL.getTexUnit(1)->disable(); - gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); + { // perform DoF sampling at half-res (preserve alpha channel) + mScreen.bindTarget(); + glViewport(0, 0, dof_width, dof_height); + gGL.setColorMask(true, false); - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); - } - - } + shader = &gDeferredPostProgram; + bindDeferredShader(*shader); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + if (channel > -1) + { + mDeferredLight.bindTexture(0, channel); + } - gGL.setSceneBlendType(LLRender::BT_ALPHA); + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) - { - if (LLGLSLShader::sNoFixedFunction) - { - gSplatTextureRectProgram.bind(); - } + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - gGL.setColorMask(true, false); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - LLVector2 tc1(0,0); - LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2, - (F32) gViewerWindow->getWorldViewHeightRaw()*2); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - LLGLEnable blend(GL_BLEND); - gGL.color4f(1,1,1,0.75f); + gGL.end(); - gGL.getTexUnit(0)->bind(&mPhysicsDisplay); + unbindDeferredShader(*shader); + mScreen.flush(); + gGL.setColorMask(true, true); + } - gGL.begin(LLRender::TRIANGLES); - 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.flush(); + { // combine result based on alpha + if (multisample) + { + mDeferredLight.bindTarget(); + glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); + } + else + { + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + } - if (LLGLSLShader::sNoFixedFunction) - { - gSplatTextureRectProgram.unbind(); - } - } + shader = &gDeferredDoFCombineProgram; + bindDeferredShader(*shader); - - if (LLRenderTarget::sUseFBO) - { //copy depth buffer from mScreen to framebuffer - LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), - 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - } - + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width - 1); + shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height - 1); - LLVertexBuffer::unbind(); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); + 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(); + + unbindDeferredShader(*shader); + + if (multisample) + { + mDeferredLight.flush(); + } + } + } + else + { + if (multisample) + { + mDeferredLight.bindTarget(); + } + LLGLSLShader *shader = &gDeferredPostNoDoFProgram; + + bindDeferredShader(*shader); + + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } + + 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(); + + unbindDeferredShader(*shader); + + if (multisample) + { + mDeferredLight.flush(); + } + } + + if (multisample) + { + // bake out texture2D with RGBL for FXAA shader + mFXAABuffer.bindTarget(); + + S32 width = mScreen.getWidth(); + S32 height = mScreen.getHeight(); + glViewport(0, 0, width, height); + + LLGLSLShader *shader = &gGlowCombineFXAAProgram; + + shader->bind(); + shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); + + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + if (channel > -1) + { + mDeferredLight.bindTexture(0, channel); + } + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1, -1); + gGL.vertex2f(-1, 3); + gGL.vertex2f(3, -1); + gGL.end(); + + gGL.flush(); + + shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + shader->unbind(); + + mFXAABuffer.flush(); + + shader = &gFXAAProgram; + shader->bind(); + + channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); + if (channel > -1) + { + mFXAABuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + } + + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + + F32 scale_x = (F32) width / mFXAABuffer.getWidth(); + F32 scale_y = (F32) height / mFXAABuffer.getHeight(); + shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); + shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y, + 0.5f / width * scale_x, 0.5f / height * scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f / width * scale_x, -2.f / height * scale_y, + 2.f / width * scale_x, 2.f / height * scale_y); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1, -1); + gGL.vertex2f(-1, 3); + gGL.vertex2f(3, -1); + gGL.end(); + + gGL.flush(); + shader->unbind(); + } + } + else // not deferred + { + U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; + LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0); + buff->allocateBuffer(3, 0, TRUE); + + LLStrider<LLVector3> v; + LLStrider<LLVector2> uv1; + LLStrider<LLVector2> uv2; + + buff->getVertexStrider(v); + buff->getTexCoord0Strider(uv1); + buff->getTexCoord1Strider(uv2); + + uv1[0] = LLVector2(0, 0); + uv1[1] = LLVector2(0, 2); + uv1[2] = LLVector2(2, 0); + uv2[0] = LLVector2(0, 0); + uv2[1] = LLVector2(0, tc2.mV[1] * 2.f); + uv2[2] = LLVector2(tc2.mV[0] * 2.f, 0); + + v[0] = LLVector3(-1, -1, 0); + v[1] = LLVector3(-1, 3, 0); + v[2] = LLVector3(3, -1, 0); + + buff->flush(); + + LLGLDisable blend(GL_BLEND); + + if (LLGLSLShader::sNoFixedFunction) + { + gGlowCombineProgram.bind(); + } + else + { + // tex unit 0 + gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR); + // tex unit 1 + gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, + LLTexUnit::TBS_PREV_COLOR); + } + + gGL.getTexUnit(0)->bind(&mGlow[1]); + gGL.getTexUnit(1)->bind(&mScreen); + + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); + + buff->setBuffer(mask); + buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3); + + if (LLGLSLShader::sNoFixedFunction) + { + gGlowCombineProgram.unbind(); + } + else + { + gGL.getTexUnit(1)->disable(); + gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); + + gGL.getTexUnit(0)->activate(); + gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + } + } + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + + if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) + { + if (LLGLSLShader::sNoFixedFunction) + { + gSplatTextureRectProgram.bind(); + } + + gGL.setColorMask(true, false); + + LLVector2 tc1(0, 0); + LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw() * 2, + (F32) gViewerWindow->getWorldViewHeightRaw() * 2); + + LLGLEnable blend(GL_BLEND); + gGL.color4f(1, 1, 1, 0.75f); + + gGL.getTexUnit(0)->bind(&mPhysicsDisplay); + + gGL.begin(LLRender::TRIANGLES); + 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.flush(); + + if (LLGLSLShader::sNoFixedFunction) + { + gSplatTextureRectProgram.unbind(); + } + } + + if (LLRenderTarget::sUseFBO) + { // copy depth buffer from mScreen to framebuffer + LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), 0, 0, + mScreen.getWidth(), mScreen.getHeight(), + GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + } + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + + LLVertexBuffer::unbind(); + + LLGLState::checkStates(); + LLGLState::checkTextureChannels(); } static LLTrace::BlockTimerStatHandle FTM_BIND_DEFERRED("Bind Deferred"); @@ -8453,292 +8433,301 @@ static LLTrace::BlockTimerStatHandle FTM_FULLSCREEN_LIGHTS("Fullscreen Lights"); static LLTrace::BlockTimerStatHandle FTM_PROJECTORS("Projectors"); static LLTrace::BlockTimerStatHandle FTM_POST("Post"); - -void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) +void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target) { - if (!sCull) - { - return; - } + if (!sCull) + { + return; + } - LLRenderTarget* deferred_target = &mDeferredScreen; - LLRenderTarget* deferred_depth_target = &mDeferredDepth; - LLRenderTarget* deferred_light_target = &mDeferredLight; + LLRenderTarget *deferred_target = &mDeferredScreen; + LLRenderTarget *deferred_depth_target = &mDeferredDepth; + LLRenderTarget *deferred_light_target = &mDeferredLight; - { - LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED); - LLViewerCamera* camera = LLViewerCamera::getInstance(); - { - LLGLDepthTest depth(GL_TRUE); - deferred_depth_target->copyContents(*deferred_target, 0, 0, deferred_target->getWidth(), deferred_target->getHeight(), - 0, 0, deferred_depth_target->getWidth(), deferred_depth_target->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); - } + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED); + LLViewerCamera *camera = LLViewerCamera::getInstance(); + { + LLGLDepthTest depth(GL_TRUE); + deferred_depth_target->copyContents(*deferred_target, + 0, + 0, + deferred_target->getWidth(), + deferred_target->getHeight(), + 0, + 0, + deferred_depth_target->getWidth(), + deferred_depth_target->getHeight(), + GL_DEPTH_BUFFER_BIT, + GL_NEAREST); + } - LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); - if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) - { - gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); - } + 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); + // 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(); + gGL.setColorMask(true, true); - LLGLEnable cull(GL_CULL_FACE); - LLGLEnable blend(GL_BLEND); + // draw a cube around every light + LLVertexBuffer::unbind(); + + LLGLEnable cull(GL_CULL_FACE); + LLGLEnable blend(GL_BLEND); glh::matrix4f mat = 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 mSun/MoonDir; + 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 mSun/MoonDir; glh::vec4f tc(mSunDir.mV); - mat.mult_matrix_vec(tc); - mTransformedSunDir.set(tc.v); + mat.mult_matrix_vec(tc); + mTransformedSunDir.set(tc.v); glh::vec4f tc_moon(mMoonDir.mV); mat.mult_matrix_vec(tc_moon); mTransformedMoonDir.set(tc_moon.v); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); - if (RenderDeferredSSAO || RenderShadowDetail > 0) - { + if (RenderDeferredSSAO || RenderShadowDetail > 0) + { deferred_light_target->bindTarget(); - { //paint shadow/SSAO light map (direct lighting lightmap) - LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW); + { // paint shadow/SSAO light map (direct lighting lightmap) + LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW); bindDeferredShader(gDeferredSunProgram, deferred_light_target); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - glClearColor(1,1,1,1); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + glClearColor(1, 1, 1, 1); deferred_light_target->clear(GL_COLOR_BUFFER_BIT); - glClearColor(0,0,0,0); + glClearColor(0, 0, 0, 0); glh::matrix4f inv_trans = 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]; - } - } + 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(sOffset, slice, offset); - gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_light_target->getWidth(), deferred_light_target->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); - } + gDeferredSunProgram.uniform3fv(sOffset, slice, offset); + gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, + deferred_light_target->getWidth(), + deferred_light_target->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); + } deferred_light_target->flush(); - } - - if (RenderDeferredSSAO) - { //soften direct lighting lightmap - LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW); - //blur lightmap + } + + if (RenderDeferredSSAO) + { // soften direct lighting lightmap + LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW); + // blur lightmap screen_target->bindTarget(); - glClearColor(1,1,1,1); + glClearColor(1, 1, 1, 1); screen_target->clear(GL_COLOR_BUFFER_BIT); - glClearColor(0,0,0,0); - - bindDeferredShader(gDeferredBlurLightProgram); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - LLVector3 go = RenderShadowGaussian; - const U32 kern_length = 4; - F32 blur_size = RenderShadowBlurSize; - F32 dist_factor = RenderShadowBlurDistFactor; + glClearColor(0, 0, 0, 0); - // sample symmetrically with the middle sample falling exactly on 0.0 - F32 x = 0.f; + bindDeferredShader(gDeferredBlurLightProgram); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + LLVector3 go = RenderShadowGaussian; + const U32 kern_length = 4; + F32 blur_size = RenderShadowBlurSize; + F32 dist_factor = RenderShadowBlurDistFactor; - LLVector3 gauss[32]; // xweight, yweight, offset + // sample symmetrically with the middle sample falling exactly on 0.0 + F32 x = 0.f; - for (U32 i = 0; i < kern_length; i++) - { - gauss[i].mV[0] = llgaussian(x, go.mV[0]); - gauss[i].mV[1] = llgaussian(x, go.mV[1]); - gauss[i].mV[2] = x; - x += 1.f; - } + LLVector3 gauss[32]; // xweight, yweight, offset + + for (U32 i = 0; i < kern_length; i++) + { + gauss[i].mV[0] = llgaussian(x, go.mV[0]); + gauss[i].mV[1] = llgaussian(x, go.mV[1]); + gauss[i].mV[2] = x; + x += 1.f; + } + + gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f); + gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor); + gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV); + gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length / 2.f - 0.5f)); + + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + stop_glerror(); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + stop_glerror(); + } - gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f); - gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor); - gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV); - gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length/2.f - 0.5f)); - - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - stop_glerror(); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - stop_glerror(); - } - screen_target->flush(); - unbindDeferredShader(gDeferredBlurLightProgram); + unbindDeferredShader(gDeferredBlurLightProgram); bindDeferredShader(gDeferredBlurLightProgram, screen_target); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); deferred_light_target->bindTarget(); - gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f); + gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f); - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - stop_glerror(); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - stop_glerror(); - } + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + stop_glerror(); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + stop_glerror(); + } deferred_light_target->flush(); - unbindDeferredShader(gDeferredBlurLightProgram); - } + unbindDeferredShader(gDeferredBlurLightProgram); + } - stop_glerror(); - gGL.popMatrix(); - stop_glerror(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - stop_glerror(); - gGL.popMatrix(); - stop_glerror(); + stop_glerror(); + gGL.popMatrix(); + stop_glerror(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + stop_glerror(); + gGL.popMatrix(); + stop_glerror(); screen_target->bindTarget(); - // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky - glClearColor(0,0,0,0); + // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky + glClearColor(0, 0, 0, 0); screen_target->clear(GL_COLOR_BUFFER_BIT); - - if (RenderDeferredAtmospheric) - { //apply sunlight contribution - LLGLSLShader& soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram; - LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS); - bindDeferredShader(soften_shader); + if (RenderDeferredAtmospheric) + { // apply sunlight contribution + LLGLSLShader &soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram; - LLEnvironment& environment = LLEnvironment::instance(); + LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS); + bindDeferredShader(soften_shader); + + LLEnvironment &environment = LLEnvironment::instance(); soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); soften_shader.uniform4fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); - { - LLGLDepthTest depth(GL_FALSE); - LLGLDisable blend(GL_BLEND); - LLGLDisable test(GL_ALPHA_TEST); + { + 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(); + // 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); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - } + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram); - } + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + } - { //render non-deferred geometry (fullbright, alpha, etc) - LLGLDisable blend(GL_BLEND); - LLGLDisable stencil(GL_STENCIL_TEST); - gGL.setSceneBlendType(LLRender::BT_ALPHA); + unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram); + } - 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(); - } + { // render non-deferred geometry (fullbright, alpha, etc) + LLGLDisable blend(GL_BLEND); + LLGLDisable stencil(GL_STENCIL_TEST); + gGL.setSceneBlendType(LLRender::BT_ALPHA); - 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; + gPipeline.pushRenderTypeMask(); - for (U32 i = 0; i < 2; i++) - { - mTargetShadowSpotLight[i] = NULL; - } + gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY, + LLPipeline::RENDER_TYPE_CLOUDS, + LLPipeline::RENDER_TYPE_WL_SKY, + LLPipeline::END_RENDER_TYPES); - std::list<LLVector4> light_colors; + renderGeomPostDeferred(*LLViewerCamera::getInstance(), false); + gPipeline.popRenderTypeMask(); + } - LLVertexBuffer::unbind(); + bool render_local = RenderLocalLights; - { - bindDeferredShader(gDeferredLightProgram); - - if (mCubeVB.isNull()) - { - mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB); - } + 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; - 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; - } + for (U32 i = 0; i < 2; i++) + { + mTargetShadowSpotLight[i] = NULL; + } - if (volume->isAttachment()) - { - if (!sRenderAttachedLights) - { - continue; - } - } + 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; + } + } const LLViewerObject *vobj = drawablep->getVObj(); if (vobj) @@ -8756,325 +8745,333 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) continue; } - LLVector4a center; - center.load3(position.mV); - const F32* c = center.getF32ptr(); - F32 s = volume->getLightRadius()*1.5f; + LLVector4a center; + center.load3(position.mV); + const F32 *c = center.getF32ptr(); + F32 s = volume->getLightRadius() * 1.5f; - //send light color to shader in linear space + // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor(); - - if (col.magVecSquared() < 0.001f) - { - continue; - } - if (s <= 0.001f) - { - continue; - } + if (col.magVecSquared() < 0.001f) + { + continue; + } - LLVector4a sa; - sa.splat(s); - if (camera->AABBInFrustumNoFarClip(center, sa) == 0) - { - continue; - } + if (s <= 0.001f) + { + 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; - } - - LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS); - gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); - gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); - gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + 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; + } + + LL_RECORD_BLOCK_TIME(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(DEFERRED_LIGHT_FALLOFF)); - 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; - } + gGL.syncMatrices(); - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); - - fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); + 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(DEFERRED_LIGHT_FALLOFF))); - } - } - unbindDeferredShader(gDeferredLightProgram); - } + } + } - if (!spot_lights.empty()) - { - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - bindDeferredShader(gDeferredSpotLightProgram); + // If we're in avatar editing mode (3), add an avatar appearance light at the camera position + if (gAgentAvatarp && gAgentAvatarp->mSpecialRenderMode == 3) + { + // Cam coords (post-transform) are 0,0,0, with radius 15m + fullscreen_lights.push_back(LLVector4(0.f, 0.f, 0.f, 15.0f)); - mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + // Use a white light + LLVector4 white_light(LLColor4::white.mV); + white_light.mV[3] = 0.0f; + light_colors.push_back(white_light); + } - gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + unbindDeferredShader(gDeferredLightProgram); + } - for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) - { - LL_RECORD_BLOCK_TIME(FTM_PROJECTORS); - LLDrawable* drawablep = *iter; + if (!spot_lights.empty()) + { + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + bindDeferredShader(gDeferredSpotLightProgram); - LLVOVolume* volume = drawablep->getVOVolume(); + mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - LLVector4a center; - center.load3(drawablep->getPositionAgent().mV); - const F32* c = center.getF32ptr(); - F32 s = volume->getLightRadius()*1.5f; + gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); - sVisibleLightCount++; + for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) + { + LL_RECORD_BLOCK_TIME(FTM_PROJECTORS); + LLDrawable *drawablep = *iter; - setupSpotLight(gDeferredSpotLightProgram, drawablep); - - //send light color to shader in linear space + 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); + + // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor(); - - gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); - gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); - gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + + 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(DEFERRED_LIGHT_FALLOFF)); - gGL.syncMatrices(); - - mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); - } - gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); - unbindDeferredShader(gDeferredSpotLightProgram); - } + gGL.syncMatrices(); - //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); + mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); + } + gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); + unbindDeferredShader(gDeferredSpotLightProgram); + } - { - LLGLDepthTest depth(GL_FALSE); + // 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); - //full screen blit - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); + { + LLGLDepthTest depth(GL_FALSE); - U32 count = 0; + // full screen blit + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); - const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT; - LLVector4 light[max_count]; - LLVector4 col[max_count]; + U32 count = 0; - F32 far_z = 0.f; + const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT; + LLVector4 light[max_count]; + LLVector4 col[max_count]; - while (!fullscreen_lights.empty()) - { - LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS); - light[count] = fullscreen_lights.front(); - fullscreen_lights.pop_front(); - col[count] = light_colors.front(); - light_colors.pop_front(); - - far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z); - 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[idx]); - } - } - - bindDeferredShader(gDeferredMultiSpotLightProgram); + F32 far_z = 0.f; + + while (!fullscreen_lights.empty()) + { + LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS); + light[count] = fullscreen_lights.front(); + fullscreen_lights.pop_front(); + col[count] = light_colors.front(); + light_colors.pop_front(); + + far_z = llmin(light[count].mV[2] - light[count].mV[3], far_z); + 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[idx]); + } + } - gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + bindDeferredShader(gDeferredMultiSpotLightProgram); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); - for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) - { - LL_RECORD_BLOCK_TIME(FTM_PROJECTORS); - LLDrawable* drawablep = *iter; - - LLVOVolume* volume = drawablep->getVOVolume(); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - LLVector3 center = drawablep->getPositionAgent(); - F32* c = center.mV; - F32 light_size_final = volume->getLightRadius()*1.5f; - F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF); + for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) + { + LL_RECORD_BLOCK_TIME(FTM_PROJECTORS); + LLDrawable *drawablep = *iter; + LLVOVolume *volume = drawablep->getVOVolume(); + LLVector3 center = drawablep->getPositionAgent(); + F32 * c = center.mV; + F32 light_size_final = volume->getLightRadius() * 1.5f; + F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF); - sVisibleLightCount++; + sVisibleLightCount++; - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); - - setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); + glh::vec3f tc(c); + mat.mult_matrix_vec(tc); - //send light color to shader in linear space + setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); + + // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor(); - - gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final); - gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } - gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); - unbindDeferredShader(gDeferredMultiSpotLightProgram); + gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); + unbindDeferredShader(gDeferredMultiSpotLightProgram); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - } - } + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + } + } - gGL.setColorMask(true, true); - } + gGL.setColorMask(true, true); + } screen_target->flush(); - //gamma correct lighting - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadIdentity(); + // 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); + { + LLGLDepthTest depth(GL_FALSE, GL_FALSE); - LLVector2 tc1(0,0); - LLVector2 tc2((F32) screen_target->getWidth()*2, - (F32) screen_target->getHeight()*2); + LLVector2 tc1(0, 0); + LLVector2 tc2((F32) screen_target->getWidth() * 2, (F32) screen_target->getHeight() * 2); screen_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, screen_target->getUsage()); - if (channel > -1) - { + // Apply gamma correction to the frame here. + gDeferredPostGammaCorrectProgram.bind(); + // mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + S32 channel = 0; + channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage()); + if (channel > -1) + { screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); - } - + } + gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_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(); - + 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(screen_target->getUsage()); - gDeferredPostGammaCorrectProgram.unbind(); + gDeferredPostGammaCorrectProgram.unbind(); screen_target->flush(); - } + } - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); screen_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(); - } + { // 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_CONTROL_AV, + LLPipeline::RENDER_TYPE_ALPHA_MASK, + LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, + END_RENDER_TYPES); + + renderGeomPostDeferred(*LLViewerCamera::getInstance()); + popRenderTypeMask(); + } - { - //render highlights, etc. - renderHighlights(); - mHighlightFaces.clear(); + { + // render highlights, etc. + renderHighlights(); + mHighlightFaces.clear(); - renderDebug(); + renderDebug(); - LLVertexBuffer::unbind(); + LLVertexBuffer::unbind(); - if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) - { - // Render debugging beacons. - gObjectList.renderObjectBeacons(); - gObjectList.resetObjectBeacons(); + if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + { + // Render debugging beacons. + gObjectList.renderObjectBeacons(); + gObjectList.resetObjectBeacons(); gSky.addSunMoonBeacons(); - } - } + } + } - screen_target->flush(); + screen_target->flush(); } void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) @@ -9401,7 +9398,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES); if (detail < 3) { - clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES); + clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, LLPipeline::RENDER_TYPE_CONTROL_AV, END_RENDER_TYPES); if (detail < 2) { clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES); @@ -10116,6 +10113,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLPipeline::RENDER_TYPE_BUMP, LLPipeline::RENDER_TYPE_VOLUME, LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, LLPipeline::RENDER_TYPE_TREE, LLPipeline::RENDER_TYPE_TERRAIN, LLPipeline::RENDER_TYPE_WATER, @@ -10909,7 +10907,9 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) if (visually_muted || too_complex) { - andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES); + andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, + END_RENDER_TYPES); } else { @@ -10932,6 +10932,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) LLPipeline::RENDER_TYPE_PASS_INVISIBLE, LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, LLPipeline::RENDER_TYPE_ALPHA_MASK, LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, LLPipeline::RENDER_TYPE_INVISIBLE, diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 68ce3fe88d..600bdd9d06 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -139,7 +139,7 @@ public: void resetVertexBuffers(LLDrawable* drawable); void generateImpostor(LLVOAvatar* avatar); void bindScreenToTexture(); - void renderBloom(bool for_snapshot, F32 zoom_factor = 1.f, int subfield = 0); + void renderFinalize(); void init(); void cleanup(); @@ -453,6 +453,7 @@ public: RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP, RENDER_TYPE_MATERIALS = LLDrawPool::POOL_MATERIALS, RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR, + RENDER_TYPE_CONTROL_AV = LLDrawPool::POOL_CONTROL_AV, // Animesh RENDER_TYPE_TREE = LLDrawPool::POOL_TREE, RENDER_TYPE_INVISIBLE = LLDrawPool::POOL_INVISIBLE, RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER, diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml index 873b95926b..5fa1847d1b 100644 --- a/indra/newview/skins/default/xui/en/menu_viewer.xml +++ b/indra/newview/skins/default/xui/en/menu_viewer.xml @@ -1733,6 +1733,16 @@ function="World.EnvPreset" parameter="character" /> </menu_item_check> <menu_item_check + label="Animeshes" + name="Rendering Type Control Avatar"> + <menu_item_check.on_check + function="Advanced.CheckRenderType" + parameter="controlAV" /> + <menu_item_check.on_click + function="Advanced.ToggleRenderType" + parameter="controlAV" /> + </menu_item_check> + <menu_item_check label="Surface Patch" name="Rendering Type Surface Patch" shortcut="control|alt|shift|5"> diff --git a/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml b/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml index bec793bbee..6f82a0efa1 100644 --- a/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml +++ b/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml @@ -203,10 +203,10 @@ Ice Level: </text> <slider - decimal_digits="1" + decimal_digits="3" follows="left|top" height="14" - increment="0.1" + increment="0.001" initial_value="0" left_delta="5" top_delta="20" |