diff options
71 files changed, 1997 insertions, 2064 deletions
diff --git a/.clang-format b/.clang-format index 61c5acde88..ee8a8a8c92 100644 --- a/.clang-format +++ b/.clang-format @@ -12,7 +12,7 @@ AlignOperands: true AlignTrailingComments: true AllowAllArgumentsOnNextLine: false AllowAllConstructorInitializersOnNextLine: false -AllowAllParametersOfDeclarationOnNextLine: true +AllowAllParametersOfDeclarationOnNextLine: false AllowShortBlocksOnASingleLine: Always AllowShortCaseLabelsOnASingleLine: false AllowShortFunctionsOnASingleLine: All @@ -23,8 +23,8 @@ AlwaysBreakAfterDefinitionReturnType: None AlwaysBreakAfterReturnType: None AlwaysBreakBeforeMultilineStrings: false AlwaysBreakTemplateDeclarations: MultiLine -BinPackArguments: false -BinPackParameters: false +BinPackArguments: true +BinPackParameters: true BreakBeforeBinaryOperators: None BreakBeforeBraces: Allman BreakBeforeInheritanceComma: false @@ -44,7 +44,7 @@ Cpp11BracedListStyle: true DeriveLineEnding: true DerivePointerAlignment: false DisableFormat: false -ExperimentalAutoDetectBinPacking: false +ExperimentalAutoDetectBinPacking: true FixNamespaceComments: true ForEachMacros: - foreach diff --git a/indra/cmake/00-Common.cmake b/indra/cmake/00-Common.cmake index 865c057e33..8aea50e02b 100644 --- a/indra/cmake/00-Common.cmake +++ b/indra/cmake/00-Common.cmake @@ -63,7 +63,13 @@ if (WINDOWS) # Without PreferredToolArchitecture=x64, as of 2020-06-26 the 32-bit # compiler on our TeamCity build hosts has started running out of virtual # memory for the precompiled header file. - set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP /p:PreferredToolArchitecture=x64") + # CP changed to only append the flag for 32bit builds - on 64bit builds, + # locally at least, the build output is spammed with 1000s of 'D9002' + # warnings about this switch being ignored. + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP") + if( ADDRESS_SIZE EQUAL 32 ) + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /p:PreferredToolArchitecture=x64") + endif() set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} /Zo" 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/llrender.cpp b/indra/llrender/llrender.cpp index eb9da34ca8..11d9ef3f57 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1198,46 +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() @@ -1545,11 +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/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/VIEWER_VERSION.txt b/indra/newview/VIEWER_VERSION.txt index a228920441..b03e20c456 100644 --- a/indra/newview/VIEWER_VERSION.txt +++ b/indra/newview/VIEWER_VERSION.txt @@ -1 +1 @@ -6.4.9 +6.4.10 diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index c595a1c176..8d5a97d1cb 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -812,17 +812,6 @@ <key>Value</key> <integer>0</integer> </map> - <key>FramePerSecondLimit</key> - <map> - <key>Comment</key> - <string>Controls upper limit of frames per second</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>U32</string> - <key>Value</key> - <integer>120</integer> - </map> <key>BackgroundYieldTime</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 495daa2db6..a132220bef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -80,7 +80,7 @@ void main() // 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 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial vary_texcoord0.xy -= 0.5; vary_texcoord0.xy /= cloud_scale; @@ -94,74 +94,65 @@ void main() vary_texcoord3 = vary_texcoord1 * 16.; // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); - altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0); + altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); // Set altitude - if (P.y > 0.) + if (rel_pos.y > 0) { - P *= (max_y / P.y); + rel_pos *= (max_y / rel_pos.y); } - else + if (rel_pos.y < 0) { altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon - P *= (-32000. / P.y); + rel_pos *= (-32000. / rel_pos.y); } // Can normalize then - vec3 Pn = normalize(P); - float Plen = length(P); + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; - //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 sunlight = sunlight_color; vec4 light_atten; - float dens_mul = density_multiplier; - // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = abs(blue_density) + vec4(abs(haze_density)); - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); // Distance - temp2.z = Plen * dens_mul; + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); - + combined_haze = exp(-combined_haze * density_dist); // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); + float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; + haze_glow *= glow.x; // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); + haze_glow = pow(haze_glow, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function - temp2.x *= sun_moon_glow_factor; + haze_glow *= sun_moon_glow_factor; // Add "minimum anti-solar illumination" - temp2.x += .25; + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient_color; @@ -171,29 +162,26 @@ void main() sunlight *= (1. - cloud_shadow); // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) - ); + vec4 additiveColorBelowCloud = + (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); // CLOUDS - temp2.y = max(0., lightnorm.y * 2.); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); + sunlight *= exp(-light_atten * off_axis); // Cloud color out - vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; + vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; vary_CloudColorAmbient = tmpAmbient * cloud_color; // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= temp1; - vary_CloudColorAmbient *= temp1; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds + vary_CloudColorSun *= combined_haze; + vary_CloudColorAmbient *= combined_haze; + vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); // Make a nice cloud density based on the cloud_shadow value that was passed in. vary_CloudDensity = 2. * (cloud_shadow - 0.25); - // Combine these to minimize register use vary_CloudColorAmbient += oHazeColorBelowCloud; @@ -202,4 +190,3 @@ void main() // END CLOUDS } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index 2d40e63eff..9fcee04c32 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -64,28 +64,38 @@ void main() #else vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); #endif - + color.rgb *= vertex_color.rgb; // SL-9632 HUDs are affected by Atmosphere if (no_atmo == 0) { - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; + 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); - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - float env_intensity = vertex_color.a; + 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 = srgb_to_linear(color.rgb); color.rgb = mix(color.rgb, envColor.rgb, env_intensity); - color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); - color.rgb = fullbrightScaleSoftClip(color.rgb); + 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/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 80f232948a..35068899ee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -1,9 +1,9 @@ /** - * @file moonF.glsl + * @file class1\deferred\moonF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. + * Copyright (C) 2005, 2020 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 @@ -36,34 +36,33 @@ out vec4 frag_data[3]; uniform vec4 color; uniform vec4 sunlight_color; uniform vec4 moonlight_color; -uniform vec3 lumWeights; +uniform vec3 moon_dir; uniform float moon_brightness; -uniform float minLuminance; uniform sampler2D diffuseMap; -uniform sampler2D altDiffuseMap; -uniform float blend_factor; // interp factor between moon A/B + VARYING vec2 vary_texcoord0; vec3 srgb_to_linear(vec3 c); -void main() -{ - vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); - vec4 c = mix(moonA, moonB, blend_factor); - c.rgb = srgb_to_linear(c.rgb); +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light); - // 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); +void main() +{ + // Restore Pre-EEP alpha fade moon near horizon + float fade = 1.0; + if( moon_dir.z > 0 ) + fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 ); - vec4 light_color = max(sunlight_color, moonlight_color); - float mix = 1.0 - dot(normalize(light_color.rgb), luma_weights); + vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); +// c.rgb = srgb_to_linear(c.rgb); + c.rgb *= moonlight_color.rgb; + c.rgb *= moon_brightness; - vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; - c.rgb = pow(c.rgb, exp); + c.rgb *= fade; + c.a *= fade; - //c.rgb *= moonlight_color.rgb; + c.rgb = scaleSoftClip(c.rgb); frag_data[0] = vec4(c.rgb, c.a); frag_data[1] = vec4(0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl index e1bac4f248..c4922afd7d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl @@ -1,9 +1,9 @@ /** - * @file moonV.glsl + * @file class1\deferred\moonV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2007, 2020 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 @@ -32,18 +32,13 @@ ATTRIBUTE vec2 texcoord0; VARYING vec2 vary_texcoord0; -void calcAtmospherics(vec3 eye_pos); - void main() { //transform vertex - vec3 offset = vec3(0, 0, 50); - vec4 vert = vec4(position.xyz - offset, 1.0); + vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vert; - calcAtmospherics(pos.xyz); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index ead754ec76..28a1faf24f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file WLSkyV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -52,7 +52,7 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec4 glow; uniform float sun_moon_glow_factor; uniform vec4 cloud_color; @@ -63,103 +63,91 @@ uniform vec4 cloud_color; // indra\newview\lllegacyatmospherics.cpp void main() { - - // World / view / projection + // World / view / projection vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); - - // Set altitude - if (P.y > 0.) - { - P *= (max_y / P.y); - } - else - { - P *= (-32000. / P.y); - } - - // Can normalize then - vec3 Pn = normalize(P); - - float Plen = length(P); - - // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; - - float dens_mul = density_multiplier; - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); - - // Calculate relative weights - temp1 = abs(blue_density) + vec4(abs(haze_density)); - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; - - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // Distance - temp2.z = Plen * dens_mul; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); + gl_Position = pos; + + // Get relative position + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); + + // Adj position vector to clamp altitude + if (rel_pos.y > 0) + { + rel_pos *= (max_y / rel_pos.y); + } + if (rel_pos.y < 0) + { + rel_pos *= (-32000. / rel_pos.y); + } + + // Can normalize then + vec3 rel_pos_norm = normalize(rel_pos); - // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function + float rel_pos_len = length(rel_pos); - // Add "minimum anti-solar illumination" - temp2.x += .25; + // Initialize temp variables + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + vec4 light_atten; - vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) - ); + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + // Calculate relative weights + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; + + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); + + // Distance + float density_dist = rel_pos_len * density_multiplier; + + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist); + + // Compute haze glow + float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // Add "minimum anti-solar illumination" + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); + + vec4 color = + (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); // Final atmosphere additive - color *= (1. - temp1); + color *= (1. - combined_haze); - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient_color; + tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; - // Dim sunlight by cloud shadow percentage - sunlight *= max(0.0, (1. - cloud_shadow)); + // Dim sunlight by cloud shadow percentage + sunlight *= max(0.0, (1. - cloud_shadow)); - // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) - ); + // Haze color below cloud + vec4 additiveColorBelowCloud = + (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds + // Attenuate cloud color by atmosphere + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds - // At horizon, blend high altitude sky color towards the darker color below the clouds - color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); + // At horizon, blend high altitude sky color towards the darker color below the clouds + color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); // Haze color above cloud - vary_HazeColor = color; + vary_HazeColor = color; } - 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 3eaaa41866..5e966293c6 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -48,17 +48,24 @@ void fullbright_shiny_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy); color.rgb *= vertex_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 = 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.rgb = fullbrightShinyAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); } +*/ color.a = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index dcb02bd1c1..ea2690ba09 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -1,154 +1,134 @@ -/** +/** * @file class1\windlight\atmosphericsFuncs.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2019, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; uniform float cloud_shadow; uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec4 glow; uniform float scene_light_strength; -uniform mat3 ssao_effect_mat; -uniform int no_atmo; +uniform mat3 ssao_effect_mat; +uniform int no_atmo; uniform float sun_moon_glow_factor; -float getAmbientClamp() +float getAmbientClamp() { return 1.0f; } + +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten, bool use_ao) { - return 1.0f; -} + vec3 rel_pos = inPositionEye; + //(TERRAIN) limit altitude + if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y); -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 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - 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); + // sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + // I had thought blue_density and haze_density should have equal weighting, + // but attenuation due to haze_density tends to seem too strong - vec3 tmpLightnorm = lightnorm.xyz; + vec4 combined_haze = blue_density + vec4(haze_density); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = vec4(haze_density) / combined_haze; - vec3 Pn = normalize(P); - float Plen = length(P); + //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain) + float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); + sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1] + + // main atmospheric scattering line integral + float density_dist = rel_pos_len * density_multiplier; - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist * distance_multiplier); - float dens_mul = density_multiplier; - float dist_mul = distance_multiplier; + // final atmosphere attenuation factor + atten = combined_haze.rgb; - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); - //I had thought blue_density and haze_density should have equal weighting, - //but attenuation due to haze_density tends to seem too strong + // compute haze glow + float haze_glow = dot(rel_pos_norm, lightnorm.xyz); - temp1 = blue_density + vec4(haze_density); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density) / temp1; + // dampen sun additive contrib when not facing it... + // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. + // if (length(light_dir) > 0.01) + haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); - //(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); + haze_glow = 1. - haze_glow; + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function - // main atmospheric scattering line integral - temp2.z = Plen * dens_mul; + // add "minimum anti-solar illumination" + haze_glow += .25; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * dist_mul); + haze_glow *= sun_moon_glow_factor; - //final atmosphere attenuation factor - atten = temp1.rgb; - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); + vec4 amb_color = ambient_color; - // dampen sun additive contrib when not facing it... - if (length(light_dir) > 0.01) - { - temp2.x *= max(0.0f, dot(light_dir, Pn)); - } - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - temp2.x *= sun_moon_glow_factor; - - vec4 amb_color = ambient_color; - - //increase ambient when there are more clouds + // increase ambient when there are more clouds vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5; - + /* decrease value and saturation (that in HSV, not HSL) for occluded areas * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html * // The following line of code performs the equivalent of: * float ambAlpha = tmpAmbient.a; * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); + * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, + * ambAlpha); */ if (use_ao) { tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); } - //haze color - additive = - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - + tmpAmbient)); + // Similar/Shared Algorithms: + // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() + // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() + // haze color + vec3 cs = sunlight.rgb * (1. - cloud_shadow); + additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); - //brightness of surface both sunlight and ambient + // brightness of surface both sunlight and ambient sunlit = sunlight.rgb * 0.5; amblit = tmpAmbient.rgb * .25; - additive *= vec3(1.0 - temp1); + additive *= vec3(1.0 - combined_haze); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 24f3992e32..2425a2ad04 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -3,7 +3,7 @@ * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. + * Copyright (C) 2005, 2020 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 @@ -36,28 +36,30 @@ out vec4 frag_color; uniform vec4 color; uniform vec4 sunlight_color; uniform vec4 moonlight_color; -uniform vec3 lumWeights; +uniform vec3 moon_dir; uniform float moon_brightness; -uniform float minLuminance; uniform sampler2D diffuseMap; -uniform sampler2D altDiffuseMap; -uniform float blend_factor; // interp factor between moon A/B + VARYING vec2 vary_texcoord0; +vec3 scaleSoftClip(vec3 light); + void main() { - vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); - vec4 c = mix(moonA, moonB, blend_factor); + // Restore Pre-EEP alpha fade moon near horizon + float fade = 1.0; + if( moon_dir.z > 0 ) + fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 ); + + vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); +// c.rgb = pow(c.rgb, vec3(0.7f)); // can't use "srgb_to_linear(color.rgb)" as that is a deferred only function + c.rgb *= moonlight_color.rgb; + c.rgb *= moon_brightness; - // 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); + c.rgb *= fade; + c.a *= fade; - vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; - c.rgb = pow(c.rgb, exp); - //c.rgb *= moonlight_color.rgb; + c.rgb = scaleSoftClip(c.rgb); frag_color = vec4(c.rgb, c.a); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl index 8cd4b2ef47..2fceb5f743 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl @@ -3,7 +3,7 @@ * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2007, 2020 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 @@ -30,20 +30,15 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; ATTRIBUTE vec2 texcoord0; -void calcAtmospherics(vec3 inPositionEye); - VARYING vec2 vary_texcoord0; void main() { //transform vertex - vec3 offset = vec3(0, 0, 50); - vec4 vert = vec4(position.xyz - offset, 1.0); + vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vert; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - calcAtmospherics(pos.xyz); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 1dce85a83b..1485c515a4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class2/deferred/skyF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -32,13 +32,13 @@ uniform mat4 modelview_projection_matrix; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -47,7 +47,7 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec4 glow; uniform float sun_moon_glow_factor; uniform vec4 cloud_color; @@ -73,16 +73,16 @@ uniform float ice_level; vec3 rainbow(float d) { - d = clamp(d, -1.0, 0.0); - float rad = (droplet_radius - 5.0f) / 1024.0f; - return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; + d = clamp(d, -1.0, 0.0); + float rad = (droplet_radius - 5.0f) / 1024.0f; + return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; } vec3 halo22(float d) { - d = clamp(d, 0.1, 1.0); - float v = sqrt(clamp(1 - (d * d), 0, 1)); - return texture2D(halo_map, vec2(0, v)).rgb * ice_level; + d = clamp(d, 0.1, 1.0); + float v = sqrt(clamp(1 - (d * d), 0, 1)); + return texture2D(halo_map, vec2(0, v)).rgb * ice_level; } /// Soft clips the light with a gamma correction @@ -90,115 +90,96 @@ vec3 scaleSoftClip(vec3 light); void main() { - // World / view / projection - // Get relative position - vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0); + // Get relative position (offset why?) + vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0); - // Set altitude - if (P.y > 0.) + // Adj position vector to clamp altitude + if (rel_pos.y > 0.) { - P *= (max_y / P.y); + rel_pos *= (max_y / rel_pos.y); } - else + if (rel_pos.y < 0.) { - P *= (-32000. / P.y); + rel_pos *= (-32000. / rel_pos.y); } - // Can normalize then - vec3 Pn = normalize(P); - float Plen = length(P); + // Normalized + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; - - float dens_mul = density_multiplier; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); + vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = abs(blue_density) + vec4(abs(haze_density)); - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); // Distance - temp2.z = Plen * dens_mul; + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); + combined_haze = exp(-combined_haze * density_dist); // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function + float haze_glow = dot(rel_pos_norm, lightnorm.xyz); + haze_glow = 1. - haze_glow; + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function // Add "minimum anti-solar illumination" - temp2.x += .25; - - temp2.x *= sun_moon_glow_factor; + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25)); // Haze color above cloud - vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) - ); + vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color) + + haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color); // Final atmosphere additive - color *= (1. - temp1); + color *= (1. - combined_haze); // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + // TODO 9/20: DJH what does this do? max(0,(1-ambient)) will change the color + vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= max(0.0, (1. - cloud_shadow)); // Haze color below cloud - vec4 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) - ); + vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient) + + haze_horizon * haze_weight * (sunlight * haze_glow + ambient); - - // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds // At horizon, blend high altitude sky color towards the darker color below the clouds - color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); - - float optic_d = dot(Pn, lightnorm.xyz); - - vec3 halo_22 = halo22(optic_d); + color += (add_below_cloud - color) * (1. - sqrt(combined_haze)); + float optic_d = dot(rel_pos_norm, lightnorm.xyz); + vec3 halo_22 = halo22(optic_d); color.rgb += rainbow(optic_d); - color.rgb += halo_22; - color.rgb *= 2.; color.rgb = scaleSoftClip(color.rgb); - /// Gamma correct for WL (soft clip effect). + // Gamma correct for WL (soft clip effect). frag_data[0] = vec4(color.rgb, 1.0); - frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog + frag_data[1] = vec4(0.0, 0.0, 0.0, 0.0); + frag_data[2] = vec4(0.0, 0.0, 0.0, 1.0); // 1.0 in norm.w masks off fog } - diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index a4389f62dc..b004cc7ddd 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -78,90 +78,81 @@ void main() // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - // Texture coords + // 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 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; + 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_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.; + vary_texcoord2 = vary_texcoord0 * 16.; + vary_texcoord3 = vary_texcoord1 * 16.; // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude - altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0); + altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); - // Set altitude - if (P.y > 0.) + // Adj position vector to clamp altitude + if (rel_pos.y > 0.) { - P *= (max_y / P.y); + rel_pos *= (max_y / rel_pos.y); } - else + if (rel_pos.y < 0.) { - P *= (-32000. / P.y); + rel_pos *= (-32000. / rel_pos.y); } // Can normalize then - vec3 Pn = normalize(P); - float Plen = length(P); + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; - //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 sunlight = sunlight_color; vec4 light_atten; - float dens_mul = density_multiplier; - // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = abs(blue_density) + vec4(abs(haze_density)); - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); // Distance - temp2.z = Plen * dens_mul; + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); - + combined_haze = exp(-combined_haze * density_dist); // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); + float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; + haze_glow *= glow.x; // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); + haze_glow = pow(haze_glow, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function - temp2.x *= sun_moon_glow_factor; + haze_glow *= sun_moon_glow_factor; // Add "minimum anti-solar illumination" - temp2.x += .25; + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient_color; @@ -171,29 +162,26 @@ void main() sunlight *= (1. - cloud_shadow); // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) - ); + vec4 additiveColorBelowCloud = + (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); // CLOUDS - temp2.y = max(0., lightnorm.y * 2.); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); + sunlight *= exp(-light_atten * off_axis); // Cloud color out - vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; + vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; vary_CloudColorAmbient = tmpAmbient * cloud_color; // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= temp1; - vary_CloudColorAmbient *= temp1; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds + vary_CloudColorSun *= combined_haze; + vary_CloudColorAmbient *= combined_haze; + vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); // Make a nice cloud density based on the cloud_shadow value that was passed in. vary_CloudDensity = 2. * (cloud_shadow - 0.25); - // Combine these to minimize register use vary_CloudColorAmbient += oHazeColorBelowCloud; @@ -202,4 +190,3 @@ void main() // END CLOUDS } - diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 0d141342ce..a0a33b8642 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -1,28 +1,28 @@ -/** +/** * @file class2\wl\skyV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; @@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -52,110 +52,98 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec4 glow; uniform float sun_moon_glow_factor; uniform vec4 cloud_color; void main() { - - // World / view / projection + // World / view / projection vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); - - // Set altitude - if (P.y > 0.) - { - P *= (max_y / P.y); - } - else - { - P *= (-32000. / P.y); - } - - // Can normalize then - vec3 Pn = normalize(P); - - float Plen = length(P); - - // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; - - float dens_mul = density_multiplier; - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); - - // Calculate relative weights - temp1 = abs(blue_density) + vec4(abs(haze_density)); - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; - - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // Distance - temp2.z = Plen * dens_mul; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); + gl_Position = pos; + + // Get relative position + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); + + // Adj position vector to clamp altitude + if (rel_pos.y > 0.) + { + rel_pos *= (max_y / rel_pos.y); + } + if (rel_pos.y < 0.) + { + rel_pos *= (-32000. / rel_pos.y); + } - // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function + // Can normalize then + vec3 rel_pos_norm = normalize(rel_pos); - // Add "minimum anti-solar illumination" - temp2.x += .25; + float rel_pos_len = length(rel_pos); - vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) - ); + // Initialize temp variables + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + vec4 light_atten; + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + + // Calculate relative weights + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; + + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); + + // Distance + float density_dist = rel_pos_len * density_multiplier; + + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist); + + // Compute haze glow + float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // Add "minimum anti-solar illumination" + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); + + vec4 color = + (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); // Final atmosphere additive - color *= (1. - temp1); + color *= (1. - combined_haze); - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient_color; + tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; - // Dim sunlight by cloud shadow percentage - sunlight *= max(0.0, (1. - cloud_shadow)); + // Dim sunlight by cloud shadow percentage + sunlight *= max(0.0, (1. - cloud_shadow)); - // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) - ); + // Haze color below cloud + vec4 additiveColorBelowCloud = + (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds + // Attenuate cloud color by atmosphere + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds - // At horizon, blend high altitude sky color towards the darker color below the clouds - color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); + // At horizon, blend high altitude sky color towards the darker color below the clouds + color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); // Haze color above cloud - vary_HazeColor = color; + vary_HazeColor = color; } - diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index f745bbde25..70b41a0a5f 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" @@ -688,8 +689,7 @@ LLAppViewer::LLAppViewer() mPeriodicSlowFrame(LLCachedControl<bool>(gSavedSettings,"Periodic Slow Frame", FALSE)), mFastTimerLogThread(NULL), mSettingsLocationList(NULL), - mIsFirstRun(false), - mMinMicroSecPerFrame(0.f) + mIsFirstRun(false) { if(NULL != sInstance) { @@ -1258,10 +1258,6 @@ bool LLAppViewer::init() joystick = LLViewerJoystick::getInstance(); joystick->setNeedsReset(true); - /*----------------------------------------------------------------------*/ - - gSavedSettings.getControl("FramePerSecondLimit")->getSignal()->connect(boost::bind(&LLAppViewer::onChangeFrameLimit, this, _2)); - onChangeFrameLimit(gSavedSettings.getLLSD("FramePerSecondLimit")); return true; } @@ -1481,21 +1477,6 @@ bool LLAppViewer::doFrame() display(); - static U64 last_call = 0; - if (!gTeleportDisplay || gGLManager.mIsIntel) // SL-10625...throttle early, throttle often with Intel - { - // Frame/draw throttling - U64 elapsed_time = LLTimer::getTotalTime() - last_call; - if (elapsed_time < mMinMicroSecPerFrame) - { - LL_RECORD_BLOCK_TIME(FTM_SLEEP); - // llclamp for when time function gets funky - U64 sleep_time = llclamp(mMinMicroSecPerFrame - elapsed_time, (U64)1, (U64)1e6); - micro_sleep(sleep_time, 0); - } - } - last_call = LLTimer::getTotalTime(); - pingMainloopTimeout("Main:Snapshot"); LLFloaterSnapshot::update(); // take snapshots LLFloaterOutfitSnapshot::update(); @@ -5436,19 +5417,6 @@ void LLAppViewer::disconnectViewer() LLUrlEntryParcel::setDisconnected(gDisconnected); } -bool LLAppViewer::onChangeFrameLimit(LLSD const & evt) -{ - if (evt.asInteger() > 0) - { - mMinMicroSecPerFrame = (U64)(1000000.0f / F32(evt.asInteger())); - } - else - { - mMinMicroSecPerFrame = 0; - } - return false; -} - void LLAppViewer::forceErrorLLError() { LL_ERRS() << "This is a deliberate llerror" << LL_ENDL; diff --git a/indra/newview/llappviewer.h b/indra/newview/llappviewer.h index e8b3464c6e..8f0f54de3b 100644 --- a/indra/newview/llappviewer.h +++ b/indra/newview/llappviewer.h @@ -255,8 +255,6 @@ private: void sendLogoutRequest(); void disconnectViewer(); - bool onChangeFrameLimit(LLSD const & evt); - // *FIX: the app viewer class should be some sort of singleton, no? // Perhaps its child class is the singleton and this should be an abstract base. static LLAppViewer* sInstance; @@ -313,10 +311,7 @@ private: // llcorehttp library init/shutdown helper LLAppCoreHttp mAppCoreHttp; - bool mIsFirstRun; - U64 mMinMicroSecPerFrame; // frame throttling - - + bool mIsFirstRun; }; // consts from viewer.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 b8562e9077..ecd9bd034f 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 f3e922ce8e..6fc39f213e 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 { @@ -1815,7 +1806,7 @@ 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; @@ -2499,7 +2490,7 @@ 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; @@ -2521,7 +2512,7 @@ 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..d4e7f1600e 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -216,10 +216,11 @@ void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightL if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); LLGLSPipelineDepthTestSkyBox sky(true, false); sky_shader->bind(); sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, 1); - sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, 1.0f); + sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor()); renderDome(origin, camHeightLocal, sky_shader); sky_shader->unbind(); } @@ -531,8 +532,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() } } - blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor(); - face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]; if (gSky.mVOSkyp->getMoon().getDraw() && face && face->getTexture(LLRender::DIFFUSE_MAP) && face->getGeomCount() && moon_shader) @@ -550,17 +549,17 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() { // Bind current and next sun textures moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE); - blend_factor = 0; + //blend_factor = 0; } else if (tex_b && !tex_a) { moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE); - blend_factor = 0; + //blend_factor = 0; } else if (tex_b != tex_a) { moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE); - moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE); + //moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE); } LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); @@ -570,7 +569,8 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness); moon_shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, gSky.mVOSkyp->getMoon().getColor().mV); moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV); - moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); + //moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); + moon_shader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, psky->getMoonDirection().mV); // shader: moon_dir face->renderIndexed(); @@ -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 36832d85fd..4a802ad9aa 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -196,7 +196,7 @@ 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 bd834b4260..82ce97f311 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 0f7d0a557e..468b47f1f1 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 d96014bd72..32f88b49ac 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("GrpMgr") << "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("GrpMgr") << "LLGroupMgr::processGroupPropertiesReply" << LL_ENDL; if (!msg) { @@ -1131,10 +1139,13 @@ 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_DEBUGS("GrpMgr") << "LLGroupMgr::processGroupRoleDataReply" << LL_ENDL; + LL_RECORD_BLOCK_TIME(FTM_PROCESS_GROUP_ROLE_DATA_REPLY); + + LL_DEBUGS("GrpMgr") << "LLGroupMgr::processGroupRoleDataReply" << LL_ENDL; LLUUID agent_id; msg->getUUIDFast(_PREHASH_AgentData, _PREHASH_AgentID, agent_id ); if (gAgent.getID() != agent_id) @@ -1216,9 +1227,12 @@ 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("GrpMgr") << "LLGroupMgr::processGroupRoleMembersReply" << LL_ENDL; LLUUID agent_id; msg->getUUIDFast(_PREHASH_AgentData, _PREHASH_AgentID, agent_id ); @@ -1600,7 +1614,7 @@ void LLGroupMgr::sendGroupPropertiesRequest(const LLUUID& group_id) LL_DEBUGS("GrpMgr") << "LLGroupMgr::sendGroupPropertiesRequest" << LL_ENDL; // This will happen when we get the reply //LLGroupMgrGroupData* group_datap = createGroupData(group_id); - + if (LLGroupMgr::getInstance()->hasPendingPropertyRequest(group_id)) { LL_DEBUGS("GrpMgr") << "LLGroupMgr::sendGroupPropertiesRequest suppressed repeat for " << group_id << LL_ENDL; diff --git a/indra/newview/llpanelface.cpp b/indra/newview/llpanelface.cpp index f127325ced..23394b26f2 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/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 2cdba4d9ba..afb25778aa 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 de7551d2fe..6ccb2f68e5 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 c705c34e21..92f6f89af6 100644 --- a/indra/newview/lltexturectrl.h +++ b/indra/newview/lltexturectrl.h @@ -238,7 +238,6 @@ 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 12346f16d7..864ce09430 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 b9cf4b07dc..a30c5156fa 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; @@ -624,6 +625,8 @@ 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 @@ -648,6 +651,9 @@ 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; @@ -662,7 +668,10 @@ 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; @@ -673,7 +682,10 @@ 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; @@ -742,6 +754,8 @@ 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(); } @@ -1503,6 +1517,16 @@ 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 786d4aacb7..10f51f7896 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -2457,7 +2457,7 @@ 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; @@ -2587,8 +2587,8 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time) if ((LLFrameTimer::getFrameCount() + mID.mData[0]) % compl_upd_freq == 0) { LL_RECORD_BLOCK_TIME(FTM_AVATAR_UPDATE_COMPLEXITY); - idleUpdateRenderComplexity(); - } + idleUpdateRenderComplexity(); +} idleUpdateDebugInfo(); } @@ -4425,8 +4425,8 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) if (visible) { - // System avatar mesh vertices need to be reskinned. - mNeedsSkin = TRUE; + // System avatar mesh vertices need to be reskinned. + mNeedsSkin = TRUE; } return visible; @@ -6884,13 +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() ; @@ -6915,7 +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; } @@ -10071,7 +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 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 659b533b86..ef39faa814 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4893,6 +4893,14 @@ 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; } @@ -4923,6 +4931,20 @@ 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()) @@ -5267,7 +5289,8 @@ 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; } @@ -5546,7 +5569,8 @@ 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..f565573935 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: @@ -6427,41 +6421,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) light->setAmbient(LLColor4::black); light->setSpecular(LLColor4::black); } - if (gAgentAvatarp && - gAgentAvatarp->mSpecialRenderMode == 3) - { - LLColor4 light_color = LLColor4::white; - light_color.mV[3] = 0.0f; - - LLVector3 light_pos(LLViewerCamera::getInstance()->getOrigin()); - LLVector4 light_pos_gl(light_pos, 1.0f); - - F32 light_radius = 16.f; - - 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); - - light->setPosition(light_pos_gl); - light->setDiffuse(light_color); - light->setDiffuseB(light_color * 0.25f); - light->setAmbient(LLColor4::black); - light->setSpecular(LLColor4::black); - light->setQuadraticAttenuation(0.f); - light->setConstantAttenuation(0.f); - light->setLinearAttenuation(linatten); - light->setSpotExponent(0.f); - light->setSpotCutoff(180.f); - } + // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode), + // prev site of forward (non-deferred) character light injection, removed by SL-13522 09/20 // Init GL state if (!LLGLSLShader::sNoFixedFunction) @@ -7151,7 +7113,8 @@ 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 +7176,7 @@ 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 +7502,633 @@ 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 +8408,301 @@ 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 +8720,324 @@ 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); + // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode), + // prev site of appended deferred character light, removed by SL-13522 09/20 - mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + unbindDeferredShader(gDeferredLightProgram); + } - gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + if (!spot_lights.empty()) + { + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + bindDeferredShader(gDeferredSpotLightProgram); - for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) - { - LL_RECORD_BLOCK_TIME(FTM_PROJECTORS); - LLDrawable* drawablep = *iter; + mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - LLVOVolume* volume = drawablep->getVOVolume(); + gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); - LLVector4a center; - center.load3(drawablep->getPositionAgent().mV); - const F32* c = center.getF32ptr(); - F32 s = volume->getLightRadius()*1.5f; + for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) + { + LL_RECORD_BLOCK_TIME(FTM_PROJECTORS); + LLDrawable *drawablep = *iter; - sVisibleLightCount++; + LLVOVolume *volume = drawablep->getVOVolume(); - setupSpotLight(gDeferredSpotLightProgram, drawablep); - - //send light color to shader in linear space + 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; - gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + 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]); + } + } - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + bindDeferredShader(gDeferredMultiSpotLightProgram); - 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(); + gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); - 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); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - sVisibleLightCount++; + 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); - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); - - setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); + sVisibleLightCount++; + + 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) @@ -9291,7 +9254,8 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) gPipeline.pushRenderTypeMask(); - glh::matrix4f projection = get_current_projection(); + glh::matrix4f saved_modelview = get_current_modelview(); + glh::matrix4f saved_projection = get_current_projection(); glh::matrix4f mat; S32 detail = RenderReflectionDetail; @@ -9330,8 +9294,6 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) //disable occlusion culling for reflection map for now LLPipeline::sUseOcclusion = 0; - glh::matrix4f current = get_current_modelview(); - if (!camera_is_underwater) { //generate planar reflection map @@ -9340,15 +9302,10 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - glh::matrix4f mat; - camera.getOpenGLTransform(mat.m); - - glh::matrix4f scal; - scal.set_scale(glh::vec3f(1, 1, -1)); - mat = scal * mat; + mat.set_scale(glh::vec3f(1, 1, -1)); + mat.set_translate(glh::vec3f(0,0,water_height*2.f)); + mat = saved_modelview * mat; - // convert from CFR to OGL coord sys... - mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat; mReflectionModelView = mat; @@ -9357,6 +9314,12 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE); + glh::vec3f origin(0, 0, 0); + glh::matrix4f inv_mat = mat.inverse(); + inv_mat.mult_matrix_vec(origin); + + camera.setOrigin(origin.v); + glCullFace(GL_FRONT); if (LLDrawPoolWater::sNeedsReflectionUpdate) @@ -9401,7 +9364,7 @@ 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); @@ -9409,7 +9372,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) } } - LLGLUserClipPlane clip_plane(plane, mReflectionModelView, projection); + LLGLUserClipPlane clip_plane(plane, mReflectionModelView, saved_projection); LLGLDisable cull(GL_CULL_FACE); updateCull(camera, mReflectedObjects, -water_clip, &plane); stateSort(camera, mReflectedObjects); @@ -9423,7 +9386,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); - set_current_modelview(current); + set_current_modelview(saved_modelview); } //LLPipeline::sUseOcclusion = occlusion; @@ -9479,7 +9442,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) //clip out geometry on the same side of water as the camera w/ enough margin to not include the water geo itself, // but not so much as to clip out parts of avatars that should be seen under the water in the distortion map LLPlane plane(-pnorm, water_dist); - LLGLUserClipPlane clip_plane(plane, current, projection); + LLGLUserClipPlane clip_plane(plane, saved_modelview, saved_projection); gGL.setColorMask(true, true); mWaterDis.clear(); @@ -10116,6 +10079,7 @@ 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 +10873,9 @@ 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 +10898,7 @@ 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" |