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-rw-r--r--indra/llrender/llatmosphere.cpp17
-rw-r--r--indra/llrender/llatmosphere.h2
-rw-r--r--indra/llrender/llglslshader.cpp7
-rw-r--r--indra/llrender/llglslshader.h2
-rw-r--r--indra/llrender/llrender.cpp129
-rw-r--r--indra/llrender/llrender.h20
-rw-r--r--indra/llrender/llshadermgr.cpp3
-rw-r--r--indra/llrender/llshadermgr.h1
-rw-r--r--indra/llrender/llvertexbuffer.cpp2
-rw-r--r--indra/newview/app_settings/logcontrol.xml1
-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/skyF.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/skyV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl17
-rw-r--r--indra/newview/lldrawpoolground.cpp2
-rw-r--r--indra/newview/lldrawpoolsky.cpp2
-rw-r--r--indra/newview/lldrawpoolwater.cpp2
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp87
-rw-r--r--indra/newview/lldrawpoolwlsky.h2
-rw-r--r--indra/newview/llglsandbox.cpp2
-rw-r--r--indra/newview/llpanelprimmediacontrols.cpp6
-rw-r--r--indra/newview/llviewercamera.cpp25
-rw-r--r--indra/newview/llviewercamera.h8
-rw-r--r--indra/newview/llviewerdisplay.cpp26
-rw-r--r--indra/newview/llvieweroctree.cpp2
-rw-r--r--indra/newview/llviewershadermgr.cpp65
-rw-r--r--indra/newview/pipeline.cpp126
-rw-r--r--indra/newview/pipeline.h9
28 files changed, 349 insertions, 260 deletions
diff --git a/indra/llrender/llatmosphere.cpp b/indra/llrender/llatmosphere.cpp
index 29a5d4be08..644e102a15 100644
--- a/indra/llrender/llatmosphere.cpp
+++ b/indra/llrender/llatmosphere.cpp
@@ -201,9 +201,11 @@ bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings)
delete m_model;
}
m_model = nullptr;
+
getTransmittance()->setTexName(0);
getScattering()->setTexName(0);
getMieScattering()->setTexName(0);
+ getIlluminance()->setTexName(0);
// Init libatmosphere model
m_config.num_scattering_orders = 4;
@@ -235,6 +237,7 @@ bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings)
getTransmittance()->setTexName(m_textures.transmittance_texture);
getScattering()->setTexName(m_textures.scattering_texture);
getMieScattering()->setTexName(m_textures.single_mie_scattering_texture);
+ getIlluminance()->setTexName(m_textures.illuminance_texture);
}
return m_model != nullptr;
@@ -282,6 +285,20 @@ LLGLTexture* LLAtmosphere::getMieScattering()
return m_mie_scatter_texture;
}
+LLGLTexture* LLAtmosphere::getIlluminance()
+{
+ if (!m_illuminance)
+ {
+ m_illuminance = new LLGLTexture;
+ m_illuminance->generateGLTexture();
+ m_illuminance->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP);
+ m_illuminance->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR);
+ m_illuminance->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT);
+ m_illuminance->setTarget(GL_TEXTURE_2D, LLTexUnit::TT_TEXTURE);
+ }
+ return m_illuminance;
+}
+
GLhandleARB LLAtmosphere::getAtmosphericShaderForLink() const
{
return m_model ? m_model->GetShader() : 0;
diff --git a/indra/llrender/llatmosphere.h b/indra/llrender/llatmosphere.h
index 53dc1dd354..0d62a069ac 100644
--- a/indra/llrender/llatmosphere.h
+++ b/indra/llrender/llatmosphere.h
@@ -79,6 +79,7 @@ public:
LLGLTexture* getTransmittance();
LLGLTexture* getScattering();
LLGLTexture* getMieScattering();
+ LLGLTexture* getIlluminance();
GLhandleARB getAtmosphericShaderForLink() const;
@@ -97,6 +98,7 @@ protected:
LLPointer<LLGLTexture> m_transmittance;
LLPointer<LLGLTexture> m_scattering;
LLPointer<LLGLTexture> m_mie_scatter_texture;
+ LLPointer<LLGLTexture> m_illuminance;
std::vector<double> m_wavelengths;
std::vector<double> m_solar_irradiance;
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 73ab95cf3b..95e1274c16 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -33,6 +33,8 @@
#include "llrender.h"
#include "llvertexbuffer.h"
+#pragma optimize("", off)
+
#if LL_DARWIN
#include "OpenGL/OpenGL.h"
#endif
@@ -659,7 +661,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> *
mUniformMap[hashedName] = location;
LL_DEBUGS("ShaderLoading") << "Uniform " << name << " is at location " << location << LL_ENDL;
-
+
//find the index of this uniform
for (S32 i = 0; i < (S32) LLShaderMgr::instance()->mReservedUniforms.size(); i++)
{
@@ -683,7 +685,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> *
std::pair<uniforms_index_t::iterator, bool> result;
S32 index = i + LLShaderMgr::instance()->mReservedUniforms.size();
- if ((*uniforms)[i].String() == name)
+ if ((*uniforms)[i] == hashedName)
{
result = mUniform.insert(uniforms_index_t::value_type(index, location));
if (result.second)
@@ -1218,7 +1220,6 @@ void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, c
if (mProgramObject)
{
GLint location = getLocationForIndex(index);
-
if (location >= 0)
{
glUniformMatrix4fvARB(location, count, transpose, v);
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 562cbdcba9..3857dc0519 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -31,6 +31,8 @@
#include "llrender.h"
#include "llstaticstringtable.h"
+#pragma optimize("", off)
+
class LLShaderFeatures
{
public:
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index a8f622d3ff..9067a17baf 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1191,6 +1191,7 @@ void LLRender::syncMatrices()
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
static glh::matrix4f cached_mvp;
+ static glh::matrix4f cached_inv_mdv;
static U32 cached_mvp_mdv_hash = 0xFFFFFFFF;
static U32 cached_mvp_proj_hash = 0xFFFFFFFF;
@@ -1204,12 +1205,18 @@ void LLRender::syncMatrices()
bool mvp_done = false;
U32 i = MM_MODELVIEW;
- if (mMatHash[i] != shader->mMatHash[i])
+ if (mMatHash[MM_MODELVIEW] != shader->mMatHash[MM_MODELVIEW])
{ //update modelview, normal, and MVP
- glh::matrix4f& mat = mMatrix[i][mMatIdx[i]];
+ glh::matrix4f& mat = mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]];
- shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mat.m);
- shader->mMatHash[i] = mMatHash[i];
+ // if MDV has changed, update the cached inverse as well
+ if (cached_mvp_mdv_hash != mMatHash[MM_MODELVIEW])
+ {
+ cached_inv_mdv = mat.inverse();
+ }
+
+ shader->uniformMatrix4fv(name[MM_MODELVIEW], 1, GL_FALSE, mat.m);
+ shader->mMatHash[MM_MODELVIEW] = mMatHash[MM_MODELVIEW];
//update normal matrix
S32 loc = shader->getUniformLocation(LLShaderMgr::NORMAL_MATRIX);
@@ -1217,7 +1224,7 @@ void LLRender::syncMatrices()
{
if (cached_normal_hash != mMatHash[i])
{
- cached_normal = mat.inverse().transpose();
+ cached_normal = cached_inv_mdv.transpose();
cached_normal_hash = mMatHash[i];
}
@@ -1233,6 +1240,17 @@ void LLRender::syncMatrices()
shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat);
}
+ if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX))
+ {
+ glh::matrix4f ogl_to_cfr = copy_matrix((F32*)OGL_TO_CFR_ROTATION);
+ glh::matrix4f modelview = ogl_to_cfr.inverse() * get_current_modelview();
+
+ glh::matrix4f inv_modelview = modelview.inverse();
+ shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, FALSE, inv_modelview.m);
+ }
+
+ shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, GL_FALSE, cached_inv_mdv.m);
+
//update MVP matrix
mvp_done = true;
loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX);
@@ -1249,17 +1267,22 @@ void LLRender::syncMatrices()
}
shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m);
- }
+ }
}
-
i = MM_PROJECTION;
- if (mMatHash[i] != shader->mMatHash[i])
+ if (mMatHash[MM_PROJECTION] != shader->mMatHash[MM_PROJECTION])
{ //update projection matrix, normal, and MVP
- glh::matrix4f& mat = mMatrix[i][mMatIdx[i]];
+ glh::matrix4f& mat = mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]];
- shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mat.m);
- shader->mMatHash[i] = mMatHash[i];
+ if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX))
+ {
+ glh::matrix4f inv_proj = mat.inverse();
+ shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
+ }
+
+ shader->uniformMatrix4fv(name[MM_PROJECTION], 1, GL_FALSE, mat.m);
+ shader->mMatHash[MM_PROJECTION] = mMatHash[MM_PROJECTION];
if (!mvp_done)
{
@@ -1267,7 +1290,7 @@ void LLRender::syncMatrices()
S32 loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX);
if (loc > -1)
{
- if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION])
+ if (cached_mvp_mdv_hash != mMatHash[MM_PROJECTION] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION])
{
U32 mdv = MM_MODELVIEW;
cached_mvp = mat;
@@ -2332,3 +2355,85 @@ void LLRender::debugTexUnits(void)
LL_INFOS("TextureUnit") << "Active TexUnit Enabled : " << active_enabled << LL_ENDL;
}
+
+
+glh::matrix4f copy_matrix(F32* src)
+{
+ glh::matrix4f ret;
+ ret.set_value(src);
+ return ret;
+}
+
+glh::matrix4f get_current_modelview()
+{
+ return copy_matrix(gGLModelView);
+}
+
+glh::matrix4f get_current_projection()
+{
+ return copy_matrix(gGLProjection);
+}
+
+glh::matrix4f get_last_modelview()
+{
+ return copy_matrix(gGLLastModelView);
+}
+
+glh::matrix4f get_last_projection()
+{
+ return copy_matrix(gGLLastProjection);
+}
+
+void copy_matrix(const glh::matrix4f& src, F32* dst)
+{
+ for (U32 i = 0; i < 16; i++)
+ {
+ dst[i] = src.m[i];
+ }
+}
+
+void set_current_modelview(const glh::matrix4f& mat)
+{
+ copy_matrix(mat, gGLModelView);
+}
+
+void set_current_projection(glh::matrix4f& mat)
+{
+ copy_matrix(mat, gGLProjection);
+}
+
+glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar)
+{
+ glh::matrix4f ret(
+ 2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left),
+ 0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom),
+ 0.f, 0.f, -2.f/(zfar-znear), -(zfar+znear)/(zfar-znear),
+ 0.f, 0.f, 0.f, 1.f);
+
+ return ret;
+}
+
+glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
+{
+ GLfloat f = 1.f/tanf(DEG_TO_RAD*fovy/2.f);
+
+ return glh::matrix4f(f/aspect, 0, 0, 0,
+ 0, f, 0, 0,
+ 0, 0, (zFar+zNear)/(zNear-zFar), (2.f*zFar*zNear)/(zNear-zFar),
+ 0, 0, -1.f, 0);
+}
+
+glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up)
+{
+ LLVector3 f = center-eye;
+ f.normVec();
+ up.normVec();
+ LLVector3 s = f % up;
+ LLVector3 u = s % f;
+
+ return glh::matrix4f(s[0], s[1], s[2], 0,
+ u[0], u[1], u[2], 0,
+ -f[0], -f[1], -f[2], 0,
+ 0, 0, 0, 1);
+
+} \ No newline at end of file
diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h
index 9ad3a6e593..d6be5bd0d0 100644
--- a/indra/llrender/llrender.h
+++ b/indra/llrender/llrender.h
@@ -489,4 +489,24 @@ extern S32 gGLViewport[4];
extern LLRender gGL;
+// This rotation matrix moves the default OpenGL reference frame
+// (-Z at, Y up) to Cory's favorite reference frame (X at, Z up)
+const F32 OGL_TO_CFR_ROTATION[16] = { 0.f, 0.f, -1.f, 0.f, // -Z becomes X
+ -1.f, 0.f, 0.f, 0.f, // -X becomes Y
+ 0.f, 1.f, 0.f, 0.f, // Y becomes Z
+ 0.f, 0.f, 0.f, 1.f };
+
+glh::matrix4f copy_matrix(F32* src);
+glh::matrix4f get_current_modelview();
+glh::matrix4f get_current_projection();
+glh::matrix4f get_last_modelview();
+glh::matrix4f get_last_projection();
+
+void copy_matrix(const glh::matrix4f& src, F32* dst);
+void set_current_modelview(const glh::matrix4f& mat);
+void set_current_projection(glh::matrix4f& mat);
+
+glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar);
+glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar);
+glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up);
#endif
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 603f26afd3..f1ddbed956 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -31,6 +31,8 @@
#include "llfile.h"
#include "llrender.h"
+#pragma optimize("", off)
+
#if LL_DARWIN
#include "OpenGL/OpenGL.h"
#endif
@@ -1101,6 +1103,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("projection_matrix");
mReservedUniforms.push_back("inv_proj");
mReservedUniforms.push_back("modelview_projection_matrix");
+ mReservedUniforms.push_back("inv_modelview");
mReservedUniforms.push_back("normal_matrix");
mReservedUniforms.push_back("texture_matrix0");
mReservedUniforms.push_back("texture_matrix1");
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 9418849f32..fa2a9f03be 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -47,6 +47,7 @@ public:
PROJECTION_MATRIX,
INVERSE_PROJECTION_MATRIX,
MODELVIEW_PROJECTION_MATRIX,
+ INVERSE_MODELVIEW_MATRIX,
NORMAL_MATRIX,
TEXTURE_MATRIX0,
TEXTURE_MATRIX1,
diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp
index f10301b42d..637dedd9f6 100644
--- a/indra/llrender/llvertexbuffer.cpp
+++ b/indra/llrender/llvertexbuffer.cpp
@@ -195,7 +195,7 @@ volatile U8* LLVBOPool::allocate(U32& name, U32 size, bool for_seed)
}
else
{ //always use a true hint of static draw when allocating non-client-backed buffers
- glBufferDataARB(mType, size, 0, GL_STATIC_DRAW_ARB);
+ glBufferDataARB(mType, size, 0, GL_STATIC_DRAW_ARB);
}
glBindBufferARB(mType, 0);
diff --git a/indra/newview/app_settings/logcontrol.xml b/indra/newview/app_settings/logcontrol.xml
index 380d7762d6..951c8edcc7 100644
--- a/indra/newview/app_settings/logcontrol.xml
+++ b/indra/newview/app_settings/logcontrol.xml
@@ -51,6 +51,7 @@
<key>tags</key>
<array>
<!-- sample entry for debugging specific items
+ <string>ShaderLoading</string>
<string>Avatar</string>
<string>Inventory</string>
<string>SceneLoadTiming</string>
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index c3097589ea..0d9042a301 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -10143,7 +10143,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>0</integer>
+ <integer>1</integer>
</map>
<key>RenderUseTriStrips</key>
<map>
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
index 0223f94e55..5185a9f8f4 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
@@ -29,11 +29,12 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
+in vec3 view_pos;
in vec3 view_dir;
uniform vec3 cameraPosLocal;
-uniform vec3 sun_direction;
-uniform vec2 sun_size;
+uniform vec3 sun_dir;
+uniform float sun_size;
uniform sampler2D cloud_noise_texture;
uniform sampler2D transmittance_texture;
@@ -50,20 +51,35 @@ void main()
{
vec3 view_direction = normalize(view_dir);
+ vec3 sun_direction = sun_dir;
+
vec3 camPos = cameraPosLocal + vec3(0, 0, 6360.0f);
vec3 transmittance;
+ vec3 sky_illum;
vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
+ vec3 radiance2 = GetSunAndSkyIlluminance(camPos, view_direction, sun_direction, sky_illum);
+
+ radiance *= transmittance;
+
+ vec3 solar_luminance = transmittance * GetSolarLuminance();
// If the view ray intersects the Sun, add the Sun radiance.
- if (dot(view_direction, sun_direction) >= sun_size.y)
+ if (dot(view_direction, sun_direction) >= sun_size)
{
- radiance = radiance + (transmittance * GetSolarLuminance());
+ radiance = radiance + solar_luminance;
}
- vec3 color = vec3(1.0) - exp(-radiance);
- color = pow(color, vec3(1.0 / 2.2));
+ vec3 color = radiance;
+
+ color = vec3(1.0) - exp(-color * 0.0001);
+
+ //float d = dot(view_direction, sun_direction);
+ //frag_color.rgb = vec3(d, d >= sun_size ? 1.0f : 0.0f, 0.0f);
frag_color.rgb = color;
+ //frag_color.rgb = vec3(dot(view_direction, sun_direction) > 0.95f ? 1.0 : 0.0, 0,0);
+ frag_color.rgb = normalize(view_pos);
+
frag_color.a = 1.0;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
index 52a7595379..cf3eb658fc 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
@@ -23,21 +23,29 @@
* $/LicenseInfo$
*/
+uniform vec3 cameraPosLocal;
uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
+uniform mat4 inv_proj;
+uniform mat4 inv_modelview;
ATTRIBUTE vec3 position;
// Inputs
uniform vec3 camPosLocal;
+out vec3 view_pos;
out vec3 view_dir;
void main()
{
- // World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ // pass through untransformed fullscreen pos (clipspace)
+ gl_Position = vec4(position.xyz, 1.0);
+
+ view_pos = (inv_proj * vec4(position, 1.0f)).xyz;
// this will be normalized in the frag shader...
- view_dir = position.xyz - camPosLocal.xyz;
+ //view_dir = (inv_modelview * view_pos).xyz;
+ view_dir = view_pos - camPosLocal;
}
diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl
index 014ab9d11b..fed3edf7de 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl
@@ -32,12 +32,13 @@ out vec4 frag_color;
in vec3 view_dir;
uniform vec3 cameraPosLocal;
-uniform vec3 sun_direction;
+uniform vec3 sun_dir;
uniform float sun_size;
uniform sampler2D transmittance_texture;
uniform sampler3D scattering_texture;
uniform sampler3D mie_scattering_texture;
+uniform sampler2D irradiance_texture;
vec3 GetSolarLuminance();
vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 sun_dir, out vec3 transmittance);
@@ -50,20 +51,22 @@ void main()
vec3 camPos = cameraPosLocal;
vec3 transmittance;
- vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
+ vec3 sky_illum;
+ vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_dir, transmittance);
+ vec3 radiance2 = GetSunAndSkyIlluminance(camPos, view_direction, sun_dir, sky_illum);
- radiance *= transmittance;
+ //radiance *= transmittance;
// If the view ray intersects the Sun, add the Sun radiance.
- if (dot(view_direction, sun_direction) >= sun_size)
+ if (dot(view_direction, sun_dir) >= sun_size)
{
radiance = radiance + transmittance * GetSolarLuminance();
}
- vec3 color = vec3(1.0) - exp(-radiance);
- color = pow(color, vec3(1.0 / 2.2));
+ //vec3 color = vec3(1.0) - exp(-radiance);
+ //color = pow(color, vec3(1.0 / 2.2));
- frag_color.rgb = color;
+ frag_color.rgb = radiance;
frag_color.a = 1.0;
}
diff --git a/indra/newview/lldrawpoolground.cpp b/indra/newview/lldrawpoolground.cpp
index 59c3fbf7a1..e5ce0413b1 100644
--- a/indra/newview/lldrawpoolground.cpp
+++ b/indra/newview/lldrawpoolground.cpp
@@ -68,7 +68,7 @@ void LLDrawPoolGround::render(S32 pass)
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
- LLGLSquashToFarClip far_clip(glh_get_current_projection());
+ LLGLSquashToFarClip far_clip(get_current_projection());
F32 water_height = gAgent.getRegion()->getWaterHeight();
gGL.pushMatrix();
diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp
index bdb16abc78..2e4506ce47 100644
--- a/indra/newview/lldrawpoolsky.cpp
+++ b/indra/newview/lldrawpoolsky.cpp
@@ -102,7 +102,7 @@ void LLDrawPoolSky::render(S32 pass)
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
- LLGLSquashToFarClip far_clip(glh_get_current_projection());
+ LLGLSquashToFarClip far_clip(get_current_projection());
LLGLEnable fog_enable( (mVertexShaderLevel < 1 && LLViewerCamera::getInstance()->cameraUnderWater()) ? GL_FOG : 0);
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 493c619a99..bdf04bd436 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -705,7 +705,7 @@ void LLDrawPoolWater::shade()
}
else
{
- LLGLSquashToFarClip far_clip(glh_get_current_projection());
+ LLGLSquashToFarClip far_clip(get_current_projection());
face->renderIndexed();
}
}
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 01d10502a1..789e79bb31 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -128,17 +128,10 @@ void LLDrawPoolWLSky::endDeferredPass(S32 pass)
void LLDrawPoolWLSky::renderFsSky(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const
{
- gGL.pushMatrix();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.loadIdentity();
-
// Draw WL Sky w/ normal cam pos (where you are) for adv atmo sky
+ //gGL.syncMatrices();
sky_shader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
gSky.mVOWLSkyp->drawFsSky();
-
- gGL.popMatrix();
}
void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const
@@ -174,54 +167,63 @@ void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLoca
gGL.popMatrix();
}
-void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const
+void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const
{
- if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
- {
- LLGLDisable blend(GL_BLEND);
-
+ if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders() && gAtmosphere)
+ {
sky_shader->bind();
- LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+ // bind precomputed textures necessary for calculating sun and sky luminance
+ sky_shader->bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance());
+ sky_shader->bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering());
+ sky_shader->bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering());
+ sky_shader->bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance());
- if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders() && gAtmosphere)
- {
- // bind precomputed textures necessary for calculating sun and sky luminance
- sky_shader->bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance());
- sky_shader->bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering());
- sky_shader->bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering());
+ static float sunSize = (float)cos(0.0005);
- static float sunSize = (float)cos(0.0005);
+ sky_shader->uniform1f(LLShaderMgr::SUN_SIZE, sunSize);
- sky_shader->uniform1f(LLShaderMgr::SUN_SIZE, sunSize);
+ static LLVector3 solDir(-0.935f, 0.23f, 0.27f);
- static LLVector3 solDir(0.7f, 0.2f, 0.2f);
+ static bool fooA = false;
+ static bool fooB = false;
- //neither of these appear to track with the env settings, would the real sun please stand up.
- //sky_shader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, gPipeline.mTransformedSunDir.mV);
- //sky_shader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, gSky.mVOSkyp->getSun().getDirection().mV);
- solDir.normalize();
+ //neither of these appear to track with the env settings, would the real sun please stand up.
+ if (fooA) solDir = gPipeline.mTransformedSunDir;
+ if (fooB) solDir = gSky.mVOSkyp->getSun().getDirection();
- sky_shader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, solDir.mV);
+ solDir.normalize();
- // clouds are rendered along with sky in adv atmo
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && sCloudNoiseTexture.notNull())
- {
- sky_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, sCloudNoiseTexture);
- }
+ sky_shader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, solDir.mV);
- renderFsSky(origin, camHeightLocal, sky_shader);
- }
- else
+ // clouds are rendered along with sky in adv atmo
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && sCloudNoiseTexture.notNull())
{
- /// Render the skydome
- renderDome(origin, camHeightLocal, sky_shader);
+ sky_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, sCloudNoiseTexture);
}
+ renderFsSky(camPosLocal, camHeightLocal, sky_shader);
+
sky_shader->unbind();
}
}
+void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const
+{
+ LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+
+ if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
+ {
+ LLGLDisable blend(GL_BLEND);
+ sky_shader->bind();
+
+ /// Render the skydome
+ renderDome(origin, camHeightLocal, sky_shader);
+
+ sky_shader->unbind();
+ }
+}
+
void LLDrawPoolWLSky::renderStars(void) const
{
LLGLSPipelineSkyBox gls_sky;
@@ -367,18 +369,17 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
gGL.setColorMask(true, false);
- LLGLSquashToFarClip far_clip(glh_get_current_projection());
+ LLGLSquashToFarClip far_clip(get_current_projection());
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
- renderSkyHaze(origin, camHeightLocal);
+ renderSkyHazeDeferred(origin, camHeightLocal);
- if (!gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders())
+ if (gPipeline.canUseWindLightShaders())
{
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
gGL.pushMatrix();
-
gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
gDeferredStarProgram.bind();
@@ -415,7 +416,7 @@ void LLDrawPoolWLSky::render(S32 pass)
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
LLGLDisable clip(GL_CLIP_PLANE0);
- LLGLSquashToFarClip far_clip(glh_get_current_projection());
+ LLGLSquashToFarClip far_clip(get_current_projection());
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
diff --git a/indra/newview/lldrawpoolwlsky.h b/indra/newview/lldrawpoolwlsky.h
index 8d4a749a9c..2beb2867db 100644
--- a/indra/newview/lldrawpoolwlsky.h
+++ b/indra/newview/lldrawpoolwlsky.h
@@ -76,6 +76,8 @@ private:
void renderFsSky(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const;
void renderDome(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const;
void renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const;
+ void renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const;
+
void renderStars(void) const;
void renderSkyClouds(const LLVector3& camPosLocal, F32 camHeightLocal) const;
void renderHeavenlyBodies();
diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp
index 63270e13fe..5111bbb066 100644
--- a/indra/newview/llglsandbox.cpp
+++ b/indra/newview/llglsandbox.cpp
@@ -1060,7 +1060,7 @@ F32 gpu_benchmark()
delete [] pixels;
//make a dummy triangle to draw with
- LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, GL_STATIC_DRAW_ARB);
+ LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, GL_STREAM_DRAW_ARB);
if (!buff->allocateBuffer(3, 0, true))
{
diff --git a/indra/newview/llpanelprimmediacontrols.cpp b/indra/newview/llpanelprimmediacontrols.cpp
index 5f413fc3c0..3d3dccee0b 100644
--- a/indra/newview/llpanelprimmediacontrols.cpp
+++ b/indra/newview/llpanelprimmediacontrols.cpp
@@ -64,8 +64,8 @@
#include "llvector4a.h"
// Functions pulled from pipeline.cpp
-glh::matrix4f glh_get_current_modelview();
-glh::matrix4f glh_get_current_projection();
+glh::matrix4f get_current_modelview();
+glh::matrix4f get_current_projection();
// Functions pulled from llviewerdisplay.cpp
bool get_hud_matrices(glh::matrix4f &proj, glh::matrix4f &model);
@@ -642,7 +642,7 @@ void LLPanelPrimMediaControls::updateShape()
glh::matrix4f mat;
if (!is_hud)
{
- mat = glh_get_current_projection() * glh_get_current_modelview();
+ mat = get_current_projection() * get_current_modelview();
}
else {
glh::matrix4f proj, modelview;
diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp
index 57a0195d23..de92e68032 100644
--- a/indra/newview/llviewercamera.cpp
+++ b/indra/newview/llviewercamera.cpp
@@ -81,31 +81,6 @@ glh::matrix4f gl_pick_matrix(GLfloat x, GLfloat y, GLfloat width, GLfloat height
return glh::matrix4f(m);
}
-glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
-{
- GLfloat f = 1.f/tanf(DEG_TO_RAD*fovy/2.f);
-
- return glh::matrix4f(f/aspect, 0, 0, 0,
- 0, f, 0, 0,
- 0, 0, (zFar+zNear)/(zNear-zFar), (2.f*zFar*zNear)/(zNear-zFar),
- 0, 0, -1.f, 0);
-}
-
-glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up)
-{
- LLVector3 f = center-eye;
- f.normVec();
- up.normVec();
- LLVector3 s = f % up;
- LLVector3 u = s % f;
-
- return glh::matrix4f(s[0], s[1], s[2], 0,
- u[0], u[1], u[2], 0,
- -f[0], -f[1], -f[2], 0,
- 0, 0, 0, 1);
-
-}
-
// Build time optimization, generate this once in .cpp file
template class LLViewerCamera* LLSingleton<class LLViewerCamera>::getInstance();
diff --git a/indra/newview/llviewercamera.h b/indra/newview/llviewercamera.h
index f8c973690a..a5216b5275 100644
--- a/indra/newview/llviewercamera.h
+++ b/indra/newview/llviewercamera.h
@@ -35,14 +35,6 @@
#include "lltrace.h"
class LLViewerObject;
-
-// This rotation matrix moves the default OpenGL reference frame
-// (-Z at, Y up) to Cory's favorite reference frame (X at, Z up)
-const F32 OGL_TO_CFR_ROTATION[16] = { 0.f, 0.f, -1.f, 0.f, // -Z becomes X
- -1.f, 0.f, 0.f, 0.f, // -X becomes Y
- 0.f, 1.f, 0.f, 0.f, // Y becomes Z
- 0.f, 0.f, 0.f, 1.f };
-
const BOOL FOR_SELECTION = TRUE;
const BOOL NOT_FOR_SELECTION = FALSE;
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index 950243949f..d1b6decb0d 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -729,8 +729,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
- glh::matrix4f proj = glh_get_current_projection();
- glh::matrix4f mod = glh_get_current_modelview();
+ glh::matrix4f proj = get_current_projection();
+ glh::matrix4f mod = get_current_modelview();
glViewport(0,0,512,512);
LLVOAvatar::updateFreezeCounter() ;
@@ -739,8 +739,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLVOAvatar::updateImpostors();
}
- glh_set_current_projection(proj);
- glh_set_current_modelview(mod);
+ set_current_projection(proj);
+ set_current_modelview(mod);
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.loadMatrix(proj.m);
gGL.matrixMode(LLRender::MM_MODELVIEW);
@@ -1078,8 +1078,8 @@ void render_hud_attachments()
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glh::matrix4f current_proj = glh_get_current_projection();
- glh::matrix4f current_mod = glh_get_current_modelview();
+ glh::matrix4f current_proj = get_current_projection();
+ glh::matrix4f current_mod = get_current_modelview();
// clamp target zoom level to reasonable values
gAgentCamera.mHUDTargetZoom = llclamp(gAgentCamera.mHUDTargetZoom, 0.1f, 1.f);
@@ -1171,8 +1171,8 @@ void render_hud_attachments()
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
- glh_set_current_projection(current_proj);
- glh_set_current_modelview(current_mod);
+ set_current_projection(current_proj);
+ set_current_modelview(current_mod);
}
LLRect get_whole_screen_region()
@@ -1254,11 +1254,11 @@ bool setup_hud_matrices(const LLRect& screen_region)
// set up transform to keep HUD objects in front of camera
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.loadMatrix(proj.m);
- glh_set_current_projection(proj);
+ set_current_projection(proj);
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.loadMatrix(model.m);
- glh_set_current_modelview(model);
+ set_current_modelview(model);
return TRUE;
}
@@ -1266,13 +1266,13 @@ void render_ui(F32 zoom_factor, int subfield)
{
LLGLState::checkStates();
- glh::matrix4f saved_view = glh_get_current_modelview();
+ glh::matrix4f saved_view = get_current_modelview();
if (!gSnapshot)
{
gGL.pushMatrix();
gGL.loadMatrix(gGLLastModelView);
- glh_set_current_modelview(glh_copy_matrix(gGLLastModelView));
+ set_current_modelview(copy_matrix(gGLLastModelView));
}
if(LLSceneMonitor::getInstance()->needsUpdate())
@@ -1335,7 +1335,7 @@ void render_ui(F32 zoom_factor, int subfield)
if (!gSnapshot)
{
- glh_set_current_modelview(saved_view);
+ set_current_modelview(saved_view);
gGL.popMatrix();
}
}
diff --git a/indra/newview/llvieweroctree.cpp b/indra/newview/llvieweroctree.cpp
index 023f1b92ba..56e6103f67 100644
--- a/indra/newview/llvieweroctree.cpp
+++ b/indra/newview/llvieweroctree.cpp
@@ -1272,7 +1272,7 @@ void LLOcclusionCullingGroup::doOcclusion(LLCamera* camera, const LLVector4a* sh
{
LL_RECORD_BLOCK_TIME(FTM_OCCLUSION_DRAW_WATER);
- LLGLSquashToFarClip squash(glh_get_current_projection(), 1);
+ LLGLSquashToFarClip squash(get_current_projection(), 1);
if (camera->getOrigin().isExactlyZero())
{ //origin is invalid, draw entire box
gPipeline.mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, 0);
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 4db039ace3..95e4f27a39 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -2091,6 +2091,31 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
}
+ // this shader uses gather so it can't live with the other basic shaders safely
+ /*if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
+ {
+ gDownsampleMinMaxDepthRectProgram.mName = "DownsampleMinMaxDepthRect Shader";
+ gDownsampleMinMaxDepthRectProgram.mShaderFiles.clear();
+ gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthV.glsl", GL_VERTEX_SHADER_ARB));
+ gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDownsampleMinMaxDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
+ success = gDownsampleMinMaxDepthRectProgram.createShader(NULL, NULL);
+ }*/
+
+ // this shader uses gather so it can't live with the other basic shaders safely
+ /*if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
+ {
+ gInscatterRectProgram.mName = "Inscatter Shader";
+ gInscatterRectProgram.mShaderFiles.clear();
+ gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoV.glsl", GL_VERTEX_SHADER_ARB));
+ gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gInscatterRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
+ llassert(gAtmosphere != nullptr);
+ gInscatterRectProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
+ success = gInscatterRectProgram.createShader(NULL, NULL);
+ llassert(success);
+ }*/
+
if (success)
{
gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
@@ -2105,9 +2130,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
}
success = gDeferredWLSkyProgram.createShader(NULL, NULL);
+ llassert(success);
}
- if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
+ if (success)
{
gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program";
gDeferredWLCloudProgram.mShaderFiles.clear();
@@ -2115,7 +2141,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
+ {
+ gDeferredWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
+ }
success = gDeferredWLCloudProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -3459,31 +3490,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
LLAtmosphere::initClass();
}
- // this shader uses gather so it can't live with the other basic shaders safely
- /*if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
- {
- gDownsampleMinMaxDepthRectProgram.mName = "DownsampleMinMaxDepthRect Shader";
- gDownsampleMinMaxDepthRectProgram.mShaderFiles.clear();
- gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthV.glsl", GL_VERTEX_SHADER_ARB));
- gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDownsampleMinMaxDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
- success = gDownsampleMinMaxDepthRectProgram.createShader(NULL, NULL);
- }*/
-
- // this shader uses gather so it can't live with the other basic shaders safely
- if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
- {
- gInscatterRectProgram.mName = "Inscatter Shader";
- gInscatterRectProgram.mShaderFiles.clear();
- gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoV.glsl", GL_VERTEX_SHADER_ARB));
- gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoF.glsl", GL_FRAGMENT_SHADER_ARB));
- gInscatterRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
- llassert(gAtmosphere != nullptr);
- gInscatterRectProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
- success = gInscatterRectProgram.createShader(NULL, NULL);
- }
-
- if (success)
+ if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
{
gWLSkyProgram.mName = "Windlight Sky Shader";
//gWLSkyProgram.mFeatures.hasGamma = true;
@@ -3492,12 +3499,10 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
gWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- if (gAtmosphere != nullptr)
- gWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
success = gWLSkyProgram.createShader(NULL, NULL);
}
- if (success)
+ if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
{
gWLCloudProgram.mName = "Windlight Cloud Program";
//gWLCloudProgram.mFeatures.hasGamma = true;
@@ -3506,8 +3511,6 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
gWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- if (gAtmosphere != nullptr)
- gWLCloudProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
success = gWLCloudProgram.createShader(NULL, NULL);
}
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 4f34f58b76..6ad47386c7 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -298,62 +298,6 @@ void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
U32 nhpo2(U32 v);
LLVertexBuffer* ll_create_cube_vb(U32 type_mask, U32 usage);
-glh::matrix4f glh_copy_matrix(F32* src)
-{
- glh::matrix4f ret;
- ret.set_value(src);
- return ret;
-}
-
-glh::matrix4f glh_get_current_modelview()
-{
- return glh_copy_matrix(gGLModelView);
-}
-
-glh::matrix4f glh_get_current_projection()
-{
- return glh_copy_matrix(gGLProjection);
-}
-
-glh::matrix4f glh_get_last_modelview()
-{
- return glh_copy_matrix(gGLLastModelView);
-}
-
-glh::matrix4f glh_get_last_projection()
-{
- return glh_copy_matrix(gGLLastProjection);
-}
-
-void glh_copy_matrix(const glh::matrix4f& src, F32* dst)
-{
- for (U32 i = 0; i < 16; i++)
- {
- dst[i] = src.m[i];
- }
-}
-
-void glh_set_current_modelview(const glh::matrix4f& mat)
-{
- glh_copy_matrix(mat, gGLModelView);
-}
-
-void glh_set_current_projection(glh::matrix4f& mat)
-{
- glh_copy_matrix(mat, gGLProjection);
-}
-
-glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar)
-{
- glh::matrix4f ret(
- 2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left),
- 0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom),
- 0.f, 0.f, -2.f/(zfar-znear), -(zfar+znear)/(zfar-znear),
- 0.f, 0.f, 0.f, 1.f);
-
- return ret;
-}
-
void display_update_camera();
//----------------------------------------
@@ -1445,9 +1389,9 @@ bool LLPipeline::canUseVertexShaders()
bool LLPipeline::canUseWindLightShaders() const
{
- return (!LLPipeline::sDisableShaders &&
- gWLSkyProgram.mProgramObject != 0 &&
- LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1);
+ bool usingWindlight = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1;
+ bool haveShaders = ((gWLSkyProgram.mProgramObject != 0) || (gDeferredWLSkyProgram.mProgramObject != 0));
+ return (!LLPipeline::sDisableShaders && haveShaders && usingWindlight);
}
bool LLPipeline::canUseWindLightShadersOnObjects() const
@@ -2483,8 +2427,8 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
}
}
- glh::matrix4f modelview = glh_get_last_modelview();
- glh::matrix4f proj = glh_get_last_projection();
+ glh::matrix4f modelview = get_last_modelview();
+ glh::matrix4f proj = get_last_projection();
LLGLUserClipPlane clip(plane, modelview, proj, water_clip != 0 && LLPipeline::sReflectionRender);
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
@@ -8269,7 +8213,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
stop_glerror();
- glh::matrix4f projection = glh_get_current_projection();
+ glh::matrix4f projection = get_current_projection();
glh::matrix4f inv_proj = projection.inverse();
shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
@@ -8443,7 +8387,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0)
{
- glh::matrix4f norm_mat = glh_get_current_modelview().inverse().transpose();
+ glh::matrix4f norm_mat = get_current_modelview().inverse().transpose();
shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.m);
}
}
@@ -8513,7 +8457,7 @@ void LLPipeline::renderDeferredLighting()
LLGLEnable cull(GL_CULL_FACE);
LLGLEnable blend(GL_BLEND);
- glh::matrix4f mat = glh_copy_matrix(gGLModelView);
+ glh::matrix4f mat = copy_matrix(gGLModelView);
LLStrider<LLVector3> vert;
mDeferredVB->getVertexStrider(vert);
@@ -8547,7 +8491,7 @@ void LLPipeline::renderDeferredLighting()
mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
- glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
+ glh::matrix4f inv_trans = get_current_modelview().inverse().transpose();
const U32 slice = 32;
F32 offset[slice*3];
@@ -9127,7 +9071,7 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
LLGLEnable cull(GL_CULL_FACE);
LLGLEnable blend(GL_BLEND);
- glh::matrix4f mat = glh_copy_matrix(gGLModelView);
+ glh::matrix4f mat = copy_matrix(gGLModelView);
LLStrider<LLVector3> vert;
mDeferredVB->getVertexStrider(vert);
@@ -9161,7 +9105,7 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
- glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
+ glh::matrix4f inv_trans = get_current_modelview().inverse().transpose();
const U32 slice = 32;
F32 offset[slice*3];
@@ -9650,7 +9594,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
LLMatrix4 light_mat(quat, LLVector4(origin,1.f));
glh::matrix4f light_to_agent((F32*) light_mat.mMatrix);
- glh::matrix4f light_to_screen = glh_get_current_modelview() * light_to_agent;
+ glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent;
glh::matrix4f screen_to_light = light_to_screen.inverse();
@@ -9837,7 +9781,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gPipeline.pushRenderTypeMask();
- glh::matrix4f projection = glh_get_current_projection();
+ glh::matrix4f projection = get_current_projection();
glh::matrix4f mat;
stop_glerror();
@@ -9898,11 +9842,11 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
mat.set_scale(glh::vec3f(1,1,-1));
mat.set_translate(glh::vec3f(0,0,height*2.f));
- glh::matrix4f current = glh_get_current_modelview();
+ glh::matrix4f current = get_current_modelview();
mat = current * mat;
- glh_set_current_modelview(mat);
+ set_current_modelview(mat);
gGL.loadMatrix(mat.m);
LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
@@ -10013,7 +9957,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
glCullFace(GL_BACK);
gGL.popMatrix();
mWaterRef.flush();
- glh_set_current_modelview(current);
+ set_current_modelview(current);
LLPipeline::sUseOcclusion = occlusion;
}
@@ -10053,7 +9997,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate)
{
//clip out geometry on the same side of water as the camera
- mat = glh_get_current_modelview();
+ mat = get_current_modelview();
LLPlane plane(-pnorm, -(pd+pad));
LLGLUserClipPlane clip_plane(plane, mat, projection);
@@ -10686,8 +10630,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
//get sun view matrix
//store current projection/modelview matrix
- glh::matrix4f saved_proj = glh_get_current_projection();
- glh::matrix4f saved_view = glh_get_current_modelview();
+ glh::matrix4f saved_proj = get_current_projection();
+ glh::matrix4f saved_view = get_current_modelview();
glh::matrix4f inv_view = saved_view.inverse();
glh::matrix4f view[6];
@@ -10844,8 +10788,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0+j);
//restore render matrices
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
+ set_current_modelview(saved_view);
+ set_current_projection(saved_proj);
LLVector3 eye = camera.getOrigin();
@@ -11158,8 +11102,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
shadow_cam.setOrigin(0,0,0);
- glh_set_current_modelview(view[j]);
- glh_set_current_projection(proj[j]);
+ set_current_modelview(view[j]);
+ set_current_projection(proj[j]);
LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
@@ -11172,8 +11116,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
0.f, 0.f, 0.5f, 0.5f,
0.f, 0.f, 0.f, 1.f);
- glh_set_current_modelview(view[j]);
- glh_set_current_projection(proj[j]);
+ set_current_modelview(view[j]);
+ set_current_projection(proj[j]);
for (U32 i = 0; i < 16; i++)
{
@@ -11252,8 +11196,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
for (S32 i = 0; i < 2; i++)
{
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
+ set_current_modelview(saved_view);
+ set_current_projection(saved_proj);
if (mShadowSpotLight[i].isNull())
{
@@ -11313,8 +11257,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
0.f, 0.f, 0.5f, 0.5f,
0.f, 0.f, 0.f, 1.f);
- glh_set_current_modelview(view[i+4]);
- glh_set_current_projection(proj[i+4]);
+ set_current_modelview(view[i+4]);
+ set_current_projection(proj[i+4]);
mSunShadowMatrix[i+4] = trans*proj[i+4]*view[i+4]*inv_view;
@@ -11358,13 +11302,13 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
if (!CameraOffset)
{
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
+ set_current_modelview(saved_view);
+ set_current_projection(saved_proj);
}
else
{
- glh_set_current_modelview(view[1]);
- glh_set_current_projection(proj[1]);
+ set_current_modelview(view[1]);
+ set_current_projection(proj[1]);
gGL.loadMatrix(view[1].m);
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.loadMatrix(proj[1].m);
@@ -11542,7 +11486,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG;
F32 aspect = tdim.mV[0]/tdim.mV[1];
glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);
- glh_set_current_projection(persp);
+ set_current_projection(persp);
gGL.loadMatrix(persp.m);
gGL.matrixMode(LLRender::MM_MODELVIEW);
@@ -11553,7 +11497,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
gGL.loadMatrix(mat.m);
- glh_set_current_modelview(mat);
+ set_current_modelview(mat);
glClearColor(0.0f,0.0f,0.0f,0.0f);
gGL.setColorMask(true, true);
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 6023a41ca2..75fed7dd39 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -61,14 +61,7 @@ bool compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn
bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0);
bool setup_hud_matrices(); // use whole screen to render hud
bool setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking)
-glh::matrix4f glh_copy_matrix(F32* src);
-glh::matrix4f glh_get_current_modelview();
-void glh_set_current_modelview(const glh::matrix4f& mat);
-glh::matrix4f glh_get_current_projection();
-void glh_set_current_projection(glh::matrix4f& mat);
-glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar);
-glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar);
-glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up);
+
extern LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS;