diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/srgb.glsl | 3 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 9 | ||||
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 2 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 140 |
4 files changed, 79 insertions, 75 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl index 00ba0e8fad..bc3324f543 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl @@ -48,7 +48,6 @@ vec3 srgb_to_linear(vec3 cs) bvec3 lte = lessThanEqual(cs,vec3(0.04045)); return mix(high_range, low_range, lte); - } vec3 linear_to_srgb(vec3 cl) @@ -59,6 +58,4 @@ vec3 linear_to_srgb(vec3 cl) bvec3 lt = lessThan(cl,vec3(0.0031308)); return mix(high_range, low_range, lt); - } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 73f6d9fec3..69543b93ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -41,15 +41,6 @@ uniform sampler2D bumpMap2; uniform float blend_factor; uniform sampler2D screenTex; uniform sampler2D refTex; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; -uniform sampler2D noiseMap; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; - uniform float sunAngle; uniform float sunAngle2; uniform vec3 lightDir; diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index a3886b916a..cabfd3d2eb 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -483,6 +483,8 @@ void LLViewerShaderMgr::setShaders() S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); bool useRenderDeferred = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP"); bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders"); + bool useAdvancedAtmospherics = doingWindLight && gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"); + (void)useAdvancedAtmospherics; //using shaders, disable fixed function LLGLSLShader::sNoFixedFunction = true; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index e605f5b420..b8de59b6b8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -951,8 +951,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { for (U32 i = 0; i < 4; i++) { - mShadow[i].release(); - mShadowOcclusion[i].release(); + releaseShadowTarget(i); } } @@ -990,8 +989,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { for (U32 i = 4; i < 6; i++) { - mShadow[i].release(); - mShadowOcclusion[i].release(); + releaseShadowTarget(i); } } @@ -1005,11 +1003,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { mDeferredLight.release(); - for (U32 i = 0; i < 6; i++) - { - mShadow[i].release(); - mShadowOcclusion[i].release(); - } + releaseShadowTargets(); mFXAABuffer.release(); mScreen.release(); mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first @@ -1206,11 +1200,7 @@ void LLPipeline::releaseScreenBuffers() mDeferredLight.release(); mOcclusionDepth.release(); - for (U32 i = 0; i < 6; i++) - { - mShadow[i].release(); - mShadowOcclusion[i].release(); - } + releaseShadowTargets(); mInscatter.release(); } @@ -8326,20 +8316,24 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n for (U32 i = 0; i < 4; i++) { - channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE); - stop_glerror(); - if (channel > -1) - { - stop_glerror(); - gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - stop_glerror(); + LLRenderTarget* shadow_target = getShadowTarget(i); + if (shadow_target) + { + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE); + stop_glerror(); + if (channel > -1) + { + stop_glerror(); + gGL.getTexUnit(channel)->bind(getShadowTarget(i), TRUE); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + stop_glerror(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); - stop_glerror(); - } + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); + stop_glerror(); + } + } } for (U32 i = 4; i < 6; i++) @@ -8349,14 +8343,18 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n if (channel > -1) { stop_glerror(); - gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - stop_glerror(); + LLRenderTarget* shadow_target = getShadowTarget(i); + if (shadow_target) + { + gGL.getTexUnit(channel)->bind(shadow_target, TRUE); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + stop_glerror(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); - stop_glerror(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); + stop_glerror(); + } } } @@ -10849,9 +10847,13 @@ void LLPipeline::generateSunShadow(LLCamera& camera) for (S32 j = 0; j < 4; j++) { - mShadow[j].bindTarget(); - mShadow[j].clear(); - mShadow[j].flush(); + LLRenderTarget* shadow_target = getShadowTarget(j); + if (shadow_target) + { + shadow_target->bindTarget(); + shadow_target->clear(); + shadow_target->flush(); + } } } else @@ -10917,12 +10919,16 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadowCamera[j+4] = shadow_cam; } - mShadow[j].bindTarget(); - { - LLGLDepthTest depth(GL_TRUE); - mShadow[j].clear(); - } - mShadow[j].flush(); + LLRenderTarget* shadow_target = getShadowTarget(j); + if (shadow_target) + { + shadow_target->bindTarget(); + { + LLGLDepthTest depth(GL_TRUE); + shadow_target->clear(); + } + shadow_target->flush(); + } mShadowError.mV[j] = 0.f; mShadowFOV.mV[j] = 0.f; @@ -11211,20 +11217,24 @@ void LLPipeline::generateSunShadow(LLCamera& camera) stop_glerror(); - mShadow[j].bindTarget(); - mShadow[j].getViewport(gGLViewport); - mShadow[j].clear(); - - U32 target_width = mShadow[j].getWidth(); + LLRenderTarget* shadow_target = getShadowTarget(j); - { - static LLCullResult result[4]; + if (shadow_target) + { + shadow_target->bindTarget(); + shadow_target->getViewport(gGLViewport); + shadow_target->clear(); - renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width); - } + U32 target_width = shadow_target->getWidth(); + + { + static LLCullResult result[4]; + renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width); + } + + shadow_target->flush(); + } - mShadow[j].flush(); - if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) { LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); @@ -11357,19 +11367,23 @@ void LLPipeline::generateSunShadow(LLCamera& camera) stop_glerror(); - mShadow[i+4].bindTarget(); - mShadow[i+4].getViewport(gGLViewport); - mShadow[i+4].clear(); - - U32 target_width = mShadow[i+4].getWidth(); + LLRenderTarget* shadow_target = getShadowTarget(i + 4); - static LLCullResult result[2]; + if (shadow_target) + { + shadow_target->bindTarget(); + shadow_target->getViewport(gGLViewport); + shadow_target->clear(); + + U32 target_width = shadow_target->getWidth(); - LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0 + i + 4); + static LLCullResult result[2]; + LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0 + i + 4); - renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width); + renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width); - mShadow[i+4].flush(); + shadow_target->flush(); + } } } else |