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-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl91
-rwxr-xr-xindra/newview/featuretable_mac.txt4
-rwxr-xr-xindra/newview/llface.cpp6
-rwxr-xr-xindra/newview/llviewershadermgr.cpp28
-rwxr-xr-xindra/newview/llviewershadermgr.h4
-rwxr-xr-xindra/newview/pipeline.cpp19
6 files changed, 70 insertions, 82 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index c95aa8bb3c..a955ef6e9d 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -45,9 +45,8 @@ uniform float sun_wash;
uniform int light_count;
-#define MAX_LIGHT_COUNT 16
-uniform vec4 light[MAX_LIGHT_COUNT];
-uniform vec4 light_col[MAX_LIGHT_COUNT];
+uniform vec4 light[LIGHT_COUNT];
+uniform vec4 light_col[LIGHT_COUNT];
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
@@ -105,73 +104,59 @@ void main()
vec3 npos = normalize(-pos);
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
- for (int i = 0; i < MAX_LIGHT_COUNT; ++i)
+ for (int i = 0; i < LIGHT_COUNT; ++i)
{
- bool light_contrib = (i < light_count);
-
vec3 lv = light[i].xyz-pos;
float dist = length(lv);
dist /= light[i].w;
- if (dist > 1.0)
+ if (dist <= 1.0)
{
- light_contrib = false;
- }
-
- float da = dot(norm, lv);
- if (da < 0.0)
- {
- light_contrib = false;
- }
-
- if (light_contrib)
- {
- lv = normalize(lv);
- da = dot(norm, lv);
+ float da = dot(norm, lv);
+ if (da > 0.0)
+ {
+ lv = normalize(lv);
+ da = dot(norm, lv);
- float fa = light_col[i].a+1.0;
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
+ float fa = light_col[i].a+1.0;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
- dist_atten *= noise;
+ dist_atten *= noise;
- float lit = da * dist_atten;
+ float lit = da * dist_atten;
- vec3 col = light_col[i].rgb*lit*diff;
+ vec3 col = light_col[i].rgb*lit*diff;
- //vec3 col = vec3(dist2, light_col[i].a, lit);
+ //vec3 col = vec3(dist2, light_col[i].a, lit);
- if (spec.a > 0.0)
- {
- lit = min(da*6.0, 1.0) * dist_atten;
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv+npos);
- float nh = dot(norm, h);
- float nv = dot(norm, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
+ if (spec.a > 0.0)
{
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += lit*scol*light_col[i].rgb*spec.rgb;
- //col += spec.rgb;
+ lit = min(da*6.0, 1.0) * dist_atten;
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(norm, h);
+ float nv = dot(norm, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ col += lit*scol*light_col[i].rgb*spec.rgb;
+ //col += spec.rgb;
+ }
}
- }
- out_col += col;
+ out_col += col;
+ }
}
}
- if (dot(out_col, out_col) <= 0.0)
- {
- discard;
- }
-
frag_color.rgb = out_col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt
index 1c0d45c11b..0bdd425504 100755
--- a/indra/newview/featuretable_mac.txt
+++ b/indra/newview/featuretable_mac.txt
@@ -309,8 +309,8 @@ RenderVolumeLODFactor 1 2.0
VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
WLSkyDetail 1 128
-RenderDeferred 1 0
-RenderDeferredSSAO 1 0
+RenderDeferred 1 1
+RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
RenderFSAASamples 1 2
diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp
index f021f4ed0f..700b31f8d3 100755
--- a/indra/newview/llface.cpp
+++ b/indra/newview/llface.cpp
@@ -817,12 +817,6 @@ BOOL LLFace::genVolumeBBoxes(const LLVolume &volume, S32 f,
size.mul(scale);
}
- // Catch potential badness from normalization before it happens
- //
- llassert(mat_normal.mMatrix[0].isFinite3() && (mat_normal.mMatrix[0].dot3(mat_normal.mMatrix[0]).getF32() > F_APPROXIMATELY_ZERO));
- llassert(mat_normal.mMatrix[1].isFinite3() && (mat_normal.mMatrix[1].dot3(mat_normal.mMatrix[1]).getF32() > F_APPROXIMATELY_ZERO));
- llassert(mat_normal.mMatrix[2].isFinite3() && (mat_normal.mMatrix[2].dot3(mat_normal.mMatrix[2]).getF32() > F_APPROXIMATELY_ZERO));
-
mat_normal.mMatrix[0].normalize3fast();
mat_normal.mMatrix[1].normalize3fast();
mat_normal.mMatrix[2].normalize3fast();
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index fa9c2ce51f..d195971c03 100755
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -183,7 +183,7 @@ LLGLSLShader gDeferredTreeShadowProgram;
LLGLSLShader gDeferredAvatarProgram;
LLGLSLShader gDeferredAvatarAlphaProgram;
LLGLSLShader gDeferredLightProgram;
-LLGLSLShader gDeferredMultiLightProgram;
+LLGLSLShader gDeferredMultiLightProgram[16];
LLGLSLShader gDeferredSpotLightProgram;
LLGLSLShader gDeferredMultiSpotLightProgram;
LLGLSLShader gDeferredSunProgram;
@@ -1112,7 +1112,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredImpostorProgram.unload();
gDeferredTerrainProgram.unload();
gDeferredLightProgram.unload();
- gDeferredMultiLightProgram.unload();
+ for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i)
+ {
+ gDeferredMultiLightProgram[i].unload();
+ }
gDeferredSpotLightProgram.unload();
gDeferredMultiSpotLightProgram.unload();
gDeferredSunProgram.unload();
@@ -1353,15 +1356,20 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredLightProgram.createShader(NULL, NULL);
}
- if (success)
+ for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++)
{
- gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader";
- gDeferredMultiLightProgram.mShaderFiles.clear();
- gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
-
- success = gDeferredMultiLightProgram.createShader(NULL, NULL);
+ if (success)
+ {
+ gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i);
+ gDeferredMultiLightProgram[i].mShaderFiles.clear();
+ gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredMultiLightProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1));
+
+ SINGLE_FP_PERMUTATION(gDeferredMultiLightProgram[i]);
+ success = gDeferredMultiLightProgram[i].createShader(NULL, NULL);
+ }
}
if (success)
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index 438853cd6f..ed8167947d 100755
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -30,6 +30,8 @@
#include "llshadermgr.h"
#include "llmaterial.h"
+#define LL_DEFERRED_MULTI_LIGHT_COUNT 16
+
class LLViewerShaderMgr: public LLShaderMgr
{
public:
@@ -341,7 +343,7 @@ extern LLGLSLShader gDeferredTerrainProgram;
extern LLGLSLShader gDeferredTreeProgram;
extern LLGLSLShader gDeferredTreeShadowProgram;
extern LLGLSLShader gDeferredLightProgram;
-extern LLGLSLShader gDeferredMultiLightProgram;
+extern LLGLSLShader gDeferredMultiLightProgram[LL_DEFERRED_MULTI_LIGHT_COUNT];
extern LLGLSLShader gDeferredSpotLightProgram;
extern LLGLSLShader gDeferredMultiSpotLightProgram;
extern LLGLSLShader gDeferredSunProgram;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index d37b086ae3..c9f8a4d9ee 100755
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8681,10 +8681,6 @@ void LLPipeline::renderDeferredLighting()
vert[2].set(3,1,0);
{
- bindDeferredShader(gDeferredMultiLightProgram);
-
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
LLGLDepthTest depth(GL_FALSE);
//full screen blit
@@ -8696,7 +8692,7 @@ void LLPipeline::renderDeferredLighting()
U32 count = 0;
- const U32 max_count = 8;
+ const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT;
LLVector4 light[max_count];
LLVector4 col[max_count];
@@ -8719,17 +8715,20 @@ void LLPipeline::renderDeferredLighting()
count++;
if (count == max_count || fullscreen_lights.empty())
{
- gDeferredMultiLightProgram.uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
- gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
- gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
- gDeferredMultiLightProgram.uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
+ 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);
+ unbindDeferredShader(gDeferredMultiLightProgram[0]);
bindDeferredShader(gDeferredMultiSpotLightProgram);