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Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r--indra/llrender/llrender.cpp223
1 files changed, 194 insertions, 29 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 65d6181920..ebc4659bcf 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -59,7 +59,8 @@ static const GLenum sGLTextureType[] =
GL_TEXTURE_2D,
GL_TEXTURE_RECTANGLE_ARB,
GL_TEXTURE_CUBE_MAP_ARB,
- GL_TEXTURE_2D_MULTISAMPLE
+ GL_TEXTURE_2D_MULTISAMPLE,
+ GL_TEXTURE_3D
};
static const GLint sGLAddressMode[] =
@@ -104,7 +105,7 @@ LLTexUnit::LLTexUnit(S32 index)
mCurrColorOp(TBO_MULT), mCurrAlphaOp(TBO_MULT),
mCurrColorSrc1(TBS_TEX_COLOR), mCurrColorSrc2(TBS_PREV_COLOR),
mCurrAlphaSrc1(TBS_TEX_ALPHA), mCurrAlphaSrc2(TBS_PREV_ALPHA),
- mCurrColorScale(1), mCurrAlphaScale(1), mCurrTexture(0),
+ mCurrColorScale(1), mCurrAlphaScale(1), mCurrTexture(0), mTexColorSpace(TCS_LINEAR),
mHasMipMaps(false),
mIndex(index)
{
@@ -161,6 +162,8 @@ void LLTexUnit::refreshState(void)
setTextureCombiner(mCurrColorOp, mCurrColorSrc1, mCurrColorSrc2, false);
setTextureCombiner(mCurrAlphaOp, mCurrAlphaSrc1, mCurrAlphaSrc2, true);
}
+
+ setTextureColorSpace(mTexColorSpace);
}
void LLTexUnit::activate(void)
@@ -218,6 +221,8 @@ void LLTexUnit::disable(void)
{
glDisable(sGLTextureType[mCurrTexType]);
}
+
+ setTextureColorSpace(TCS_LINEAR);
mCurrTexType = TT_NONE;
}
@@ -254,7 +259,8 @@ bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind)
gl_tex->mTexOptionsDirty = false;
setTextureAddressMode(gl_tex->mAddressMode);
setTextureFilteringOption(gl_tex->mFilterOption);
- }
+ }
+ setTextureColorSpace(mTexColorSpace);
}
}
else
@@ -329,6 +335,7 @@ bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind)
setTextureFilteringOption(texture->mFilterOption);
stop_glerror();
}
+ setTextureColorSpace(mTexColorSpace);
}
stop_glerror();
@@ -354,7 +361,7 @@ bool LLTexUnit::bind(LLCubeMap* cubeMap)
{
activate();
enable(LLTexUnit::TT_CUBE_MAP);
- mCurrTexture = cubeMap->mImages[0]->getTexName();
+ mCurrTexture = cubeMap->mImages[0]->getTexName();
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mCurrTexture);
mHasMipMaps = cubeMap->mImages[0]->mHasMipMaps;
cubeMap->mImages[0]->updateBindStats(cubeMap->mImages[0]->mTextureMemory);
@@ -363,7 +370,8 @@ bool LLTexUnit::bind(LLCubeMap* cubeMap)
cubeMap->mImages[0]->mTexOptionsDirty = false;
setTextureAddressMode(cubeMap->mImages[0]->mAddressMode);
setTextureFilteringOption(cubeMap->mImages[0]->mFilterOption);
- }
+ }
+ setTextureColorSpace(mTexColorSpace);
return true;
}
else
@@ -414,7 +422,8 @@ bool LLTexUnit::bindManual(eTextureType type, U32 texture, bool hasMips)
enable(type);
mCurrTexture = texture;
glBindTexture(sGLTextureType[type], texture);
- mHasMipMaps = hasMips;
+ mHasMipMaps = hasMips;
+ setTextureColorSpace(mTexColorSpace);
}
return true;
}
@@ -434,6 +443,9 @@ void LLTexUnit::unbind(eTextureType type)
if (mCurrTexType == type)
{
mCurrTexture = 0;
+
+ // Always make sure our texture color space is reset to linear. SRGB sampling should be opt-in in the vast majority of cases. Also prevents color space "popping".
+ mTexColorSpace = TCS_LINEAR;
if (LLGLSLShader::sNoFixedFunction && type == LLTexUnit::TT_TEXTURE)
{
glBindTexture(sGLTextureType[type], sWhiteTexture);
@@ -837,6 +849,28 @@ void LLTexUnit::debugTextureUnit(void)
}
}
+void LLTexUnit::setTextureColorSpace(eTextureColorSpace space) {
+ mTexColorSpace = space;
+
+#if USE_SRGB_DECODE
+ if (gGLManager.mHasTexturesRGBDecode) {
+
+ if (space == TCS_SRGB) {
+ glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
+ }
+ else {
+ glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
+ }
+
+ if (gDebugGL) {
+ assert_glerror();
+ }
+ }
+#endif
+ glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
+
+}
+
LLLightState::LLLightState(S32 index)
: mIndex(index),
mEnabled(false),
@@ -849,9 +883,12 @@ LLLightState::LLLightState(S32 index)
if (mIndex == 0)
{
mDiffuse.set(1,1,1,1);
+ mDiffuseB.set(0,0,0,0);
mSpecular.set(1,1,1,1);
}
+ mSunIsPrimary = true;
+
mAmbient.set(0,0,0,1);
mPosition.set(0,0,1,0);
mSpotDirection.set(0,0,-1);
@@ -894,6 +931,24 @@ void LLLightState::setDiffuse(const LLColor4& diffuse)
}
}
+void LLLightState::setDiffuseB(const LLColor4& diffuse)
+{
+ if (mDiffuseB != diffuse)
+ {
+ ++gGL.mLightHash;
+ mDiffuseB = diffuse;
+ }
+}
+
+void LLLightState::setSunPrimary(bool v)
+{
+ if (mSunIsPrimary != v)
+ {
+ ++gGL.mLightHash;
+ mSunIsPrimary = v;
+ }
+}
+
void LLLightState::setAmbient(const LLColor4& ambient)
{
if (mAmbient != ambient)
@@ -1150,8 +1205,10 @@ void LLRender::syncLightState()
LLVector4 position[8];
LLVector3 direction[8];
- LLVector3 attenuation[8];
+ LLVector4 attenuation[8];
LLVector3 diffuse[8];
+ LLVector3 diffuse_b[8];
+ bool sun_primary[8];
for (U32 i = 0; i < 8; i++)
{
@@ -1159,17 +1216,21 @@ void LLRender::syncLightState()
position[i] = light->mPosition;
direction[i] = light->mSpotDirection;
- attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]);
+ attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]);
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->uniform3fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[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);
- //HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform
- shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].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);
}
}
@@ -1190,6 +1251,7 @@ 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;
@@ -1203,12 +1265,18 @@ 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]];
+
+ // 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[i], 1, GL_FALSE, mat.m);
- shader->mMatHash[i] = mMatHash[i];
+ 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);
@@ -1216,7 +1284,7 @@ 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];
}
@@ -1232,6 +1300,11 @@ void LLRender::syncMatrices()
shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat);
}
+ if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX))
+ {
+ 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);
@@ -1251,14 +1324,21 @@ void LLRender::syncMatrices()
}
}
-
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];
+ // it would be nice to have this automatically track the state of the proj matrix
+ // but certain render paths (deferred lighting) require it to be mismatched *sigh*
+ //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)
{
@@ -1266,7 +1346,7 @@ 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;
@@ -1290,7 +1370,7 @@ void LLRender::syncMatrices()
}
- if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting)
+ if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting || shader->mFeatures.calculatesAtmospherics)
{ //also sync light state
syncLightState();
}
@@ -1307,7 +1387,7 @@ void LLRender::syncMatrices()
GL_TEXTURE,
};
- for (U32 i = 0; i < 2; ++i)
+ for (U32 i = 0; i < MM_TEXTURE0; ++i)
{
if (mMatHash[i] != mCurMatHash[i])
{
@@ -1317,11 +1397,11 @@ void LLRender::syncMatrices()
}
}
- for (U32 i = 2; i < NUM_MATRIX_MODES; ++i)
+ for (U32 i = MM_TEXTURE0; i < NUM_MATRIX_MODES; ++i)
{
if (mMatHash[i] != mCurMatHash[i])
{
- gGL.getTexUnit(i-2)->activate();
+ gGL.getTexUnit(i-MM_TEXTURE0)->activate();
glMatrixMode(mode[i]);
glLoadMatrixf(mMatrix[i][mMatIdx[i]].m);
mCurMatHash[i] = mMatHash[i];
@@ -1453,18 +1533,21 @@ void LLRender::multMatrix(const GLfloat* m)
}
}
-void LLRender::matrixMode(U32 mode)
+void LLRender::matrixMode(eMatrixMode mode)
{
if (mode == MM_TEXTURE)
{
- mode = MM_TEXTURE0 + gGL.getCurrentTexUnitIndex();
+ 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(mode < NUM_MATRIX_MODES);
mMatrixMode = mode;
}
-U32 LLRender::getMatrixMode()
+LLRender::eMatrixMode LLRender::getMatrixMode()
{
if (mMatrixMode >= MM_TEXTURE0 && mMatrixMode <= MM_TEXTURE3)
{ //always return MM_TEXTURE if current matrix mode points at any texture matrix
@@ -2331,3 +2414,85 @@ 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);
+
+}