diff options
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r-- | indra/llrender/llrender.cpp | 223 |
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); + +} |