diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 944 |
1 files changed, 647 insertions, 297 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 98fdb68222..3e66ed1ab2 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -29,11 +29,13 @@ #include "pipeline.h" // library includes +#include "llimagepng.h" #include "llaudioengine.h" // For debugging. #include "llerror.h" #include "llviewercontrol.h" #include "llfasttimer.h" #include "llfontgl.h" +#include "llfontvertexbuffer.h" #include "llnamevalue.h" #include "llpointer.h" #include "llprimitive.h" @@ -117,6 +119,20 @@ #include "llenvironment.h" #include "llsettingsvo.h" +#include "SMAAAreaTex.h" +#include "SMAASearchTex.h" + +#ifndef LL_WINDOWS +#define A_GCC 1 +#pragma GCC diagnostic ignored "-Wunused-function" +#pragma GCC diagnostic ignored "-Wunused-variable" +#if LL_LINUX +#pragma GCC diagnostic ignored "-Wrestrict" +#endif +#endif +#define A_CPU 1 +#include "app_settings/shaders/class1/deferred/CASF.glsl" // This is also C++ + extern bool gSnapshot; bool gShiftFrame = false; @@ -124,7 +140,7 @@ bool gShiftFrame = false; bool LLPipeline::WindLightUseAtmosShaders; bool LLPipeline::RenderDeferred; F32 LLPipeline::RenderDeferredSunWash; -U32 LLPipeline::RenderFSAASamples; +U32 LLPipeline::RenderFSAAType; U32 LLPipeline::RenderResolutionDivisor; bool LLPipeline::RenderUIBuffer; S32 LLPipeline::RenderShadowDetail; @@ -204,7 +220,7 @@ S32 LLPipeline::RenderHeroProbeUpdateRate; S32 LLPipeline::RenderHeroProbeConservativeUpdateMultiplier; LLTrace::EventStatHandle<S64> LLPipeline::sStatBatchSize("renderbatchsize"); -const U32 LLPipeline::MAX_BAKE_WIDTH = 512; +const U32 LLPipeline::MAX_PREVIEW_WIDTH = 512; const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f; @@ -213,7 +229,6 @@ const F32 DEFERRED_LIGHT_FALLOFF = 0.5f; const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; extern S32 gBoxFrame; -//extern bool gHideSelectedObjects; extern bool gDisplaySwapBuffers; extern bool gDebugGL; extern bool gCubeSnapshot; @@ -269,6 +284,7 @@ static LLStaticHashedString sDelta("delta"); static LLStaticHashedString sDistFactor("dist_factor"); static LLStaticHashedString sKern("kern"); static LLStaticHashedString sKernScale("kern_scale"); +static LLStaticHashedString sSmaaRTMetrics("SMAA_RT_METRICS"); //---------------------------------------- @@ -487,7 +503,7 @@ void LLPipeline::init() // DEPRECATED -- connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders"); // DEPRECATED -- connectRefreshCachedSettingsSafe("RenderDeferred"); connectRefreshCachedSettingsSafe("RenderDeferredSunWash"); - connectRefreshCachedSettingsSafe("RenderFSAASamples"); + connectRefreshCachedSettingsSafe("RenderFSAAType"); connectRefreshCachedSettingsSafe("RenderResolutionDivisor"); connectRefreshCachedSettingsSafe("RenderUIBuffer"); connectRefreshCachedSettingsSafe("RenderShadowDetail"); @@ -564,7 +580,16 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("RenderMirrors"); connectRefreshCachedSettingsSafe("RenderHeroProbeUpdateRate"); connectRefreshCachedSettingsSafe("RenderHeroProbeConservativeUpdateMultiplier"); - gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); + connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit"); + + LLPointer<LLControlVariable> cntrl_ptr = gSavedSettings.getControl("CollectFontVertexBuffers"); + if (cntrl_ptr.notNull()) + { + cntrl_ptr->getCommitSignal()->connect([](LLControlVariable* control, const LLSD& value, const LLSD& previous) + { + LLFontVertexBuffer::enableBufferCollection(control->getValue().asBoolean()); + }); + } } LLPipeline::~LLPipeline() @@ -725,40 +750,26 @@ LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) // refresh cached settings here to protect against inconsistent event handling order refreshCachedSettings(); - U32 samples = RenderFSAASamples; - eFBOStatus ret = FBO_SUCCESS_FULLRES; - if (!allocateScreenBuffer(resX, resY, samples)) + if (!allocateScreenBufferInternal(resX, resY)) { //failed to allocate at requested specification, return false ret = FBO_FAILURE; releaseScreenBuffers(); - //reduce number of samples - while (samples > 0) - { - samples /= 2; - if (allocateScreenBuffer(resX, resY, samples)) - { //success - return FBO_SUCCESS_LOWRES; - } - releaseScreenBuffers(); - } - - samples = 0; //reduce resolution while (resY > 0 && resX > 0) { resY /= 2; - if (allocateScreenBuffer(resX, resY, samples)) + if (allocateScreenBufferInternal(resX, resY)) { return FBO_SUCCESS_LOWRES; } releaseScreenBuffers(); resX /= 2; - if (allocateScreenBuffer(resX, resY, samples)) + if (allocateScreenBufferInternal(resX, resY)) { return FBO_SUCCESS_LOWRES; } @@ -771,7 +782,7 @@ LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) return ret; } -bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) +bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; if (mRT == &mMainRT) @@ -786,14 +797,14 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mRT = &mAuxillaryRT; U32 res = mReflectionMapManager.mProbeResolution * 4; //multiply by 4 because probes will be 16x super sampled - allocateScreenBuffer(res, res, samples); + allocateScreenBufferInternal(res, res); if (RenderMirrors) { mHeroProbeManager.initReflectionMaps(); res = mHeroProbeManager.mProbeResolution; // We also scale the hero probe RT to the probe res since we don't super sample it. mRT = &mHeroProbeRT; - allocateScreenBuffer(res, res, samples); + allocateScreenBufferInternal(res, res); } mRT = &mMainRT; @@ -825,8 +836,8 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mRT->deferredScreen.shareDepthBuffer(mRT->screen); - if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0) - { //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa + if (shadow_detail > 0 || ssao || RenderDepthOfField) + { //only need mRT->deferredLight for shadows OR ssao OR dof if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16F)) return false; } else @@ -846,13 +857,18 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) } } - if (samples > 0) + if (RenderFSAAType > 0) { if (!mFXAAMap.allocate(resX, resY, GL_RGBA)) return false; + if (RenderFSAAType == 2) + { + if (!mSMAABlendBuffer.allocate(resX, resY, GL_RGBA, false)) return false; + } } else { mFXAAMap.release(); + mSMAABlendBuffer.release(); } //water reflection texture (always needed as scratch space whether or not transparent water is enabled) @@ -860,20 +876,20 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if(RenderScreenSpaceReflections) { - mSceneMap.allocate(resX, resY, GL_RGB, true); + mSceneMap.allocate(resX, resY, GL_RGBA16F, true); } else { mSceneMap.release(); } - const bool post_hdr = gSavedSettings.getBOOL("RenderPostProcessingHDR"); - const U32 post_color_fmt = post_hdr ? GL_RGBA16F : GL_RGBA; - mPostMap.allocate(resX, resY, post_color_fmt); + mPostMap.allocate(resX, resY, GL_RGBA16F); // used to scale down textures // See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown mDownResMap.allocate(4, 4, GL_RGBA); + + mBakeMap.allocate(LLAvatarAppearanceDefines::SCRATCH_TEX_WIDTH, LLAvatarAppearanceDefines::SCRATCH_TEX_HEIGHT, GL_RGBA); } //HACK make screenbuffer allocations start failing after 30 seconds if (gSavedSettings.getBOOL("SimulateFBOFailure")) @@ -1004,7 +1020,7 @@ void LLPipeline::refreshCachedSettings() WindLightUseAtmosShaders = true; // DEPRECATED -- gSavedSettings.getBOOL("WindLightUseAtmosShaders"); RenderDeferred = true; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred"); RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); - RenderFSAASamples = LLFeatureManager::getInstance()->isFeatureAvailable("RenderFSAASamples") ? gSavedSettings.getU32("RenderFSAASamples") : 0; + RenderFSAAType = gSavedSettings.getU32("RenderFSAAType"); RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); @@ -1090,6 +1106,8 @@ void LLPipeline::refreshCachedSettings() LLVOAvatar::sMaxNonImpostors = 1; LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors); } + + LLFontVertexBuffer::enableBufferCollection(gSavedSettings.getBOOL("CollectFontVertexBuffers")); } void LLPipeline::releaseGLBuffers() @@ -1108,6 +1126,18 @@ void LLPipeline::releaseGLBuffers() mTrueNoiseMap = 0; } + if (mSMAAAreaMap) + { + LLImageGL::deleteTextures(1, &mSMAAAreaMap); + mSMAAAreaMap = 0; + } + + if (mSMAASearchMap) + { + LLImageGL::deleteTextures(1, &mSMAASearchMap); + mSMAASearchMap = 0; + } + releaseLUTBuffers(); mWaterDis.release(); @@ -1122,6 +1152,8 @@ void LLPipeline::releaseGLBuffers() mDownResMap.release(); + mBakeMap.release(); + for (U32 i = 0; i < 3; i++) { mGlow[i].release(); @@ -1257,6 +1289,77 @@ void LLPipeline::createGLBuffers() gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } + if (!mSMAAAreaMap) + { + std::vector<U8> tempBuffer(AREATEX_SIZE); + for (U32 y = 0; y < AREATEX_HEIGHT; y++) + { + U32 srcY = AREATEX_HEIGHT - 1 - y; + // unsigned int srcY = y; + memcpy(&tempBuffer[y * AREATEX_PITCH], areaTexBytes + srcY * AREATEX_PITCH, AREATEX_PITCH); + } + + LLImageGL::generateTextures(1, &mSMAAAreaMap); + gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAAAreaMap); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG, + GL_UNSIGNED_BYTE, tempBuffer.data(), false); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + if (!mSMAASearchMap) + { + std::vector<U8> tempBuffer(SEARCHTEX_SIZE); + for (U32 y = 0; y < SEARCHTEX_HEIGHT; y++) + { + U32 srcY = SEARCHTEX_HEIGHT - 1 - y; + // unsigned int srcY = y; + memcpy(&tempBuffer[y * SEARCHTEX_PITCH], searchTexBytes + srcY * SEARCHTEX_PITCH, SEARCHTEX_PITCH); + } + + LLImageGL::generateTextures(1, &mSMAASearchMap); + gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASearchMap); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, + GL_RED, GL_UNSIGNED_BYTE, tempBuffer.data(), false); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + if (!mSMAASampleMap) + { + LLPointer<LLImageRaw> raw_image = new LLImageRaw; + LLPointer<LLImagePNG> png_image = new LLImagePNG; + static LLCachedControl<std::string> sample_path(gSavedSettings, "SamplePath", ""); + if (gDirUtilp->fileExists(sample_path()) && png_image->load(sample_path()) && png_image->decode(raw_image, 0.0f)) + { + U32 format = 0; + switch (raw_image->getComponents()) + { + case 1: + format = GL_RED; + break; + case 2: + format = GL_RG; + break; + case 3: + format = GL_RGB; + break; + case 4: + format = GL_RGBA; + break; + default: + return; + }; + LLImageGL::generateTextures(1, &mSMAASampleMap); + gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB, raw_image->getWidth(), + raw_image->getHeight(), format, GL_UNSIGNED_BYTE, raw_image->getData(), false); + stop_glerror(); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + } + createLUTBuffers(); gBumpImageList.restoreGL(); @@ -2022,9 +2125,9 @@ F32 LLPipeline::calcPixelArea(const LLVector4a& center, const LLVector4a& size, } //get area of circle around node - F32 app_angle = atanf(size.getLength3().getF32()/dist); - F32 radius = app_angle*LLDrawable::sCurPixelAngle; - return radius*radius * F_PI; + F32 app_angle = atanf(size.getLength3().getF32() / dist); + F32 radius = app_angle * LLDrawable::sCurPixelAngle; + return radius * radius * F_PI; } void LLPipeline::grabReferences(LLCullResult& result) @@ -3640,6 +3743,7 @@ void LLPipeline::postSort(LLCamera &camera) } } + LLVertexBuffer::flushBuffers(); // LLSpatialGroup::sNoDelete = false; LL_PUSH_CALLSTACKS(); } @@ -3807,20 +3911,17 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) if (&camera == LLViewerCamera::getInstance()) { // a bit hacky, this is the start of the main render frame, figure out delta between last modelview matrix and // current modelview matrix - glh::matrix4f last_modelview(gGLLastModelView); - glh::matrix4f cur_modelview(gGLModelView); + glm::mat4 last_modelview = get_last_modelview(); + glm::mat4 cur_modelview = get_current_modelview(); // goal is to have a matrix here that goes from the last frame's camera space to the current frame's camera space - glh::matrix4f m = last_modelview.inverse(); // last camera space to world space - m.mult_left(cur_modelview); // world space to camera space + glm::mat4 m = glm::inverse(last_modelview); // last camera space to world space + m = cur_modelview * m; // world space to camera space - glh::matrix4f n = m.inverse(); + glm::mat4 n = glm::inverse(m); - for (U32 i = 0; i < 16; ++i) - { - gGLDeltaModelView[i] = m.m[i]; - gGLInverseDeltaModelView[i] = n.m[i]; - } + gGLDeltaModelView = m; + gGLInverseDeltaModelView = n; } bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion && !LLGLSLShader::sProfileEnabled; @@ -4521,33 +4622,51 @@ void LLPipeline::renderDebug() } // Debug stuff. - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCTREE | + LLPipeline::RENDER_DEBUG_OCCLUSION | + LLPipeline::RENDER_DEBUG_LIGHTS | + LLPipeline::RENDER_DEBUG_BATCH_SIZE | + LLPipeline::RENDER_DEBUG_UPDATE_TYPE | + LLPipeline::RENDER_DEBUG_BBOXES | + LLPipeline::RENDER_DEBUG_NORMALS | + LLPipeline::RENDER_DEBUG_POINTS | + LLPipeline::RENDER_DEBUG_TEXTURE_AREA | + LLPipeline::RENDER_DEBUG_TEXTURE_ANIM | + LLPipeline::RENDER_DEBUG_RAYCAST | + LLPipeline::RENDER_DEBUG_AVATAR_VOLUME | + LLPipeline::RENDER_DEBUG_AVATAR_JOINTS | + LLPipeline::RENDER_DEBUG_AGENT_TARGET | + LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA | + LLPipeline::RENDER_DEBUG_TEXEL_DENSITY)) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("render debug bridges"); + + for (LLViewerRegion* region : LLWorld::getInstance()->getRegionList()) { - LLSpatialPartition* part = region->getSpatialPartition(i); - if (part) + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { - if ( (hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES)) || - (!hud_only && hasRenderType(part->mDrawableType)) ) + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) { - part->renderDebug(); + if ((hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES)) || + (!hud_only && hasRenderType(part->mDrawableType))) + { + part->renderDebug(); + } } } } - } - for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) - { - LLSpatialBridge* bridge = *i; - if (!bridge->isDead() && hasRenderType(bridge->mDrawableType)) + for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) { - gGL.pushMatrix(); - gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); - bridge->renderDebug(); - gGL.popMatrix(); + LLSpatialBridge* bridge = *i; + if (!bridge->isDead() && hasRenderType(bridge->mDrawableType)) + { + gGL.pushMatrix(); + gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); + bridge->renderDebug(); + gGL.popMatrix(); + } } } @@ -6624,8 +6743,14 @@ void LLPipeline::renderAlphaObjects(bool rigged) S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; U32 target_width = LLRenderTarget::sCurResX; U32 type = LLRenderPass::PASS_ALPHA; - LLVOAvatar* lastAvatar = nullptr; + // for gDeferredShadowAlphaMaskProgram + const LLVOAvatar* lastAvatar = nullptr; U64 lastMeshId = 0; + bool skipLastSkin; + // for gDeferredShadowGLTFAlphaBlendProgram + const LLVOAvatar* lastAvatarGLTF = nullptr; + U64 lastMeshIdGLTF = 0; + bool skipLastSkinGLTF; auto* begin = gPipeline.beginRenderMap(type); auto* end = gPipeline.endRenderMap(type); @@ -6649,7 +6774,7 @@ void LLPipeline::renderAlphaObjects(bool rigged) LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); - LLRenderPass::pushRiggedGLTFBatch(*pparams, lastAvatar, lastMeshId); + LLRenderPass::pushRiggedGLTFBatch(*pparams, lastAvatarGLTF, lastMeshIdGLTF, skipLastSkinGLTF); } else { @@ -6657,14 +6782,10 @@ void LLPipeline::renderAlphaObjects(bool rigged) LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); - if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash) + if (mSimplePool->uploadMatrixPalette(pparams->mAvatar, pparams->mSkinInfo, lastAvatar, lastMeshId, skipLastSkin)) { - mSimplePool->uploadMatrixPalette(*pparams); - lastAvatar = pparams->mAvatar; - lastMeshId = pparams->mSkinInfo->mHash; + mSimplePool->pushBatch(*pparams, true, true); } - - mSimplePool->pushBatch(*pparams, true, true); } } else @@ -6944,11 +7065,12 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool extern LLPointer<LLImageGL> gEXRImage; -void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { +void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) +{ dst->bindTarget(); // gamma correct lighting { - LL_PROFILE_GPU_ZONE("gamma correct"); + LL_PROFILE_GPU_ZONE("tonemap"); static LLCachedControl<bool> buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false); @@ -6960,10 +7082,8 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - bool no_post = gSnapshotNoPost || (buildNoPost && gFloaterTools->isAvailable()); - LLGLSLShader& shader = no_post ? gNoPostGammaCorrectProgram : // no post (no gamma, no exposure, no tonemapping) - psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram : - gDeferredPostGammaCorrectProgram; + bool no_post = gSnapshotNoPost || psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f || (buildNoPost && gFloaterTools->isAvailable()); + LLGLSLShader& shader = no_post ? gNoPostTonemapProgram : gDeferredPostTonemapProgram; shader.bind(); @@ -6980,10 +7100,16 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { F32 e = llclamp(exposure(), 0.5f, 4.f); static LLStaticHashedString s_exposure("exposure"); - static LLStaticHashedString aces_mix("aces_mix"); + static LLStaticHashedString tonemap_mix("tonemap_mix"); + static LLStaticHashedString tonemap_type("tonemap_type"); shader.uniform1f(s_exposure, e); - shader.uniform1f(aces_mix, gEXRImage.notNull() ? 0.f : 0.3f); + + static LLCachedControl<U32> tonemap_type_setting(gSavedSettings, "RenderTonemapType", 0U); + shader.uniform1i(tonemap_type, tonemap_type_setting); + + static LLCachedControl<F32> tonemap_mix_setting(gSavedSettings, "RenderTonemapMix", 1.f); + shader.uniform1f(tonemap_mix, tonemap_mix_setting); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); @@ -6994,6 +7120,34 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { dst->flush(); } +void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) +{ + dst->bindTarget(); + // gamma correct lighting + { + LL_PROFILE_GPU_ZONE("gamma correct"); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + static LLCachedControl<bool> buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false); + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + LLGLSLShader& shader = psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram : + gDeferredPostGammaCorrectProgram; + + shader.bind(); + shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); + shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight()); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + shader.unbind(); + } + dst->flush(); +} + void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst) { @@ -7131,22 +7285,68 @@ void LLPipeline::generateGlow(LLRenderTarget* src) } } +void LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst) +{ + static LLCachedControl<F32> cas_sharpness(gSavedSettings, "RenderCASSharpness", 0.4f); + if (cas_sharpness == 0.0f || !gCASProgram.isComplete()) + { + gPipeline.copyRenderTarget(src, dst); + return; + } + + LLGLSLShader* sharpen_shader = &gCASProgram; + + // Bind setup: + dst->bindTarget(); + + sharpen_shader->bind(); + + { + static LLStaticHashedString cas_param_0("cas_param_0"); + static LLStaticHashedString cas_param_1("cas_param_1"); + static LLStaticHashedString out_screen_res("out_screen_res"); + + varAU4(const0); + varAU4(const1); + CasSetup(const0, const1, + cas_sharpness(), // Sharpness tuning knob (0.0 to 1.0). + (AF1)src->getWidth(), (AF1)src->getHeight(), // Input size. + (AF1)dst->getWidth(), (AF1)dst->getHeight()); // Output size. + + sharpen_shader->uniform4uiv(cas_param_0, 1, const0); + sharpen_shader->uniform4uiv(cas_param_1, 1, const1); + + sharpen_shader->uniform2f(out_screen_res, (AF1)dst->getWidth(), (AF1)dst->getHeight()); + } + + sharpen_shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); + + // Draw + gPipeline.mScreenTriangleVB->setBuffer(); + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + sharpen_shader->unbind(); + + dst->flush(); +} + void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) { { llassert(!gCubeSnapshot); - bool multisample = RenderFSAASamples > 1 && mFXAAMap.isComplete(); + bool multisample = RenderFSAAType == 1 && mFXAAMap.isComplete(); LLGLSLShader* shader = &gGlowCombineProgram; - S32 width = dst->getWidth(); - S32 height = dst->getHeight(); - // Present everything. if (multisample) { LL_PROFILE_GPU_ZONE("aa"); + S32 width = dst->getWidth(); + S32 height = dst->getHeight(); + // bake out texture2D with RGBL for FXAA shader mFXAAMap.bindTarget(); + mFXAAMap.clear(GL_COLOR_BUFFER_BIT); shader = &gGlowCombineFXAAProgram; shader->bind(); @@ -7169,7 +7369,11 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) mFXAAMap.flush(); dst->bindTarget(); - shader = &gFXAAProgram; + + static LLCachedControl<U32> aa_quality(gSavedSettings, "RenderFSAASamples", 0U); + U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); + + shader = &gFXAAProgram[fsaa_quality]; shader->bind(); channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAAMap.getUsage()); @@ -7212,6 +7416,187 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) } } +void LLPipeline::generateSMAABuffers(LLRenderTarget* src) +{ + llassert(!gCubeSnapshot); + bool multisample = RenderFSAAType == 2 && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); + + // Present everything. + if (multisample) + { + LL_PROFILE_GPU_ZONE("aa"); + static LLCachedControl<U32> aa_quality(gSavedSettings, "RenderFSAASamples", 0U); + U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); + + S32 width = src->getWidth(); + S32 height = src->getHeight(); + + float rt_metrics[] = { 1.f / width, 1.f / height, (float)width, (float)height }; + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + static LLCachedControl<bool> use_sample(gSavedSettings, "RenderSMAAUseSample", false); + //static LLCachedControl<bool> use_stencil(gSavedSettings, "RenderSMAAUseStencil", true); + { + //LLGLState stencil(GL_STENCIL_TEST, use_stencil); + + // Bind setup: + LLRenderTarget& dest = mFXAAMap; + LLGLSLShader& edge_shader = gSMAAEdgeDetectProgram[fsaa_quality]; + + dest.bindTarget(); + dest.clear(GL_COLOR_BUFFER_BIT); + + edge_shader.bind(); + edge_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics); + + S32 channel = edge_shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); + if (channel > -1) + { + if (!use_sample) + { + src->bindTexture(0, channel, LLTexUnit::TFO_POINT); + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + else + { + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap); + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + } + + //if (use_stencil) + //{ + // glStencilFunc(GL_ALWAYS, 1, 0xFF); + // glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + // glStencilMask(0xFF); + //} + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + edge_shader.unbind(); + dest.flush(); + + gGL.getTexUnit(channel)->unbindFast(LLTexUnit::TT_TEXTURE); + } + + { + //LLGLState stencil(GL_STENCIL_TEST, use_stencil); + + // Bind setup: + LLRenderTarget& dest = mSMAABlendBuffer; + LLGLSLShader& blend_weights_shader = gSMAABlendWeightsProgram[fsaa_quality]; + + dest.bindTarget(); + dest.clear(GL_COLOR_BUFFER_BIT); + + blend_weights_shader.bind(); + blend_weights_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics); + + S32 edge_tex_channel = blend_weights_shader.enableTexture(LLShaderMgr::SMAA_EDGE_TEX, mFXAAMap.getUsage()); + if (edge_tex_channel > -1) + { + mFXAAMap.bindTexture(0, edge_tex_channel, LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(edge_tex_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + S32 area_tex_channel = blend_weights_shader.enableTexture(LLShaderMgr::SMAA_AREA_TEX, LLTexUnit::TT_TEXTURE); + if (area_tex_channel > -1) + { + gGL.getTexUnit(area_tex_channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAAAreaMap); + gGL.getTexUnit(area_tex_channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(area_tex_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + S32 search_tex_channel = blend_weights_shader.enableTexture(LLShaderMgr::SMAA_SEARCH_TEX, LLTexUnit::TT_TEXTURE); + if (search_tex_channel > -1) + { + gGL.getTexUnit(search_tex_channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASearchMap); + gGL.getTexUnit(search_tex_channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(search_tex_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + //if (use_stencil) + //{ + // glStencilFunc(GL_EQUAL, 1, 0xFF); + // glStencilMask(0x00); + //} + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + //if (use_stencil) + //{ + // glStencilFunc(GL_ALWAYS, 0, 0xFF); + //} + blend_weights_shader.unbind(); + dest.flush(); + gGL.getTexUnit(edge_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(area_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(search_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + } + } +} + +void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) +{ + llassert(!gCubeSnapshot); + bool multisample = RenderFSAAType == 2 && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); + + // Present everything. + if (multisample) + { + LL_PROFILE_GPU_ZONE("aa"); + static LLCachedControl<U32> aa_quality(gSavedSettings, "RenderFSAASamples", 0U); + U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); + + S32 width = src->getWidth(); + S32 height = src->getHeight(); + + float rt_metrics[] = { 1.f / width, 1.f / height, (float)width, (float)height }; + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + static LLCachedControl<bool> use_sample(gSavedSettings, "RenderSMAAUseSample", false); + //static LLCachedControl<bool> use_stencil(gSavedSettings, "RenderSMAAUseStencil", true); + + { + //LLGLDisable stencil(GL_STENCIL_TEST); + + // Bind setup: + LLRenderTarget* bound_target = dst; + LLGLSLShader& blend_shader = gSMAANeighborhoodBlendProgram[fsaa_quality]; + + bound_target->bindTarget(); + bound_target->clear(GL_COLOR_BUFFER_BIT); + + blend_shader.bind(); + blend_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics); + + S32 diffuse_channel = blend_shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); + if(diffuse_channel > -1) + { + src->bindTexture(0, diffuse_channel, LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(diffuse_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + S32 blend_channel = blend_shader.enableTexture(LLShaderMgr::SMAA_BLEND_TEX); + if (blend_channel > -1) + { + mSMAABlendBuffer.bindTexture(0, blend_channel, LLTexUnit::TFO_BILINEAR); + } + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + bound_target->flush(); + blend_shader.unbind(); + gGL.getTexUnit(diffuse_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(blend_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + } + } + else + { + copyRenderTarget(src, dst); + } +} + void LLPipeline::copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst) { @@ -7420,18 +7805,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) { // combine result based on alpha dst->bindTarget(); - if (RenderFSAASamples > 1 && mFXAAMap.isComplete()) - { - glViewport(0, 0, dst->getWidth(), dst->getHeight()); - } - else - { - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - } + glViewport(0, 0, dst->getWidth(), dst->getHeight()); gDeferredDoFCombineProgram.bind(); gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); @@ -7479,20 +7853,27 @@ void LLPipeline::renderFinalize() gGL.setColorMask(true, true); glClearColor(0, 0, 0, 0); - copyScreenSpaceReflections(&mRT->screen, &mSceneMap); generateLuminance(&mRT->screen, &mLuminanceMap); generateExposure(&mLuminanceMap, &mExposureMap); + tonemap(&mRT->screen, &mPostMap); + + applyCAS(&mPostMap, &mRT->screen); + + generateSMAABuffers(&mRT->screen); + gammaCorrect(&mRT->screen, &mPostMap); LLVertexBuffer::unbind(); - generateGlow(&mPostMap); + applySMAA(&mPostMap, &mRT->screen); + + generateGlow(&mRT->screen); - combineGlow(&mPostMap, &mRT->screen); + combineGlow(&mRT->screen, &mPostMap); gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; @@ -7500,13 +7881,17 @@ void LLPipeline::renderFinalize() gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - renderDoF(&mRT->screen, &mPostMap); + renderDoF(&mPostMap, &mRT->screen); - applyFXAA(&mPostMap, &mRT->screen); LLRenderTarget* finalBuffer = &mRT->screen; - if (RenderBufferVisualization > -1) + if (RenderFSAAType == 1) { + applyFXAA(&mRT->screen, &mPostMap); finalBuffer = &mPostMap; + } + + if (RenderBufferVisualization > -1) + { switch (RenderBufferVisualization) { case 0: @@ -7517,6 +7902,23 @@ void LLPipeline::renderFinalize() break; case 4: visualizeBuffers(&mLuminanceMap, finalBuffer, 0); + break; + case 5: + { + if (RenderFSAAType > 0) + { + visualizeBuffers(&mFXAAMap, finalBuffer, 0); + } + break; + } + case 6: + { + if (RenderFSAAType == 2) + { + visualizeBuffers(&mSMAABlendBuffer, finalBuffer, 0); + } + break; + } default: break; } @@ -7524,11 +7926,13 @@ void LLPipeline::renderFinalize() // Present the screen target. - gDeferredPostNoDoFProgram.bind(); + gDeferredPostNoDoFNoiseProgram.bind(); // Add noise as part of final render to screen pass to avoid damaging other post effects // Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems. - gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, finalBuffer); - gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + gDeferredPostNoDoFNoiseProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, finalBuffer); + gDeferredPostNoDoFNoiseProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + + gDeferredPostNoDoFNoiseProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)finalBuffer->getWidth(), (GLfloat)finalBuffer->getHeight()); { LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); @@ -7536,7 +7940,7 @@ void LLPipeline::renderFinalize() mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } - gDeferredPostNoDoFProgram.unbind(); + gDeferredPostNoDoFNoiseProgram.unbind(); gGL.setSceneBlendType(LLRender::BT_ALPHA); @@ -7686,7 +8090,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ if (sReflectionRender && !shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX)) { - shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, mReflectionModelView.m); + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, glm::value_ptr(mReflectionModelView)); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); @@ -7723,12 +8127,12 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ F32 mat[16*6]; for (U32 i = 0; i < 16; i++) { - mat[i] = mSunShadowMatrix[0].m[i]; - mat[i+16] = mSunShadowMatrix[1].m[i]; - mat[i+32] = mSunShadowMatrix[2].m[i]; - mat[i+48] = mSunShadowMatrix[3].m[i]; - mat[i+64] = mSunShadowMatrix[4].m[i]; - mat[i+80] = mSunShadowMatrix[5].m[i]; + mat[i] = glm::value_ptr(mSunShadowMatrix[0])[i]; + mat[i+16] = glm::value_ptr(mSunShadowMatrix[1])[i]; + mat[i+32] = glm::value_ptr(mSunShadowMatrix[2])[i]; + mat[i+48] = glm::value_ptr(mSunShadowMatrix[3])[i]; + mat[i+64] = glm::value_ptr(mSunShadowMatrix[4])[i]; + mat[i+80] = glm::value_ptr(mSunShadowMatrix[5])[i]; } shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, false, mat); @@ -7834,15 +8238,15 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); - shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLDeltaModelView); - shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLInverseDeltaModelView); + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLDeltaModelView)); + shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLInverseDeltaModelView)); shader.uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0); if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) { - glh::matrix4f norm_mat = get_current_modelview().inverse().transpose(); - shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, false, norm_mat.m); + glm::mat4 norm_mat = glm::transpose(glm::inverse(get_current_modelview())); + shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, false, glm::value_ptr(norm_mat)); } // auto adjust legacy sun color if needed @@ -7916,51 +8320,33 @@ void LLPipeline::renderDeferredLighting() LLGLEnable cull(GL_CULL_FACE); LLGLEnable blend(GL_BLEND); - glh::matrix4f mat = copy_matrix(gGLModelView); + glm::mat4 mat = get_current_modelview(); setupHWLights(); // to set mSun/MoonDir; - glh::vec4f tc(mSunDir.mV); - mat.mult_matrix_vec(tc); - mTransformedSunDir.set(tc.v); + glm::vec4 tc(glm::make_vec4(mSunDir.mV)); + tc = mat * tc; + mTransformedSunDir.set(glm::value_ptr(tc)); - glh::vec4f tc_moon(mMoonDir.mV); - mat.mult_matrix_vec(tc_moon); - mTransformedMoonDir.set(tc_moon.v); + glm::vec4 tc_moon(glm::make_vec4(mMoonDir.mV)); + tc_moon = mat * tc_moon; + mTransformedMoonDir.set(glm::value_ptr(tc_moon)); - if (RenderDeferredSSAO || RenderShadowDetail > 0) + if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0) { LL_PROFILE_GPU_ZONE("sun program"); deferred_light_target->bindTarget(); { // paint shadow/SSAO light map (direct lighting lightmap) LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - sun shadow"); - bindDeferredShader(gDeferredSunProgram, deferred_light_target); + + LLGLSLShader& sun_shader = gCubeSnapshot ? gDeferredSunProbeProgram : gDeferredSunProgram; + bindDeferredShader(sun_shader, deferred_light_target); mScreenTriangleVB->setBuffer(); glClearColor(1, 1, 1, 1); deferred_light_target->clear(GL_COLOR_BUFFER_BIT); glClearColor(0, 0, 0, 0); - glh::matrix4f inv_trans = get_current_modelview().inverse().transpose(); - - const U32 slice = 32; - F32 offset[slice * 3]; - for (U32 i = 0; i < 4; i++) - { - for (U32 j = 0; j < 8; j++) - { - glh::vec3f v; - v.set_value(sinf(6.284f / 8 * j), cosf(6.284f / 8 * j), -(F32) i); - v.normalize(); - inv_trans.mult_matrix_vec(v); - v.normalize(); - offset[(i * 8 + j) * 3 + 0] = v.v[0]; - offset[(i * 8 + j) * 3 + 1] = v.v[2]; - offset[(i * 8 + j) * 3 + 2] = v.v[1]; - } - } - - gDeferredSunProgram.uniform3fv(sOffset, slice, offset); - gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, + sun_shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)deferred_light_target->getWidth(), (GLfloat)deferred_light_target->getHeight()); @@ -7970,12 +8356,12 @@ void LLPipeline::renderDeferredLighting() mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } - unbindDeferredShader(gDeferredSunProgram); + unbindDeferredShader(sun_shader); } deferred_light_target->flush(); } - if (RenderDeferredSSAO) + if (RenderDeferredSSAO && !gCubeSnapshot) { // soften direct lighting lightmap LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - soften shadow"); @@ -8192,10 +8578,10 @@ void LLPipeline::renderDeferredLighting() continue; } - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); + glm::vec3 tc(glm::make_vec3(c)); + tc = mul_mat4_vec3(mat, tc); - fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); + fullscreen_lights.push_back(LLVector4(tc.x, tc.y, tc.z, s)); light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF))); } } @@ -8302,15 +8688,15 @@ void LLPipeline::renderDeferredLighting() sVisibleLightCount++; - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); + glm::vec3 tc(glm::make_vec3(c)); + tc = mul_mat4_vec3(mat, tc); setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor() * light_scale; - gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, glm::value_ptr(tc)); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final); gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final); @@ -8553,10 +8939,10 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) //matrix from volume space to agent space LLMatrix4 light_mat(quat, LLVector4(origin,1.f)); - glh::matrix4f light_to_agent((F32*) light_mat.mMatrix); - glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent; + glm::mat4 light_to_agent(glm::make_mat4((F32*) light_mat.mMatrix)); + glm::mat4 light_to_screen = get_current_modelview() * light_to_agent; - glh::matrix4f screen_to_light = light_to_screen.inverse(); + glm::mat4 screen_to_light = glm::inverse(light_to_screen); F32 s = volume->getLightRadius()*1.5f; F32 near_clip = dist; @@ -8564,34 +8950,34 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) F32 height = scale.mV[VY]; F32 far_clip = s+dist-scale.mV[VZ]; - F32 fovy = fov * RAD_TO_DEG; + F32 fovy = fov; // radians F32 aspect = width/height; - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); + glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.5f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f); - glh::vec3f p1(0, 0, -(near_clip+0.01f)); - glh::vec3f p2(0, 0, -(near_clip+1.f)); + glm::vec3 p1(0, 0, -(near_clip+0.01f)); + glm::vec3 p2(0, 0, -(near_clip+1.f)); - glh::vec3f screen_origin(0, 0, 0); + glm::vec3 screen_origin(0, 0, 0); - light_to_screen.mult_matrix_vec(p1); - light_to_screen.mult_matrix_vec(p2); - light_to_screen.mult_matrix_vec(screen_origin); + p1 = mul_mat4_vec3(light_to_screen, p1); + p2 = mul_mat4_vec3(light_to_screen, p2); + screen_origin = mul_mat4_vec3(light_to_screen, screen_origin); - glh::vec3f n = p2-p1; - n.normalize(); + glm::vec3 n = p2-p1; + n = glm::normalize(n); F32 proj_range = far_clip - near_clip; - glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip); + glm::mat4 light_proj = glm::perspective(fovy, aspect, near_clip, far_clip); screen_to_light = trans * light_proj * screen_to_light; - shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, false, screen_to_light.m); + shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, false, glm::value_ptr(screen_to_light)); shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip); - shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v); - shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v); - shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v); + shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, glm::value_ptr(p1)); + shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, glm::value_ptr(n)); + shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, glm::value_ptr(screen_origin)); shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range); shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]); S32 s_idx = -1; @@ -8829,10 +9215,8 @@ inline float sgn(float a) return (0.0F); } -glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) +glm::mat4 look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) { - glh::matrix4f ret; - LLVector3 dirN; LLVector3 upN; LLVector3 lftN; @@ -8846,53 +9230,28 @@ glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) dirN = dir; dirN.normVec(); - ret.m[ 0] = lftN[0]; - ret.m[ 1] = upN[0]; - ret.m[ 2] = -dirN[0]; - ret.m[ 3] = 0.f; + F32 ret[16]; + ret[ 0] = lftN[0]; + ret[ 1] = upN[0]; + ret[ 2] = -dirN[0]; + ret[ 3] = 0.f; - ret.m[ 4] = lftN[1]; - ret.m[ 5] = upN[1]; - ret.m[ 6] = -dirN[1]; - ret.m[ 7] = 0.f; + ret[ 4] = lftN[1]; + ret[ 5] = upN[1]; + ret[ 6] = -dirN[1]; + ret[ 7] = 0.f; - ret.m[ 8] = lftN[2]; - ret.m[ 9] = upN[2]; - ret.m[10] = -dirN[2]; - ret.m[11] = 0.f; + ret[ 8] = lftN[2]; + ret[ 9] = upN[2]; + ret[10] = -dirN[2]; + ret[11] = 0.f; - ret.m[12] = -(lftN*pos); - ret.m[13] = -(upN*pos); - ret.m[14] = dirN*pos; - ret.m[15] = 1.f; + ret[12] = -(lftN*pos); + ret[13] = -(upN*pos); + ret[14] = dirN*pos; + ret[15] = 1.f; - return ret; -} - -glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max) -{ - glh::matrix4f ret; - ret.m[ 0] = 2/(max[0]-min[0]); - ret.m[ 4] = 0; - ret.m[ 8] = 0; - ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]); - - ret.m[ 1] = 0; - ret.m[ 5] = 2/(max[1]-min[1]); - ret.m[ 9] = 0; - ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]); - - ret.m[ 2] = 0; - ret.m[ 6] = 0; - ret.m[10] = 2/(max[2]-min[2]); - ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]); - - ret.m[ 3] = 0; - ret.m[ 7] = 0; - ret.m[11] = 0; - ret.m[15] = 1; - - return ret; + return glm::make_mat4(ret); } static LLTrace::BlockTimerStatHandle FTM_SHADOW_RENDER("Render Shadows"); @@ -8906,7 +9265,7 @@ static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED("Fullbright Alpha Masked"); -void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) +void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); LL_PROFILE_GPU_ZONE("renderShadow"); @@ -8949,10 +9308,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera //generate shadow map gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); - gGL.loadMatrix(proj.m); + gGL.loadMatrix(glm::value_ptr(proj)); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - gGL.loadMatrix(view.m); + gGL.loadMatrix(glm::value_ptr(view)); stop_glerror(); gGLLastMatrix = NULL; @@ -9362,13 +9721,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON); } - F64 last_modelview[16]; - F64 last_projection[16]; - for (U32 i = 0; i < 16; i++) - { //store last_modelview of world camera - last_modelview[i] = gGLLastModelView[i]; - last_projection[i] = gGLLastProjection[i]; - } + glm::mat4 last_modelview = get_last_modelview(); + glm::mat4 last_projection = get_last_projection(); pushRenderTypeMask(); andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE, @@ -9447,12 +9801,12 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //get sun view matrix //store current projection/modelview matrix - glh::matrix4f saved_proj = get_current_projection(); - glh::matrix4f saved_view = get_current_modelview(); - glh::matrix4f inv_view = saved_view.inverse(); + glm::mat4 saved_proj = get_current_projection(); + glm::mat4 saved_view = get_current_modelview(); + glm::mat4 inv_view = glm::inverse(saved_view); - glh::matrix4f view[6]; - glh::matrix4f proj[6]; + glm::mat4 view[6]; + glm::mat4 proj[6]; LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir); @@ -9467,7 +9821,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLVector3 lightDir = -caster_dir; lightDir.normVec(); - glh::vec3f light_dir(lightDir.mV); + glm::vec3 light_dir(glm::make_vec3(lightDir.mV)); //create light space camera matrix @@ -9522,9 +9876,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //get good split distances for frustum for (U32 i = 0; i < fp.size(); ++i) { - glh::vec3f v(fp[i].mV); - saved_view.mult_matrix_vec(v); - fp[i].setVec(v.v); + glm::vec3 v(glm::make_vec3(fp[i].mV)); + v = mul_mat4_vec3(saved_view, v); + fp[i].setVec(glm::value_ptr(v)); } min = fp[0]; @@ -9673,9 +10027,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) for (U32 i = 0; i < fp.size(); i++) { - glh::vec3f p = glh::vec3f(fp[i].mV); - view[j].mult_matrix_vec(p); - wpf.push_back(LLVector3(p.v)); + glm::vec3 p = glm::make_vec3(fp[i].mV); + p = mul_mat4_vec3(view[j], p); + wpf.push_back(LLVector3(glm::value_ptr(p))); } min = wpf[0]; @@ -9775,7 +10129,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { //just use ortho projection mShadowFOV.mV[j] = -1.f; origin.clearVec(); - proj[j] = gl_ortho(min.mV[0], max.mV[0], + proj[j] = glm::ortho(min.mV[0], max.mV[0], min.mV[1], max.mV[1], -max.mV[2], -min.mV[2]); } @@ -9866,37 +10220,37 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { //just use ortho projection origin.clearVec(); mShadowError.mV[j] = -1.f; - proj[j] = gl_ortho(min.mV[0], max.mV[0], + proj[j] = glm::ortho(min.mV[0], max.mV[0], min.mV[1], max.mV[1], -max.mV[2], -min.mV[2]); } else { //get perspective projection - view[j] = view[j].inverse(); + view[j] = glm::inverse(view[j]); //llassert(origin.isFinite()); - glh::vec3f origin_agent(origin.mV); + glm::vec3 origin_agent(glm::make_vec3(origin.mV)); //translate view to origin - view[j].mult_matrix_vec(origin_agent); + origin_agent = mul_mat4_vec3(view[j], origin_agent); - eye = LLVector3(origin_agent.v); + eye = LLVector3(glm::value_ptr(origin_agent)); //llassert(eye.isFinite()); if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { mShadowFrustOrigin[j] = eye; } - view[j] = look(LLVector3(origin_agent.v), lightDir, -up); + view[j] = look(LLVector3(glm::value_ptr(origin_agent)), lightDir, -up); F32 fx = 1.f/tanf(fovx); F32 fz = 1.f/tanf(fovz); - proj[j] = glh::matrix4f(-fx, 0, 0, 0, - 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar), - 0, 0, -fz, 0, - 0, -1.f, 0, 0); + proj[j] = glm::mat4(-fx, 0, 0, 0, + 0, (yfar + ynear) / (ynear - yfar), 0, -1.0f, + 0, 0, -fz, 0, + 0, (2.f * yfar * ynear) / (ynear - yfar), 0, 0); } } } @@ -9915,19 +10269,16 @@ void LLPipeline::generateSunShadow(LLCamera& camera) shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip); //translate and scale to from [-1, 1] to [0, 1] - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); + glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.5f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f); set_current_modelview(view[j]); set_current_projection(proj[j]); - for (U32 i = 0; i < 16; i++) - { - gGLLastModelView[i] = mShadowModelview[j].m[i]; - gGLLastProjection[i] = mShadowProjection[j].m[i]; - } + set_last_modelview(mShadowModelview[j]); + set_last_projection(mShadowProjection[j]); mShadowModelview[j] = view[j]; mShadowProjection[j] = proj[j]; @@ -10042,9 +10393,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLMatrix4 mat(quat, LLVector4(origin, 1.f)); - view[i + 4] = glh::matrix4f((F32*)mat.mMatrix); + view[i + 4] = glm::make_mat4((F32*)mat.mMatrix); - view[i + 4] = view[i + 4].inverse(); + view[i + 4] = glm::inverse(view[i + 4]); //get perspective matrix F32 near_clip = dist + 0.01f; @@ -10052,27 +10403,24 @@ void LLPipeline::generateSunShadow(LLCamera& camera) F32 height = scale.mV[VY]; F32 far_clip = dist + volume->getLightRadius() * 1.5f; - F32 fovy = fov * RAD_TO_DEG; + F32 fovy = fov; // radians F32 aspect = width / height; - proj[i + 4] = gl_perspective(fovy, aspect, near_clip, far_clip); + proj[i + 4] = glm::perspective(fovy, aspect, near_clip, far_clip); //translate and scale to from [-1, 1] to [0, 1] - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); + glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.5f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f); set_current_modelview(view[i + 4]); set_current_projection(proj[i + 4]); mSunShadowMatrix[i + 4] = trans * proj[i + 4] * view[i + 4] * inv_view; - for (U32 j = 0; j < 16; j++) - { - gGLLastModelView[j] = mShadowModelview[i + 4].m[j]; - gGLLastProjection[j] = mShadowProjection[i + 4].m[j]; - } + set_last_modelview(mShadowModelview[i + 4]); + set_last_projection(mShadowProjection[i + 4]); mShadowModelview[i + 4] = view[i + 4]; mShadowProjection[i + 4] = proj[i + 4]; @@ -10120,18 +10468,15 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { set_current_modelview(view[1]); set_current_projection(proj[1]); - gGL.loadMatrix(view[1].m); + gGL.loadMatrix(glm::value_ptr(view[1])); gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.loadMatrix(proj[1].m); + gGL.loadMatrix(glm::value_ptr(proj[1])); gGL.matrixMode(LLRender::MM_MODELVIEW); } gGL.setColorMask(true, true); - for (U32 i = 0; i < 16; i++) - { - gGLLastModelView[i] = (F32)last_modelview[i]; - gGLLastProjection[i] = (F32)last_projection[i]; - } + set_last_modelview(last_modelview); + set_last_projection(last_projection); popRenderTypeMask(); @@ -10431,18 +10776,18 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool F32 distance = (pos-camera.getOrigin()).length(); 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); + glm::mat4 persp = glm::perspective(glm::radians(fov), aspect, 1.f, 256.f); set_current_projection(persp); - gGL.loadMatrix(persp.m); + gGL.loadMatrix(glm::value_ptr(persp)); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - glh::matrix4f mat; - camera.getOpenGLTransform(mat.m); - mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat; + F32 ogl_mat[16]; + camera.getOpenGLTransform(ogl_mat); + glm::mat4 mat = glm::make_mat4((GLfloat*) OGL_TO_CFR_ROTATION) * glm::make_mat4(ogl_mat); - gGL.loadMatrix(mat.m); + gGL.loadMatrix(glm::value_ptr(mat)); set_current_modelview(mat); glClearColor(0.0f,0.0f,0.0f,0.0f); @@ -10564,11 +10909,16 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool gGL.diffuseColor4fv(LLColor4::pink.mV ); } - gGL.begin(LLRender::QUADS); - gGL.vertex3f(-1, -1, clip_plane); - gGL.vertex3f(1, -1, clip_plane); - gGL.vertex3f(1, 1, clip_plane); - gGL.vertex3f(-1, 1, clip_plane); + gGL.begin(LLRender::TRIANGLES); + { + gGL.vertex3f(-1.f, -1.f, clip_plane); + gGL.vertex3f(1.f, -1.f, clip_plane); + gGL.vertex3f(1.f, 1.f, clip_plane); + + gGL.vertex3f(-1.f, -1.f, clip_plane); + gGL.vertex3f(1.f, 1.f, clip_plane); + gGL.vertex3f(-1.f, 1.f, clip_plane); + } gGL.end(); gGL.flush(); |