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-rw-r--r--indra/newview/pipeline.cpp338
1 files changed, 140 insertions, 198 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 4007d9d8f3..1f1c8d46f5 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -132,8 +132,6 @@ static S32 sDelayedVBOEnable = 0;
BOOL gAvatarBacklight = FALSE;
-BOOL gRenderForSelect = FALSE;
-
BOOL gDebugPipeline = FALSE;
LLPipeline gPipeline;
const LLMatrix4* gGLLastMatrix = NULL;
@@ -563,6 +561,11 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
//never use more than 4 samples for render targets
U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 4);
+ if (gGLManager.mIsATI)
+ { //disable multisampling of render targets where ATI is involved
+ samples = 0;
+ }
+
U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
if (res_mod > 1 && res_mod < resX && res_mod < resY)
@@ -582,7 +585,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO");
bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED);
- samples = llmin(samples, (U32) 8); //cap multisample buffers to 8 samples when rendering deferred
//allocate deferred rendering color buffers
mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
@@ -692,10 +694,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
}
-
- if (LLRenderTarget::sUseFBO && !sRenderDeferred && gGLManager.mHasFramebufferMultisample && samples > 1)
- { // DON'T use multisample buffers when rendering deferred -- multisampling doesn't play nice with deferred rendering
- //so a post-effect smooths edges in screen space
+ if (LLRenderTarget::sUseFBO && samples > 1)
+ {
mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples);
if (LLPipeline::sRenderDeferred)
{
@@ -742,7 +742,11 @@ void LLPipeline::updateRenderDeferred()
gSavedSettings.getBOOL("WindLightUseAtmosShaders")) ? TRUE : FALSE) &&
!gUseWireframe;
- sRenderDeferred = deferred;
+ sRenderDeferred = deferred;
+ if (deferred)
+ { //must render glow when rendering deferred since post effect pass is needed to present any lighting at all
+ sRenderGlow = TRUE;
+ }
}
void LLPipeline::releaseGLBuffers()
@@ -835,7 +839,6 @@ void LLPipeline::createGLBuffers()
allocateScreenBuffer(resX,resY);
mScreenWidth = 0;
mScreenHeight = 0;
-
}
if (sRenderDeferred)
@@ -979,7 +982,7 @@ BOOL LLPipeline::canUseWindLightShadersOnObjects() const
BOOL LLPipeline::canUseAntiAliasing() const
{
- return TRUE; //(gSavedSettings.getBOOL("RenderUseFBO"));
+ return TRUE;
}
void LLPipeline::unloadShaders()
@@ -4243,185 +4246,6 @@ void LLPipeline::renderDebug()
gPipeline.renderPhysicsDisplay();
}
-void LLPipeline::renderForSelect(std::set<LLViewerObject*>& objects, BOOL render_transparent, const LLRect& screen_rect)
-{
- assertInitialized();
-
- gGL.setColorMask(true, false);
- gPipeline.resetDrawOrders();
-
- LLViewerCamera* camera = LLViewerCamera::getInstance();
- for (std::set<LLViewerObject*>::iterator iter = objects.begin(); iter != objects.end(); ++iter)
- {
- stateSort((*iter)->mDrawable, *camera);
- }
-
- LLMemType mt(LLMemType::MTYPE_PIPELINE_RENDER_SELECT);
-
-
-
- glMatrixMode(GL_MODELVIEW);
-
- LLGLSDefault gls_default;
- LLGLSObjectSelect gls_object_select;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLGLDepthTest gls_depth(GL_TRUE,GL_TRUE);
- disableLights();
-
- LLVertexBuffer::unbind();
-
- //for each drawpool
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
- U32 last_type = 0;
-
- // If we don't do this, we crash something on changing graphics settings
- // from Medium -> Low, because we unload all the shaders and the
- // draw pools aren't aware. I don't know if this has to be a separate
- // loop before actual rendering. JC
- for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
- {
- LLDrawPool *poolp = *iter;
- if (poolp->isFacePool() && hasRenderType(poolp->getType()))
- {
- poolp->prerender();
- }
- }
- for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
- {
- LLDrawPool *poolp = *iter;
- if (poolp->isFacePool() && hasRenderType(poolp->getType()))
- {
- LLFacePool* face_pool = (LLFacePool*) poolp;
- face_pool->renderForSelect();
- LLVertexBuffer::unbind();
- gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
-
- if (poolp->getType() != last_type)
- {
- last_type = poolp->getType();
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
- }
- }
- }
-
- LLGLEnable alpha_test(GL_ALPHA_TEST);
- if (render_transparent)
- {
- gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.f);
- }
- else
- {
- gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.2f);
- }
-
- gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_VERT_COLOR);
- gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA);
-
- U32 prim_mask = LLVertexBuffer::MAP_VERTEX |
- LLVertexBuffer::MAP_TEXCOORD0;
-
- for (std::set<LLViewerObject*>::iterator i = objects.begin(); i != objects.end(); ++i)
- {
- LLViewerObject* vobj = *i;
- LLDrawable* drawable = vobj->mDrawable;
- if (vobj->isDead() ||
- vobj->isHUDAttachment() ||
- (LLSelectMgr::getInstance()->mHideSelectedObjects && vobj->isSelected()) ||
- drawable->isDead() ||
- !hasRenderType(drawable->getRenderType()))
- {
- continue;
- }
-
- for (S32 j = 0; j < drawable->getNumFaces(); ++j)
- {
- LLFace* facep = drawable->getFace(j);
- if (!facep->getPool())
- {
- facep->renderForSelect(prim_mask);
- }
- }
- }
-
- // pick HUD objects
- if (isAgentAvatarValid() && sShowHUDAttachments)
- {
- glh::matrix4f save_proj(glh_get_current_projection());
- glh::matrix4f save_model(glh_get_current_modelview());
-
- setup_hud_matrices(screen_rect);
- for (LLVOAvatar::attachment_map_t::iterator iter = gAgentAvatarp->mAttachmentPoints.begin();
- iter != gAgentAvatarp->mAttachmentPoints.end(); )
- {
- LLVOAvatar::attachment_map_t::iterator curiter = iter++;
- LLViewerJointAttachment* attachment = curiter->second;
- if (attachment->getIsHUDAttachment())
- {
- for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin();
- attachment_iter != attachment->mAttachedObjects.end();
- ++attachment_iter)
- {
- if (LLViewerObject* attached_object = (*attachment_iter))
- {
- LLDrawable* drawable = attached_object->mDrawable;
- if (drawable->isDead())
- {
- continue;
- }
-
- for (S32 j = 0; j < drawable->getNumFaces(); ++j)
- {
- LLFace* facep = drawable->getFace(j);
- if (!facep->getPool())
- {
- facep->renderForSelect(prim_mask);
- }
- }
-
- //render child faces
- LLViewerObject::const_child_list_t& child_list = attached_object->getChildren();
- for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin();
- iter != child_list.end(); iter++)
- {
- LLViewerObject* child = *iter;
- LLDrawable* child_drawable = child->mDrawable;
- for (S32 l = 0; l < child_drawable->getNumFaces(); ++l)
- {
- LLFace* facep = child_drawable->getFace(l);
- if (!facep->getPool())
- {
- facep->renderForSelect(prim_mask);
- }
- }
- }
- }
- }
- }
- }
-
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(save_proj.m);
- glh_set_current_projection(save_proj);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(save_model.m);
- glh_set_current_modelview(save_model);
-
-
- }
-
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
-
- LLVertexBuffer::unbind();
-
- gGL.setColorMask(true, true);
-}
-
void LLPipeline::rebuildPools()
{
LLMemType mt(LLMemType::MTYPE_PIPELINE_REBUILD_POOLS);
@@ -5226,6 +5050,61 @@ void LLPipeline::enableLightsAvatar()
enableLights(mask);
}
+void LLPipeline::enableLightsPreview()
+{
+ disableLights();
+
+ glEnable(GL_LIGHTING);
+ LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor");
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
+
+
+ LLColor4 diffuse0 = gSavedSettings.getColor4("PreviewDiffuse0");
+ LLColor4 specular0 = gSavedSettings.getColor4("PreviewSpecular0");
+ LLColor4 diffuse1 = gSavedSettings.getColor4("PreviewDiffuse1");
+ LLColor4 specular1 = gSavedSettings.getColor4("PreviewSpecular1");
+ LLColor4 diffuse2 = gSavedSettings.getColor4("PreviewDiffuse2");
+ LLColor4 specular2 = gSavedSettings.getColor4("PreviewSpecular2");
+
+ LLVector3 dir0 = gSavedSettings.getVector3("PreviewDirection0");
+ LLVector3 dir1 = gSavedSettings.getVector3("PreviewDirection1");
+ LLVector3 dir2 = gSavedSettings.getVector3("PreviewDirection2");
+
+ dir0.normVec();
+ dir1.normVec();
+ dir2.normVec();
+
+ LLVector4 light_pos(dir0, 0.0f);
+ glEnable(GL_LIGHT0);
+ glLightfv(GL_LIGHT0, GL_POSITION, light_pos.mV);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0.mV);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, LLColor4::black.mV);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, specular0.mV);
+ glLightf (GL_LIGHT0, GL_SPOT_EXPONENT, 0.0f);
+ glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, 180.0f);
+
+ light_pos = LLVector4(dir1, 0.f);
+ glEnable(GL_LIGHT1);
+ glLightfv(GL_LIGHT1, GL_POSITION, light_pos.mV);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1.mV);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, specular1.mV);
+ glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f);
+ glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);
+
+ light_pos = LLVector4(dir2, 0.f);
+ glEnable(GL_LIGHT2);
+ glLightfv(GL_LIGHT2, GL_POSITION, light_pos.mV);
+ glLightfv(GL_LIGHT2, GL_DIFFUSE, diffuse2.mV);
+ glLightfv(GL_LIGHT2, GL_AMBIENT, LLColor4::black.mV);
+ glLightfv(GL_LIGHT2, GL_SPECULAR, specular2.mV);
+ glLightf (GL_LIGHT2, GL_SPOT_EXPONENT, 0.0f);
+ glLightf (GL_LIGHT2, GL_SPOT_CUTOFF, 180.0f);
+
+
+}
+
+
void LLPipeline::enableLightsAvatarEdit(const LLColor4& color)
{
U32 mask = 0x2002; // Avatar backlight only, set ambient
@@ -5978,21 +5857,21 @@ void apply_cube_face_rotation(U32 face)
void validate_framebuffer_object()
{
GLenum status;
- status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
switch(status)
{
- case GL_FRAMEBUFFER_COMPLETE_EXT:
+ case GL_FRAMEBUFFER_COMPLETE:
//framebuffer OK, no error.
break;
- case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
// frame buffer not OK: probably means unsupported depth buffer format
- llerrs << "Framebuffer Incomplete Dimensions." << llendl;
+ llerrs << "Framebuffer Incomplete Missing Attachment." << llendl;
break;
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
// frame buffer not OK: probably means unsupported depth buffer format
llerrs << "Framebuffer Incomplete Attachment." << llendl;
break;
- case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
+ case GL_FRAMEBUFFER_UNSUPPORTED:
/* choose different formats */
llerrs << "Framebuffer unsupported." << llendl;
break;
@@ -6230,7 +6109,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
if (LLRenderTarget::sUseFBO)
{
LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
@@ -6253,15 +6132,77 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
{
shader = &gDeferredGIFinalProgram;
}
-
+
LLGLDisable blend(GL_BLEND);
bindDeferredShader(*shader);
+
+ //depth of field focal plane calculations
+
+ F32 subject_distance = 16.f;
+ if (LLViewerJoystick::getInstance()->getOverrideCamera())
+ {
+ //flycam mode, use mouse cursor as focus point
+ LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
+ subject_distance = (eye-gDebugRaycastIntersection).magVec();
+ }
+ else
+ {
+ LLViewerObject* obj = gAgentCamera.getFocusObject();
+ if (obj)
+ {
+ LLVector3 focus = LLVector3(gAgentCamera.getFocusGlobal()-gAgent.getRegion()->getOriginGlobal());
+ LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
+ subject_distance = (focus-eye).magVec();
+ }
+ }
+
+ //convert to mm
+ subject_distance *= 1000.f;
+ F32 fnumber = gSavedSettings.getF32("CameraFNumber");
+ const F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength");
+
+ F32 fov = LLViewerCamera::getInstance()->getView();
+
+ const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f;
+ //const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio");
+
+ //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
+
+ F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f);
+ //F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f);
+
+ F32 focal_length = dv/(2*tanf(fov/2.f));
+
+ //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
+
+ // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
+ // where N = fnumber
+ // s2 = dot distance
+ // s1 = subject distance
+ // f = focal length
+ //
+
+ F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length));
+ blur_constant /= 1000.f; //convert to meters for shader
+ F32 magnification = focal_length/(subject_distance-focal_length);
+
+ shader->uniform1f("focal_distance", -subject_distance/1000.f);
+ shader->uniform1f("blur_constant", blur_constant);
+ shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle));
+ shader->uniform1f("magnification", magnification);
+
S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
if (channel > -1)
{
mScreen.bindTexture(0, channel);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
}
+ //channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
+ //if (channel > -1)
+ //{
+ //gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ //}
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
@@ -6753,6 +6694,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
shader.uniform2f("proj_shadow_res", mShadow[4].getWidth(), mShadow[4].getHeight());
shader.uniform1f("depth_cutoff", gSavedSettings.getF32("RenderEdgeDepthCutoff"));
shader.uniform1f("norm_cutoff", gSavedSettings.getF32("RenderEdgeNormCutoff"));
+
if (shader.getUniformLocation("norm_mat") >= 0)
{
@@ -6923,7 +6865,7 @@ void LLPipeline::renderDeferredLighting()
mLuminanceMap.flush();
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
- glGenerateMipmapEXT(GL_TEXTURE_2D);
+ glGenerateMipmap(GL_TEXTURE_2D);
}
}