diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 660 |
1 files changed, 372 insertions, 288 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 36daca174b..a45f41a7dd 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -191,6 +191,7 @@ std::string gPoolNames[] = }; void drawBox(const LLVector3& c, const LLVector3& r); +void drawBoxOutline(const LLVector3& pos, const LLVector3& size); U32 nhpo2(U32 v) { @@ -361,6 +362,7 @@ void LLPipeline::init() sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD"); sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); + LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); @@ -407,6 +409,8 @@ void LLPipeline::init() { mSpotLightFade[i] = 1.f; } + + setLightingDetail(-1); } LLPipeline::~LLPipeline() @@ -509,6 +513,7 @@ void LLPipeline::destroyGL() } static LLFastTimer::DeclareTimer FTM_RESIZE_SCREEN_TEXTURE("Resize Screen Texture"); + void LLPipeline::resizeScreenTexture() { LLFastTimer ft(FTM_RESIZE_SCREEN_TEXTURE); @@ -565,9 +570,12 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale"); + //HACK: make alpha masking work on ATI depth shadows (work around for ATI driver bug) + U32 shadow_fmt = gGLManager.mIsATI ? GL_ALPHA : 0; + for (U32 i = 0; i < 4; i++) { - mShadow[i].allocate(U32(resX*scale),U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE); } @@ -576,11 +584,9 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) for (U32 i = 4; i < 6; i++) { - mShadow[i].allocate(width, height, 0, TRUE, FALSE); + mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE); } - - width = nhpo2(resX)/2; height = nhpo2(resY)/2; mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE); @@ -902,13 +908,18 @@ S32 LLPipeline::setLightingDetail(S32 level) if (level < 0) { - level = gSavedSettings.getS32("RenderLightingDetail"); + if (gSavedSettings.getBOOL("VertexShaderEnable")) + { + level = 1; + } + else + { + level = 0; + } } level = llclamp(level, 0, getMaxLightingDetail()); if (level != mLightingDetail) { - gSavedSettings.setS32("RenderLightingDetail", level); - mLightingDetail = level; if (mVertexShadersLoaded == 1) @@ -1512,8 +1523,10 @@ BOOL LLPipeline::visibleObjectsInFrustum(LLCamera& camera) BOOL LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& max) { - min = LLVector3(F32_MAX, F32_MAX, F32_MAX); - max = LLVector3(-F32_MAX, -F32_MAX, -F32_MAX); + const F32 X = 65536.f; + + min = LLVector3(X,X,X); + max = LLVector3(-X,-X,-X); U32 saved_camera_id = LLViewerCamera::sCurCameraID; LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; @@ -1799,7 +1812,6 @@ void LLPipeline::rebuildPriorityGroups() void LLPipeline::rebuildGroups() { - llpushcallstacks ; // Iterate through some drawables on the non-priority build queue S32 size = (S32) mGroupQ2.size(); S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size); @@ -1947,6 +1959,7 @@ void LLPipeline::updateGeom(F32 max_dtime) void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera) { LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_VISIBLE); + if(!drawablep || drawablep->isDead()) { return; @@ -3411,26 +3424,14 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); - renderHighlights(); - mHighlightFaces.clear(); - - renderDebug(); - - LLVertexBuffer::unbind(); - - if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) - { - // Render debugging beacons. - gObjectList.renderObjectBeacons(); - gObjectList.resetObjectBeacons(); - } - if (occlude) { occlude = FALSE; gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); doOcclusion(camera); + gGLLastMatrix = NULL; + glLoadMatrixd(gGLModelView); } } @@ -3593,12 +3594,17 @@ void LLPipeline::renderDebug() for (U32 i = 0; i < 8; i++) { + LLVector3* frust = mShadowCamera[i].mAgentFrustum; + if (i > 3) - { + { //render shadow frusta as volumes + if (mShadowFrustPoints[i-4].empty()) + { + continue; + } + gGL.color4fv(col+(i-4)*4); - LLVector3* frust = mShadowCamera[i].mAgentFrustum; - gGL.begin(LLRender::TRIANGLE_STRIP); gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV); @@ -3626,31 +3632,49 @@ void LLPipeline::renderDebug() if (i < 4) { - gGL.begin(LLRender::LINES); - - F32* c = col+i*4; - for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j) + + if (i == 0 || !mShadowFrustPoints[i].empty()) { - - gGL.color3fv(c); + //render visible point cloud + gGL.flush(); + glPointSize(8.f); + gGL.begin(LLRender::POINTS); - for (U32 k = 0; k < mShadowFrustPoints[i].size(); ++k) - { - if (j != k) - { - gGL.vertex3fv(mShadowFrustPoints[i][j].mV); - gGL.vertex3fv(mShadowFrustPoints[i][k].mV); - } - } + F32* c = col+i*4; + gGL.color3fv(c); - if (!mShadowFrustOrigin[i].isExactlyZero()) - { + for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j) + { gGL.vertex3fv(mShadowFrustPoints[i][j].mV); - gGL.color4f(1,1,1,1); - gGL.vertex3fv(mShadowFrustOrigin[i].mV); + } + gGL.end(); + + gGL.flush(); + glPointSize(1.f); + + LLVector3* ext = mShadowExtents[i]; + LLVector3 pos = (ext[0]+ext[1])*0.5f; + LLVector3 size = (ext[1]-ext[0])*0.5f; + drawBoxOutline(pos, size); + + //render camera frustum splits as outlines + gGL.begin(LLRender::LINES); + gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV); + gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[2].mV); + gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[3].mV); + gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[0].mV); + gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV); + gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[6].mV); + gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[7].mV); + gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[4].mV); + gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); + gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV); + gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV); + gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV); + gGL.end(); } - gGL.end(); + } /*for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); @@ -4274,7 +4298,7 @@ void LLPipeline::setupAvatarLights(BOOL for_edit) glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f); glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f); glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f); - glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f); + glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f); } else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini) { @@ -4562,32 +4586,41 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) LLVector4 light_pos_gl(light_pos, 1.0f); F32 light_radius = llmax(light->getLightRadius(), 0.001f); - F32 atten, quad; -#if 0 //1.9.1 - if (pool->getVertexShaderLevel() > 0) - { - atten = light_radius; - quad = llmax(light->getLightFalloff(), 0.0001f); - } - else -#endif - { - F32 x = (3.f * (1.f + light->getLightFalloff())); - atten = x / (light_radius); // % of brightness at radius - quad = 0.0f; - } + F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic? probably trying to match a historic behavior. + float linatten = x / (light_radius); // % of brightness at radius + mHWLightColors[cur_light] = light_color; S32 gllight = GL_LIGHT0+cur_light; glLightfv(gllight, GL_POSITION, light_pos_gl.mV); glLightfv(gllight, GL_DIFFUSE, light_color.mV); glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV); - glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f); - glLightf (gllight, GL_LINEAR_ATTENUATION, atten); - glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad); - glLightf (gllight, GL_SPOT_EXPONENT, 0.0f); - glLightf (gllight, GL_SPOT_CUTOFF, 180.0f); + glLightf (gllight, GL_LINEAR_ATTENUATION, linatten); + glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f); + if (light->isLightSpotlight()) // directional (spot-)light + { + LLVector3 spotparams = light->getSpotLightParams(); + LLQuaternion quat = light->getRenderRotation(); + LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction + at_axis *= quat; + //llinfos << "SPOT!!!!!!! fov: " << spotparams.mV[0] << " focus: " << spotparams.mV[1] << " dir: " << at_axis << llendl; + glLightfv(gllight, GL_SPOT_DIRECTION, at_axis.mV); + glLightf (gllight, GL_SPOT_EXPONENT, 2.0f); // 2.0 = good old dot product ^ 2 + glLightf (gllight, GL_SPOT_CUTOFF, 90.0f); // hemisphere + const float specular[] = {0.f, 0.f, 0.f, 0.f}; + glLightfv(gllight, GL_SPECULAR, specular); + } + else // omnidirectional (point) light + { + glLightf (gllight, GL_SPOT_EXPONENT, 0.0f); + glLightf (gllight, GL_SPOT_CUTOFF, 180.0f); + + // we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight + const float specular[] = {0.f, 0.f, 0.f, 1.f}; + glLightfv(gllight, GL_SPECULAR, specular); + //llinfos << "boring light" << llendl; + } cur_light++; if (cur_light >= 8) { @@ -4614,13 +4647,10 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) LLVector4 light_pos_gl(light_pos, 1.0f); F32 light_radius = 16.f; - F32 atten, quad; - { - F32 x = 3.f; - atten = x / (light_radius); // % of brightness at radius - quad = 0.0f; - } + F32 x = 3.f; + float linatten = x / (light_radius); // % of brightness at radius + mHWLightColors[2] = light_color; S32 gllight = GL_LIGHT2; glLightfv(gllight, GL_POSITION, light_pos_gl.mV); @@ -4628,8 +4658,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV); glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f); - glLightf (gllight, GL_LINEAR_ATTENUATION, atten); - glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad); + glLightf (gllight, GL_LINEAR_ATTENUATION, linatten); + glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f); glLightf (gllight, GL_SPOT_EXPONENT, 0.0f); glLightf (gllight, GL_SPOT_CUTOFF, 180.0f); } @@ -4750,16 +4780,16 @@ void LLPipeline::enableLightsFullbright(const LLColor4& color) enableLights(mask); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV); - if (mLightingDetail >= 2) + /*if (mLightingDetail >= 2) { glColor4f(0.f, 0.f, 0.f, 1.f); // no local lighting by default - } + }*/ } void LLPipeline::disableLights() { enableLights(0); // no lighting (full bright) - glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default + //glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default } //============================================================================ @@ -5362,6 +5392,7 @@ void LLPipeline::resetVertexBuffers() { sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); + LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) @@ -5497,6 +5528,7 @@ void LLPipeline::bindScreenToTexture() } static LLFastTimer::DeclareTimer FTM_RENDER_BLOOM("Bloom"); + void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) { LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM); @@ -5819,6 +5851,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + + if (LLRenderTarget::sUseFBO) + { //copy depth buffer from mScreen to framebuffer + LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), + 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); + } } @@ -5835,8 +5873,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) } +static LLFastTimer::DeclareTimer FTM_BIND_DEFERRED("Bind Deferred"); + void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map) { + LLFastTimer t(FTM_BIND_DEFERRED); + if (noise_map == 0xFFFFFFFF) { noise_map = mNoiseMap; @@ -6174,11 +6216,16 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen matrix_nondiag, matrix_nondiag, matrix_diag}; shader.uniformMatrix3fv("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat); + F32 shadow_offset_error = 1.f + gSavedSettings.getF32("RenderShadowOffsetError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); + F32 shadow_bias_error = 1.f + gSavedSettings.getF32("RenderShadowBiasError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); + shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f); - shader.uniform1f("alpha_soften", gSavedSettings.getF32("RenderDeferredAlphaSoften")); - shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")); - shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")); + shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")*shadow_offset_error); + shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")*shadow_bias_error); + shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset")); + shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias")); + shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale")); shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale")); shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset")); @@ -6272,16 +6319,16 @@ void LLPipeline::renderDeferredLighting() glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0); } - if (gSavedSettings.getBOOL("RenderDeferredShadow")) - { - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); + glPushMatrix(); + glLoadIdentity(); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); - mDeferredLight[0].bindTarget(); - if (gSavedSettings.getBOOL("RenderDeferredSun")) + mDeferredLight[0].bindTarget(); + + if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0) + { { //paint shadow/SSAO light map (direct lighting lightmap) LLFastTimer ftm(FTM_SUN_SHADOW); bindDeferredShader(gDeferredSunProgram, 0); @@ -6322,18 +6369,22 @@ void LLPipeline::renderDeferredLighting() unbindDeferredShader(gDeferredSunProgram); } - else - { - mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT); - } + } + else + { + glClearColor(1,1,1,1); + mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT); + glClearColor(0,0,0,0); + } - mDeferredLight[0].flush(); + mDeferredLight[0].flush(); + { //global illumination specific block (still experimental) if (gSavedSettings.getBOOL("RenderDeferredBlurLight") && - gSavedSettings.getBOOL("RenderDeferredGI")) - { + gSavedSettings.getBOOL("RenderDeferredGI")) + { LLFastTimer ftm(FTM_EDGE_DETECTION); - //get edge map + //generate edge map LLGLDisable blend(GL_BLEND); LLGLDisable test(GL_ALPHA_TEST); LLGLDepthTest depth(GL_FALSE); @@ -6430,79 +6481,79 @@ void LLPipeline::renderDeferredLighting() unbindDeferredShader(gDeferredPostGIProgram); } } + } - if (gSavedSettings.getBOOL("RenderDeferredBlurLight")) - { //soften direct lighting lightmap - LLFastTimer ftm(FTM_SOFTEN_SHADOW); - //blur lightmap - mDeferredLight[1].bindTarget(); + if (gSavedSettings.getBOOL("RenderDeferredSSAO")) + { //soften direct lighting lightmap + LLFastTimer ftm(FTM_SOFTEN_SHADOW); + //blur lightmap + mDeferredLight[1].bindTarget(); - glClearColor(1,1,1,1); - mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT); - glClearColor(0,0,0,0); - - bindDeferredShader(gDeferredBlurLightProgram); + glClearColor(1,1,1,1); + mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT); + glClearColor(0,0,0,0); + + bindDeferredShader(gDeferredBlurLightProgram); - LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian"); - const U32 kern_length = 4; - F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize"); - F32 dist_factor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); + LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian"); + const U32 kern_length = 4; + F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize"); + F32 dist_factor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); - // sample symmetrically with the middle sample falling exactly on 0.0 - F32 x = 0.f; + // sample symmetrically with the middle sample falling exactly on 0.0 + F32 x = 0.f; - LLVector3 gauss[32]; // xweight, yweight, offset + LLVector3 gauss[32]; // xweight, yweight, offset - for (U32 i = 0; i < kern_length; i++) - { - gauss[i].mV[0] = llgaussian(x, go.mV[0]); - gauss[i].mV[1] = llgaussian(x, go.mV[1]); - gauss[i].mV[2] = x; - x += 1.f; - } + for (U32 i = 0; i < kern_length; i++) + { + gauss[i].mV[0] = llgaussian(x, go.mV[0]); + gauss[i].mV[1] = llgaussian(x, go.mV[1]); + gauss[i].mV[2] = x; + x += 1.f; + } - gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f); - gDeferredBlurLightProgram.uniform1f("dist_factor", dist_factor); - gDeferredBlurLightProgram.uniform3fv("kern[0]", kern_length, gauss[0].mV); - gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV); - gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f)); + gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f); + gDeferredBlurLightProgram.uniform1f("dist_factor", dist_factor); + gDeferredBlurLightProgram.uniform3fv("kern[0]", kern_length, gauss[0].mV); + gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV); + gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f)); + + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + stop_glerror(); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + stop_glerror(); + } - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); - stop_glerror(); - } - - mDeferredLight[1].flush(); - unbindDeferredShader(gDeferredBlurLightProgram); + mDeferredLight[1].flush(); + unbindDeferredShader(gDeferredBlurLightProgram); - bindDeferredShader(gDeferredBlurLightProgram, 1); - mDeferredLight[0].bindTarget(); + bindDeferredShader(gDeferredBlurLightProgram, 1); + mDeferredLight[0].bindTarget(); - gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f); + gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f); - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - stop_glerror(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); - stop_glerror(); - } - mDeferredLight[0].flush(); - unbindDeferredShader(gDeferredBlurLightProgram); + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + stop_glerror(); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + stop_glerror(); } - - stop_glerror(); - glPopMatrix(); - stop_glerror(); - glMatrixMode(GL_MODELVIEW); - stop_glerror(); - glPopMatrix(); - stop_glerror(); + mDeferredLight[0].flush(); + unbindDeferredShader(gDeferredBlurLightProgram); } + stop_glerror(); + glPopMatrix(); + stop_glerror(); + glMatrixMode(GL_MODELVIEW); + stop_glerror(); + glPopMatrix(); + stop_glerror(); + //copy depth and stencil from deferred screen //mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(), // 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); @@ -6654,7 +6705,7 @@ void LLPipeline::renderDeferredLighting() { //draw box if camera is outside box if (render_local) { - if (volume->getLightTexture()) + if (volume->isLightSpotlight()) { drawablep->getVOVolume()->updateSpotLightPriority(); spot_lights.push_back(drawablep); @@ -6671,7 +6722,7 @@ void LLPipeline::renderDeferredLighting() } else if (render_fullscreen) { - if (volume->getLightTexture()) + if (volume->isLightSpotlight()) { drawablep->getVOVolume()->updateSpotLightPriority(); fullscreen_spot_lights.push_back(drawablep); @@ -6897,6 +6948,24 @@ void LLPipeline::renderDeferredLighting() mRenderTypeMask = render_mask; } + { + //render highlights, etc. + renderHighlights(); + mHighlightFaces.clear(); + + renderDebug(); + + LLVertexBuffer::unbind(); + + if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + { + // Render debugging beacons. + gObjectList.renderObjectBeacons(); + LLHUDObject::renderAll(); + gObjectList.resetObjectBeacons(); + } + } + mScreen.flush(); } @@ -7225,17 +7294,16 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) (1<<LLPipeline::RENDER_TYPE_SKY) | (1<<LLPipeline::RENDER_TYPE_CLOUDS)); - if (gSavedSettings.getBOOL("RenderWaterReflections")) + S32 detail = gSavedSettings.getS32("RenderReflectionDetail"); + if (detail > 0) { //mask out selected geometry based on reflection detail - - S32 detail = gSavedSettings.getS32("RenderReflectionDetail"); - if (detail < 3) + if (detail < 4) { mRenderTypeMask &= ~(1 << LLPipeline::RENDER_TYPE_PARTICLES); - if (detail < 2) + if (detail < 3) { mRenderTypeMask &= ~(1 << LLPipeline::RENDER_TYPE_AVATAR); - if (detail < 1) + if (detail < 2) { mRenderTypeMask &= ~(1 << LLPipeline::RENDER_TYPE_VOLUME); } @@ -7255,7 +7323,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) if (LLDrawPoolWater::sNeedsDistortionUpdate) { mRenderTypeMask = ref_mask; - if (gSavedSettings.getBOOL("RenderWaterReflections")) + if (gSavedSettings.getS32("RenderReflectionDetail") > 0) { gPipeline.grabReferences(ref_result); LLGLUserClipPlane clip_plane(plane, mat, projection); @@ -7606,14 +7674,14 @@ BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector //get point of intersection of 3 planes "p" LLVector3 p = (-d1*(n2%n3)-d2*(n3%n1)-d3*(n1%n2))/(n1*(n2%n3)); - if (llround(p*n1+d1, 0.0001f) == 0.f && - llround(p*n2+d2, 0.0001f) == 0.f && - llround(p*n3+d3, 0.0001f) == 0.f) + if (llround(p*n1+d1, 0.1f) == 0.f && + llround(p*n2+d2, 0.1f) == 0.f && + llround(p*n3+d3, 0.1f) == 0.f) { //point is on all three planes BOOL found = TRUE; for (U32 l = 0; l < ps.size() && found; ++l) { - if (llround(ps[l].dist(p), 0.0001f) > 0.0f) + if (llround(ps[l].dist(p), 0.1f) > 0.0f) { //point is above some plane, not contained found = FALSE; } @@ -7893,29 +7961,10 @@ void LLPipeline::generateHighlight(LLCamera& camera) void LLPipeline::generateSunShadow(LLCamera& camera) { - if (!sRenderDeferred || !gSavedSettings.getBOOL("RenderDeferredShadow")) - { - return; - } - - //temporary hack to disable shadows but keep local lights - static BOOL clear = TRUE; - BOOL gen_shadow = gSavedSettings.getBOOL("RenderDeferredSunShadow"); - if (!gen_shadow) + if (!sRenderDeferred || gSavedSettings.getS32("RenderShadowDetail") <= 0) { - if (clear) - { - clear = FALSE; - for (U32 i = 0; i < 6; i++) - { - mShadow[i].bindTarget(); - mShadow[i].clear(); - mShadow[i].flush(); - } - } return; } - clear = TRUE; F64 last_modelview[16]; F64 last_projection[16]; @@ -7993,16 +8042,31 @@ void LLPipeline::generateSunShadow(LLCamera& camera) at.normVec(); + LLCamera main_camera = camera; + F32 near_clip = 0.f; { //get visible point cloud std::vector<LLVector3> fp; + main_camera.calcAgentFrustumPlanes(main_camera.mAgentFrustum); + LLVector3 min,max; - getVisiblePointCloud(camera,min,max,fp); + getVisiblePointCloud(main_camera,min,max,fp); if (fp.empty()) { + if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA)) + { + mShadowCamera[0] = main_camera; + mShadowExtents[0][0] = min; + mShadowExtents[0][1] = max; + + mShadowFrustPoints[0].clear(); + mShadowFrustPoints[1].clear(); + mShadowFrustPoints[2].clear(); + mShadowFrustPoints[3].clear(); + } mRenderTypeMask = type_mask; return; } @@ -8077,7 +8141,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) shadow_cam = camera; shadow_cam.setFar(16.f); - LLViewerCamera::updateFrustumPlanes(shadow_cam); + LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); LLVector3* frust = shadow_cam.mAgentFrustum; @@ -8432,135 +8496,155 @@ void LLPipeline::generateSunShadow(LLCamera& camera) } } - - - F32 fade_amt = gFrameIntervalSeconds * llmax(LLViewerCamera::getInstance()->getVelocityStat()->getCurrentPerSec(), 1.f); - //update shadow targets - for (U32 i = 0; i < 2; i++) - { //for each current shadow - LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW4+i; + //hack to disable projector shadows + static bool clear = true; + bool gen_shadow = gSavedSettings.getS32("RenderShadowDetail") > 1; + + if (gen_shadow) + { + clear = true; + F32 fade_amt = gFrameIntervalSeconds * llmax(LLViewerCamera::getInstance()->getVelocityStat()->getCurrentPerSec(), 1.f); - if (mShadowSpotLight[i].notNull() && - (mShadowSpotLight[i] == mTargetShadowSpotLight[0] || - mShadowSpotLight[i] == mTargetShadowSpotLight[1])) - { //keep this spotlight - mSpotLightFade[i] = llmin(mSpotLightFade[i]+fade_amt, 1.f); - } - else - { //fade out this light - mSpotLightFade[i] = llmax(mSpotLightFade[i]-fade_amt, 0.f); - - if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull()) - { //faded out, grab one of the pending spots (whichever one isn't already taken) - if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i+1)%2]) - { - mShadowSpotLight[i] = mTargetShadowSpotLight[0]; - } - else - { - mShadowSpotLight[i] = mTargetShadowSpotLight[1]; + //update shadow targets + for (U32 i = 0; i < 2; i++) + { //for each current shadow + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW4+i; + + if (mShadowSpotLight[i].notNull() && + (mShadowSpotLight[i] == mTargetShadowSpotLight[0] || + mShadowSpotLight[i] == mTargetShadowSpotLight[1])) + { //keep this spotlight + mSpotLightFade[i] = llmin(mSpotLightFade[i]+fade_amt, 1.f); + } + else + { //fade out this light + mSpotLightFade[i] = llmax(mSpotLightFade[i]-fade_amt, 0.f); + + if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull()) + { //faded out, grab one of the pending spots (whichever one isn't already taken) + if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i+1)%2]) + { + mShadowSpotLight[i] = mTargetShadowSpotLight[0]; + } + else + { + mShadowSpotLight[i] = mTargetShadowSpotLight[1]; + } } } } - } - - for (S32 i = 0; i < 2; i++) - { - glh_set_current_modelview(saved_view); - glh_set_current_projection(saved_proj); - - if (mShadowSpotLight[i].isNull()) + + for (S32 i = 0; i < 2; i++) { - continue; - } + glh_set_current_modelview(saved_view); + glh_set_current_projection(saved_proj); - LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume(); + if (mShadowSpotLight[i].isNull()) + { + continue; + } - if (!volume) - { - mShadowSpotLight[i] = NULL; - continue; - } + LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume(); - LLDrawable* drawable = mShadowSpotLight[i]; + if (!volume) + { + mShadowSpotLight[i] = NULL; + continue; + } - LLVector3 params = volume->getSpotLightParams(); - F32 fov = params.mV[0]; + LLDrawable* drawable = mShadowSpotLight[i]; - //get agent->light space matrix (modelview) - LLVector3 center = drawable->getPositionAgent(); - LLQuaternion quat = volume->getRenderRotation(); + LLVector3 params = volume->getSpotLightParams(); + F32 fov = params.mV[0]; - //get near clip plane - LLVector3 scale = volume->getScale(); - LLVector3 at_axis(0,0,-scale.mV[2]*0.5f); - at_axis *= quat; + //get agent->light space matrix (modelview) + LLVector3 center = drawable->getPositionAgent(); + LLQuaternion quat = volume->getRenderRotation(); - LLVector3 np = center+at_axis; - at_axis.normVec(); + //get near clip plane + LLVector3 scale = volume->getScale(); + LLVector3 at_axis(0,0,-scale.mV[2]*0.5f); + at_axis *= quat; - //get origin that has given fov for plane np, at_axis, and given scale - F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f); + LLVector3 np = center+at_axis; + at_axis.normVec(); - LLVector3 origin = np - at_axis*dist; + //get origin that has given fov for plane np, at_axis, and given scale + F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f); - LLMatrix4 mat(quat, LLVector4(origin, 1.f)); + LLVector3 origin = np - at_axis*dist; - view[i+4] = glh::matrix4f((F32*) mat.mMatrix); + LLMatrix4 mat(quat, LLVector4(origin, 1.f)); - view[i+4] = view[i+4].inverse(); + view[i+4] = glh::matrix4f((F32*) mat.mMatrix); - //get perspective matrix - F32 near_clip = dist+0.01f; - F32 width = scale.mV[VX]; - F32 height = scale.mV[VY]; - F32 far_clip = dist+volume->getLightRadius()*1.5f; + view[i+4] = view[i+4].inverse(); - F32 fovy = fov * RAD_TO_DEG; - F32 aspect = width/height; - - proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip); + //get perspective matrix + F32 near_clip = dist+0.01f; + F32 width = scale.mV[VX]; + F32 height = scale.mV[VY]; + F32 far_clip = dist+volume->getLightRadius()*1.5f; - //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); + F32 fovy = fov * RAD_TO_DEG; + F32 aspect = width/height; + + proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip); - glh_set_current_modelview(view[i+4]); - glh_set_current_projection(proj[i+4]); + //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); - 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]; - } + glh_set_current_modelview(view[i+4]); + glh_set_current_projection(proj[i+4]); - mShadowModelview[i+4] = view[i+4]; - mShadowProjection[i+4] = 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]; + } - LLCamera shadow_cam = camera; - shadow_cam.setFar(far_clip); - shadow_cam.setOrigin(origin); + mShadowModelview[i+4] = view[i+4]; + mShadowProjection[i+4] = proj[i+4]; - LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); + LLCamera shadow_cam = camera; + shadow_cam.setFar(far_clip); + shadow_cam.setOrigin(origin); - stop_glerror(); + LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); + + stop_glerror(); - mShadow[i+4].bindTarget(); - mShadow[i+4].getViewport(gGLViewport); + mShadow[i+4].bindTarget(); + mShadow[i+4].getViewport(gGLViewport); - static LLCullResult result[2]; + static LLCullResult result[2]; - LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+i+4; + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+i+4; - renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE); + renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE); - mShadow[i+4].flush(); - } + mShadow[i+4].flush(); + } + } + else + { + if (clear) + { + clear = false; + for (U32 i = 4; i < 6; i++) + { + mShadow[i].bindTarget(); + mShadow[i].clear(); + mShadow[i].flush(); + } + } + } if (!gSavedSettings.getBOOL("CameraOffset")) { |