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-rw-r--r--indra/newview/pipeline.cpp4818
1 files changed, 2184 insertions, 2634 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index a72244929e..211993fb46 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -88,6 +88,7 @@
#include "llvocache.h"
#include "llvoground.h"
#include "llvosky.h"
+#include "llvowlsky.h"
#include "llvotree.h"
#include "llvovolume.h"
#include "llvosurfacepatch.h"
@@ -100,8 +101,6 @@
#include "llviewerstats.h"
#include "llviewerjoystick.h"
#include "llviewerdisplay.h"
-#include "llwlparammanager.h"
-#include "llwaterparammanager.h"
#include "llspatialpartition.h"
#include "llmutelist.h"
#include "lltoolpie.h"
@@ -116,6 +115,8 @@
#include "llprogressview.h"
#include "llcleanup.h"
+#include "llenvironment.h"
+
#ifdef _DEBUG
// Debug indices is disabled for now for debug performance - djs 4/24/02
//#define DEBUG_INDICES
@@ -253,6 +254,11 @@ LLTrace::BlockTimerStatHandle FTM_PIPELINE("Pipeline");
LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY("Client Copy");
LLTrace::BlockTimerStatHandle FTM_RENDER_DEFERRED("Deferred Shading");
+LLTrace::BlockTimerStatHandle FTM_RENDER_UI_HUD("HUD");
+LLTrace::BlockTimerStatHandle FTM_RENDER_UI_3D("3D");
+LLTrace::BlockTimerStatHandle FTM_RENDER_UI_2D("2D");
+LLTrace::BlockTimerStatHandle FTM_RENDER_UI_DEBUG_TEXT("Debug Text");
+LLTrace::BlockTimerStatHandle FTM_RENDER_UI_SCENE_MON("Scene Mon");
static LLTrace::BlockTimerStatHandle FTM_STATESORT_DRAWABLE("Sort Drawables");
static LLTrace::BlockTimerStatHandle FTM_STATESORT_POSTSORT("Post Sort");
@@ -298,62 +304,6 @@ void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
U32 nhpo2(U32 v);
LLVertexBuffer* ll_create_cube_vb(U32 type_mask, U32 usage);
-glh::matrix4f glh_copy_matrix(F32* src)
-{
- glh::matrix4f ret;
- ret.set_value(src);
- return ret;
-}
-
-glh::matrix4f glh_get_current_modelview()
-{
- return glh_copy_matrix(gGLModelView);
-}
-
-glh::matrix4f glh_get_current_projection()
-{
- return glh_copy_matrix(gGLProjection);
-}
-
-glh::matrix4f glh_get_last_modelview()
-{
- return glh_copy_matrix(gGLLastModelView);
-}
-
-glh::matrix4f glh_get_last_projection()
-{
- return glh_copy_matrix(gGLLastProjection);
-}
-
-void glh_copy_matrix(const glh::matrix4f& src, F32* dst)
-{
- for (U32 i = 0; i < 16; i++)
- {
- dst[i] = src.m[i];
- }
-}
-
-void glh_set_current_modelview(const glh::matrix4f& mat)
-{
- glh_copy_matrix(mat, gGLModelView);
-}
-
-void glh_set_current_projection(glh::matrix4f& mat)
-{
- glh_copy_matrix(mat, gGLProjection);
-}
-
-glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar)
-{
- glh::matrix4f ret(
- 2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left),
- 0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom),
- 0.f, 0.f, -2.f/(zfar-znear), -(zfar+znear)/(zfar-znear),
- 0.f, 0.f, 0.f, 1.f);
-
- return ret;
-}
-
void display_update_camera();
//----------------------------------------
@@ -386,6 +336,7 @@ bool LLPipeline::sShadowRender = false;
bool LLPipeline::sWaterReflections = false;
bool LLPipeline::sRenderGlow = false;
bool LLPipeline::sReflectionRender = false;
+bool LLPipeline::sDistortionRender = false;
bool LLPipeline::sImpostorRender = false;
bool LLPipeline::sImpostorRenderAlphaDepthPass = false;
bool LLPipeline::sUnderWaterRender = false;
@@ -398,6 +349,7 @@ bool LLPipeline::sMemAllocationThrottled = false;
S32 LLPipeline::sVisibleLightCount = 0;
F32 LLPipeline::sMinRenderSize = 0.f;
bool LLPipeline::sRenderingHUDs;
+F32 LLPipeline::sDistortionWaterClipPlaneMargin = 1.0125f;
// EventHost API LLPipeline listener.
static LLPipelineListener sPipelineListener;
@@ -456,6 +408,11 @@ LLPipeline::LLPipeline() :
mNoiseMap = 0;
mTrueNoiseMap = 0;
mLightFunc = 0;
+
+ for(U32 i = 0; i < 8; i++)
+ {
+ mHWLightColors[i] = LLColor4::black;
+ }
}
void LLPipeline::connectRefreshCachedSettingsSafe(const std::string name)
@@ -906,6 +863,9 @@ LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY)
return ret;
}
+ // must be even to avoid a stripe in the horizontal shadow blur
+inline U32 BlurHappySize(U32 x, U32 scale) { return (((x*scale)+1)&~1); }
+
bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
{
refreshCachedSettings();
@@ -973,62 +933,72 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
mDeferredLight.release();
}
- F32 scale = RenderShadowResolutionScale;
+ F32 scale = RenderShadowResolutionScale;
+ U32 sun_shadow_map_width = BlurHappySize(resX, scale);
+ U32 sun_shadow_map_height = BlurHappySize(resY, scale);
if (shadow_detail > 0)
- { //allocate 4 sun shadow maps
- U32 sun_shadow_map_width = ((U32(resX*scale)+1)&~1); // must be even to avoid a stripe in the horizontal shadow blur
+ { //allocate 4 sun shadow maps
for (U32 i = 0; i < 4; i++)
- {
- if (!mShadow[i].allocate(sun_shadow_map_width,U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false;
- if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false;
- }
- }
- else
- {
- for (U32 i = 0; i < 4; i++)
- {
- mShadow[i].release();
- mShadowOcclusion[i].release();
- }
- }
+ {
+ if (!mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE))
+ {
+ return false;
+ }
+
+ if (!mShadowOcclusion[i].allocate(sun_shadow_map_width/occlusion_divisor, sun_shadow_map_height/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE))
+ {
+ return false;
+ }
+ }
+ }
+ else
+ {
+ for (U32 i = 0; i < 4; i++)
+ {
+ releaseShadowTarget(i);
+ }
+ }
- U32 width = (U32) (resX*scale);
- U32 height = width;
+ U32 width = (U32) (resX*scale);
+ U32 height = width;
- if (shadow_detail > 1)
- { //allocate two spot shadow maps
- U32 spot_shadow_map_width = width;
- for (U32 i = 4; i < 6; i++)
- {
- if (!mShadow[i].allocate(spot_shadow_map_width, height, 0, TRUE, FALSE)) return false;
- if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE)) return false;
- }
- }
- else
- {
- for (U32 i = 4; i < 6; i++)
- {
- mShadow[i].release();
- mShadowOcclusion[i].release();
- }
- }
+ if (shadow_detail > 1)
+ { //allocate two spot shadow maps
+ U32 spot_shadow_map_width = width;
+ U32 spot_shadow_map_height = height;
+ for (U32 i = 4; i < 6; i++)
+ {
+ if (!mShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, TRUE, FALSE))
+ {
+ return false;
+ }
+ if (!mShadowOcclusion[i].allocate(spot_shadow_map_width/occlusion_divisor, height/occlusion_divisor, 0, TRUE, FALSE))
+ {
+ return false;
+ }
+ }
+ }
+ else
+ {
+ for (U32 i = 4; i < 6; i++)
+ {
+ releaseShadowTarget(i);
+ }
+ }
+
+ //HACK make screenbuffer allocations start failing after 30 seconds
+ if (gSavedSettings.getBOOL("SimulateFBOFailure"))
+ {
+ return false;
+ }
+ }
+ else
+ {
+ mDeferredLight.release();
+
+ releaseShadowTargets();
- //HACK make screenbuffer allocations start failing after 30 seconds
- if (gSavedSettings.getBOOL("SimulateFBOFailure"))
- {
- return false;
- }
- }
- else
- {
- mDeferredLight.release();
-
- for (U32 i = 0; i < 6; i++)
- {
- mShadow[i].release();
- mShadowOcclusion[i].release();
- }
mFXAABuffer.release();
mScreen.release();
mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first
@@ -1223,47 +1193,38 @@ void LLPipeline::releaseScreenBuffers()
mDeferredDepth.release();
mDeferredLight.release();
mOcclusionDepth.release();
-
- for (U32 i = 0; i < 6; i++)
- {
- mShadow[i].release();
- mShadowOcclusion[i].release();
- }
+ releaseShadowTargets();
}
+void LLPipeline::releaseShadowTarget(U32 index)
+{
+ mShadow[index].release();
+ mShadowOcclusion[index].release();
+}
+
+void LLPipeline::releaseShadowTargets()
+{
+ for (U32 i = 0; i < 6; i++)
+ {
+ releaseShadowTarget(i);
+ }
+}
+
void LLPipeline::createGLBuffers()
{
stop_glerror();
assertInitialized();
updateRenderDeferred();
+ if (LLPipeline::sWaterReflections)
+ { //water reflection texture
+ U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512);
- bool materials_in_water = false;
-
-#if MATERIALS_IN_REFLECTIONS
- materials_in_water = gSavedSettings.getS32("RenderWaterMaterials");
-#endif
-
- if (LLPipeline::sWaterReflections)
- { //water reflection texture
- U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512);
-
- // Set up SRGB targets if we're doing deferred-path reflection rendering
- //
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- mWaterRef.allocate(res,res,GL_SRGB8_ALPHA8,TRUE,FALSE);
- //always use FBO for mWaterDis so it can be used for avatar texture bakes
- mWaterDis.allocate(res,res,GL_SRGB8_ALPHA8,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true);
- }
- else
- {
- mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
- //always use FBO for mWaterDis so it can be used for avatar texture bakes
- mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true);
- }
- }
+ mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
+ //always use FBO for mWaterDis so it can be used for avatar texture bakes
+ mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true);
+ }
mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE);
@@ -1436,13 +1397,13 @@ bool LLPipeline::canUseWindLightShaders() const
{
return (!LLPipeline::sDisableShaders &&
gWLSkyProgram.mProgramObject != 0 &&
- LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1);
+ LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1);
}
bool LLPipeline::canUseWindLightShadersOnObjects() const
{
return (canUseWindLightShaders()
- && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0);
+ && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0);
}
bool LLPipeline::canUseAntiAliasing() const
@@ -1471,7 +1432,7 @@ void LLPipeline::enableShadows(const bool enable_shadows)
S32 LLPipeline::getMaxLightingDetail() const
{
- /*if (mVertexShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS)
+ /*if (mShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS)
{
return 3;
}
@@ -2299,7 +2260,7 @@ void LLPipeline::checkReferences(LLDrawInfo* draw_info)
void LLPipeline::checkReferences(LLSpatialGroup* group)
{
-#if 0
+#if CHECK_PIPELINE_REFERENCES
if (sCull)
{
for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
@@ -2366,8 +2327,6 @@ bool LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3&
LLViewerCamera::eCameraID saved_camera_id = LLViewerCamera::sCurCameraID;
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
- bool res = true;
-
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
@@ -2378,20 +2337,17 @@ bool LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3&
LLSpatialPartition* part = region->getSpatialPartition(i);
if (part)
{
- if (hasRenderType(part->mDrawableType))
+ if (hasRenderType(part->mDrawableType) && !part->getVisibleExtents(camera, min, max))
{
- if (!part->getVisibleExtents(camera, min, max))
- {
- res = false;
- }
+ LLViewerCamera::sCurCameraID = saved_camera_id;
+ return false;
}
}
}
}
LLViewerCamera::sCurCameraID = saved_camera_id;
-
- return res;
+ return true;
}
static LLTrace::BlockTimerStatHandle FTM_CULL("Object Culling");
@@ -2417,7 +2373,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
if (to_texture)
{
- if (LLPipeline::sRenderDeferred)
+ if (LLPipeline::sRenderDeferred && can_use_occlusion)
{
mOcclusionDepth.bindTarget();
}
@@ -2444,99 +2400,58 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
LLGLDisable test(GL_ALPHA_TEST);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- //setup a clip plane in projection matrix for reflection renders (prevents flickering from occlusion culling)
- LLViewerRegion* region = gAgent.getRegion();
- LLPlane plane;
-
- if (planep)
- {
- plane = *planep;
- }
- else
- {
- if (region)
- {
- LLVector3 pnorm;
- F32 height = region->getWaterHeight();
- if (water_clip < 0)
- { //camera is above water, clip plane points up
- pnorm.setVec(0,0,1);
- plane.setVec(pnorm, -height);
- }
- else if (water_clip > 0)
- { //camera is below water, clip plane points down
- pnorm = LLVector3(0,0,-1);
- plane.setVec(pnorm, height);
- }
- }
- }
-
- glh::matrix4f modelview = glh_get_last_modelview();
- glh::matrix4f proj = glh_get_last_projection();
- LLGLUserClipPlane clip(plane, modelview, proj, water_clip != 0 && LLPipeline::sReflectionRender);
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
- bool bound_shader = false;
- if (gPipeline.canUseVertexShaders() && LLGLSLShader::sCurBoundShader == 0)
- { //if no shader is currently bound, use the occlusion shader instead of fixed function if we can
- // (shadow render uses a special shader that clamps to clip planes)
- bound_shader = true;
- gOcclusionCubeProgram.bind();
- }
-
- if (sUseOcclusion > 1)
- {
- if (mCubeVB.isNull())
- { //cube VB will be used for issuing occlusion queries
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
- }
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- }
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- if (water_clip != 0)
- {
- LLPlane plane(LLVector3(0,0, (F32) -water_clip), (F32) water_clip*region->getWaterHeight());
- camera.setUserClipPlane(plane);
- }
- else
- {
- camera.disableUserClipPlane();
- }
+ bool bound_shader = false;
+ if (gPipeline.canUseVertexShaders() && LLGLSLShader::sCurBoundShader == 0)
+ { //if no shader is currently bound, use the occlusion shader instead of fixed function if we can
+ // (shadow render uses a special shader that clamps to clip planes)
+ bound_shader = true;
+ gOcclusionCubeProgram.bind();
+ }
+
+ if (sUseOcclusion > 1)
+ {
+ if (mCubeVB.isNull())
+ { //cube VB will be used for issuing occlusion queries
+ mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
+ }
+ mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ }
+
+ camera.disableUserClipPlane();
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- if (hasRenderType(part->mDrawableType))
- {
- part->cull(camera);
- }
- }
- }
+ 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++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ if (hasRenderType(part->mDrawableType))
+ {
+ part->cull(camera);
+ }
+ }
+ }
- //scan the VO Cache tree
- LLVOCachePartition* vo_part = region->getVOCachePartition();
- if(vo_part)
- {
- bool do_occlusion_cull = can_use_occlusion && use_occlusion && !gUseWireframe && 0 > water_clip /* && !gViewerWindow->getProgressView()->getVisible()*/;
- vo_part->cull(camera, do_occlusion_cull);
- }
- }
+ //scan the VO Cache tree
+ LLVOCachePartition* vo_part = region->getVOCachePartition();
+ if(vo_part)
+ {
+ bool do_occlusion_cull = can_use_occlusion && use_occlusion && !gUseWireframe && 0 > water_clip /* && !gViewerWindow->getProgressView()->getVisible()*/;
+ vo_part->cull(camera, do_occlusion_cull);
+ }
+ }
if (bound_shader)
{
gOcclusionCubeProgram.unbind();
}
- camera.disableUserClipPlane();
-
if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) &&
gSky.mVOSkyp.notNull() &&
gSky.mVOSkyp->mDrawable.notNull())
@@ -2556,6 +2471,28 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
gSky.mVOGroundp->mDrawable->setVisible(camera);
sCull->pushDrawable(gSky.mVOGroundp->mDrawable);
}
+
+
+ if (hasRenderType(LLPipeline::RENDER_TYPE_WL_SKY) &&
+ gPipeline.canUseWindLightShaders() &&
+ gSky.mVOWLSkyp.notNull() &&
+ gSky.mVOWLSkyp->mDrawable.notNull())
+ {
+ gSky.mVOWLSkyp->mDrawable->setVisible(camera);
+ sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable);
+ }
+
+// not currently enabled as it causes reflection/distortion map
+// rendering to occur every frame instead of periodically for visible near water
+#if PRECULL_WATER_OBJECTS
+ bool render_water = !sReflectionRender && (hasRenderType(LLPipeline::RENDER_TYPE_WATER) || hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER));
+
+ if (render_water)
+ {
+ LLWorld::getInstance()->precullWaterObjects(camera, sCull, render_water);
+ }
+#endif
+
gGL.matrixMode(LLRender::MM_PROJECTION);
@@ -2563,14 +2500,14 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
- if (sUseOcclusion > 1)
+ if (sUseOcclusion > 1)
{
gGL.setColorMask(true, false);
}
if (to_texture)
{
- if (LLPipeline::sRenderDeferred)
+ if (LLPipeline::sRenderDeferred && can_use_occlusion)
{
mOcclusionDepth.flush();
}
@@ -4139,13 +4076,14 @@ void LLPipeline::renderHighlights()
glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+
+ gGL.setColorMask(false, false);
- if (canUseVertexShaders())
+ if (LLGLSLShader::sNoFixedFunction)
{
gHighlightProgram.bind();
}
- gGL.setColorMask(false, false);
for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); ++iter)
{
renderHighlight(iter->mItem->getVObj(), 1.f);
@@ -4227,7 +4165,7 @@ void LLPipeline::renderHighlights()
//gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightProgram.bind();
gGL.diffuseColor4f(1,1,1,0.5f);
@@ -4274,7 +4212,7 @@ void LLPipeline::renderHighlights()
// have touch-handlers.
mHighlightFaces.clear();
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
+ if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
{
gHighlightProgram.unbind();
}
@@ -4283,7 +4221,7 @@ void LLPipeline::renderHighlights()
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP))
{
color.setVec(1.0f, 0.5f, 0.5f, 0.5f);
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightNormalProgram.bind();
gGL.diffuseColor4f(1,1,1,0.5f);
@@ -4304,7 +4242,7 @@ void LLPipeline::renderHighlights()
facep->renderSelected(mFaceSelectImagep, color);
}
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightNormalProgram.unbind();
}
@@ -4313,7 +4251,7 @@ void LLPipeline::renderHighlights()
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP))
{
color.setVec(0.0f, 0.3f, 1.0f, 0.8f);
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightSpecularProgram.bind();
gGL.diffuseColor4f(1,1,1,0.5f);
@@ -4334,7 +4272,7 @@ void LLPipeline::renderHighlights()
facep->renderSelected(mFaceSelectImagep, color);
}
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightSpecularProgram.unbind();
}
@@ -4561,6 +4499,7 @@ void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
// Render debugging beacons.
gObjectList.renderObjectBeacons();
gObjectList.resetObjectBeacons();
+ gSky.addSunMoonBeacons();
}
else
{
@@ -4681,6 +4620,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
}
gGLLastMatrix = NULL;
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.loadMatrix(gGLModelView);
gGL.setColorMask(true, false);
@@ -4767,16 +4707,16 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)
}
gGLLastMatrix = NULL;
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.loadMatrix(gGLModelView);
if (occlude)
{
occlude = false;
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
gGLLastMatrix = NULL;
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.loadMatrix(gGLModelView);
}
}
@@ -5991,6 +5931,12 @@ void LLPipeline::setupAvatarLights(bool for_edit)
{
assertInitialized();
+ LLEnvironment& environment = LLEnvironment::instance();
+ LLSettingsSky::ptr_t psky = environment.getCurrentSky();
+
+ bool sun_up = environment.getIsSunUp();
+
+
if (for_edit)
{
LLColor4 diffuse(1.f, 1.f, 1.f, 0.f);
@@ -6004,13 +5950,6 @@ void LLPipeline::setupAvatarLights(bool for_edit)
LLLightState* light = gGL.getLight(1);
- if (LLPipeline::sRenderDeferred)
- {
- /*diffuse.mV[0] = powf(diffuse.mV[0], 2.2f);
- diffuse.mV[1] = powf(diffuse.mV[1], 2.2f);
- diffuse.mV[2] = powf(diffuse.mV[2], 2.2f);*/
- }
-
mHWLightColors[1] = diffuse;
light->setDiffuse(diffuse);
@@ -6023,14 +5962,16 @@ void LLPipeline::setupAvatarLights(bool for_edit)
light->setSpotExponent(0.f);
light->setSpotCutoff(180.f);
}
- else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
+ else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
{
- LLVector3 opposite_pos = -1.f * mSunDir;
- LLVector3 orthog_light_pos = mSunDir % LLVector3::z_axis;
+ LLVector3 light_dir = sun_up ? LLVector3(mSunDir) : LLVector3(mMoonDir);
+ LLVector3 opposite_pos = -light_dir;
+ LLVector3 orthog_light_pos = light_dir % LLVector3::z_axis;
LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);
backlight_pos.normalize();
-
- LLColor4 light_diffuse = mSunDiffuse;
+
+ LLColor4 light_diffuse = sun_up ? mSunDiffuse : mMoonDiffuse;
+
LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f);
F32 max_component = 0.001f;
for (S32 i = 0; i < 3; i++)
@@ -6041,7 +5982,7 @@ void LLPipeline::setupAvatarLights(bool for_edit)
}
}
F32 backlight_mag;
- if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
+ if (LLEnvironment::instance().getIsSunUp())
{
backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT;
}
@@ -6051,13 +5992,6 @@ void LLPipeline::setupAvatarLights(bool for_edit)
}
backlight_diffuse *= backlight_mag / max_component;
- if (LLPipeline::sRenderDeferred)
- {
- /*backlight_diffuse.mV[0] = powf(backlight_diffuse.mV[0], 2.2f);
- backlight_diffuse.mV[1] = powf(backlight_diffuse.mV[1], 2.2f);
- backlight_diffuse.mV[2] = powf(backlight_diffuse.mV[2], 2.2f);*/
- }
-
mHWLightColors[1] = backlight_diffuse;
LLLightState* light = gGL.getLight(1);
@@ -6249,51 +6183,75 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
void LLPipeline::setupHWLights(LLDrawPool* pool)
{
assertInitialized();
+
+ LLEnvironment& environment = LLEnvironment::instance();
+ LLSettingsSky::ptr_t psky = environment.getCurrentSky();
// Ambient
if (!LLGLSLShader::sNoFixedFunction)
{
gGL.syncMatrices();
- LLColor4 ambient = gSky.getTotalAmbientColor();
+ LLColor4 ambient = psky->getTotalAmbient();
gGL.setAmbientLightColor(ambient);
}
- // Light 0 = Sun or Moon (All objects)
- {
- if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
- {
- mSunDir.setVec(gSky.getSunDirection());
- mSunDiffuse.setVec(gSky.getSunDiffuseColor());
- }
- else
- {
- mSunDir.setVec(gSky.getMoonDirection());
- mSunDiffuse.setVec(gSky.getMoonDiffuseColor());
- }
+ // Ambient
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ gGL.syncMatrices();
+ LLColor4 ambient = psky->getTotalAmbient();
+ gGL.setAmbientLightColor(ambient);
+ }
- F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]);
- if (max_color > 1.f)
- {
- mSunDiffuse *= 1.f/max_color;
- }
- mSunDiffuse.clamp();
+ bool sun_up = environment.getIsSunUp();
+ bool moon_up = environment.getIsMoonUp();
- LLVector4 light_pos(mSunDir, 0.0f);
- LLColor4 light_diffuse = mSunDiffuse;
+ // Light 0 = Sun or Moon (All objects)
+ {
+ LLVector4 sun_dir(environment.getSunDirection(), 0.0f);
+ LLVector4 moon_dir(environment.getMoonDirection(), 0.0f);
- if (LLPipeline::sRenderDeferred)
- {
- /*light_diffuse.mV[0] = powf(light_diffuse.mV[0], 2.2f);
- light_diffuse.mV[1] = powf(light_diffuse.mV[1], 2.2f);
- light_diffuse.mV[2] = powf(light_diffuse.mV[2], 2.2f);*/
- }
+ mSunDir.setVec(sun_dir);
+ mMoonDir.setVec(moon_dir);
- mHWLightColors[0] = light_diffuse;
+ // calculates diffuse sunlight per-pixel downstream, just provide setting sunlight_color
+ mSunDiffuse.setVec(psky->getSunlightColor());
+ mMoonDiffuse.setVec(psky->getMoonDiffuse());
- LLLightState* light = gGL.getLight(0);
- light->setPosition(light_pos);
- light->setDiffuse(light_diffuse);
- light->setAmbient(LLColor4::black);
+ F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]);
+ if (max_color > 1.f)
+ {
+ mSunDiffuse *= 1.f/max_color;
+ }
+ mSunDiffuse.clamp();
+
+ max_color = llmax(mMoonDiffuse.mV[0], mMoonDiffuse.mV[1], mMoonDiffuse.mV[2]);
+ if (max_color > 1.f)
+ {
+ mMoonDiffuse *= 1.f/max_color;
+ }
+ mMoonDiffuse.clamp();
+
+ // prevent underlighting from having neither lightsource facing us
+ if (!sun_up && !moon_up)
+ {
+ mSunDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0));
+ mMoonDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0));
+ mSunDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0));
+ mMoonDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0));
+ }
+
+ LLVector4 light_dir = sun_up ? mSunDir : mMoonDir;
+
+ mHWLightColors[0] = mSunDiffuse;
+
+ LLLightState* light = gGL.getLight(0);
+ light->setPosition(light_dir);
+
+ light->setSunPrimary(sun_up);
+ light->setDiffuse(mSunDiffuse);
+ light->setDiffuseB(mMoonDiffuse);
+ light->setAmbient(LLColor4::black);
light->setSpecular(LLColor4::black);
light->setConstantAttenuation(1.f);
light->setLinearAttenuation(0.f);
@@ -6367,7 +6325,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
{
F32 size = light_radius*1.5f;
light_state->setLinearAttenuation(size);
- light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f);
+ light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f);
}
else
{
@@ -6387,7 +6345,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
light_state->setSpotCutoff(90.f);
light_state->setSpotExponent(2.f);
- const LLColor4 specular(0.f, 0.f, 0.f, 0.f);
+ LLVector3 spotParams = light->getSpotLightParams();
+
+ const LLColor4 specular(0.f, 0.f, 0.f, spotParams[2]);
light_state->setSpecular(specular);
}
else // omnidirectional (point) light
@@ -6395,8 +6355,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
light_state->setSpotExponent(0.f);
light_state->setSpotCutoff(180.f);
- // we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
- const LLColor4 specular(0.f, 0.f, 0.f, 1.f);
+ // we use specular.z = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
+ const LLColor4 specular(0.f, 0.f, 1.f, 0.f);
light_state->setSpecular(specular);
}
cur_light++;
@@ -6410,7 +6370,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
{
mHWLightColors[cur_light] = LLColor4::black;
LLLightState* light = gGL.getLight(cur_light);
-
+ light->setSunPrimary(true);
light->setDiffuse(LLColor4::black);
light->setAmbient(LLColor4::black);
light->setSpecular(LLColor4::black);
@@ -6441,6 +6401,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
light->setPosition(light_pos_gl);
light->setDiffuse(light_color);
+ light->setDiffuseB(light_color * 0.25f);
light->setAmbient(LLColor4::black);
light->setSpecular(LLColor4::black);
light->setQuadraticAttenuation(0.f);
@@ -6510,7 +6471,7 @@ void LLPipeline::enableLights(U32 mask)
mLightMask = mask;
stop_glerror();
- LLColor4 ambient = gSky.getTotalAmbientColor();
+ LLColor4 ambient = LLEnvironment::instance().getCurrentSky()->getTotalAmbient();
gGL.setAmbientLightColor(ambient);
}
}
@@ -7590,7 +7551,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
- mScreen.bindTexture(0, 0);
+ mScreen.bindTexture(0, 0, LLTexUnit::TFO_BILINEAR);
gGL.color4f(1,1,1,1);
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
@@ -7823,7 +7784,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
if (channel > -1)
{
- mScreen.bindTexture(0, channel);
+ mScreen.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
}
shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f);
@@ -7862,7 +7823,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
if (channel > -1)
{
- mDeferredLight.bindTexture(0, channel);
+ mDeferredLight.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
}
shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
@@ -7906,8 +7867,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
if (channel > -1)
{
- mScreen.bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ mScreen.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
}
if (!LLViewerCamera::getInstance()->cameraUnderWater())
@@ -7955,7 +7915,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
if (channel > -1)
{
- mScreen.bindTexture(0, channel);
+ mScreen.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
}
if (!LLViewerCamera::getInstance()->cameraUnderWater())
@@ -8002,7 +7962,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
if (channel > -1)
{
- mDeferredLight.bindTexture(0, channel);
+ mDeferredLight.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
}
gGL.begin(LLRender::TRIANGLE_STRIP);
@@ -8024,8 +7984,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
if (channel > -1)
{
- mFXAABuffer.bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ mFXAABuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
}
gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
@@ -8177,113 +8136,113 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
static LLTrace::BlockTimerStatHandle FTM_BIND_DEFERRED("Bind Deferred");
-void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 noise_map)
+void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target)
{
LL_RECORD_BLOCK_TIME(FTM_BIND_DEFERRED);
- if (noise_map == 0xFFFFFFFF)
- {
- noise_map = mNoiseMap;
- }
-
- shader.bind();
- S32 channel = 0;
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
- if (channel > -1)
- {
- mDeferredScreen.bindTexture(0,channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
- if (channel > -1)
- {
- mDeferredScreen.bindTexture(1, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
- if (channel > -1)
- {
- mDeferredScreen.bindTexture(2, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
- stop_glerror();
-
- //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
-
- stop_glerror();
-
- glh::matrix4f projection = glh_get_current_projection();
- glh::matrix4f inv_proj = projection.inverse();
-
- shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
- shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0],
- (F32) gGLViewport[1],
- (F32) gGLViewport[2],
- (F32) gGLViewport[3]);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
- }
-
- stop_glerror();
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
- if (channel > -1)
- {
- if (light_index > 0)
- {
- mScreen.bindTexture(0, channel);
- }
- else
- {
- mDeferredLight.bindTexture(0, channel);
- }
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_BLOOM);
- if (channel > -1)
- {
- mGlow[1].bindTexture(0, channel);
- }
-
- stop_glerror();
-
- for (U32 i = 0; i < 4; i++)
- {
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE);
- stop_glerror();
- if (channel > -1)
- {
- stop_glerror();
- gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- stop_glerror();
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
- stop_glerror();
- }
- }
+ LLRenderTarget* deferred_target = &mDeferredScreen;
+ LLRenderTarget* deferred_depth_target = &mDeferredDepth;
+ LLRenderTarget* deferred_light_target = &mDeferredLight;
+
+ shader.bind();
+ S32 channel = 0;
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage());
+ if (channel > -1)
+ {
+ deferred_target->bindTexture(0,channel, LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage());
+ if (channel > -1)
+ {
+ deferred_target->bindTexture(1, channel, LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage());
+ if (channel > -1)
+ {
+ deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage());
+ if (channel > -1)
+ {
+ gGL.getTexUnit(channel)->bind(deferred_depth_target, TRUE);
+ stop_glerror();
+ }
+
+ glh::matrix4f projection = get_current_projection();
+ glh::matrix4f inv_proj = projection.inverse();
+
+ if (shader.getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX) != -1)
+ {
+ shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
+ }
+
+ if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1)
+ {
+ shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0],
+ (F32) gGLViewport[1],
+ (F32) gGLViewport[2],
+ (F32) gGLViewport[3]);
+ }
+
+ if (sReflectionRender && !shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX))
+ {
+ shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, FALSE, mReflectionModelView.m);
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE);
+ if (channel > -1)
+ {
+ gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
+ if (channel > -1)
+ {
+ gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
+ }
+
+ stop_glerror();
+
+ light_target = light_target ? light_target : deferred_light_target;
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, light_target->getUsage());
+ if (channel > -1)
+ {
+ light_target->bindTexture(0, channel, LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_BLOOM);
+ if (channel > -1)
+ {
+ mGlow[1].bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
+ }
+
+ stop_glerror();
+
+ for (U32 i = 0; i < 4; i++)
+ {
+ LLRenderTarget* shadow_target = getShadowTarget(i);
+ if (shadow_target)
+ {
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE);
+ stop_glerror();
+ if (channel > -1)
+ {
+ stop_glerror();
+ gGL.getTexUnit(channel)->bind(getShadowTarget(i), TRUE);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ stop_glerror();
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
+ stop_glerror();
+ }
+ }
+ }
for (U32 i = 4; i < 6; i++)
{
@@ -8292,14 +8251,18 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
if (channel > -1)
{
stop_glerror();
- gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- stop_glerror();
+ LLRenderTarget* shadow_target = getShadowTarget(i);
+ if (shadow_target)
+ {
+ gGL.getTexUnit(channel)->bind(shadow_target, TRUE);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ stop_glerror();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
- stop_glerror();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
+ stop_glerror();
+ }
}
}
@@ -8338,50 +8301,86 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
}
}
- shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV);
- shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash);
- shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise);
- shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize);
-
- shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale);
-
- F32 ssao_factor = RenderSSAOFactor;
- shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor);
-
- LLVector3 ssao_effect = RenderSSAOEffect;
- F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0;
- F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0;
- // This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by
- // value factor, and scales remainder by saturation factor
- F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag,
- matrix_nondiag, matrix_diag, matrix_nondiag,
- matrix_nondiag, matrix_nondiag, matrix_diag};
- shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat);
-
- //F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
- F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f;
-
- shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
- shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f);
- shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error);
- shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, RenderShadowBias+shadow_bias_error);
- shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset);
- shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias);
-
- shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV);
- shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mShadow[0].getWidth(), mShadow[0].getHeight());
- shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight());
- shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
- shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
-
+ if (gAtmosphere)
+ {
+ // bind precomputed textures necessary for calculating sun and sky luminance
+ channel = shader.enableTexture(LLShaderMgr::TRANSMITTANCE_TEX, LLTexUnit::TT_TEXTURE);
+ if (channel > -1)
+ {
+ shader.bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance());
+ }
- if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0)
- {
- glh::matrix4f norm_mat = glh_get_current_modelview().inverse().transpose();
- shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.m);
- }
+ channel = shader.enableTexture(LLShaderMgr::SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D);
+ if (channel > -1)
+ {
+ shader.bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering());
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D);
+ if (channel > -1)
+ {
+ shader.bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering());
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::ILLUMINANCE_TEX, LLTexUnit::TT_TEXTURE);
+ if (channel > -1)
+ {
+ shader.bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance());
+ }
+ }
+
+ shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise);
+ shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize);
+
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale);
+
+ F32 ssao_factor = RenderSSAOFactor;
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor);
+
+ LLVector3 ssao_effect = RenderSSAOEffect;
+ F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0;
+ F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0;
+ // This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by
+ // value factor, and scales remainder by saturation factor
+ F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag,
+ matrix_nondiag, matrix_diag, matrix_nondiag,
+ matrix_nondiag, matrix_nondiag, matrix_diag};
+ shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat);
+
+ //F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+ F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f;
+ F32 shadow_bias = RenderShadowBias + shadow_bias_error;
+
+ shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_target->getWidth(), deferred_target->getHeight());
+ shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f);
+ shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, shadow_bias);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias);
+
+ shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV);
+ shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV);
+ shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mShadow[0].getWidth(), mShadow[0].getHeight());
+ shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight());
+ shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
+ shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
+
+ shader.uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, mSunDiffuse.mV);
+ shader.uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, mMoonDiffuse.mV);
+
+ LLEnvironment& environment = LLEnvironment::instance();
+ shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
+ shader.uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, environment.getCurrentSky()->getSunMoonGlowFactor());
+
+ 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);
+ }
}
LLColor3 pow3f(LLColor3 v, F32 f)
@@ -8412,1149 +8411,613 @@ static LLTrace::BlockTimerStatHandle FTM_PROJECTORS("Projectors");
static LLTrace::BlockTimerStatHandle FTM_POST("Post");
-void LLPipeline::renderDeferredLighting()
-{
- if (!sCull)
- {
- return;
- }
-
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);
-
- LLViewerCamera* camera = LLViewerCamera::getInstance();
- {
- LLGLDepthTest depth(GL_TRUE);
- mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
- 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- }
-
- LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
-
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
- }
-
- //ati doesn't seem to love actually using the stencil buffer on FBO's
- LLGLDisable stencil(GL_STENCIL_TEST);
- //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
- //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-
- gGL.setColorMask(true, true);
-
- //draw a cube around every light
- LLVertexBuffer::unbind();
-
- LLGLEnable cull(GL_CULL_FACE);
- LLGLEnable blend(GL_BLEND);
-
- glh::matrix4f mat = glh_copy_matrix(gGLModelView);
-
- LLStrider<LLVector3> vert;
- mDeferredVB->getVertexStrider(vert);
-
- vert[0].set(-1,1,0);
- vert[1].set(-1,-3,0);
- vert[2].set(3,1,0);
-
- {
- setupHWLights(NULL); //to set mSunDir;
- LLVector4 dir(mSunDir, 0.f);
- glh::vec4f tc(dir.mV);
- mat.mult_matrix_vec(tc);
- mTransformedSunDir.set(tc.v);
- }
-
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- if (RenderDeferredSSAO || RenderShadowDetail > 0)
- {
- mDeferredLight.bindTarget();
- { //paint shadow/SSAO light map (direct lighting lightmap)
- LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW);
- bindDeferredShader(gDeferredSunProgram, 0);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- glClearColor(1,1,1,1);
- mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0,0,0,0);
-
- glh::matrix4f inv_trans = glh_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, mDeferredLight.getWidth(), mDeferredLight.getHeight());
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- stop_glerror();
- }
-
- unbindDeferredShader(gDeferredSunProgram);
- }
- mDeferredLight.flush();
- }
-
- if (RenderDeferredSSAO)
- { //soften direct lighting lightmap
- LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW);
- //blur lightmap
- mScreen.bindTarget();
- glClearColor(1,1,1,1);
- mScreen.clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0,0,0,0);
-
- bindDeferredShader(gDeferredBlurLightProgram);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- LLVector3 go = RenderShadowGaussian;
- const U32 kern_length = 4;
- F32 blur_size = RenderShadowBlurSize;
- F32 dist_factor = RenderShadowBlurDistFactor;
-
- // sample symmetrically with the middle sample falling exactly on 0.0
- F32 x = 0.f;
-
- 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;
- }
-
- gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f);
- gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor);
- gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV);
- gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length/2.f - 0.5f));
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- stop_glerror();
- }
-
- mScreen.flush();
- unbindDeferredShader(gDeferredBlurLightProgram);
-
- bindDeferredShader(gDeferredBlurLightProgram, 1);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- mDeferredLight.bindTarget();
-
- gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f);
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- stop_glerror();
- }
- mDeferredLight.flush();
- unbindDeferredShader(gDeferredBlurLightProgram);
- }
-
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
-
- mScreen.bindTarget();
- // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
- glClearColor(0,0,0,0);
- mScreen.clear(GL_COLOR_BUFFER_BIT);
-
- if (RenderDeferredAtmospheric)
- { //apply sunlight contribution
- LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
- bindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
- {
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
-
- //full screen blit
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- }
-
- unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
- }
-
- { //render non-deferred geometry (fullbright, alpha, etc)
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- gPipeline.pushRenderTypeMask();
-
- gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::RENDER_TYPE_WL_SKY,
- LLPipeline::END_RENDER_TYPES);
-
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
- gPipeline.popRenderTypeMask();
- }
-
- bool render_local = RenderLocalLights;
-
- if (render_local)
- {
- gGL.setSceneBlendType(LLRender::BT_ADD);
- std::list<LLVector4> fullscreen_lights;
- LLDrawable::drawable_list_t spot_lights;
- LLDrawable::drawable_list_t fullscreen_spot_lights;
-
- for (U32 i = 0; i < 2; i++)
- {
- mTargetShadowSpotLight[i] = NULL;
- }
-
- std::list<LLVector4> light_colors;
-
- LLVertexBuffer::unbind();
-
- {
- bindDeferredShader(gDeferredLightProgram);
-
- if (mCubeVB.isNull())
- {
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
- }
-
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
- {
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
- if (!volume)
- {
- continue;
- }
-
- if (volume->isAttachment())
- {
- if (!sRenderAttachedLights)
- {
- continue;
- }
- }
-
- const LLViewerObject *vobj = drawablep->getVObj();
- if(vobj && vobj->getAvatar()
- && (vobj->getAvatar()->isTooComplex() || vobj->getAvatar()->isInMuteList()))
- {
- continue;
- }
-
- LLVector4a center;
- center.load3(drawablep->getPositionAgent().mV);
- const F32* c = center.getF32ptr();
- F32 s = volume->getLightRadius()*1.5f;
-
- LLColor3 col = volume->getLightColor();
-
- if (col.magVecSquared() < 0.001f)
- {
- continue;
- }
-
- if (s <= 0.001f)
- {
- continue;
- }
-
- LLVector4a sa;
- sa.splat(s);
- if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
- {
- continue;
- }
-
- sVisibleLightCount++;
-
- if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
- camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
- camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
- camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
- camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
- camera->getOrigin().mV[2] < c[2] - s - 0.2f)
- { //draw box if camera is outside box
- if (render_local)
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- spot_lights.push_back(drawablep);
- continue;
- }
-
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS);
- gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
- gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- stop_glerror();
- }
- }
- else
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- fullscreen_spot_lights.push_back(drawablep);
- continue;
- }
-
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s));
- light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
- }
- }
- unbindDeferredShader(gDeferredLightProgram);
- }
-
- if (!spot_lights.empty())
- {
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- bindDeferredShader(gDeferredSpotLightProgram);
-
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
-
- for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
- {
- LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
-
- LLVector4a center;
- center.load3(drawablep->getPositionAgent().mV);
- const F32* c = center.getF32ptr();
- F32 s = volume->getLightRadius()*1.5f;
-
- sVisibleLightCount++;
-
- setupSpotLight(gDeferredSpotLightProgram, drawablep);
-
- LLColor3 col = volume->getLightColor();
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
- gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- }
- gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredSpotLightProgram);
- }
-
- //reset mDeferredVB to fullscreen triangle
- mDeferredVB->getVertexStrider(vert);
- vert[0].set(-1,1,0);
- vert[1].set(-1,-3,0);
- vert[2].set(3,1,0);
-
- {
- LLGLDepthTest depth(GL_FALSE);
-
- //full screen blit
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- U32 count = 0;
-
- const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT;
- LLVector4 light[max_count];
- LLVector4 col[max_count];
-
- F32 far_z = 0.f;
-
- while (!fullscreen_lights.empty())
- {
- LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS);
- light[count] = fullscreen_lights.front();
- fullscreen_lights.pop_front();
- col[count] = light_colors.front();
- light_colors.pop_front();
-
- /*col[count].mV[0] = powf(col[count].mV[0], 2.2f);
- col[count].mV[1] = powf(col[count].mV[1], 2.2f);
- col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/
-
- far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z);
- //col[count] = pow4fsrgb(col[count], 2.2f);
- count++;
- if (count == max_count || fullscreen_lights.empty())
- {
- U32 idx = count-1;
- bindDeferredShader(gDeferredMultiLightProgram[idx]);
- gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
- gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
- far_z = 0.f;
- count = 0;
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- unbindDeferredShader(gDeferredMultiLightProgram[idx]);
- }
- }
-
- bindDeferredShader(gDeferredMultiSpotLightProgram);
-
- gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
-
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
- {
- LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
-
- LLVector3 center = drawablep->getPositionAgent();
- F32* c = center.mV;
- F32 s = volume->getLightRadius()*1.5f;
-
- sVisibleLightCount++;
-
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
-
- LLColor3 col = volume->getLightColor();
-
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
- gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredMultiSpotLightProgram);
-
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- }
- }
-
- gGL.setColorMask(true, true);
- }
-
- mScreen.flush();
-
- //gamma correct lighting
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- {
- LLGLDepthTest depth(GL_FALSE, GL_FALSE);
-
- LLVector2 tc1(0,0);
- LLVector2 tc2((F32) mScreen.getWidth()*2,
- (F32) mScreen.getHeight()*2);
-
- mScreen.bindTarget();
- // Apply gamma correction to the frame here.
- gDeferredPostGammaCorrectProgram.bind();
- //mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- S32 channel = 0;
- channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0,channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mScreen.getWidth(), mScreen.getHeight());
-
- F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
-
- gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- gGL.getTexUnit(channel)->unbind(mScreen.getUsage());
- gDeferredPostGammaCorrectProgram.unbind();
- mScreen.flush();
- }
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
- mScreen.bindTarget();
-
- { //render non-deferred geometry (alpha, fullbright, glow)
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- pushRenderTypeMask();
- andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_GLOW,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_ALPHA,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_BUMP,
- LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
- LLPipeline::RENDER_TYPE_PASS_GLOW,
- LLPipeline::RENDER_TYPE_PASS_GRASS,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
- LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
- END_RENDER_TYPES);
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance());
- popRenderTypeMask();
- }
-
- {
- //render highlights, etc.
- renderHighlights();
- mHighlightFaces.clear();
-
- renderDebug();
-
- LLVertexBuffer::unbind();
-
- if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
- {
- // Render debugging beacons.
- gObjectList.renderObjectBeacons();
- gObjectList.resetObjectBeacons();
- }
- }
-
- mScreen.flush();
-
-}
-
-void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
+void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
{
- if (!sCull)
- {
- return;
- }
-
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);
-
- LLViewerCamera* camera = LLViewerCamera::getInstance();
-
- {
- LLGLDepthTest depth(GL_TRUE);
- mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
- 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- }
-
- LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
-
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
- }
-
- //ati doesn't seem to love actually using the stencil buffer on FBO's
- LLGLDisable stencil(GL_STENCIL_TEST);
- //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
- //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-
- gGL.setColorMask(true, true);
-
- //draw a cube around every light
- LLVertexBuffer::unbind();
-
- LLGLEnable cull(GL_CULL_FACE);
- LLGLEnable blend(GL_BLEND);
-
- glh::matrix4f mat = glh_copy_matrix(gGLModelView);
-
- LLStrider<LLVector3> vert;
- mDeferredVB->getVertexStrider(vert);
-
- vert[0].set(-1,1,0);
- vert[1].set(-1,-3,0);
- vert[2].set(3,1,0);
-
- {
- setupHWLights(NULL); //to set mSunDir;
- LLVector4 dir(mSunDir, 0.f);
- glh::vec4f tc(dir.mV);
- mat.mult_matrix_vec(tc);
- mTransformedSunDir.set(tc.v);
- }
-
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- if (RenderDeferredSSAO || RenderShadowDetail > 0)
- {
- mDeferredLight.bindTarget();
- { //paint shadow/SSAO light map (direct lighting lightmap)
- LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW);
- bindDeferredShader(gDeferredSunProgram);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- glClearColor(1,1,1,1);
- mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0,0,0,0);
-
- glh::matrix4f inv_trans = glh_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(LLShaderMgr::DEFERRED_SHADOW_OFFSET, slice, offset);
- gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight());
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- stop_glerror();
- }
-
- unbindDeferredShader(gDeferredSunProgram);
- }
- mDeferredLight.flush();
- }
-
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
-
- target->bindTarget();
-
- //clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
- glClearColor(0,0,0,0);
- target->clear(GL_COLOR_BUFFER_BIT);
-
- if (RenderDeferredAtmospheric)
- { //apply sunlight contribution
- LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
- bindDeferredShader(gDeferredSoftenProgram);
- {
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
-
- //full screen blit
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- }
-
- unbindDeferredShader(gDeferredSoftenProgram);
- }
-
- { //render non-deferred geometry (fullbright, alpha, etc)
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- gPipeline.pushRenderTypeMask();
-
- gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::RENDER_TYPE_WL_SKY,
- LLPipeline::END_RENDER_TYPES);
-
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
- gPipeline.popRenderTypeMask();
- }
-
- bool render_local = RenderLocalLights;
-
- if (render_local)
- {
- gGL.setSceneBlendType(LLRender::BT_ADD);
- std::list<LLVector4> fullscreen_lights;
- LLDrawable::drawable_list_t spot_lights;
- LLDrawable::drawable_list_t fullscreen_spot_lights;
-
- for (U32 i = 0; i < 2; i++)
- {
- mTargetShadowSpotLight[i] = NULL;
- }
-
- std::list<LLVector4> light_colors;
-
- LLVertexBuffer::unbind();
-
- {
- bindDeferredShader(gDeferredLightProgram);
-
- if (mCubeVB.isNull())
- {
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
- }
-
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
- {
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
- if (!volume)
- {
- continue;
- }
-
- if (volume->isAttachment())
- {
- if (!sRenderAttachedLights)
- {
- continue;
- }
- }
-
+ if (!sCull)
+ {
+ return;
+ }
- LLVector4a center;
- center.load3(drawablep->getPositionAgent().mV);
- const F32* c = center.getF32ptr();
- F32 s = volume->getLightRadius()*1.5f;
+ LLRenderTarget* deferred_target = &mDeferredScreen;
+ LLRenderTarget* deferred_depth_target = &mDeferredDepth;
+ LLRenderTarget* deferred_light_target = &mDeferredLight;
- LLColor3 col = volume->getLightColor();
-
- if (col.magVecSquared() < 0.001f)
- {
- continue;
- }
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);
+ LLViewerCamera* camera = LLViewerCamera::getInstance();
+ {
+ LLGLDepthTest depth(GL_TRUE);
+ deferred_depth_target->copyContents(*deferred_target, 0, 0, deferred_target->getWidth(), deferred_target->getHeight(),
+ 0, 0, deferred_depth_target->getWidth(), deferred_depth_target->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
- if (s <= 0.001f)
- {
- continue;
- }
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
- LLVector4a sa;
- sa.splat(s);
- if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
- {
- continue;
- }
-
- sVisibleLightCount++;
-
- if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
- camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
- camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
- camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
- camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
- camera->getOrigin().mV[2] < c[2] - s - 0.2f)
- { //draw box if camera is outside box
- if (render_local)
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- spot_lights.push_back(drawablep);
- continue;
- }
-
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS);
- gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
- gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- stop_glerror();
- }
- }
- else
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- fullscreen_spot_lights.push_back(drawablep);
- continue;
- }
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+ }
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s));
- light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
- }
- }
- unbindDeferredShader(gDeferredLightProgram);
- }
+ //ati doesn't seem to love actually using the stencil buffer on FBO's
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
+ //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- if (!spot_lights.empty())
- {
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- bindDeferredShader(gDeferredSpotLightProgram);
+ gGL.setColorMask(true, true);
+
+ //draw a cube around every light
+ LLVertexBuffer::unbind();
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ LLGLEnable cull(GL_CULL_FACE);
+ LLGLEnable blend(GL_BLEND);
- gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ glh::matrix4f mat = copy_matrix(gGLModelView);
- for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
- {
- LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
+ LLStrider<LLVector3> vert;
+ mDeferredVB->getVertexStrider(vert);
+
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
- LLVOVolume* volume = drawablep->getVOVolume();
+ setupHWLights(NULL); //to set mSun/MoonDir;
- LLVector4a center;
- center.load3(drawablep->getPositionAgent().mV);
- const F32* c = center.getF32ptr();
- F32 s = volume->getLightRadius()*1.5f;
+ glh::vec4f tc(mSunDir.mV);
+ mat.mult_matrix_vec(tc);
+ mTransformedSunDir.set(tc.v);
- sVisibleLightCount++;
+ glh::vec4f tc_moon(mMoonDir.mV);
+ mat.mult_matrix_vec(tc_moon);
+ mTransformedMoonDir.set(tc_moon.v);
- setupSpotLight(gDeferredSpotLightProgram, drawablep);
-
- LLColor3 col = volume->getLightColor();
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
- gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- }
- gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredSpotLightProgram);
- }
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
- //reset mDeferredVB to fullscreen triangle
- mDeferredVB->getVertexStrider(vert);
- vert[0].set(-1,1,0);
- vert[1].set(-1,-3,0);
- vert[2].set(3,1,0);
-
- {
- LLGLDepthTest depth(GL_FALSE);
+ if (RenderDeferredSSAO || RenderShadowDetail > 0)
+ {
+ deferred_light_target->bindTarget();
+ { //paint shadow/SSAO light map (direct lighting lightmap)
+ LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW);
+ bindDeferredShader(gDeferredSunProgram, deferred_light_target);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ 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, deferred_light_target->getWidth(), deferred_light_target->getHeight());
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ stop_glerror();
+ }
+
+ unbindDeferredShader(gDeferredSunProgram);
+ }
+ deferred_light_target->flush();
+ }
+
+ if (RenderDeferredSSAO)
+ { //soften direct lighting lightmap
+ LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW);
+ //blur lightmap
+ screen_target->bindTarget();
+ glClearColor(1,1,1,1);
+ screen_target->clear(GL_COLOR_BUFFER_BIT);
+ glClearColor(0,0,0,0);
+
+ bindDeferredShader(gDeferredBlurLightProgram);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ LLVector3 go = RenderShadowGaussian;
+ const U32 kern_length = 4;
+ F32 blur_size = RenderShadowBlurSize;
+ F32 dist_factor = RenderShadowBlurDistFactor;
+
+ // sample symmetrically with the middle sample falling exactly on 0.0
+ F32 x = 0.f;
+
+ 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;
+ }
- //full screen blit
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
+ gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f);
+ gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor);
+ gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV);
+ gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length/2.f - 0.5f));
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ stop_glerror();
+ }
+
+ screen_target->flush();
+ unbindDeferredShader(gDeferredBlurLightProgram);
- U32 count = 0;
+ bindDeferredShader(gDeferredBlurLightProgram, screen_target);
- const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT;
- LLVector4 light[max_count];
- LLVector4 col[max_count];
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ deferred_light_target->bindTarget();
- F32 far_z = 0.f;
+ gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f);
- while (!fullscreen_lights.empty())
- {
- LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS);
- light[count] = fullscreen_lights.front();
- fullscreen_lights.pop_front();
- col[count] = light_colors.front();
- light_colors.pop_front();
-
- /*col[count].mV[0] = powf(col[count].mV[0], 2.2f);
- col[count].mV[1] = powf(col[count].mV[1], 2.2f);
- col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/
-
- far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z);
- //col[count] = pow4fsrgb(col[count], 2.2f);
- count++;
- if (count == max_count || fullscreen_lights.empty())
- {
- U32 idx = count-1;
- bindDeferredShader(gDeferredMultiLightProgram[idx]);
- gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
- gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
- far_z = 0.f;
- count = 0;
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
- }
-
- unbindDeferredShader(gDeferredMultiLightProgram[0]);
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ stop_glerror();
+ }
+ deferred_light_target->flush();
+ unbindDeferredShader(gDeferredBlurLightProgram);
+ }
- bindDeferredShader(gDeferredMultiSpotLightProgram);
+ stop_glerror();
+ gGL.popMatrix();
+ stop_glerror();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ stop_glerror();
+ gGL.popMatrix();
+ stop_glerror();
+
+ screen_target->bindTarget();
+ // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
+ glClearColor(0,0,0,0);
+ screen_target->clear(GL_COLOR_BUFFER_BIT);
+
+ if (RenderDeferredAtmospheric)
+ { //apply sunlight contribution
+ LLGLSLShader& soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram;
- gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
+ bindDeferredShader(soften_shader);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ LLEnvironment& environment = LLEnvironment::instance();
+ soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
+ soften_shader.uniform4fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV);
- for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
- {
- LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
+ {
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
+
+ //full screen blit
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ }
- LLVector3 center = drawablep->getPositionAgent();
- F32* c = center.mV;
- F32 s = volume->getLightRadius()*1.5f;
+ unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
+ }
- sVisibleLightCount++;
+ { //render non-deferred geometry (fullbright, alpha, etc)
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+ gPipeline.pushRenderTypeMask();
+
+ gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::RENDER_TYPE_WL_SKY,
+ LLPipeline::END_RENDER_TYPES);
+
+
+ renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
+ gPipeline.popRenderTypeMask();
+ }
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
+ bool render_local = RenderLocalLights;
+
+ if (render_local)
+ {
+ gGL.setSceneBlendType(LLRender::BT_ADD);
+ std::list<LLVector4> fullscreen_lights;
+ LLDrawable::drawable_list_t spot_lights;
+ LLDrawable::drawable_list_t fullscreen_spot_lights;
- LLColor3 col = volume->getLightColor();
-
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
- gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
+ for (U32 i = 0; i < 2; i++)
+ {
+ mTargetShadowSpotLight[i] = NULL;
+ }
- gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredMultiSpotLightProgram);
+ std::list<LLVector4> light_colors;
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- }
- }
+ LLVertexBuffer::unbind();
- gGL.setColorMask(true, true);
- }
+ {
+ bindDeferredShader(gDeferredLightProgram);
+
+ if (mCubeVB.isNull())
+ {
+ mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
+ }
+
+ mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
+ {
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+ if (!volume)
+ {
+ continue;
+ }
+
+ if (volume->isAttachment())
+ {
+ if (!sRenderAttachedLights)
+ {
+ continue;
+ }
+ }
+
+ const LLViewerObject *vobj = drawablep->getVObj();
+ if(vobj && vobj->getAvatar() && vobj->getAvatar()->isInMuteList())
+ {
+ continue;
+ }
+
+ LLVector4a center;
+ center.load3(drawablep->getPositionAgent().mV);
+ const F32* c = center.getF32ptr();
+ F32 s = volume->getLightRadius()*1.5f;
+
+ LLColor3 col = volume->getLightSRGBColor();
+
+ if (col.magVecSquared() < 0.001f)
+ {
+ continue;
+ }
+
+ if (s <= 0.001f)
+ {
+ continue;
+ }
+
+ LLVector4a sa;
+ sa.splat(s);
+ if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
+ {
+ continue;
+ }
+
+ sVisibleLightCount++;
+
+ if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
+ camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
+ camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
+ camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
+ camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
+ camera->getOrigin().mV[2] < c[2] - s - 0.2f)
+ { //draw box if camera is outside box
+ if (render_local)
+ {
+ if (volume->isLightSpotlight())
+ {
+ drawablep->getVOVolume()->updateSpotLightPriority();
+ spot_lights.push_back(drawablep);
+ continue;
+ }
+
+ LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS);
+ gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
+ gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
+ gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ gGL.syncMatrices();
+
+ mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
+ stop_glerror();
+ }
+ }
+ else
+ {
+ if (volume->isLightSpotlight())
+ {
+ drawablep->getVOVolume()->updateSpotLightPriority();
+ fullscreen_spot_lights.push_back(drawablep);
+ continue;
+ }
+
+ glh::vec3f tc(c);
+ mat.mult_matrix_vec(tc);
+
+ fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s));
+ light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
+ }
+ }
+ unbindDeferredShader(gDeferredLightProgram);
+ }
- /*target->flush();
+ if (!spot_lights.empty())
+ {
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ bindDeferredShader(gDeferredSpotLightProgram);
+
+ mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+
+ for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+
+ LLVector4a center;
+ center.load3(drawablep->getPositionAgent().mV);
+ const F32* c = center.getF32ptr();
+ F32 s = volume->getLightRadius()*1.5f;
+
+ sVisibleLightCount++;
+
+ setupSpotLight(gDeferredSpotLightProgram, drawablep);
+
+ LLColor3 col = volume->getLightSRGBColor();
+
+ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
+ gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
+ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ gGL.syncMatrices();
+
+ mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
+ }
+ gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ unbindDeferredShader(gDeferredSpotLightProgram);
+ }
- //gamma correct lighting
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadIdentity();
+ //reset mDeferredVB to fullscreen triangle
+ mDeferredVB->getVertexStrider(vert);
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
- {
- LLGLDepthTest depth(GL_FALSE, GL_FALSE);
+ {
+ LLGLDepthTest depth(GL_FALSE);
+
+ //full screen blit
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ U32 count = 0;
+
+ const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT;
+ LLVector4 light[max_count];
+ LLVector4 col[max_count];
+
+ F32 far_z = 0.f;
+
+ while (!fullscreen_lights.empty())
+ {
+ LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS);
+ light[count] = fullscreen_lights.front();
+ fullscreen_lights.pop_front();
+ col[count] = light_colors.front();
+ light_colors.pop_front();
+
+ far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z);
+ count++;
+ if (count == max_count || fullscreen_lights.empty())
+ {
+ U32 idx = count-1;
+ bindDeferredShader(gDeferredMultiLightProgram[idx]);
+ gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
+ gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
+ far_z = 0.f;
+ count = 0;
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ unbindDeferredShader(gDeferredMultiLightProgram[idx]);
+ }
+ }
+
+ bindDeferredShader(gDeferredMultiSpotLightProgram);
+
+ gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+
+ LLVector3 center = drawablep->getPositionAgent();
+ F32* c = center.mV;
+ F32 s = volume->getLightRadius()*1.5f;
+
+ sVisibleLightCount++;
+
+ glh::vec3f tc(c);
+ mat.mult_matrix_vec(tc);
+
+ setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
+
+ LLColor3 col = volume->getLightSRGBColor();
+
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
+ gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
+
+ gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ unbindDeferredShader(gDeferredMultiSpotLightProgram);
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ }
+ }
- LLVector2 tc1(0,0);
- LLVector2 tc2((F32) target->getWidth()*2,
- (F32) target->getHeight()*2);
-
- target->bindTarget();
- // Apply gamma correction to the frame here.
- gDeferredPostGammaCorrectProgram.bind();
- //mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- S32 channel = 0;
- channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, target->getUsage());
- if (channel > -1)
- {
- target->bindTexture(0,channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, target->getWidth(), target->getHeight());
-
- F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
+ gGL.setColorMask(true, true);
+ }
+
+ screen_target->flush();
+
+ //gamma correct lighting
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ {
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE);
+
+ LLVector2 tc1(0,0);
+ LLVector2 tc2((F32) screen_target->getWidth()*2,
+ (F32) screen_target->getHeight()*2);
+
+ screen_target->bindTarget();
+ // Apply gamma correction to the frame here.
+ gDeferredPostGammaCorrectProgram.bind();
+ //mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ S32 channel = 0;
+ channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage());
+ if (channel > -1)
+ {
+ screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT);
+ }
+
+ gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_target->getHeight());
+
+ F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
- gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- gGL.getTexUnit(channel)->unbind(target->getUsage());
- gDeferredPostGammaCorrectProgram.unbind();
- target->flush();
- }
+ gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ gGL.getTexUnit(channel)->unbind(screen_target->getUsage());
+ gDeferredPostGammaCorrectProgram.unbind();
+ screen_target->flush();
+ }
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+
+ screen_target->bindTarget();
+
+ { //render non-deferred geometry (alpha, fullbright, glow)
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+
+ pushRenderTypeMask();
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_VOLUME,
+ LLPipeline::RENDER_TYPE_GLOW,
+ LLPipeline::RENDER_TYPE_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_GLOW,
+ LLPipeline::RENDER_TYPE_PASS_GRASS,
+ LLPipeline::RENDER_TYPE_PASS_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
+ LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
+ LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
+ END_RENDER_TYPES);
+
+ renderGeomPostDeferred(*LLViewerCamera::getInstance());
+ popRenderTypeMask();
+ }
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
+ {
+ //render highlights, etc.
+ renderHighlights();
+ mHighlightFaces.clear();
- target->bindTarget();*/
+ renderDebug();
- { //render non-deferred geometry (alpha, fullbright, glow)
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
+ LLVertexBuffer::unbind();
- pushRenderTypeMask();
- andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_GLOW,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_ALPHA,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_BUMP,
- LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
- LLPipeline::RENDER_TYPE_PASS_GLOW,
- LLPipeline::RENDER_TYPE_PASS_GRASS,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
- LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
- END_RENDER_TYPES);
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance());
- popRenderTypeMask();
- }
+ if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
+ {
+ // Render debugging beacons.
+ gObjectList.renderObjectBeacons();
+ gObjectList.resetObjectBeacons();
+ gSky.addSunMoonBeacons();
+ }
+ }
- //target->flush();
+ screen_target->flush();
}
void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
@@ -9586,7 +9049,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
LLMatrix4 light_mat(quat, LLVector4(origin,1.f));
glh::matrix4f light_to_agent((F32*) light_mat.mMatrix);
- glh::matrix4f light_to_screen = glh_get_current_modelview() * light_to_agent;
+ glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent;
glh::matrix4f screen_to_light = light_to_screen.inverse();
@@ -9698,46 +9161,50 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
{
- stop_glerror();
- shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
- shader.disableTexture(LLShaderMgr::DIFFUSE_MAP);
- shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM);
-
- for (U32 i = 0; i < 4; i++)
- {
- if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1)
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- }
- }
+ LLRenderTarget* deferred_target = &mDeferredScreen;
+ LLRenderTarget* deferred_depth_target = &mDeferredDepth;
+ LLRenderTarget* deferred_light_target = &mDeferredLight;
+
+ stop_glerror();
+ shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->getUsage());
+ shader.disableTexture(LLShaderMgr::DIFFUSE_MAP);
+ shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM);
+
+ for (U32 i = 0; i < 4; i++)
+ {
+ if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ }
+ }
- for (U32 i = 4; i < 6; i++)
- {
- if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1)
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- }
- }
+ for (U32 i = 4; i < 6; i++)
+ {
+ if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ }
+ }
- shader.disableTexture(LLShaderMgr::DEFERRED_NOISE);
- shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
+ shader.disableTexture(LLShaderMgr::DEFERRED_NOISE);
+ shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
- S32 channel = shader.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
- if (channel > -1)
- {
- LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
- if (cube_map)
- {
- cube_map->disable();
- }
- }
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(0)->activate();
- shader.unbind();
+ S32 channel = shader.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
+ if (channel > -1)
+ {
+ LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
+ if (cube_map)
+ {
+ cube_map->disable();
+ }
+ }
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->activate();
+ shader.unbind();
}
inline float sgn(float a)
@@ -9748,327 +9215,278 @@ inline float sgn(float a)
}
void LLPipeline::generateWaterReflection(LLCamera& camera_in)
-{
- if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate)
- {
- bool skip_avatar_update = false;
- if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
- {
- skip_avatar_update = true;
- }
-
- if (!skip_avatar_update)
- {
- gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
- }
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
-
- LLCamera camera = camera_in;
- camera.setFar(camera.getFar()*0.87654321f);
- LLPipeline::sReflectionRender = true;
-
- gPipeline.pushRenderTypeMask();
+{
+ if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate)
+ {
+ bool skip_avatar_update = false;
+ if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
+ {
+ skip_avatar_update = true;
+ }
- glh::matrix4f projection = glh_get_current_projection();
- glh::matrix4f mat;
+ LLCamera camera = camera_in;
- stop_glerror();
- LLPlane plane;
+ camera.setFar(camera_in.getFar() * 0.75f);
- F32 height = gAgent.getRegion()->getWaterHeight();
- F32 to_clip = fabsf(camera.getOrigin().mV[2]-height);
- F32 pad = -to_clip*0.05f; //amount to "pad" clip plane by
+ bool camera_is_underwater = LLViewerCamera::getInstance()->cameraUnderWater();
- //plane params
- LLVector3 pnorm;
- F32 pd;
+ LLPipeline::sReflectionRender = true;
- S32 water_clip = 0;
- if (!LLViewerCamera::getInstance()->cameraUnderWater())
- { //camera is above water, clip plane points up
- pnorm.setVec(0,0,1);
- pd = -height;
- plane.setVec(pnorm, pd);
- water_clip = -1;
- }
- else
- { //camera is below water, clip plane points down
- pnorm = LLVector3(0,0,-1);
- pd = height;
- plane.setVec(pnorm, pd);
- water_clip = 1;
- }
+ gPipeline.pushRenderTypeMask();
- bool materials_in_water = false;
+ glh::matrix4f projection = get_current_projection();
+ glh::matrix4f mat;
-#if MATERIALS_IN_REFLECTIONS
- materials_in_water = gSavedSettings.getS32("RenderWaterMaterials");
-#endif
+ S32 detail = RenderReflectionDetail;
- if (!LLViewerCamera::getInstance()->cameraUnderWater())
- { //generate planar reflection map
+ F32 water_height = gAgent.getRegion()->getWaterHeight();
+ F32 camera_height = camera_in.getOrigin().mV[2];
+ F32 distance_to_water = (water_height < camera_height) ? (camera_height - water_height) : (water_height - camera_height);
- //disable occlusion culling for reflection map for now
- S32 occlusion = LLPipeline::sUseOcclusion;
- LLPipeline::sUseOcclusion = 0;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glClearColor(0,0,0,0);
+ LLVector3 reflection_offset = LLVector3(0, 0, distance_to_water * 2.0f);
+ LLVector3 camera_look_at = camera_in.getAtAxis();
+ LLVector3 reflection_look_at = LLVector3(camera_look_at.mV[VX], camera_look_at.mV[VY], -camera_look_at.mV[VZ]);
+ LLVector3 reflect_origin = camera_in.getOrigin() - reflection_offset;
+ LLVector3 reflect_interest_point = reflect_origin + (reflection_look_at * 5.0f);
- mWaterRef.bindTarget();
+ camera.setOriginAndLookAt(reflect_origin, LLVector3::z_axis, reflect_interest_point);
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER0;
- gGL.setColorMask(true, true);
- mWaterRef.clear();
- gGL.setColorMask(true, false);
+ //plane params
+ LLPlane plane;
+ LLVector3 pnorm;
+ S32 water_clip = 0;
+ if (!camera_is_underwater)
+ { //camera is above water, clip plane points up
+ pnorm.setVec(0,0,1);
+ plane.setVec(pnorm, -water_height);
+ water_clip = 1;
+ }
+ else
+ { //camera is below water, clip plane points down
+ pnorm = LLVector3(0,0,-1);
+ plane.setVec(pnorm, water_height);
+ water_clip = -1;
+ }
- mWaterRef.getViewport(gGLViewport);
+ S32 occlusion = LLPipeline::sUseOcclusion;
- stop_glerror();
+ //disable occlusion culling for reflection map for now
+ LLPipeline::sUseOcclusion = 0;
- gGL.pushMatrix();
+ glh::matrix4f current = get_current_modelview();
- mat.set_scale(glh::vec3f(1,1,-1));
- mat.set_translate(glh::vec3f(0,0,height*2.f));
+ if (!LLViewerCamera::getInstance()->cameraUnderWater())
+ { //generate planar reflection map
+
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER0;
- glh::matrix4f current = glh_get_current_modelview();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
- mat = current * mat;
+ glh::matrix4f mat;
+ camera.getOpenGLTransform(mat.m);
- glh_set_current_modelview(mat);
- gGL.loadMatrix(mat.m);
+ glh::matrix4f scal;
+ scal.set_scale(glh::vec3f(1, 1, -1));
+ mat = scal * mat;
- LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
+ // convert from CFR to OGL coord sys...
+ mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
- glh::matrix4f inv_mat = mat.inverse();
+ mReflectionModelView = mat;
- glh::vec3f origin(0,0,0);
- inv_mat.mult_matrix_vec(origin);
+ set_current_modelview(mat);
+ gGL.loadMatrix(mat.m);
- camera.setOrigin(origin.v);
+ LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
- glCullFace(GL_FRONT);
+ glCullFace(GL_FRONT);
- static LLCullResult ref_result;
+ if (LLDrawPoolWater::sNeedsReflectionUpdate)
+ {
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ glClearColor(0,0,0,0);
+ mWaterRef.bindTarget();
+
+ gGL.setColorMask(true, true);
+ mWaterRef.clear();
+ gGL.setColorMask(true, false);
+ mWaterRef.getViewport(gGLViewport);
+
+ //initial sky pass (no user clip plane)
+ { //mask out everything but the sky
+ gPipeline.pushRenderTypeMask();
+ gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_WL_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::END_RENDER_TYPES);
+
+ updateCull(camera, mSky);
+ stateSort(camera, mSky);
+ gPipeline.grabReferences(mSky);
+
+ renderGeom(camera, TRUE);
+
+ gPipeline.popRenderTypeMask();
+ }
+
+ gPipeline.pushRenderTypeMask();
+
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
+ LLPipeline::RENDER_TYPE_VOIDWATER,
+ LLPipeline::RENDER_TYPE_GROUND,
+ LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::END_RENDER_TYPES);
+
+ if (detail > 0)
+ { //mask out selected geometry based on reflection detail
+ if (detail < 4)
+ {
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES);
+ if (detail < 3)
+ {
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
+ if (detail < 2)
+ {
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES);
+ }
+ }
+ }
+
+ LLGLUserClipPlane clip_plane(plane, mReflectionModelView, projection);
+ LLGLDisable cull(GL_CULL_FACE);
+ updateCull(camera, mReflectedObjects, -water_clip, &plane);
+ stateSort(camera, mReflectedObjects);
+ gPipeline.grabReferences(mReflectedObjects);
+ renderGeom(camera);
+
+ }
+ gPipeline.popRenderTypeMask();
+ mWaterRef.flush();
+ }
+
+ glCullFace(GL_BACK);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+
+ set_current_modelview(current);
+ }
- if (LLDrawPoolWater::sNeedsReflectionUpdate)
- {
- //initial sky pass (no user clip plane)
- { //mask out everything but the sky
- gPipeline.pushRenderTypeMask();
- gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_WL_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::END_RENDER_TYPES);
+ //LLPipeline::sUseOcclusion = occlusion;
- static LLCullResult result;
- updateCull(camera, result);
- stateSort(camera, result);
+ camera.setOrigin(camera_in.getOrigin());
+ //render distortion map
+ static bool last_update = true;
+ if (last_update)
+ {
+ gPipeline.pushRenderTypeMask();
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- mWaterRef.flush();
+ camera.setFar(camera_in.getFar());
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
+ LLPipeline::RENDER_TYPE_VOIDWATER,
+ LLPipeline::RENDER_TYPE_GROUND,
+ END_RENDER_TYPES);
+
+ bool camera_is_underwater = LLViewerCamera::getInstance()->cameraUnderWater();
- gPipeline.grabReferences(result);
- gPipeline.mDeferredScreen.bindTarget();
- gGL.setColorMask(true, true);
- glClearColor(0,0,0,0);
- gPipeline.mDeferredScreen.clear();
+ // intentionally inverted so that distortion map contents (objects under the water when we're above it)
+ // will properly include water fog effects
+ LLPipeline::sUnderWaterRender = !camera_is_underwater;
- renderGeomDeferred(camera);
- }
- else
- {
- renderGeom(camera, TRUE);
- }
+ if (LLPipeline::sUnderWaterRender)
+ {
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::RENDER_TYPE_WL_SKY,
+ END_RENDER_TYPES);
+ }
+ LLViewerCamera::updateFrustumPlanes(camera);
- gPipeline.popRenderTypeMask();
- }
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ if (LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsDistortionUpdate)
+ {
+ LLPipeline::sDistortionRender = true;
- gGL.setColorMask(true, false);
- gPipeline.pushRenderTypeMask();
+ LLColor3 col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor();
+ glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_GROUND,
- LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::END_RENDER_TYPES);
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER1;
- S32 detail = RenderReflectionDetail;
- if (detail > 0)
- { //mask out selected geometry based on reflection detail
+ mWaterDis.bindTarget();
+ mWaterDis.getViewport(gGLViewport);
- if (detail < 4)
- {
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES);
- if (detail < 3)
- {
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
- if (detail < 2)
- {
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES);
- }
- }
- }
+ F32 water_dist = water_height * LLPipeline::sDistortionWaterClipPlaneMargin;
+ //clip out geometry on the same side of water as the camera w/ enough margin to not include the water geo itself,
+ // but not so much as to clip out parts of avatars that should be seen under the water in the distortion map
+ LLPlane plane(-pnorm, water_dist);
- LLGLUserClipPlane clip_plane(plane, mat, projection);
- LLGLDisable cull(GL_CULL_FACE);
- updateCull(camera, ref_result, -water_clip, &plane);
- stateSort(camera, ref_result);
- }
+ LLGLUserClipPlane clip_plane(plane, current, projection);
- if (LLDrawPoolWater::sNeedsDistortionUpdate)
- {
- if (RenderReflectionDetail > 0)
- {
- gPipeline.grabReferences(ref_result);
- LLGLUserClipPlane clip_plane(plane, mat, projection);
+ gGL.setColorMask(true, true);
+ mWaterDis.clear();
+ gGL.setColorMask(true, false);
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- renderGeomDeferred(camera);
- }
- else
- {
- renderGeom(camera);
- }
- }
- }
+ // ignore clip plane if we're underwater and viewing distortion map of objects above waterline
+ if (camera_is_underwater)
+ {
+ clip_plane.disable();
+ }
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- gPipeline.mDeferredScreen.flush();
- renderDeferredLightingToRT(&mWaterRef);
- }
+ updateCull(camera, mRefractedObjects, water_clip, &plane);
+ stateSort(camera, mRefractedObjects);
+ gPipeline.grabReferences(mRefractedObjects);
- gPipeline.popRenderTypeMask();
- }
- glCullFace(GL_BACK);
- gGL.popMatrix();
- mWaterRef.flush();
- glh_set_current_modelview(current);
- LLPipeline::sUseOcclusion = occlusion;
- }
+ renderGeom(camera);
- camera.setOrigin(camera_in.getOrigin());
- //render distortion map
- static bool last_update = true;
- if (last_update)
- {
- camera.setFar(camera_in.getFar());
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_GROUND,
- END_RENDER_TYPES);
- stop_glerror();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
+ LLWorld::getInstance()->renderPropertyLines();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
- LLPipeline::sUnderWaterRender = ! LLViewerCamera::getInstance()->cameraUnderWater();
+ mWaterDis.flush();
+ }
- if (LLPipeline::sUnderWaterRender)
- {
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_GROUND,
- LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::RENDER_TYPE_WL_SKY,
- END_RENDER_TYPES);
- }
- LLViewerCamera::updateFrustumPlanes(camera);
+ LLPipeline::sDistortionRender = false;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- LLColor4& col = LLDrawPoolWater::sWaterFogColor;
- glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
- mWaterDis.bindTarget();
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER1;
-
- mWaterDis.getViewport(gGLViewport);
-
- if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate)
- {
- //clip out geometry on the same side of water as the camera
- mat = glh_get_current_modelview();
- LLPlane plane(-pnorm, -(pd+pad));
+ gPipeline.popRenderTypeMask();
+ }
+ last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate;
- LLGLUserClipPlane clip_plane(plane, mat, projection);
- static LLCullResult result;
- updateCull(camera, result, water_clip, &plane);
- stateSort(camera, result);
+ gPipeline.popRenderTypeMask();
- gGL.setColorMask(true, true);
- mWaterDis.clear();
-
+ LLPipeline::sUseOcclusion = occlusion;
+ LLPipeline::sUnderWaterRender = false;
+ LLPipeline::sReflectionRender = false;
- gGL.setColorMask(true, false);
-
-
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- mWaterDis.flush();
- gPipeline.mDeferredScreen.bindTarget();
- gGL.setColorMask(true, true);
- glClearColor(0,0,0,0);
- gPipeline.mDeferredScreen.clear();
- gPipeline.grabReferences(result);
- renderGeomDeferred(camera);
- }
- else
- {
- renderGeom(camera);
+ LLDrawPoolWater::sNeedsReflectionUpdate = FALSE;
+ LLDrawPoolWater::sNeedsDistortionUpdate = FALSE;
- if (LLGLSLShader::sNoFixedFunction)
- {
- gUIProgram.bind();
- }
-
- LLWorld::getInstance()->renderPropertyLines();
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gUIProgram.unbind();
- }
- }
-
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- gPipeline.mDeferredScreen.flush();
- renderDeferredLightingToRT(&mWaterDis);
- }
- }
-
- mWaterDis.flush();
- LLPipeline::sUnderWaterRender = false;
-
- }
- last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate;
-
- LLPipeline::sReflectionRender = false;
+ if (!LLRenderTarget::sUseFBO)
+ {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+ glClearColor(0.f, 0.f, 0.f, 0.f);
+ gViewerWindow->setup3DViewport();
- if (!LLRenderTarget::sUseFBO)
- {
- glClear(GL_DEPTH_BUFFER_BIT);
- }
- glClearColor(0.f, 0.f, 0.f, 0.f);
- gViewerWindow->setup3DViewport();
- gPipeline.popRenderTypeMask();
- LLDrawPoolWater::sNeedsReflectionUpdate = FALSE;
- LLDrawPoolWater::sNeedsDistortionUpdate = FALSE;
- LLPlane npnorm(-pnorm, -pd);
- LLViewerCamera::getInstance()->setUserClipPlane(npnorm);
-
- LLGLState::checkStates();
+ LLGLState::checkStates();
- if (!skip_avatar_update)
- {
- gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
- }
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
+ }
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
- }
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
+ }
}
glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up)
@@ -10140,6 +9558,12 @@ glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max)
static LLTrace::BlockTimerStatHandle FTM_SHADOW_RENDER("Render Shadows");
static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA("Alpha Shadow");
static LLTrace::BlockTimerStatHandle FTM_SHADOW_SIMPLE("Simple Shadow");
+static LLTrace::BlockTimerStatHandle FTM_SHADOW_GEOM("Shadow Geom");
+
+static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_MASKED("Alpha Masked");
+static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_BLEND("Alpha Blend");
+static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree");
+static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass");
void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult &result, bool use_shader, bool use_occlusion, U32 target_width)
{
@@ -10194,107 +9618,138 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gGL.loadMatrix(proj.m);
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- gGL.loadMatrix(gGLModelView);
+ gGL.loadMatrix(view.m);
stop_glerror();
gGLLastMatrix = NULL;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- stop_glerror();
-
- LLVertexBuffer::unbind();
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ stop_glerror();
+
+ LLEnvironment& environment = LLEnvironment::instance();
- {
- if (!use_shader)
- { //occlusion program is general purpose depth-only no-textures
- gOcclusionProgram.bind();
- }
- else
- {
- gDeferredShadowProgram.bind();
- }
+ LLVertexBuffer::unbind();
- gGL.diffuseColor4f(1,1,1,1);
- gGL.setColorMask(false, false);
-
- LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE);
-
- gGL.getTexUnit(0)->disable();
- for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
- {
- renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
- }
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- if (!use_shader)
- {
- gOcclusionProgram.unbind();
- }
- }
-
- if (use_shader)
- {
- gDeferredShadowProgram.unbind();
- renderGeomShadow(shadow_cam);
- gDeferredShadowProgram.bind();
- }
- else
- {
- renderGeomShadow(shadow_cam);
- }
+ {
+ if (!use_shader)
+ { //occlusion program is general purpose depth-only no-textures
+ gOcclusionProgram.bind();
+ }
+ else
+ {
+ gDeferredShadowProgram.bind();
+ gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
+ }
- {
- LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA);
- gDeferredShadowAlphaMaskProgram.bind();
- gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
+ gGL.diffuseColor4f(1,1,1,1);
+
+ S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
+
+ // if not using VSM, disable color writes
+ if (shadow_detail <= 2)
+ {
+ gGL.setColorMask(false, false);
+ }
- U32 mask = LLVertexBuffer::MAP_VERTEX |
- LLVertexBuffer::MAP_TEXCOORD0 |
- LLVertexBuffer::MAP_COLOR |
- LLVertexBuffer::MAP_TEXTURE_INDEX;
+ LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE);
+
+ gGL.getTexUnit(0)->disable();
+ for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
+ {
+ renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
+ }
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ if (!use_shader)
+ {
+ gOcclusionProgram.unbind();
+ }
+ }
+
+ if (use_shader)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_SHADOW_GEOM);
+
+ gDeferredShadowProgram.unbind();
+ renderGeomShadow(shadow_cam);
+ gDeferredShadowProgram.bind();
+ gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
+ }
+ else
+ {
+ LL_RECORD_BLOCK_TIME(FTM_SHADOW_GEOM);
+
+ renderGeomShadow(shadow_cam);
+ }
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA);
+
+ gDeferredShadowAlphaMaskProgram.bind();
+ gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
+ gDeferredShadowAlphaMaskProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
+
+ U32 mask = LLVertexBuffer::MAP_VERTEX |
+ LLVertexBuffer::MAP_TEXCOORD0 |
+ LLVertexBuffer::MAP_COLOR |
+ LLVertexBuffer::MAP_TEXTURE_INDEX;
- renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, mask, TRUE, TRUE);
- renderMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, mask, TRUE, TRUE);
- gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
- renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
+ {
+ LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_MASKED);
+ renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, mask, TRUE, TRUE);
+ renderMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, mask, TRUE, TRUE);
+ }
- mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;
+ {
+ LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_BLEND);
+ gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
+ renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
+ }
- gDeferredTreeShadowProgram.bind();
- renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, mask);
- renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, mask);
- renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, mask);
- renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, mask);
-
- gDeferredTreeShadowProgram.setMinimumAlpha(0.598f);
- renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
- }
+ mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;
- //glCullFace(GL_BACK);
+ {
+ LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_TREE);
+ gDeferredTreeShadowProgram.bind();
+ gDeferredTreeShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
+ renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, mask);
+ renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, mask);
+ renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, mask);
+ renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, mask);
+ }
- gDeferredShadowCubeProgram.bind();
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
+ {
+ LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA_GRASS);
+ gDeferredTreeShadowProgram.setMinimumAlpha(0.598f);
+ renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
+ }
+ }
- LLRenderTarget& occlusion_source = mShadow[LLViewerCamera::sCurCameraID-1];
+ //glCullFace(GL_BACK);
- doOcclusion(shadow_cam, occlusion_source, occlusion_target);
+ gDeferredShadowCubeProgram.bind();
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
- if (use_shader)
- {
- gDeferredShadowProgram.unbind();
- }
-
- gGL.setColorMask(true, true);
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- gGLLastMatrix = NULL;
+ LLRenderTarget& occlusion_source = mShadow[LLViewerCamera::sCurCameraID-1];
- LLPipeline::sUseOcclusion = occlude;
- LLPipeline::sShadowRender = false;
+ doOcclusion(shadow_cam, occlusion_source, occlusion_target);
+
+ if (use_shader)
+ {
+ gDeferredShadowProgram.unbind();
+ }
+
+ gGL.setColorMask(true, true);
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ gGLLastMatrix = NULL;
+
+ LLPipeline::sUseOcclusion = occlude;
+ LLPipeline::sShadowRender = false;
}
static LLTrace::BlockTimerStatHandle FTM_VISIBLE_CLOUD("Visible Cloud");
@@ -10512,7 +9967,7 @@ void LLPipeline::generateHighlight(LLCamera& camera)
gGL.setColorMask(true, true);
mHighlight.clear();
- if (canUseVertexShaders())
+ if (LLGLSLShader::sNoFixedFunction)
{
gHighlightProgram.bind();
}
@@ -10551,780 +10006,875 @@ void LLPipeline::generateHighlight(LLCamera& camera)
}
}
+LLRenderTarget* LLPipeline::getShadowTarget(U32 i)
+{
+ return &mShadow[i];
+}
static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW("Gen Sun Shadow");
+static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_SETUP("Sun Shadow Setup");
+static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_RENDER_DIRECTIONAL("Render Dir");
+static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_SPOT_SETUP("Spot Shadow Setup");
+static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_SPOT_RENDER("Spot Shadow Render");
void LLPipeline::generateSunShadow(LLCamera& camera)
{
- if (!sRenderDeferred || RenderShadowDetail <= 0)
- {
- return;
- }
-
- LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW);
-
- bool skip_avatar_update = false;
- if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
- {
-
- skip_avatar_update = true;
- }
-
- if (!skip_avatar_update)
- {
- 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];
- }
-
- pushRenderTypeMask();
- andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
- LLPipeline::RENDER_TYPE_ALPHA,
- LLPipeline::RENDER_TYPE_GRASS,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_TREE,
- LLPipeline::RENDER_TYPE_TERRAIN,
- LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_PASS_ALPHA,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_GRASS,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_BUMP,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
- LLPipeline::RENDER_TYPE_PASS_MATERIAL,
- LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA,
- LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE,
- LLPipeline::RENDER_TYPE_PASS_SPECMAP,
- LLPipeline::RENDER_TYPE_PASS_SPECMAP_BLEND,
- LLPipeline::RENDER_TYPE_PASS_SPECMAP_MASK,
- LLPipeline::RENDER_TYPE_PASS_SPECMAP_EMISSIVE,
- LLPipeline::RENDER_TYPE_PASS_NORMMAP,
- LLPipeline::RENDER_TYPE_PASS_NORMMAP_BLEND,
- LLPipeline::RENDER_TYPE_PASS_NORMMAP_MASK,
- LLPipeline::RENDER_TYPE_PASS_NORMMAP_EMISSIVE,
- LLPipeline::RENDER_TYPE_PASS_NORMSPEC,
- LLPipeline::RENDER_TYPE_PASS_NORMSPEC_BLEND,
- LLPipeline::RENDER_TYPE_PASS_NORMSPEC_MASK,
- LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE,
- END_RENDER_TYPES);
-
- gGL.setColorMask(false, false);
-
- //get sun view matrix
-
- //store current projection/modelview matrix
- glh::matrix4f saved_proj = glh_get_current_projection();
- glh::matrix4f saved_view = glh_get_current_modelview();
- glh::matrix4f inv_view = saved_view.inverse();
-
- glh::matrix4f view[6];
- glh::matrix4f proj[6];
-
- //clip contains parallel split distances for 3 splits
- LLVector3 clip = RenderShadowClipPlanes;
-
- //F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold");
-
- //far clip on last split is minimum of camera view distance and 128
- mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]);
-
- clip = RenderShadowOrthoClipPlanes;
- mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]);
-
- //currently used for amount to extrude frusta corners for constructing shadow frusta
- //LLVector3 n = RenderShadowNearDist;
- //F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
-
- //put together a universal "near clip" plane for shadow frusta
- LLPlane shadow_near_clip;
- {
- LLVector3 p = gAgent.getPositionAgent();
- p += mSunDir * RenderFarClip*2.f;
- shadow_near_clip.setVec(p, mSunDir);
- }
-
- LLVector3 lightDir = -mSunDir;
- lightDir.normVec();
-
- glh::vec3f light_dir(lightDir.mV);
-
- //create light space camera matrix
-
- LLVector3 at = lightDir;
-
- LLVector3 up = camera.getAtAxis();
-
- if (fabsf(up*lightDir) > 0.75f)
- {
- up = camera.getUpAxis();
- }
-
- /*LLVector3 left = up%at;
- up = at%left;*/
-
- up.normVec();
- 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(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();
- }
- popRenderTypeMask();
-
- if (!skip_avatar_update)
- {
- gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
- }
-
- return;
- }
-
- //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);
- }
-
- min = fp[0];
- max = fp[0];
-
- //get camera space bounding box
- for (U32 i = 1; i < fp.size(); ++i)
- {
- update_min_max(min, max, fp[i]);
- }
-
- near_clip = -max.mV[2];
- F32 far_clip = -min.mV[2]*2.f;
-
- //far_clip = llmin(far_clip, 128.f);
- far_clip = llmin(far_clip, camera.getFar());
-
- F32 range = far_clip-near_clip;
-
- LLVector3 split_exp = RenderShadowSplitExponent;
-
- F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) );
-
- da = powf(da, split_exp.mV[2]);
-
- F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da;
-
- for (U32 i = 0; i < 4; ++i)
- {
- F32 x = (F32)(i+1)/4.f;
- x = powf(x, sxp);
- mSunClipPlanes.mV[i] = near_clip+range*x;
- }
+ if (!sRenderDeferred || RenderShadowDetail <= 0)
+ {
+ if (mNeedsShadowTargetClear)
+ {
+ LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
- mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding
- }
+ for (S32 j = 0; j < 6; j++)
+ {
+ LLRenderTarget* shadow_target = getShadowTarget(j);
+ if (shadow_target)
+ {
+ shadow_target->bindTarget();
+ shadow_target->clear();
+ shadow_target->flush();
+ }
+ }
+ mNeedsShadowTargetClear = false;
+ }
- // convenience array of 4 near clip plane distances
- F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] };
-
+ return;
+ }
+
+ mNeedsShadowTargetClear = true;
+
+ LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW);
+
+ LLEnvironment& environment = LLEnvironment::instance();
+ LLSettingsSky::ptr_t psky = environment.getCurrentSky();
+
+ bool skip_avatar_update = false;
+ if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
+ {
+ skip_avatar_update = true;
+ }
+
+ 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];
+ }
+
+ pushRenderTypeMask();
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
+ LLPipeline::RENDER_TYPE_ALPHA,
+ LLPipeline::RENDER_TYPE_GRASS,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_BUMP,
+ LLPipeline::RENDER_TYPE_VOLUME,
+ LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_TREE,
+ LLPipeline::RENDER_TYPE_TERRAIN,
+ LLPipeline::RENDER_TYPE_WATER,
+ LLPipeline::RENDER_TYPE_VOIDWATER,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_GRASS,
+ LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+ LLPipeline::RENDER_TYPE_PASS_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_PASS_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_MATERIAL,
+ LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA,
+ LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE,
+ LLPipeline::RENDER_TYPE_PASS_SPECMAP,
+ LLPipeline::RENDER_TYPE_PASS_SPECMAP_BLEND,
+ LLPipeline::RENDER_TYPE_PASS_SPECMAP_MASK,
+ LLPipeline::RENDER_TYPE_PASS_SPECMAP_EMISSIVE,
+ LLPipeline::RENDER_TYPE_PASS_NORMMAP,
+ LLPipeline::RENDER_TYPE_PASS_NORMMAP_BLEND,
+ LLPipeline::RENDER_TYPE_PASS_NORMMAP_MASK,
+ LLPipeline::RENDER_TYPE_PASS_NORMMAP_EMISSIVE,
+ LLPipeline::RENDER_TYPE_PASS_NORMSPEC,
+ LLPipeline::RENDER_TYPE_PASS_NORMSPEC_BLEND,
+ LLPipeline::RENDER_TYPE_PASS_NORMSPEC_MASK,
+ LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE,
+ END_RENDER_TYPES);
+
+ S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
+
+ // if not using VSM, disable color writes
+ if (shadow_detail <= 2)
+ {
+ gGL.setColorMask(false, false);
+ }
+
+ bool sun_up = environment.getIsSunUp();
+ bool moon_up = environment.getIsMoonUp();
+
+ bool ignore_shadows = (shadow_detail == 0); // explicitly disabled shadows
+
+ // no sun or moon, no shadows
+ if (!sun_up && !moon_up)
+ {
+ ignore_shadows |= true;
+ }
+ // only moon and moon is black
+ else if (!sun_up && moon_up & (mMoonDiffuse == LLColor4::black))
+ {
+ ignore_shadows |= true;
+ }
+ // only sun and sun is black
+ else if (!moon_up && sun_up && (mSunDiffuse == LLColor4::black))
+ {
+ ignore_shadows |= true;
+ }
+ // both up, but both black
+ else if ((mSunDiffuse == LLColor4::black) && (mMoonDiffuse == LLColor4::black))
+ {
+ ignore_shadows |= true;
+ }
+
+ if (ignore_shadows)
+ { //sun diffuse is totally black, shadows don't matter
+ LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
+
+ for (S32 j = 0; j < 4; j++)
+ {
+ LLRenderTarget* shadow_target = getShadowTarget(j);
+ if (shadow_target)
+ {
+ shadow_target->bindTarget();
+ shadow_target->clear();
+ shadow_target->flush();
+ }
+ }
- if (mSunDiffuse == LLColor4::black)
- { //sun diffuse is totally black, shadows don't matter
- LLGLDepthTest depth(GL_TRUE);
+ if (shadow_detail == 0)
+ {
+ for (S32 j = 4; j < 6; j++)
+ {
+ LLRenderTarget* shadow_target = getShadowTarget(j);
+ if (shadow_target)
+ {
+ shadow_target->bindTarget();
+ shadow_target->clear();
+ shadow_target->flush();
+ }
+ }
+ }
+ }
- for (S32 j = 0; j < 4; j++)
- {
- mShadow[j].bindTarget();
- mShadow[j].clear();
- mShadow[j].flush();
- }
- }
- else
- {
- for (S32 j = 0; j < 4; j++)
- {
- if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowFrustPoints[j].clear();
- }
+ //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();
- LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0+j);
+ glh::matrix4f view[6];
+ glh::matrix4f proj[6];
+
+ //clip contains parallel split distances for 3 splits
+ LLVector3 clip = RenderShadowClipPlanes;
- //restore render matrices
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
+ //F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold");
- LLVector3 eye = camera.getOrigin();
+ //far clip on last split is minimum of camera view distance and 128
+ mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]);
- //camera used for shadow cull/render
- LLCamera shadow_cam;
-
- //create world space camera frustum for this split
- shadow_cam = camera;
- shadow_cam.setFar(16.f);
-
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+ clip = RenderShadowOrthoClipPlanes;
+ mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]);
- LLVector3* frust = shadow_cam.mAgentFrustum;
+ //currently used for amount to extrude frusta corners for constructing shadow frusta
+ //LLVector3 n = RenderShadowNearDist;
+ //F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
- LLVector3 pn = shadow_cam.getAtAxis();
-
- LLVector3 min, max;
+ LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir);
- //construct 8 corners of split frustum section
- for (U32 i = 0; i < 4; i++)
- {
- LLVector3 delta = frust[i+4]-eye;
- delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
- delta.normVec();
- F32 dp = delta*pn;
- frust[i] = eye + (delta*dist[j]*0.75f)/dp;
- frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp;
- }
-
- shadow_cam.calcAgentFrustumPlanes(frust);
- shadow_cam.mFrustumCornerDist = 0.f;
-
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowCamera[j] = shadow_cam;
- }
+ //put together a universal "near clip" plane for shadow frusta
+ LLPlane shadow_near_clip;
+ {
+ LLVector3 p = gAgent.getPositionAgent();
+ p += caster_dir * RenderFarClip*2.f;
+ shadow_near_clip.setVec(p, caster_dir);
+ }
- std::vector<LLVector3> fp;
+ LLVector3 lightDir = -caster_dir;
+ lightDir.normVec();
- if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
- {
- //no possible shadow receivers
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowExtents[j][0] = LLVector3();
- mShadowExtents[j][1] = LLVector3();
- mShadowCamera[j+4] = shadow_cam;
- }
+ glh::vec3f light_dir(lightDir.mV);
- mShadow[j].bindTarget();
- {
- LLGLDepthTest depth(GL_TRUE);
- mShadow[j].clear();
- }
- mShadow[j].flush();
+ //create light space camera matrix
+
+ LLVector3 at = lightDir;
- mShadowError.mV[j] = 0.f;
- mShadowFOV.mV[j] = 0.f;
+ LLVector3 up = camera.getAtAxis();
- continue;
- }
+ if (fabsf(up*lightDir) > 0.75f)
+ {
+ up = camera.getUpAxis();
+ }
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowExtents[j][0] = min;
- mShadowExtents[j][1] = max;
- mShadowFrustPoints[j] = fp;
- }
-
+ /*LLVector3 left = up%at;
+ up = at%left;*/
- //find a good origin for shadow projection
- LLVector3 origin;
+ up.normVec();
+ at.normVec();
+
+ LLCamera main_camera = camera;
+
+ F32 near_clip = 0.f;
+ {
+ //get visible point cloud
+ std::vector<LLVector3> fp;
- //get a temporary view projection
- view[j] = look(camera.getOrigin(), lightDir, -up);
+ main_camera.calcAgentFrustumPlanes(main_camera.mAgentFrustum);
+
+ LLVector3 min,max;
+ getVisiblePointCloud(main_camera,min,max,fp);
- std::vector<LLVector3> wpf;
+ 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();
+ }
+ popRenderTypeMask();
- 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));
- }
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
+ }
- min = wpf[0];
- max = wpf[0];
+ return;
+ }
- for (U32 i = 0; i < fp.size(); ++i)
- { //get AABB in camera space
- update_min_max(min, max, wpf[i]);
- }
+ //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);
+ }
- // Construct a perspective transform with perspective along y-axis that contains
- // points in wpf
- //Known:
- // - far clip plane
- // - near clip plane
- // - points in frustum
- //Find:
- // - origin
+ min = fp[0];
+ max = fp[0];
- //get some "interesting" points of reference
- LLVector3 center = (min+max)*0.5f;
- LLVector3 size = (max-min)*0.5f;
- LLVector3 near_center = center;
- near_center.mV[1] += size.mV[1]*2.f;
-
-
- //put all points in wpf in quadrant 0, reletive to center of min/max
- //get the best fit line using least squares
- F32 bfm = 0.f;
- F32 bfb = 0.f;
+ //get camera space bounding box
+ for (U32 i = 1; i < fp.size(); ++i)
+ {
+ update_min_max(min, max, fp[i]);
+ }
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- wpf[i] -= center;
- wpf[i].mV[0] = fabsf(wpf[i].mV[0]);
- wpf[i].mV[2] = fabsf(wpf[i].mV[2]);
- }
+ near_clip = -max.mV[2];
+ F32 far_clip = -min.mV[2]*2.f;
- if (!wpf.empty())
- {
- F32 sx = 0.f;
- F32 sx2 = 0.f;
- F32 sy = 0.f;
- F32 sxy = 0.f;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- sx += wpf[i].mV[0];
- sx2 += wpf[i].mV[0]*wpf[i].mV[0];
- sy += wpf[i].mV[1];
- sxy += wpf[i].mV[0]*wpf[i].mV[1];
- }
+ //far_clip = llmin(far_clip, 128.f);
+ far_clip = llmin(far_clip, camera.getFar());
- bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2);
- bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2);
- }
-
- {
- // best fit line is y=bfm*x+bfb
-
- //find point that is furthest to the right of line
- F32 off_x = -1.f;
- LLVector3 lp;
+ F32 range = far_clip-near_clip;
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- //y = bfm*x+bfb
- //x = (y-bfb)/bfm
- F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+ LLVector3 split_exp = RenderShadowSplitExponent;
- lx = wpf[i].mV[0]-lx;
-
- if (off_x < lx)
- {
- off_x = lx;
- lp = wpf[i];
- }
- }
+ F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) );
+
+ da = powf(da, split_exp.mV[2]);
- //get line with slope bfm through lp
- // bfb = y-bfm*x
- bfb = lp.mV[1]-bfm*lp.mV[0];
+ F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da;
+
+ for (U32 i = 0; i < 4; ++i)
+ {
+ F32 x = (F32)(i+1)/4.f;
+ x = powf(x, sxp);
+ mSunClipPlanes.mV[i] = near_clip+range*x;
+ }
- //calculate error
- mShadowError.mV[j] = 0.f;
+ mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding
+ }
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- F32 lx = (wpf[i].mV[1]-bfb)/bfm;
- mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
- }
+ // convenience array of 4 near clip plane distances
+ F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] };
- mShadowError.mV[j] /= wpf.size();
- mShadowError.mV[j] /= size.mV[0];
+ if (!ignore_shadows)
+ {
+ for (S32 j = 0; j < 4; j++)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW_SETUP);
- if (mShadowError.mV[j] > RenderShadowErrorCutoff)
- { //just use ortho projection
- mShadowFOV.mV[j] = -1.f;
- origin.clearVec();
- proj[j] = gl_ortho(min.mV[0], max.mV[0],
- min.mV[1], max.mV[1],
- -max.mV[2], -min.mV[2]);
- }
- else
- {
- //origin is where line x = 0;
- origin.setVec(0,bfb,0);
+ if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowFrustPoints[j].clear();
+ }
- F32 fovz = 1.f;
- F32 fovx = 1.f;
-
- LLVector3 zp;
- LLVector3 xp;
+ LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0+j);
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- LLVector3 atz = wpf[i]-origin;
- atz.mV[0] = 0.f;
- atz.normVec();
- if (fovz > -atz.mV[1])
- {
- zp = wpf[i];
- fovz = -atz.mV[1];
- }
-
- LLVector3 atx = wpf[i]-origin;
- atx.mV[2] = 0.f;
- atx.normVec();
- if (fovx > -atx.mV[1])
- {
- fovx = -atx.mV[1];
- xp = wpf[i];
- }
- }
+ //restore render matrices
+ set_current_modelview(saved_view);
+ set_current_projection(saved_proj);
- fovx = acos(fovx);
- fovz = acos(fovz);
+ LLVector3 eye = camera.getOrigin();
- F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f);
-
- mShadowFOV.mV[j] = fovx;
-
- if (fovx < cutoff && fovz > cutoff)
- {
- //x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff
- F32 d = zp.mV[2]/tan(cutoff);
- F32 ny = zp.mV[1] + fabsf(d);
+ //camera used for shadow cull/render
+ LLCamera shadow_cam;
+
+ //create world space camera frustum for this split
+ shadow_cam = camera;
+ shadow_cam.setFar(16.f);
+
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
- origin.mV[1] = ny;
+ LLVector3* frust = shadow_cam.mAgentFrustum;
- fovz = 1.f;
- fovx = 1.f;
+ LLVector3 pn = shadow_cam.getAtAxis();
+
+ LLVector3 min, max;
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- LLVector3 atz = wpf[i]-origin;
- atz.mV[0] = 0.f;
- atz.normVec();
- fovz = llmin(fovz, -atz.mV[1]);
-
- LLVector3 atx = wpf[i]-origin;
- atx.mV[2] = 0.f;
- atx.normVec();
- fovx = llmin(fovx, -atx.mV[1]);
- }
+ //construct 8 corners of split frustum section
+ for (U32 i = 0; i < 4; i++)
+ {
+ LLVector3 delta = frust[i+4]-eye;
+ delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
+ delta.normVec();
+ F32 dp = delta*pn;
+ frust[i] = eye + (delta*dist[j]*0.75f)/dp;
+ frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp;
+ }
+
+ shadow_cam.calcAgentFrustumPlanes(frust);
+ shadow_cam.mFrustumCornerDist = 0.f;
+
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowCamera[j] = shadow_cam;
+ }
- fovx = acos(fovx);
- fovz = acos(fovz);
+ std::vector<LLVector3> fp;
- mShadowFOV.mV[j] = cutoff;
- }
+ if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
+ {
+ //no possible shadow receivers
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowExtents[j][0] = LLVector3();
+ mShadowExtents[j][1] = LLVector3();
+ mShadowCamera[j+4] = shadow_cam;
+ }
+
+ LLRenderTarget* shadow_target = getShadowTarget(j);
+ if (shadow_target)
+ {
+ shadow_target->bindTarget();
+ {
+ LLGLDepthTest depth(GL_TRUE);
+ shadow_target->clear();
+ }
+ shadow_target->flush();
+ }
+
+ mShadowError.mV[j] = 0.f;
+ mShadowFOV.mV[j] = 0.f;
-
- origin += center;
-
- F32 ynear = -(max.mV[1]-origin.mV[1]);
- F32 yfar = -(min.mV[1]-origin.mV[1]);
-
- if (ynear < 0.1f) //keep a sensible near clip plane
- {
- F32 diff = 0.1f-ynear;
- origin.mV[1] += diff;
- ynear += diff;
- yfar += diff;
- }
-
- if (fovx > cutoff)
- { //just use ortho projection
- origin.clearVec();
- mShadowError.mV[j] = -1.f;
- proj[j] = gl_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();
+ continue;
+ }
- glh::vec3f origin_agent(origin.mV);
-
- //translate view to origin
- view[j].mult_matrix_vec(origin_agent);
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowExtents[j][0] = min;
+ mShadowExtents[j][1] = max;
+ mShadowFrustPoints[j] = fp;
+ }
+
- eye = LLVector3(origin_agent.v);
+ //find a good origin for shadow projection
+ LLVector3 origin;
- if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowFrustOrigin[j] = eye;
- }
-
- view[j] = look(LLVector3(origin_agent.v), lightDir, -up);
+ //get a temporary view projection
+ view[j] = look(camera.getOrigin(), lightDir, -up);
- F32 fx = 1.f/tanf(fovx);
- F32 fz = 1.f/tanf(fovz);
+ std::vector<LLVector3> wpf;
- 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);
- }
- }
- }
+ 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));
+ }
- //shadow_cam.setFar(128.f);
- shadow_cam.setOriginAndLookAt(eye, up, center);
+ min = wpf[0];
+ max = wpf[0];
- shadow_cam.setOrigin(0,0,0);
+ for (U32 i = 0; i < fp.size(); ++i)
+ { //get AABB in camera space
+ update_min_max(min, max, wpf[i]);
+ }
- glh_set_current_modelview(view[j]);
- glh_set_current_projection(proj[j]);
+ // Construct a perspective transform with perspective along y-axis that contains
+ // points in wpf
+ //Known:
+ // - far clip plane
+ // - near clip plane
+ // - points in frustum
+ //Find:
+ // - origin
+
+ //get some "interesting" points of reference
+ LLVector3 center = (min+max)*0.5f;
+ LLVector3 size = (max-min)*0.5f;
+ LLVector3 near_center = center;
+ near_center.mV[1] += size.mV[1]*2.f;
+
+
+ //put all points in wpf in quadrant 0, reletive to center of min/max
+ //get the best fit line using least squares
+ F32 bfm = 0.f;
+ F32 bfb = 0.f;
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ wpf[i] -= center;
+ wpf[i].mV[0] = fabsf(wpf[i].mV[0]);
+ wpf[i].mV[2] = fabsf(wpf[i].mV[2]);
+ }
- //shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
- shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip);
+ if (!wpf.empty())
+ {
+ F32 sx = 0.f;
+ F32 sx2 = 0.f;
+ F32 sy = 0.f;
+ F32 sxy = 0.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ sx += wpf[i].mV[0];
+ sx2 += wpf[i].mV[0]*wpf[i].mV[0];
+ sy += wpf[i].mV[1];
+ sxy += wpf[i].mV[0]*wpf[i].mV[1];
+ }
+
+ bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2);
+ bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2);
+ }
+
+ {
+ // best fit line is y=bfm*x+bfb
+
+ //find point that is furthest to the right of line
+ F32 off_x = -1.f;
+ LLVector3 lp;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ //y = bfm*x+bfb
+ //x = (y-bfb)/bfm
+ F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+
+ lx = wpf[i].mV[0]-lx;
+
+ if (off_x < lx)
+ {
+ off_x = lx;
+ lp = wpf[i];
+ }
+ }
+
+ //get line with slope bfm through lp
+ // bfb = y-bfm*x
+ bfb = lp.mV[1]-bfm*lp.mV[0];
+
+ //calculate error
+ mShadowError.mV[j] = 0.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+ mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
+ }
+
+ mShadowError.mV[j] /= wpf.size();
+ mShadowError.mV[j] /= size.mV[0];
+
+ if (mShadowError.mV[j] > RenderShadowErrorCutoff)
+ { //just use ortho projection
+ mShadowFOV.mV[j] = -1.f;
+ origin.clearVec();
+ proj[j] = gl_ortho(min.mV[0], max.mV[0],
+ min.mV[1], max.mV[1],
+ -max.mV[2], -min.mV[2]);
+ }
+ else
+ {
+ //origin is where line x = 0;
+ origin.setVec(0,bfb,0);
+
+ F32 fovz = 1.f;
+ F32 fovx = 1.f;
+
+ LLVector3 zp;
+ LLVector3 xp;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ LLVector3 atz = wpf[i]-origin;
+ atz.mV[0] = 0.f;
+ atz.normVec();
+ if (fovz > -atz.mV[1])
+ {
+ zp = wpf[i];
+ fovz = -atz.mV[1];
+ }
+
+ LLVector3 atx = wpf[i]-origin;
+ atx.mV[2] = 0.f;
+ atx.normVec();
+ if (fovx > -atx.mV[1])
+ {
+ fovx = -atx.mV[1];
+ xp = wpf[i];
+ }
+ }
+
+ fovx = acos(fovx);
+ fovz = acos(fovz);
+
+ F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f);
+
+ mShadowFOV.mV[j] = fovx;
+
+ if (fovx < cutoff && fovz > cutoff)
+ {
+ //x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff
+ F32 d = zp.mV[2]/tan(cutoff);
+ F32 ny = zp.mV[1] + fabsf(d);
+
+ origin.mV[1] = ny;
+
+ fovz = 1.f;
+ fovx = 1.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ LLVector3 atz = wpf[i]-origin;
+ atz.mV[0] = 0.f;
+ atz.normVec();
+ fovz = llmin(fovz, -atz.mV[1]);
+
+ LLVector3 atx = wpf[i]-origin;
+ atx.mV[2] = 0.f;
+ atx.normVec();
+ fovx = llmin(fovx, -atx.mV[1]);
+ }
+
+ fovx = acos(fovx);
+ fovz = acos(fovz);
+
+ mShadowFOV.mV[j] = cutoff;
+ }
+
+
+ origin += center;
+
+ F32 ynear = -(max.mV[1]-origin.mV[1]);
+ F32 yfar = -(min.mV[1]-origin.mV[1]);
+
+ if (ynear < 0.1f) //keep a sensible near clip plane
+ {
+ F32 diff = 0.1f-ynear;
+ origin.mV[1] += diff;
+ ynear += diff;
+ yfar += diff;
+ }
+
+ if (fovx > cutoff)
+ { //just use ortho projection
+ origin.clearVec();
+ mShadowError.mV[j] = -1.f;
+ proj[j] = gl_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();
+
+ glh::vec3f origin_agent(origin.mV);
+
+ //translate view to origin
+ view[j].mult_matrix_vec(origin_agent);
+
+ eye = LLVector3(origin_agent.v);
+
+ if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowFrustOrigin[j] = eye;
+ }
+
+ view[j] = look(LLVector3(origin_agent.v), 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);
+ }
+ }
+ }
- //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);
+ //shadow_cam.setFar(128.f);
+ shadow_cam.setOriginAndLookAt(eye, up, center);
- glh_set_current_modelview(view[j]);
- glh_set_current_projection(proj[j]);
+ shadow_cam.setOrigin(0,0,0);
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = mShadowModelview[j].m[i];
- gGLLastProjection[i] = mShadowProjection[j].m[i];
- }
+ set_current_modelview(view[j]);
+ set_current_projection(proj[j]);
- mShadowModelview[j] = view[j];
- mShadowProjection[j] = proj[j];
+ shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
+ shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip);
-
- mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
-
- stop_glerror();
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
- mShadow[j].bindTarget();
- mShadow[j].getViewport(gGLViewport);
- mShadow[j].clear();
-
- U32 target_width = mShadow[j].getWidth();
+ //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);
- {
- static LLCullResult result[4];
+ set_current_modelview(view[j]);
+ set_current_projection(proj[j]);
- renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width);
- }
+ for (U32 i = 0; i < 16; i++)
+ {
+ gGLLastModelView[i] = mShadowModelview[j].m[i];
+ gGLLastProjection[i] = mShadowProjection[j].m[i];
+ }
- mShadow[j].flush();
-
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
- mShadowCamera[j+4] = shadow_cam;
- }
- }
- }
+ mShadowModelview[j] = view[j];
+ mShadowProjection[j] = proj[j];
-
- //hack to disable projector shadows
- bool gen_shadow = RenderShadowDetail > 1;
+
+ mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
+
+ stop_glerror();
- if (gen_shadow)
- {
- LLTrace::CountStatHandle<>* velocity_stat = LLViewerCamera::getVelocityStat();
- F32 fade_amt = gFrameIntervalSeconds.value()
- * llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0);
+ LLRenderTarget* shadow_target = getShadowTarget(j);
- //update shadow targets
- for (U32 i = 0; i < 2; i++)
- { //for each current shadow
- LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW4+i);
+ if (shadow_target)
+ {
+ shadow_target->bindTarget();
+ shadow_target->getViewport(gGLViewport);
+ shadow_target->clear();
- 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];
- }
- }
- }
- }
+ U32 target_width = shadow_target->getWidth();
- for (S32 i = 0; i < 2; i++)
- {
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
+ {
+ LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW_RENDER_DIRECTIONAL);
- if (mShadowSpotLight[i].isNull())
- {
- continue;
- }
+ static LLCullResult result[4];
+ renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width);
+ }
- LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume();
+ shadow_target->flush();
+ }
- if (!volume)
- {
- mShadowSpotLight[i] = NULL;
- continue;
- }
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+ mShadowCamera[j+4] = shadow_cam;
+ }
+ }
+ }
- LLDrawable* drawable = mShadowSpotLight[i];
+
+ //hack to disable projector shadows
+ bool gen_shadow = RenderShadowDetail > 1;
+
+ if (gen_shadow)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW_SPOT_SETUP);
+
+ LLTrace::CountStatHandle<>* velocity_stat = LLViewerCamera::getVelocityStat();
+ F32 fade_amt = gFrameIntervalSeconds.value()
+ * llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0);
+
+ //update shadow targets
+ for (U32 i = 0; i < 2; i++)
+ { //for each current shadow
+ LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(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];
+ }
+ }
+ }
+ }
- LLVector3 params = volume->getSpotLightParams();
- F32 fov = params.mV[0];
+ for (S32 i = 0; i < 2; i++)
+ {
+ set_current_modelview(saved_view);
+ set_current_projection(saved_proj);
- //get agent->light space matrix (modelview)
- LLVector3 center = drawable->getPositionAgent();
- LLQuaternion quat = volume->getRenderRotation();
+ if (mShadowSpotLight[i].isNull())
+ {
+ continue;
+ }
- //get near clip plane
- LLVector3 scale = volume->getScale();
- LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
- at_axis *= quat;
+ LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume();
- LLVector3 np = center+at_axis;
- at_axis.normVec();
+ if (!volume)
+ {
+ mShadowSpotLight[i] = NULL;
+ continue;
+ }
- //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);
+ LLDrawable* drawable = mShadowSpotLight[i];
- LLVector3 origin = np - at_axis*dist;
+ LLVector3 params = volume->getSpotLightParams();
+ F32 fov = params.mV[0];
- LLMatrix4 mat(quat, LLVector4(origin, 1.f));
+ //get agent->light space matrix (modelview)
+ LLVector3 center = drawable->getPositionAgent();
+ LLQuaternion quat = volume->getRenderRotation();
- view[i+4] = glh::matrix4f((F32*) mat.mMatrix);
+ //get near clip plane
+ LLVector3 scale = volume->getScale();
+ LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
+ at_axis *= quat;
- view[i+4] = view[i+4].inverse();
+ LLVector3 np = center+at_axis;
+ at_axis.normVec();
- //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;
+ //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);
- F32 fovy = fov * RAD_TO_DEG;
- F32 aspect = width/height;
-
- proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip);
+ LLVector3 origin = np - at_axis*dist;
- //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);
+ LLMatrix4 mat(quat, LLVector4(origin, 1.f));
- glh_set_current_modelview(view[i+4]);
- glh_set_current_projection(proj[i+4]);
+ view[i+4] = glh::matrix4f((F32*) mat.mMatrix);
- 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];
- }
+ view[i+4] = view[i+4].inverse();
- mShadowModelview[i+4] = view[i+4];
- mShadowProjection[i+4] = proj[i+4];
+ //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;
- LLCamera shadow_cam = camera;
- shadow_cam.setFar(far_clip);
- shadow_cam.setOrigin(origin);
+ F32 fovy = fov * RAD_TO_DEG;
+ F32 aspect = width/height;
+
+ proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip);
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+ //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);
- stop_glerror();
+ set_current_modelview(view[i+4]);
+ set_current_projection(proj[i+4]);
- mShadow[i+4].bindTarget();
- mShadow[i+4].getViewport(gGLViewport);
- mShadow[i+4].clear();
+ 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];
+ }
- U32 target_width = mShadow[i+4].getWidth();
+ mShadowModelview[i+4] = view[i+4];
+ mShadowProjection[i+4] = proj[i+4];
- static LLCullResult result[2];
+ LLCamera shadow_cam = camera;
+ shadow_cam.setFar(far_clip);
+ shadow_cam.setOrigin(origin);
- LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0 + i + 4);
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
- renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width);
+ stop_glerror();
- mShadow[i+4].flush();
- }
- }
- else
- { //no spotlight shadows
- mShadowSpotLight[0] = mShadowSpotLight[1] = NULL;
- }
+ LLRenderTarget* shadow_target = getShadowTarget(i + 4);
+ if (shadow_target)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW_SPOT_RENDER);
- if (!CameraOffset)
- {
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
- }
- else
- {
- glh_set_current_modelview(view[1]);
- glh_set_current_projection(proj[1]);
- gGL.loadMatrix(view[1].m);
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.loadMatrix(proj[1].m);
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- }
- gGL.setColorMask(true, false);
+ shadow_target->bindTarget();
+ shadow_target->getViewport(gGLViewport);
+ shadow_target->clear();
+
+ U32 target_width = shadow_target->getWidth();
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = last_modelview[i];
- gGLLastProjection[i] = last_projection[i];
- }
+ static LLCullResult result[2];
+ LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0 + i + 4);
- popRenderTypeMask();
+ renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width);
- if (!skip_avatar_update)
- {
- gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
- }
+ shadow_target->flush();
+ }
+ }
+ }
+ else
+ { //no spotlight shadows
+ mShadowSpotLight[0] = mShadowSpotLight[1] = NULL;
+ }
+
+
+ if (!CameraOffset)
+ {
+ set_current_modelview(saved_view);
+ set_current_projection(saved_proj);
+ }
+ else
+ {
+ set_current_modelview(view[1]);
+ set_current_projection(proj[1]);
+ gGL.loadMatrix(view[1].m);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadMatrix(proj[1].m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ }
+ gGL.setColorMask(true, false);
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ gGLLastModelView[i] = last_modelview[i];
+ gGLLastProjection[i] = last_projection[i];
+ }
+
+ popRenderTypeMask();
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
+ }
}
void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, bool texture)
@@ -11483,7 +11033,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
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);
- glh_set_current_projection(persp);
+ set_current_projection(persp);
gGL.loadMatrix(persp.m);
gGL.matrixMode(LLRender::MM_MODELVIEW);
@@ -11494,7 +11044,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
gGL.loadMatrix(mat.m);
- glh_set_current_modelview(mat);
+ set_current_modelview(mat);
glClearColor(0.0f,0.0f,0.0f,0.0f);
gGL.setColorMask(true, true);