diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 1671 |
1 files changed, 1057 insertions, 614 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 36178f53ce..84f026699e 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -29,11 +29,13 @@ #include "pipeline.h" // library includes +#include "llimagepng.h" #include "llaudioengine.h" // For debugging. #include "llerror.h" #include "llviewercontrol.h" #include "llfasttimer.h" #include "llfontgl.h" +#include "llfontvertexbuffer.h" #include "llnamevalue.h" #include "llpointer.h" #include "llprimitive.h" @@ -112,18 +114,32 @@ #include "llscenemonitor.h" #include "llprogressview.h" #include "llcleanup.h" +#include "gltfscenemanager.h" #include "llenvironment.h" #include "llsettingsvo.h" -extern BOOL gSnapshot; +#include "SMAAAreaTex.h" +#include "SMAASearchTex.h" + +#ifndef LL_WINDOWS +#define A_GCC 1 +#pragma GCC diagnostic ignored "-Wunused-function" +#pragma GCC diagnostic ignored "-Wunused-variable" +#if LL_LINUX && defined(__GNUC__) && !defined(__clang__) +#pragma GCC diagnostic ignored "-Wrestrict" +#endif +#endif +#define A_CPU 1 +#include "app_settings/shaders/class1/deferred/CASF.glsl" // This is also C++ + +extern bool gSnapshot; bool gShiftFrame = false; //cached settings bool LLPipeline::WindLightUseAtmosShaders; bool LLPipeline::RenderDeferred; -F32 LLPipeline::RenderDeferredSunWash; -U32 LLPipeline::RenderFSAASamples; +U32 LLPipeline::RenderFSAAType; U32 LLPipeline::RenderResolutionDivisor; bool LLPipeline::RenderUIBuffer; S32 LLPipeline::RenderShadowDetail; @@ -163,7 +179,6 @@ F32 LLPipeline::CameraFocusTransitionTime; F32 LLPipeline::CameraFNumber; F32 LLPipeline::CameraFocalLength; F32 LLPipeline::CameraFieldOfView; -F32 LLPipeline::RenderShadowNoise; F32 LLPipeline::RenderShadowBlurSize; F32 LLPipeline::RenderSSAOScale; U32 LLPipeline::RenderSSAOMaxScale; @@ -176,8 +191,6 @@ F32 LLPipeline::RenderShadowBias; F32 LLPipeline::RenderSpotShadowOffset; F32 LLPipeline::RenderSpotShadowBias; LLDrawable* LLPipeline::RenderSpotLight = nullptr; -F32 LLPipeline::RenderEdgeDepthCutoff; -F32 LLPipeline::RenderEdgeNormCutoff; LLVector3 LLPipeline::RenderShadowGaussian; F32 LLPipeline::RenderShadowBlurDistFactor; bool LLPipeline::RenderDeferredAtmospheric; @@ -198,8 +211,13 @@ F32 LLPipeline::RenderScreenSpaceReflectionDepthRejectBias; F32 LLPipeline::RenderScreenSpaceReflectionAdaptiveStepMultiplier; S32 LLPipeline::RenderScreenSpaceReflectionGlossySamples; S32 LLPipeline::RenderBufferVisualization; +bool LLPipeline::RenderMirrors; +S32 LLPipeline::RenderHeroProbeUpdateRate; +S32 LLPipeline::RenderHeroProbeConservativeUpdateMultiplier; LLTrace::EventStatHandle<S64> LLPipeline::sStatBatchSize("renderbatchsize"); +const U32 LLPipeline::MAX_PREVIEW_WIDTH = 512; + const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f; const F32 ALPHA_BLEND_CUTOFF = 0.598f; @@ -207,11 +225,10 @@ const F32 DEFERRED_LIGHT_FALLOFF = 0.5f; const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; extern S32 gBoxFrame; -//extern BOOL gHideSelectedObjects; -extern BOOL gDisplaySwapBuffers; -extern BOOL gDebugGL; -extern BOOL gCubeSnapshot; -extern BOOL gSnapshotNoPost; +extern bool gDisplaySwapBuffers; +extern bool gDebugGL; +extern bool gCubeSnapshot; +extern bool gSnapshotNoPost; bool gAvatarBacklight = false; @@ -256,13 +273,13 @@ static LLTrace::BlockTimerStatHandle FTM_STATESORT_DRAWABLE("Sort Drawables"); static LLStaticHashedString sTint("tint"); static LLStaticHashedString sAmbiance("ambiance"); static LLStaticHashedString sAlphaScale("alpha_scale"); -static LLStaticHashedString sNormMat("norm_mat"); static LLStaticHashedString sOffset("offset"); static LLStaticHashedString sScreenRes("screenRes"); static LLStaticHashedString sDelta("delta"); static LLStaticHashedString sDistFactor("dist_factor"); static LLStaticHashedString sKern("kern"); static LLStaticHashedString sKernScale("kern_scale"); +static LLStaticHashedString sSmaaRTMetrics("SMAA_RT_METRICS"); //---------------------------------------- @@ -325,8 +342,8 @@ bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false) { bool valid = true && target.addColorAttachment(GL_RGBA) // frag-data[1] specular OR PBR ORM - && target.addColorAttachment(GL_RGBA16F) // frag_data[2] normal+z+fogmask, See: class1\deferred\materialF.glsl & softenlight - && target.addColorAttachment(GL_RGB16F); // frag_data[3] PBR emissive + && target.addColorAttachment(GL_RGBA16F) // frag_data[2] normal+fogmask, See: class1\deferred\materialF.glsl & softenlight + && target.addColorAttachment(GL_RGB16F); // frag_data[3] PBR emissive OR material env intensity return valid; } @@ -433,8 +450,8 @@ void LLPipeline::init() // disables non-object rendering (UI, sky, water, etc) if (gSavedSettings.getBOOL("RenderPerformanceTest")) { - gSavedSettings.setBOOL("RenderPerformanceTest", FALSE); - gSavedSettings.setBOOL("RenderPerformanceTest", TRUE); + gSavedSettings.setBOOL("RenderPerformanceTest", false); + gSavedSettings.setBOOL("RenderPerformanceTest", true); } mOldRenderDebugMask = mRenderDebugMask; @@ -480,8 +497,7 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("UseOcclusion"); // DEPRECATED -- connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders"); // DEPRECATED -- connectRefreshCachedSettingsSafe("RenderDeferred"); - connectRefreshCachedSettingsSafe("RenderDeferredSunWash"); - connectRefreshCachedSettingsSafe("RenderFSAASamples"); + connectRefreshCachedSettingsSafe("RenderFSAAType"); connectRefreshCachedSettingsSafe("RenderResolutionDivisor"); connectRefreshCachedSettingsSafe("RenderUIBuffer"); connectRefreshCachedSettingsSafe("RenderShadowDetail"); @@ -521,7 +537,6 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("CameraFNumber"); connectRefreshCachedSettingsSafe("CameraFocalLength"); connectRefreshCachedSettingsSafe("CameraFieldOfView"); - connectRefreshCachedSettingsSafe("RenderShadowNoise"); connectRefreshCachedSettingsSafe("RenderShadowBlurSize"); connectRefreshCachedSettingsSafe("RenderSSAOScale"); connectRefreshCachedSettingsSafe("RenderSSAOMaxScale"); @@ -533,8 +548,6 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("RenderShadowBias"); connectRefreshCachedSettingsSafe("RenderSpotShadowOffset"); connectRefreshCachedSettingsSafe("RenderSpotShadowBias"); - connectRefreshCachedSettingsSafe("RenderEdgeDepthCutoff"); - connectRefreshCachedSettingsSafe("RenderEdgeNormCutoff"); connectRefreshCachedSettingsSafe("RenderShadowGaussian"); connectRefreshCachedSettingsSafe("RenderShadowBlurDistFactor"); connectRefreshCachedSettingsSafe("RenderDeferredAtmospheric"); @@ -555,7 +568,20 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionAdaptiveStepMultiplier"); connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionGlossySamples"); connectRefreshCachedSettingsSafe("RenderBufferVisualization"); - gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); + connectRefreshCachedSettingsSafe("RenderBufferClearOnInvalidate"); + connectRefreshCachedSettingsSafe("RenderMirrors"); + connectRefreshCachedSettingsSafe("RenderHeroProbeUpdateRate"); + connectRefreshCachedSettingsSafe("RenderHeroProbeConservativeUpdateMultiplier"); + connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit"); + + LLPointer<LLControlVariable> cntrl_ptr = gSavedSettings.getControl("CollectFontVertexBuffers"); + if (cntrl_ptr.notNull()) + { + cntrl_ptr->getCommitSignal()->connect([](LLControlVariable* control, const LLSD& value, const LLSD& previous) + { + LLFontVertexBuffer::enableBufferCollection(control->getValue().asBoolean()); + }); + } } LLPipeline::~LLPipeline() @@ -638,6 +664,7 @@ void LLPipeline::cleanup() mCubeVB = NULL; mReflectionMapManager.cleanup(); + mHeroProbeManager.cleanup(); } //============================================================================ @@ -661,12 +688,12 @@ void LLPipeline::destroyGL() void LLPipeline::requestResizeScreenTexture() { - gResizeScreenTexture = TRUE; + gResizeScreenTexture = true; } void LLPipeline::requestResizeShadowTexture() { - gResizeShadowTexture = TRUE; + gResizeShadowTexture = true; } void LLPipeline::resizeShadowTexture() @@ -674,7 +701,7 @@ void LLPipeline::resizeShadowTexture() releaseSunShadowTargets(); releaseSpotShadowTargets(); allocateShadowBuffer(mRT->width, mRT->height); - gResizeShadowTexture = FALSE; + gResizeShadowTexture = false; } void LLPipeline::resizeScreenTexture() @@ -690,7 +717,7 @@ void LLPipeline::resizeScreenTexture() releaseSunShadowTargets(); releaseSpotShadowTargets(); allocateScreenBuffer(resX,resY); - gResizeScreenTexture = FALSE; + gResizeScreenTexture = false; } } } @@ -715,40 +742,26 @@ LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) // refresh cached settings here to protect against inconsistent event handling order refreshCachedSettings(); - U32 samples = RenderFSAASamples; - eFBOStatus ret = FBO_SUCCESS_FULLRES; - if (!allocateScreenBuffer(resX, resY, samples)) + if (!allocateScreenBufferInternal(resX, resY)) { //failed to allocate at requested specification, return false ret = FBO_FAILURE; releaseScreenBuffers(); - //reduce number of samples - while (samples > 0) - { - samples /= 2; - if (allocateScreenBuffer(resX, resY, samples)) - { //success - return FBO_SUCCESS_LOWRES; - } - releaseScreenBuffers(); - } - - samples = 0; //reduce resolution while (resY > 0 && resX > 0) { resY /= 2; - if (allocateScreenBuffer(resX, resY, samples)) + if (allocateScreenBufferInternal(resX, resY)) { return FBO_SUCCESS_LOWRES; } releaseScreenBuffers(); resX /= 2; - if (allocateScreenBuffer(resX, resY, samples)) + if (allocateScreenBufferInternal(resX, resY)) { return FBO_SUCCESS_LOWRES; } @@ -761,18 +774,33 @@ LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) return ret; } -bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) +bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; - if (mRT == &mMainRT && sReflectionProbesEnabled) + if (mRT == &mMainRT) { // hacky -- allocate auxillary buffer - gCubeSnapshot = TRUE; - mReflectionMapManager.initReflectionMaps(); + + gCubeSnapshot = true; + + if (sReflectionProbesEnabled) + { + mReflectionMapManager.initReflectionMaps(); + } + mRT = &mAuxillaryRT; U32 res = mReflectionMapManager.mProbeResolution * 4; //multiply by 4 because probes will be 16x super sampled - allocateScreenBuffer(res, res, samples); + allocateScreenBufferInternal(res, res); + + if (RenderMirrors) + { + mHeroProbeManager.initReflectionMaps(); + res = mHeroProbeManager.mProbeResolution; // We also scale the hero probe RT to the probe res since we don't super sample it. + mRT = &mHeroProbeRT; + allocateScreenBufferInternal(res, res); + } + mRT = &mMainRT; - gCubeSnapshot = FALSE; + gCubeSnapshot = false; } // remember these dimensions @@ -787,17 +815,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) resY /= res_mod; } - //water reflection texture (always needed as scratch space whether or not transparent water is enabled) - mWaterDis.allocate(resX, resY, GL_RGBA16F, true); - - if (RenderUIBuffer) - { - if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA)) - { - return false; - } - } - S32 shadow_detail = RenderShadowDetail; bool ssao = RenderDeferredSSAO; @@ -811,17 +828,8 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mRT->deferredScreen.shareDepthBuffer(mRT->screen); - if (samples > 0) - { - if (!mRT->fxaaBuffer.allocate(resX, resY, GL_RGBA)) return false; - } - else - { - mRT->fxaaBuffer.release(); - } - - if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0) - { //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa + if (shadow_detail > 0 || ssao || RenderDepthOfField) + { //only need mRT->deferredLight for shadows OR ssao OR dof if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16F)) return false; } else @@ -831,15 +839,50 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) allocateShadowBuffer(resX, resY); - if (!gCubeSnapshot && RenderScreenSpaceReflections) // hack to not allocate mSceneMap for cube snapshots + if (!gCubeSnapshot) // hack to not re-allocate various targets for cube snapshots { - mSceneMap.allocate(resX, resY, GL_RGB, true); - } + if (RenderUIBuffer) + { + if (!mUIScreen.allocate(resX, resY, GL_RGBA)) + { + return false; + } + } - const bool post_hdr = gSavedSettings.getBOOL("RenderPostProcessingHDR"); - const U32 post_color_fmt = post_hdr ? GL_RGBA16F : GL_RGBA; - mPostMap.allocate(resX, resY, post_color_fmt); + if (RenderFSAAType > 0) + { + if (!mFXAAMap.allocate(resX, resY, GL_RGBA)) return false; + if (RenderFSAAType == 2) + { + if (!mSMAABlendBuffer.allocate(resX, resY, GL_RGBA, false)) return false; + } + } + else + { + mFXAAMap.release(); + mSMAABlendBuffer.release(); + } + + //water reflection texture (always needed as scratch space whether or not transparent water is enabled) + mWaterDis.allocate(resX, resY, GL_RGBA16F, true); + + if(RenderScreenSpaceReflections) + { + mSceneMap.allocate(resX, resY, GL_RGBA16F, true); + } + else + { + mSceneMap.release(); + } + mPostMap.allocate(resX, resY, GL_RGBA16F); + + // used to scale down textures + // See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown + mDownResMap.allocate(4, 4, GL_RGBA); + + mBakeMap.allocate(LLAvatarAppearanceDefines::SCRATCH_TEX_WIDTH, LLAvatarAppearanceDefines::SCRATCH_TEX_HEIGHT, GL_RGBA); + } //HACK make screenbuffer allocations start failing after 30 seconds if (gSavedSettings.getBOOL("SimulateFBOFailure")) { @@ -861,7 +904,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; S32 shadow_detail = RenderShadowDetail; - F32 scale = llmax(0.f, RenderShadowResolutionScale); + F32 scale = gCubeSnapshot ? 1.0f : llmax(0.f, RenderShadowResolutionScale); // Don't scale probe shadow maps U32 sun_shadow_map_width = BlurHappySize(resX, scale); U32 sun_shadow_map_height = BlurHappySize(resY, scale); @@ -915,7 +958,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) LLRenderTarget* shadow_target = getSunShadowTarget(i); if (shadow_target) { - gGL.getTexUnit(0)->bind(getSunShadowTarget(i), TRUE); + gGL.getTexUnit(0)->bind(getSunShadowTarget(i), true); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); @@ -932,7 +975,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) LLRenderTarget* shadow_target = getSpotShadowTarget(i); if (shadow_target) { - gGL.getTexUnit(0)->bind(shadow_target, TRUE); + gGL.getTexUnit(0)->bind(shadow_target, true); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); @@ -966,10 +1009,9 @@ void LLPipeline::refreshCachedSettings() && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") && gSavedSettings.getBOOL("UseOcclusion")) ? 2 : 0; - WindLightUseAtmosShaders = TRUE; // DEPRECATED -- gSavedSettings.getBOOL("WindLightUseAtmosShaders"); - RenderDeferred = TRUE; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred"); - RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); - RenderFSAASamples = LLFeatureManager::getInstance()->isFeatureAvailable("RenderFSAASamples") ? gSavedSettings.getU32("RenderFSAASamples") : 0; + WindLightUseAtmosShaders = true; // DEPRECATED -- gSavedSettings.getBOOL("WindLightUseAtmosShaders"); + RenderDeferred = true; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred"); + RenderFSAAType = gSavedSettings.getU32("RenderFSAAType"); RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); @@ -1009,7 +1051,6 @@ void LLPipeline::refreshCachedSettings() CameraFNumber = gSavedSettings.getF32("CameraFNumber"); CameraFocalLength = gSavedSettings.getF32("CameraFocalLength"); CameraFieldOfView = gSavedSettings.getF32("CameraFieldOfView"); - RenderShadowNoise = gSavedSettings.getF32("RenderShadowNoise"); RenderShadowBlurSize = gSavedSettings.getF32("RenderShadowBlurSize"); RenderSSAOScale = gSavedSettings.getF32("RenderSSAOScale"); RenderSSAOMaxScale = gSavedSettings.getU32("RenderSSAOMaxScale"); @@ -1021,8 +1062,6 @@ void LLPipeline::refreshCachedSettings() RenderShadowBias = gSavedSettings.getF32("RenderShadowBias"); RenderSpotShadowOffset = gSavedSettings.getF32("RenderSpotShadowOffset"); RenderSpotShadowBias = gSavedSettings.getF32("RenderSpotShadowBias"); - RenderEdgeDepthCutoff = gSavedSettings.getF32("RenderEdgeDepthCutoff"); - RenderEdgeNormCutoff = gSavedSettings.getF32("RenderEdgeNormCutoff"); RenderShadowGaussian = gSavedSettings.getVector3("RenderShadowGaussian"); RenderShadowBlurDistFactor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); RenderDeferredAtmospheric = gSavedSettings.getBOOL("RenderDeferredAtmospheric"); @@ -1043,6 +1082,11 @@ void LLPipeline::refreshCachedSettings() RenderScreenSpaceReflectionAdaptiveStepMultiplier = gSavedSettings.getF32("RenderScreenSpaceReflectionAdaptiveStepMultiplier"); RenderScreenSpaceReflectionGlossySamples = gSavedSettings.getS32("RenderScreenSpaceReflectionGlossySamples"); RenderBufferVisualization = gSavedSettings.getS32("RenderBufferVisualization"); + LLRenderTarget::sClearOnInvalidate = gSavedSettings.getBOOL("RenderBufferClearOnInvalidate"); + RenderMirrors = gSavedSettings.getBOOL("RenderMirrors"); + RenderHeroProbeUpdateRate = gSavedSettings.getS32("RenderHeroProbeUpdateRate"); + RenderHeroProbeConservativeUpdateMultiplier = gSavedSettings.getS32("RenderHeroProbeConservativeUpdateMultiplier"); + sReflectionProbesEnabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderReflectionsEnabled") && gSavedSettings.getBOOL("RenderReflectionsEnabled"); RenderSpotLight = nullptr; @@ -1051,6 +1095,8 @@ void LLPipeline::refreshCachedSettings() LLVOAvatar::sMaxNonImpostors = 1; LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors); } + + LLFontVertexBuffer::enableBufferCollection(gSavedSettings.getBOOL("CollectFontVertexBuffers")); } void LLPipeline::releaseGLBuffers() @@ -1069,20 +1115,41 @@ void LLPipeline::releaseGLBuffers() mTrueNoiseMap = 0; } + if (mSMAAAreaMap) + { + LLImageGL::deleteTextures(1, &mSMAAAreaMap); + mSMAAAreaMap = 0; + } + + if (mSMAASearchMap) + { + LLImageGL::deleteTextures(1, &mSMAASearchMap); + mSMAASearchMap = 0; + } + releaseLUTBuffers(); mWaterDis.release(); - mBake.release(); mSceneMap.release(); mPostMap.release(); + mFXAAMap.release(); + + mUIScreen.release(); + + mDownResMap.release(); + + mBakeMap.release(); + for (U32 i = 0; i < 3; i++) { mGlow[i].release(); } + mHeroProbeManager.cleanup(); // release hero probes + releaseScreenBuffers(); gBumpImageList.destroyGL(); @@ -1113,11 +1180,17 @@ void LLPipeline::releaseShadowBuffers() void LLPipeline::releaseScreenBuffers() { - mRT->uiScreen.release(); mRT->screen.release(); - mRT->fxaaBuffer.release(); mRT->deferredScreen.release(); mRT->deferredLight.release(); + + mAuxillaryRT.screen.release(); + mAuxillaryRT.deferredScreen.release(); + mAuxillaryRT.deferredLight.release(); + + mHeroProbeRT.screen.release(); + mHeroProbeRT.deferredScreen.release(); + mHeroProbeRT.deferredLight.release(); } void LLPipeline::releaseSunShadowTarget(U32 index) @@ -1151,9 +1224,6 @@ void LLPipeline::createGLBuffers() stop_glerror(); assertInitialized(); - // Use FBO for bake tex - mBake.allocate(512, 512, GL_RGBA, true); // SL-12781 Build > Upload > Model; 3D Preview - stop_glerror(); GLuint resX = gViewerWindow->getWorldViewWidthRaw(); @@ -1199,7 +1269,7 @@ void LLPipeline::createGLBuffers() F32 noise[noiseRes*noiseRes*3]; for (U32 i = 0; i < noiseRes*noiseRes*3; i++) { - noise[i] = ll_frand()*2.0-1.0; + noise[i] = ll_frand()*2.0f-1.0f; } LLImageGL::generateTextures(1, &mTrueNoiseMap); @@ -1208,6 +1278,77 @@ void LLPipeline::createGLBuffers() gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } + if (!mSMAAAreaMap) + { + std::vector<U8> tempBuffer(AREATEX_SIZE); + for (U32 y = 0; y < AREATEX_HEIGHT; y++) + { + U32 srcY = AREATEX_HEIGHT - 1 - y; + // unsigned int srcY = y; + memcpy(&tempBuffer[y * AREATEX_PITCH], areaTexBytes + srcY * AREATEX_PITCH, AREATEX_PITCH); + } + + LLImageGL::generateTextures(1, &mSMAAAreaMap); + gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAAAreaMap); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG, + GL_UNSIGNED_BYTE, tempBuffer.data(), false); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + if (!mSMAASearchMap) + { + std::vector<U8> tempBuffer(SEARCHTEX_SIZE); + for (U32 y = 0; y < SEARCHTEX_HEIGHT; y++) + { + U32 srcY = SEARCHTEX_HEIGHT - 1 - y; + // unsigned int srcY = y; + memcpy(&tempBuffer[y * SEARCHTEX_PITCH], searchTexBytes + srcY * SEARCHTEX_PITCH, SEARCHTEX_PITCH); + } + + LLImageGL::generateTextures(1, &mSMAASearchMap); + gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASearchMap); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, + GL_RED, GL_UNSIGNED_BYTE, tempBuffer.data(), false); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + if (!mSMAASampleMap) + { + LLPointer<LLImageRaw> raw_image = new LLImageRaw; + LLPointer<LLImagePNG> png_image = new LLImagePNG; + static LLCachedControl<std::string> sample_path(gSavedSettings, "SamplePath", ""); + if (gDirUtilp->fileExists(sample_path()) && png_image->load(sample_path()) && png_image->decode(raw_image, 0.0f)) + { + U32 format = 0; + switch (raw_image->getComponents()) + { + case 1: + format = GL_RED; + break; + case 2: + format = GL_RG; + break; + case 3: + format = GL_RGB; + break; + case 4: + format = GL_RGBA; + break; + default: + return; + }; + LLImageGL::generateTextures(1, &mSMAASampleMap); + gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB, raw_image->getWidth(), + raw_image->getHeight(), format, GL_UNSIGNED_BYTE, raw_image->getData(), false); + stop_glerror(); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + } + createLUTBuffers(); gBumpImageList.restoreGL(); @@ -1602,7 +1743,7 @@ void LLPipeline::allocDrawable(LLViewerObject *vobj) { drawable->setState(LLDrawable::FORCE_INVISIBLE); } - drawable->updateXform(TRUE); + drawable->updateXform(true); } @@ -1753,7 +1894,7 @@ void LLPipeline::createObject(LLViewerObject* vobj) if (drawablep->getVOVolume() && RenderAnimateRes) { // fun animated res - drawablep->updateXform(TRUE); + drawablep->updateXform(true); drawablep->clearState(LLDrawable::MOVE_UNDAMPED); drawablep->setScale(LLVector3(0,0,0)); drawablep->makeActive(); @@ -1847,6 +1988,11 @@ void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list) { LLDrawable::drawable_vector_t::iterator curiter = iter++; LLDrawable *drawablep = *curiter; + if (!drawablep) + { + iter = moved_list.erase(curiter); + continue; + } bool done = true; if (!drawablep->isDead() && (!drawablep->isState(LLDrawable::EARLY_MOVE))) { @@ -1968,9 +2114,9 @@ F32 LLPipeline::calcPixelArea(const LLVector4a& center, const LLVector4a& size, } //get area of circle around node - F32 app_angle = atanf(size.getLength3().getF32()/dist); - F32 radius = app_angle*LLDrawable::sCurPixelAngle; - return radius*radius * F_PI; + F32 app_angle = atanf(size.getLength3().getF32() / dist); + F32 radius = app_angle * LLDrawable::sCurPixelAngle; + return radius * radius * F_PI; } void LLPipeline::grabReferences(LLCullResult& result) @@ -2230,7 +2376,8 @@ static LLTrace::BlockTimerStatHandle FTM_CULL("Object Culling"); // static bool LLPipeline::isWaterClip() { - return (!sRenderTransparentWater || gCubeSnapshot) && !sRenderingHUDs; + // We always pretend that we're not clipping water when rendering mirrors. + return (gPipeline.mHeroProbeManager.isMirrorPass()) ? false : (!sRenderTransparentWater || gCubeSnapshot) && !sRenderingHUDs; } void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result) @@ -2396,6 +2543,27 @@ void LLPipeline::doOcclusion(LLCamera& camera) mCubeVB->setBuffer(); mReflectionMapManager.doOcclusion(); + mHeroProbeManager.doOcclusion(); + gOcclusionCubeProgram.unbind(); + + gGL.setColorMask(true, true); + } + + if (sReflectionProbesEnabled && sUseOcclusion > 1 && !LLPipeline::sShadowRender && !gCubeSnapshot) + { + gGL.setColorMask(false, false); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + LLGLDisable cull(GL_CULL_FACE); + + gOcclusionCubeProgram.bind(); + + if (mCubeVB.isNull()) + { //cube VB will be used for issuing occlusion queries + mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); + } + mCubeVB->setBuffer(); + + mHeroProbeManager.doOcclusion(); gOcclusionCubeProgram.unbind(); gGL.setColorMask(true, true); @@ -2465,7 +2633,7 @@ void LLPipeline::updateGL() { LLGLUpdate* glu = LLGLUpdate::sGLQ.front(); glu->updateGL(); - glu->mInQ = FALSE; + glu->mInQ = false; LLGLUpdate::sGLQ.pop_front(); } } @@ -2782,7 +2950,7 @@ void LLPipeline::markGLRebuild(LLGLUpdate* glu) if (glu && !glu->mInQ) { LLGLUpdate::sGLQ.push_back(glu); - glu->mInQ = TRUE; + glu->mInQ = true; } } @@ -2901,7 +3069,7 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) { LLSpatialGroup* last_group = NULL; - BOOL fov_changed = LLViewerCamera::getInstance()->isDefaultFOVChanged(); + bool fov_changed = LLViewerCamera::getInstance()->isDefaultFOVChanged(); for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) { LLCullResult::bridge_iterator cur_iter = i; @@ -2990,7 +3158,7 @@ void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera) } } -void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera, BOOL fov_changed) +void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera, bool fov_changed) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; if (bridge->getSpatialGroup()->changeLOD() || fov_changed) @@ -3048,7 +3216,7 @@ void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera) { if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE)) { - drawablep->setVisible(camera, NULL, FALSE); + drawablep->setVisible(camera, NULL, false); } } @@ -3306,8 +3474,6 @@ void LLPipeline::postSort(LLCamera &camera) assertInitialized(); - LL_PUSH_CALLSTACKS(); - if (!gCubeSnapshot) { // rebuild drawable geometry @@ -3323,15 +3489,12 @@ void LLPipeline::postSort(LLCamera &camera) group->rebuildGeom(); } } - LL_PUSH_CALLSTACKS(); // rebuild groups sCull->assertDrawMapsEmpty(); rebuildPriorityGroups(); } - LL_PUSH_CALLSTACKS(); - // build render map for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i) { @@ -3452,7 +3615,6 @@ void LLPipeline::postSort(LLCamera &camera) std::sort(sCull->beginRiggedAlphaGroups(), sCull->endRiggedAlphaGroups(), LLSpatialGroup::CompareRenderOrder()); } - LL_PUSH_CALLSTACKS(); // only render if the flag is set. The flag is only set if we are in edit mode or the toggle is set in the menus if (LLFloaterReg::instanceVisible("beacons") && !sShadowRender && !gCubeSnapshot) { @@ -3505,7 +3667,7 @@ void LLPipeline::postSort(LLCamera &camera) forAllVisibleDrawables(renderSoundHighlights); } } - LL_PUSH_CALLSTACKS(); + // If managing your telehub, draw beacons at telehub and currently selected spawnpoint. if (LLFloaterTelehub::renderBeacons() && !sShadowRender && !gCubeSnapshot) { @@ -3516,9 +3678,12 @@ void LLPipeline::postSort(LLCamera &camera) { mSelectedFaces.clear(); + bool tex_index_changed = false; if (!gNonInteractive) { - LLPipeline::setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit()); + LLRender::eTexIndex tex_index = sRenderHighlightTextureChannel; + setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit()); + tex_index_changed = sRenderHighlightTextureChannel != tex_index; } // Draw face highlights for selected faces. @@ -3540,11 +3705,29 @@ void LLPipeline::postSort(LLCamera &camera) } } func; LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func); + + if (tex_index_changed) + { + // Rebuild geometry for all selected faces with PBR textures + for (const LLFace* face : gPipeline.mSelectedFaces) + { + if (const LLViewerObject* vobj = face->getViewerObject()) + { + if (const LLTextureEntry* tep = vobj->getTE(face->getTEOffset())) + { + if (tep->getGLTFRenderMaterial()) + { + gPipeline.markRebuild(face->getDrawable(), LLDrawable::REBUILD_VOLUME); + } + } + } + } + } } } - // LLSpatialGroup::sNoDelete = FALSE; - LL_PUSH_CALLSTACKS(); + LLVertexBuffer::flushBuffers(); + // LLSpatialGroup::sNoDelete = false; } @@ -3566,7 +3749,7 @@ void render_hud_elements() if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { - gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d() + gViewerWindow->renderSelections(false, false, false); // For HUD version in render_ui_3d() // Draw the tracking overlays LLTracker::render3D(); @@ -3592,36 +3775,37 @@ void render_hud_elements() gUIProgram.unbind(); } -void LLPipeline::renderHighlights() +static inline void bindHighlightProgram(LLGLSLShader& program) { - assertInitialized(); - - // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD) - // Render highlighted faces. - LLGLSPipelineAlpha gls_pipeline_alpha; - LLColor4 color(1.f, 1.f, 1.f, 0.5f); - disableLights(); - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { - gHighlightProgram.bind(); - gGL.diffuseColor4f(1,1,1,0.5f); + program.bind(); + gGL.diffuseColor4f(1, 1, 1, 0.5f); } +} - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && !mFaceSelectImagep) - { - mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT); - } +static inline void unbindHighlightProgram(LLGLSLShader& program) +{ + if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0) + { + program.unbind(); + } +} + +void LLPipeline::renderSelectedFaces(const LLColor4& color) +{ + if (!mFaceSelectImagep) + { + mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT); + } - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP)) + if (mFaceSelectImagep) { // Make sure the selection image gets downloaded and decoded mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); - U32 count = mSelectedFaces.size(); - for (U32 i = 0; i < count; i++) + for (auto facep : mSelectedFaces) { - LLFace *facep = mSelectedFaces[i]; if (!facep || facep->getDrawable()->isDead()) { LL_ERRS() << "Bad face on selection" << LL_ENDL; @@ -3631,87 +3815,61 @@ void LLPipeline::renderHighlights() facep->renderSelected(mFaceSelectImagep, color); } } +} - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) - { - // Paint 'em red! - color.setVec(1.f, 0.f, 0.f, 0.5f); - - int count = mHighlightFaces.size(); - for (S32 i = 0; i < count; i++) - { - LLFace* facep = mHighlightFaces[i]; - facep->renderSelected(LLViewerTexture::sNullImagep, color); - } - } +void LLPipeline::renderHighlights() +{ + assertInitialized(); - // Contains a list of the faces of objects that are physical or - // have touch-handlers. - mHighlightFaces.clear(); + // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD) + // Render highlighted faces. + LLGLSPipelineAlpha gls_pipeline_alpha; + disableLights(); - if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0) + if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) { - gHighlightProgram.unbind(); - } + bindHighlightProgram(gHighlightProgram); - - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP)) - { - color.setVec(1.0f, 0.5f, 0.5f, 0.5f); - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) + if (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP || + sRenderHighlightTextureChannel == LLRender::BASECOLOR_MAP || + sRenderHighlightTextureChannel == LLRender::METALLIC_ROUGHNESS_MAP || + sRenderHighlightTextureChannel == LLRender::GLTF_NORMAL_MAP || + sRenderHighlightTextureChannel == LLRender::EMISSIVE_MAP || + sRenderHighlightTextureChannel == LLRender::NUM_TEXTURE_CHANNELS) { - gHighlightNormalProgram.bind(); - gGL.diffuseColor4f(1,1,1,0.5f); + static const LLColor4 highlight_selected_color(1.f, 1.f, 1.f, 0.5f); + renderSelectedFaces(highlight_selected_color); } - mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); - - U32 count = mSelectedFaces.size(); - for (U32 i = 0; i < count; i++) + // Paint 'em red! + static const LLColor4 highlight_face_color(1.f, 0.f, 0.f, 0.5f); + for (auto facep : mHighlightFaces) { - LLFace *facep = mSelectedFaces[i]; - if (!facep || facep->getDrawable()->isDead()) - { - LL_ERRS() << "Bad face on selection" << LL_ENDL; - return; - } - - facep->renderSelected(mFaceSelectImagep, color); + facep->renderSelected(LLViewerTexture::sNullImagep, highlight_face_color); } - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) - { - gHighlightNormalProgram.unbind(); - } + unbindHighlightProgram(gHighlightProgram); } - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP)) + // Contains a list of the faces of objects that are physical or + // have touch-handlers. + mHighlightFaces.clear(); + + if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) { - color.setVec(0.0f, 0.3f, 1.0f, 0.8f); - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) + if (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP) { - gHighlightSpecularProgram.bind(); - gGL.diffuseColor4f(1,1,1,0.5f); + static const LLColor4 highlight_normal_color(1.0f, 0.5f, 0.5f, 0.5f); + bindHighlightProgram(gHighlightNormalProgram); + renderSelectedFaces(highlight_normal_color); + unbindHighlightProgram(gHighlightNormalProgram); } - - mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); - - U32 count = mSelectedFaces.size(); - for (U32 i = 0; i < count; i++) + else if (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP) { - LLFace *facep = mSelectedFaces[i]; - if (!facep || facep->getDrawable()->isDead()) - { - LL_ERRS() << "Bad face on selection" << LL_ENDL; - return; - } - - facep->renderSelected(mFaceSelectImagep, color); - } - - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) - { - gHighlightSpecularProgram.unbind(); + static const LLColor4 highlight_specular_color(0.0f, 0.3f, 1.0f, 0.8f); + bindHighlightProgram(gHighlightSpecularProgram); + renderSelectedFaces(highlight_specular_color); + unbindHighlightProgram(gHighlightSpecularProgram); } } } @@ -3735,20 +3893,17 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) if (&camera == LLViewerCamera::getInstance()) { // a bit hacky, this is the start of the main render frame, figure out delta between last modelview matrix and // current modelview matrix - glh::matrix4f last_modelview(gGLLastModelView); - glh::matrix4f cur_modelview(gGLModelView); + glm::mat4 last_modelview = get_last_modelview(); + glm::mat4 cur_modelview = get_current_modelview(); // goal is to have a matrix here that goes from the last frame's camera space to the current frame's camera space - glh::matrix4f m = last_modelview.inverse(); // last camera space to world space - m.mult_left(cur_modelview); // world space to camera space + glm::mat4 m = glm::inverse(last_modelview); // last camera space to world space + m = cur_modelview * m; // world space to camera space - glh::matrix4f n = m.inverse(); + glm::mat4 n = glm::inverse(m); - for (U32 i = 0; i < 16; ++i) - { - gGLDeltaModelView[i] = m.m[i]; - gGLInverseDeltaModelView[i] = n.m[i]; - } + gGLDeltaModelView = m; + gGLInverseDeltaModelView = n; } bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion && !LLGLSLShader::sProfileEnabled; @@ -3777,6 +3932,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) { //update reflection probe uniform mReflectionMapManager.updateUniforms(); + mHeroProbeManager.updateUniforms(); } U32 cur_type = 0; @@ -4448,36 +4604,56 @@ void LLPipeline::renderDebug() } // Debug stuff. - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCTREE | + LLPipeline::RENDER_DEBUG_OCCLUSION | + LLPipeline::RENDER_DEBUG_LIGHTS | + LLPipeline::RENDER_DEBUG_BATCH_SIZE | + LLPipeline::RENDER_DEBUG_UPDATE_TYPE | + LLPipeline::RENDER_DEBUG_BBOXES | + LLPipeline::RENDER_DEBUG_NORMALS | + LLPipeline::RENDER_DEBUG_POINTS | + LLPipeline::RENDER_DEBUG_TEXTURE_AREA | + LLPipeline::RENDER_DEBUG_TEXTURE_ANIM | + LLPipeline::RENDER_DEBUG_RAYCAST | + LLPipeline::RENDER_DEBUG_AVATAR_VOLUME | + LLPipeline::RENDER_DEBUG_AVATAR_JOINTS | + LLPipeline::RENDER_DEBUG_AGENT_TARGET | + LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA | + LLPipeline::RENDER_DEBUG_TEXEL_DENSITY)) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("render debug bridges"); + + for (LLViewerRegion* region : LLWorld::getInstance()->getRegionList()) { - LLSpatialPartition* part = region->getSpatialPartition(i); - if (part) + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) { - if ( (hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES)) || - (!hud_only && hasRenderType(part->mDrawableType)) ) + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) { - part->renderDebug(); + if ((hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES)) || + (!hud_only && hasRenderType(part->mDrawableType))) + { + part->renderDebug(); + } } } } - } - for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) - { - LLSpatialBridge* bridge = *i; - if (!bridge->isDead() && hasRenderType(bridge->mDrawableType)) + for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) { - gGL.pushMatrix(); - gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); - bridge->renderDebug(); - gGL.popMatrix(); + LLSpatialBridge* bridge = *i; + if (!bridge->isDead() && hasRenderType(bridge->mDrawableType)) + { + gGL.pushMatrix(); + gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); + bridge->renderDebug(); + gGL.popMatrix(); + } } } + LL::GLTFSceneManager::instance().renderDebug(); + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION)) { //render visible selected group occlusion geometry gDebugProgram.bind(); @@ -4506,7 +4682,8 @@ void LLPipeline::renderDebug() mReflectionMapManager.renderDebug(); } - if (gSavedSettings.getBOOL("RenderReflectionProbeVolumes") && !hud_only) + static LLCachedControl<bool> render_ref_probe_volumes(gSavedSettings, "RenderReflectionProbeVolumes"); + if (render_ref_probe_volumes && !hud_only) { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("probe debug display"); @@ -4561,7 +4738,7 @@ void LLPipeline::renderDebug() LLVertexBuffer::unbind(); LLGLEnable blend(GL_BLEND); - LLGLDepthTest depth(TRUE, FALSE); + LLGLDepthTest depth(true, false); LLGLDisable cull(GL_CULL_FACE); gGL.color4f(1,1,1,1); @@ -4737,7 +4914,7 @@ void LLPipeline::rebuildPools() assertInitialized(); - S32 max_count = mPools.size(); + auto max_count = mPools.size(); pool_set_t::iterator iter1 = mPools.upper_bound(mLastRebuildPool); while(max_count > 0 && mPools.size() > 0) // && num_rebuilds < MAX_REBUILDS) { @@ -5228,7 +5405,7 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; assertInitialized(); - if (LLPipeline::sReflectionRender || gCubeSnapshot || LLPipeline::sRenderingHUDs) + if (LLPipeline::sReflectionRender || gCubeSnapshot || LLPipeline::sRenderingHUDs || LLApp::isExiting()) { return; } @@ -5696,7 +5873,7 @@ void LLPipeline::enableLightsDynamic() void LLPipeline::enableLightsAvatar() { U32 mask = 0xff; // All lights - setupAvatarLights(FALSE); + setupAvatarLights(false); enableLights(mask); } @@ -5760,7 +5937,7 @@ void LLPipeline::enableLightsPreview() void LLPipeline::enableLightsAvatarEdit(const LLColor4& color) { U32 mask = 0x2002; // Avatar backlight only, set ambient - setupAvatarLights(TRUE); + setupAvatarLights(true); enableLights(mask); gGL.setAmbientLightColor(color); @@ -6196,7 +6373,10 @@ bool LLPipeline::getRenderHighlights() // static void LLPipeline::setRenderHighlightTextureChannel(LLRender::eTexIndex channel) { - sRenderHighlightTextureChannel = channel; + if (channel != sRenderHighlightTextureChannel) + { + sRenderHighlightTextureChannel = channel; + } } LLVOPartGroup* LLPipeline::lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection, @@ -6216,7 +6396,7 @@ LLVOPartGroup* LLPipeline::lineSegmentIntersectParticle(const LLVector4a& start, LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_PARTICLE); if (part && hasRenderType(part->mDrawableType)) { - LLDrawable* hit = part->lineSegmentIntersect(start, local_end, TRUE, FALSE, TRUE, FALSE, face_hit, &position, NULL, NULL, NULL); + LLDrawable* hit = part->lineSegmentIntersect(start, local_end, true, false, true, false, face_hit, &position, NULL, NULL, NULL); if (hit) { drawable = hit; @@ -6247,6 +6427,8 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, bool pick_unselectable, bool pick_reflection_probe, S32* face_hit, + S32* gltf_node_hit, + S32* gltf_primitive_hit, LLVector4a* intersection, // return the intersection point LLVector2* tex_coord, // return the texture coordinates of the intersection point LLVector4a* normal, // return the surface normal at the intersection point @@ -6376,20 +6558,37 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, } } - //check all avatar nametags (silly, isn't it?) - for (std::vector< LLCharacter* >::iterator iter = LLCharacter::sInstances.begin(); - iter != LLCharacter::sInstances.end(); - ++iter) + // check all avatar nametags (silly, isn't it?) + for (LLCharacter* character : LLCharacter::sInstances) { - LLVOAvatar* av = (LLVOAvatar*) *iter; - if (av->mNameText.notNull() - && av->mNameText->lineSegmentIntersect(start, local_end, position)) + LLVOAvatar* avatar = (LLVOAvatar*)character; + if (avatar->mNameText.notNull() && + avatar->mNameText->lineSegmentIntersect(start, local_end, position)) { - drawable = av->mDrawable; + drawable = avatar->mDrawable; local_end = position; } } + S32 node_hit = -1; + S32 primitive_hit = -1; + LLDrawable* hit = LL::GLTFSceneManager::instance().lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, pick_unselectable, pick_reflection_probe, &node_hit, &primitive_hit, &position, tex_coord, normal, tangent); + if (hit) + { + drawable = hit; + local_end = position; + } + + if (gltf_node_hit) + { + *gltf_node_hit = node_hit; + } + + if (gltf_primitive_hit) + { + *gltf_primitive_hit = primitive_hit; + } + if (intersection) { *intersection = position; @@ -6424,7 +6623,7 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInHUD(const LLVector4a& start, c LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_HUD); if (part) { - LLDrawable* hit = part->lineSegmentIntersect(start, end, pick_transparent, FALSE, TRUE, FALSE, face_hit, intersection, tex_coord, normal, tangent); + LLDrawable* hit = part->lineSegmentIntersect(start, end, pick_transparent, false, true, false, face_hit, intersection, tex_coord, normal, tangent); if (hit) { drawable = hit; @@ -6505,6 +6704,15 @@ void LLPipeline::renderGLTFObjects(U32 type, bool texture, bool rigged) gGL.loadMatrix(gGLModelView); gGLLastMatrix = NULL; + + if (!rigged) + { + LL::GLTFSceneManager::instance().renderOpaque(); + } + else + { + LL::GLTFSceneManager::instance().render(true, true); + } } // Currently only used for shadows -Cosmic,2023-04-19 @@ -6517,8 +6725,14 @@ void LLPipeline::renderAlphaObjects(bool rigged) S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; U32 target_width = LLRenderTarget::sCurResX; U32 type = LLRenderPass::PASS_ALPHA; - LLVOAvatar* lastAvatar = nullptr; + // for gDeferredShadowAlphaMaskProgram + const LLVOAvatar* lastAvatar = nullptr; U64 lastMeshId = 0; + bool skipLastSkin; + // for gDeferredShadowGLTFAlphaBlendProgram + const LLVOAvatar* lastAvatarGLTF = nullptr; + U64 lastMeshIdGLTF = 0; + bool skipLastSkinGLTF; auto* begin = gPipeline.beginRenderMap(type); auto* end = gPipeline.endRenderMap(type); @@ -6542,7 +6756,7 @@ void LLPipeline::renderAlphaObjects(bool rigged) LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); - mSimplePool->pushRiggedGLTFBatch(*pparams, lastAvatar, lastMeshId); + LLRenderPass::pushRiggedGLTFBatch(*pparams, lastAvatarGLTF, lastMeshIdGLTF, skipLastSkinGLTF); } else { @@ -6550,14 +6764,10 @@ void LLPipeline::renderAlphaObjects(bool rigged) LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); - if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash) + if (mSimplePool->uploadMatrixPalette(pparams->mAvatar, pparams->mSkinInfo, lastAvatar, lastMeshId, skipLastSkin)) { - mSimplePool->uploadMatrixPalette(*pparams); - lastAvatar = pparams->mAvatar; - lastMeshId = pparams->mSkinInfo->mHash; + mSimplePool->pushBatch(*pparams, true, true); } - - mSimplePool->pushBatch(*pparams, true, true); } } else @@ -6568,7 +6778,7 @@ void LLPipeline::renderAlphaObjects(bool rigged) LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); - mSimplePool->pushGLTFBatch(*pparams); + LLRenderPass::pushGLTFBatch(*pparams); } else { @@ -6713,6 +6923,8 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) gLuminanceProgram.bind(); + static LLCachedControl<F32> diffuse_luminance_scale(gSavedSettings, "RenderDiffuseLuminanceScale", 1.0f); + S32 channel = 0; channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); if (channel > -1) @@ -6726,6 +6938,16 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) mGlow[1].bindTexture(0, channel); } + channel = gLuminanceProgram.enableTexture(LLShaderMgr::NORMAL_MAP); + if (channel > -1) + { + // bind the normal map to get the environment mask + mRT->deferredScreen.bindTexture(2, channel, LLTexUnit::TFO_POINT); + } + + static LLStaticHashedString diffuse_luminance_scale_s("diffuse_luminance_scale"); + gLuminanceProgram.uniform1f(diffuse_luminance_scale_s, diffuse_luminance_scale); + mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); dst->flush(); @@ -6736,11 +6958,12 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) } } -void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst) { +void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool use_history) { // exposure sample { LL_PROFILE_GPU_ZONE("exposure sample"); + if (use_history) { // copy last frame's exposure into mLastExposure mLastExposure.bindTarget(); @@ -6757,18 +6980,31 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst) { LLGLDepthTest depth(GL_FALSE, GL_FALSE); - gExposureProgram.bind(); + LLGLSLShader* shader; + if (use_history) + { + shader = &gExposureProgram; + } + else + { + shader = &gExposureProgramNoFade; + } - S32 channel = gExposureProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); + shader->bind(); + + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); if (channel > -1) { - mLuminanceMap.bindTexture(0, channel, LLTexUnit::TFO_TRILINEAR); + src->bindTexture(0, channel, LLTexUnit::TFO_TRILINEAR); } - channel = gExposureProgram.enableTexture(LLShaderMgr::EXPOSURE_MAP); - if (channel > -1) + if (use_history) { - mLastExposure.bindTexture(0, channel); + channel = shader->enableTexture(LLShaderMgr::EXPOSURE_MAP); + if (channel > -1) + { + mLastExposure.bindTexture(0, channel); + } } static LLStaticHashedString dt("dt"); @@ -6785,7 +7021,7 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst) { if (probe_ambiance > 0.f) { - F32 hdr_scale = sqrtf(LLEnvironment::instance().getCurrentSky()->getGamma())*2.f; + F32 hdr_scale = sqrtf(LLEnvironment::instance().getCurrentSky()->getGamma()) * 2.f; if (hdr_scale > 1.f) { @@ -6793,24 +7029,30 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst) { exp_max = hdr_scale; } } - gExposureProgram.uniform1f(dt, gFrameIntervalSeconds); - gExposureProgram.uniform2f(noiseVec, ll_frand() * 2.0 - 1.0, ll_frand() * 2.0 - 1.0); - gExposureProgram.uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max); + shader->uniform1f(dt, gFrameIntervalSeconds); + shader->uniform2f(noiseVec, ll_frand() * 2.0f - 1.0f, ll_frand() * 2.0f - 1.0f); + shader->uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - gGL.getTexUnit(channel)->unbind(mLastExposure.getUsage()); - gExposureProgram.unbind(); + if (use_history) + { + gGL.getTexUnit(channel)->unbind(mLastExposure.getUsage()); + } + shader->unbind(); dst->flush(); } } -void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { +extern LLPointer<LLImageGL> gEXRImage; + +void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) +{ dst->bindTarget(); // gamma correct lighting { - LL_PROFILE_GPU_ZONE("gamma correct"); + LL_PROFILE_GPU_ZONE("tonemap"); static LLCachedControl<bool> buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false); @@ -6822,10 +7064,8 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - bool no_post = gSnapshotNoPost || (buildNoPost && gFloaterTools->isAvailable()); - LLGLSLShader& shader = no_post ? gNoPostGammaCorrectProgram : // no post (no gamma, no exposure, no tonemapping) - psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram : - gDeferredPostGammaCorrectProgram; + bool no_post = gSnapshotNoPost || psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f || (buildNoPost && gFloaterTools->isAvailable()); + LLGLSLShader& shader = no_post ? gNoPostTonemapProgram : gDeferredPostTonemapProgram; shader.bind(); @@ -6835,16 +7075,24 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { shader.bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap); - shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, src->getWidth(), src->getHeight()); + shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight()); static LLCachedControl<F32> exposure(gSavedSettings, "RenderExposure", 1.f); F32 e = llclamp(exposure(), 0.5f, 4.f); static LLStaticHashedString s_exposure("exposure"); + static LLStaticHashedString tonemap_mix("tonemap_mix"); + static LLStaticHashedString tonemap_type("tonemap_type"); shader.uniform1f(s_exposure, e); + static LLCachedControl<U32> tonemap_type_setting(gSavedSettings, "RenderTonemapType", 0U); + shader.uniform1i(tonemap_type, tonemap_type_setting); + + static LLCachedControl<F32> tonemap_mix_setting(gSavedSettings, "RenderTonemapMix", 1.f); + shader.uniform1f(tonemap_mix, tonemap_mix_setting); + mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); @@ -6854,6 +7102,34 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { dst->flush(); } +void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) +{ + dst->bindTarget(); + // gamma correct lighting + { + LL_PROFILE_GPU_ZONE("gamma correct"); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + static LLCachedControl<bool> buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false); + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + LLGLSLShader& shader = psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram : + gDeferredPostGammaCorrectProgram; + + shader.bind(); + shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); + shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight()); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + shader.unbind(); + } + dst->flush(); +} + void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst) { @@ -6865,7 +7141,7 @@ void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* LLRenderTarget& depth_src = mRT->deferredScreen; dst->bindTarget(); - dst->clear(); + dst->invalidate(); gCopyDepthProgram.bind(); S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); @@ -6912,8 +7188,8 @@ void LLPipeline::generateGlow(LLRenderTarget* src) gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } gGlowExtractProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, - mGlow[2].getWidth(), - mGlow[2].getHeight()); + (GLfloat)mGlow[2].getWidth(), + (GLfloat)mGlow[2].getHeight()); } { @@ -6991,22 +7267,68 @@ void LLPipeline::generateGlow(LLRenderTarget* src) } } +void LLPipeline::applyCAS(LLRenderTarget* src, LLRenderTarget* dst) +{ + static LLCachedControl<F32> cas_sharpness(gSavedSettings, "RenderCASSharpness", 0.4f); + if (cas_sharpness == 0.0f || !gCASProgram.isComplete()) + { + gPipeline.copyRenderTarget(src, dst); + return; + } + + LLGLSLShader* sharpen_shader = &gCASProgram; + + // Bind setup: + dst->bindTarget(); + + sharpen_shader->bind(); + + { + static LLStaticHashedString cas_param_0("cas_param_0"); + static LLStaticHashedString cas_param_1("cas_param_1"); + static LLStaticHashedString out_screen_res("out_screen_res"); + + varAU4(const0); + varAU4(const1); + CasSetup(const0, const1, + cas_sharpness(), // Sharpness tuning knob (0.0 to 1.0). + (AF1)src->getWidth(), (AF1)src->getHeight(), // Input size. + (AF1)dst->getWidth(), (AF1)dst->getHeight()); // Output size. + + sharpen_shader->uniform4uiv(cas_param_0, 1, const0); + sharpen_shader->uniform4uiv(cas_param_1, 1, const1); + + sharpen_shader->uniform2f(out_screen_res, (AF1)dst->getWidth(), (AF1)dst->getHeight()); + } + + sharpen_shader->bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); + + // Draw + gPipeline.mScreenTriangleVB->setBuffer(); + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + sharpen_shader->unbind(); + + dst->flush(); +} + void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) { { llassert(!gCubeSnapshot); - bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete(); + bool multisample = RenderFSAAType == 1 && mFXAAMap.isComplete(); LLGLSLShader* shader = &gGlowCombineProgram; - S32 width = dst->getWidth(); - S32 height = dst->getHeight(); - // Present everything. if (multisample) { LL_PROFILE_GPU_ZONE("aa"); + S32 width = dst->getWidth(); + S32 height = dst->getHeight(); + // bake out texture2D with RGBL for FXAA shader - mRT->fxaaBuffer.bindTarget(); + mFXAAMap.bindTarget(); + mFXAAMap.invalidate(GL_COLOR_BUFFER_BIT); shader = &gGlowCombineFXAAProgram; shader->bind(); @@ -7026,16 +7348,20 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); shader->unbind(); - mRT->fxaaBuffer.flush(); + mFXAAMap.flush(); dst->bindTarget(); - shader = &gFXAAProgram; + + static LLCachedControl<U32> aa_quality(gSavedSettings, "RenderFSAASamples", 0U); + U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); + + shader = &gFXAAProgram[fsaa_quality]; shader->bind(); - channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage()); + channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAAMap.getUsage()); if (channel > -1) { - mRT->fxaaBuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + mFXAAMap.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); } gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; @@ -7045,8 +7371,8 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - F32 scale_x = (F32)width / mRT->fxaaBuffer.getWidth(); - F32 scale_y = (F32)height / mRT->fxaaBuffer.getHeight(); + F32 scale_x = (F32)width / mFXAAMap.getWidth(); + F32 scale_y = (F32)height / mFXAAMap.getHeight(); shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y); shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y, @@ -7072,6 +7398,188 @@ void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) } } +void LLPipeline::generateSMAABuffers(LLRenderTarget* src) +{ + llassert(!gCubeSnapshot); + bool multisample = RenderFSAAType == 2 && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); + + // Present everything. + if (multisample) + { + LL_PROFILE_GPU_ZONE("aa"); + static LLCachedControl<U32> aa_quality(gSavedSettings, "RenderFSAASamples", 0U); + U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); + + S32 width = src->getWidth(); + S32 height = src->getHeight(); + + float rt_metrics[] = { 1.f / width, 1.f / height, (float)width, (float)height }; + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + static LLCachedControl<bool> use_sample(gSavedSettings, "RenderSMAAUseSample", false); + //static LLCachedControl<bool> use_stencil(gSavedSettings, "RenderSMAAUseStencil", true); + { + //LLGLState stencil(GL_STENCIL_TEST, use_stencil); + + // Bind setup: + LLRenderTarget& dest = mFXAAMap; + LLGLSLShader& edge_shader = gSMAAEdgeDetectProgram[fsaa_quality]; + + dest.bindTarget(); + // SMAA utilizes discard, so the background color matters + dest.clear(GL_COLOR_BUFFER_BIT); + + edge_shader.bind(); + edge_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics); + + S32 channel = edge_shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); + if (channel > -1) + { + if (!use_sample) + { + src->bindTexture(0, channel, LLTexUnit::TFO_POINT); + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + else + { + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASampleMap); + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + } + + //if (use_stencil) + //{ + // glStencilFunc(GL_ALWAYS, 1, 0xFF); + // glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + // glStencilMask(0xFF); + //} + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + edge_shader.unbind(); + dest.flush(); + + gGL.getTexUnit(channel)->unbindFast(LLTexUnit::TT_TEXTURE); + } + + { + //LLGLState stencil(GL_STENCIL_TEST, use_stencil); + + // Bind setup: + LLRenderTarget& dest = mSMAABlendBuffer; + LLGLSLShader& blend_weights_shader = gSMAABlendWeightsProgram[fsaa_quality]; + + dest.bindTarget(); + dest.invalidate(GL_COLOR_BUFFER_BIT); + + blend_weights_shader.bind(); + blend_weights_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics); + + S32 edge_tex_channel = blend_weights_shader.enableTexture(LLShaderMgr::SMAA_EDGE_TEX, mFXAAMap.getUsage()); + if (edge_tex_channel > -1) + { + mFXAAMap.bindTexture(0, edge_tex_channel, LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(edge_tex_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + S32 area_tex_channel = blend_weights_shader.enableTexture(LLShaderMgr::SMAA_AREA_TEX, LLTexUnit::TT_TEXTURE); + if (area_tex_channel > -1) + { + gGL.getTexUnit(area_tex_channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAAAreaMap); + gGL.getTexUnit(area_tex_channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(area_tex_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + S32 search_tex_channel = blend_weights_shader.enableTexture(LLShaderMgr::SMAA_SEARCH_TEX, LLTexUnit::TT_TEXTURE); + if (search_tex_channel > -1) + { + gGL.getTexUnit(search_tex_channel)->bindManual(LLTexUnit::TT_TEXTURE, mSMAASearchMap); + gGL.getTexUnit(search_tex_channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(search_tex_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + //if (use_stencil) + //{ + // glStencilFunc(GL_EQUAL, 1, 0xFF); + // glStencilMask(0x00); + //} + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + //if (use_stencil) + //{ + // glStencilFunc(GL_ALWAYS, 0, 0xFF); + //} + blend_weights_shader.unbind(); + dest.flush(); + gGL.getTexUnit(edge_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(area_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(search_tex_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + } + } +} + +void LLPipeline::applySMAA(LLRenderTarget* src, LLRenderTarget* dst) +{ + llassert(!gCubeSnapshot); + bool multisample = RenderFSAAType == 2 && mFXAAMap.isComplete() && mSMAABlendBuffer.isComplete(); + + // Present everything. + if (multisample) + { + LL_PROFILE_GPU_ZONE("aa"); + static LLCachedControl<U32> aa_quality(gSavedSettings, "RenderFSAASamples", 0U); + U32 fsaa_quality = std::clamp(aa_quality(), 0U, 3U); + + S32 width = src->getWidth(); + S32 height = src->getHeight(); + + float rt_metrics[] = { 1.f / width, 1.f / height, (float)width, (float)height }; + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + static LLCachedControl<bool> use_sample(gSavedSettings, "RenderSMAAUseSample", false); + //static LLCachedControl<bool> use_stencil(gSavedSettings, "RenderSMAAUseStencil", true); + + { + //LLGLDisable stencil(GL_STENCIL_TEST); + + // Bind setup: + LLRenderTarget* bound_target = dst; + LLGLSLShader& blend_shader = gSMAANeighborhoodBlendProgram[fsaa_quality]; + + bound_target->bindTarget(); + bound_target->invalidate(GL_COLOR_BUFFER_BIT); + + blend_shader.bind(); + blend_shader.uniform4fv(sSmaaRTMetrics, 1, rt_metrics); + + S32 diffuse_channel = blend_shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); + if(diffuse_channel > -1) + { + src->bindTexture(0, diffuse_channel, LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(diffuse_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + S32 blend_channel = blend_shader.enableTexture(LLShaderMgr::SMAA_BLEND_TEX); + if (blend_channel > -1) + { + mSMAABlendBuffer.bindTexture(0, blend_channel, LLTexUnit::TFO_BILINEAR); + } + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + bound_target->flush(); + blend_shader.unbind(); + gGL.getTexUnit(diffuse_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(blend_channel)->unbindFast(LLTexUnit::TT_TEXTURE); + } + } + else + { + copyRenderTarget(src, dst); + } +} + void LLPipeline::copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst) { @@ -7160,7 +7668,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) LLVector4a result; result.clear(); - gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE, TRUE, TRUE, NULL, &result); + gViewerWindow->cursorIntersect(-1, -1, 512.f, nullptr, -1, false, false, true, true, nullptr, nullptr, nullptr, &result); focus_point.set(result.getF32ptr()); } @@ -7236,9 +7744,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); - gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); + gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle)); @@ -7264,7 +7770,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) gDeferredPostProgram.bind(); gDeferredPostProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &mRT->deferredLight, LLTexUnit::TFO_POINT); - gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); + gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); @@ -7280,24 +7786,13 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) { // combine result based on alpha dst->bindTarget(); - if (RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete()) - { - glViewport(0, 0, dst->getWidth(), dst->getHeight()); - } - else - { - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - } + glViewport(0, 0, dst->getWidth(), dst->getHeight()); gDeferredDoFCombineProgram.bind(); gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_LIGHT, &mRT->deferredLight, LLTexUnit::TFO_POINT); - gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); + gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)src->getWidth()); @@ -7339,20 +7834,27 @@ void LLPipeline::renderFinalize() gGL.setColorMask(true, true); glClearColor(0, 0, 0, 0); - copyScreenSpaceReflections(&mRT->screen, &mSceneMap); generateLuminance(&mRT->screen, &mLuminanceMap); generateExposure(&mLuminanceMap, &mExposureMap); + tonemap(&mRT->screen, &mPostMap); + + applyCAS(&mPostMap, &mRT->screen); + + generateSMAABuffers(&mRT->screen); + gammaCorrect(&mRT->screen, &mPostMap); LLVertexBuffer::unbind(); - generateGlow(&mPostMap); + applySMAA(&mPostMap, &mRT->screen); - combineGlow(&mPostMap, &mRT->screen); + generateGlow(&mRT->screen); + + combineGlow(&mRT->screen, &mPostMap); gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; @@ -7360,13 +7862,17 @@ void LLPipeline::renderFinalize() gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - renderDoF(&mRT->screen, &mPostMap); + renderDoF(&mPostMap, &mRT->screen); - applyFXAA(&mPostMap, &mRT->screen); LLRenderTarget* finalBuffer = &mRT->screen; - if (RenderBufferVisualization > -1) + if (RenderFSAAType == 1) { + applyFXAA(&mRT->screen, &mPostMap); finalBuffer = &mPostMap; + } + + if (RenderBufferVisualization > -1) + { switch (RenderBufferVisualization) { case 0: @@ -7377,6 +7883,23 @@ void LLPipeline::renderFinalize() break; case 4: visualizeBuffers(&mLuminanceMap, finalBuffer, 0); + break; + case 5: + { + if (RenderFSAAType > 0) + { + visualizeBuffers(&mFXAAMap, finalBuffer, 0); + } + break; + } + case 6: + { + if (RenderFSAAType == 2) + { + visualizeBuffers(&mSMAABlendBuffer, finalBuffer, 0); + } + break; + } default: break; } @@ -7384,11 +7907,13 @@ void LLPipeline::renderFinalize() // Present the screen target. - gDeferredPostNoDoFProgram.bind(); + gDeferredPostNoDoFNoiseProgram.bind(); // Add noise as part of final render to screen pass to avoid damaging other post effects // Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems. - gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, finalBuffer); - gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + gDeferredPostNoDoFNoiseProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, finalBuffer); + gDeferredPostNoDoFNoiseProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + + gDeferredPostNoDoFNoiseProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)finalBuffer->getWidth(), (GLfloat)finalBuffer->getHeight()); { LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); @@ -7396,7 +7921,7 @@ void LLPipeline::renderFinalize() mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } - gDeferredPostNoDoFProgram.unbind(); + gDeferredPostNoDoFNoiseProgram.unbind(); gGL.setSceneBlendType(LLRender::BT_ALPHA); @@ -7445,7 +7970,7 @@ void LLPipeline::bindShadowMaps(LLGLSLShader& shader) S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i, LLTexUnit::TT_TEXTURE); if (channel > -1) { - gGL.getTexUnit(channel)->bind(getSunShadowTarget(i), TRUE); + gGL.getTexUnit(channel)->bind(getSunShadowTarget(i), true); } } } @@ -7458,7 +7983,7 @@ void LLPipeline::bindShadowMaps(LLGLSLShader& shader) LLRenderTarget* shadow_target = getSpotShadowTarget(i - 4); if (shadow_target) { - gGL.getTexUnit(channel)->bind(shadow_target, TRUE); + gGL.getTexUnit(channel)->bind(shadow_target, true); } } } @@ -7502,7 +8027,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } - channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); + channel = shader.enableTexture(LLShaderMgr::NORMAL_MAP, deferred_target->getUsage()); if (channel > -1) { deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT); // frag_data[2] @@ -7521,39 +8046,18 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ { if (depth_target) { - gGL.getTexUnit(channel)->bind(depth_target, TRUE); + gGL.getTexUnit(channel)->bind(depth_target, true); } else { - gGL.getTexUnit(channel)->bind(deferred_target, TRUE); + gGL.getTexUnit(channel)->bind(deferred_target, true); } stop_glerror(); } - channel = shader.enableTexture(LLShaderMgr::EXPOSURE_MAP); - if (channel > -1) - { - gGL.getTexUnit(channel)->bind(&mExposureMap); - } - - 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); + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, glm::value_ptr(mReflectionModelView)); } bindLightFunc(shader); @@ -7583,15 +8087,15 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ F32 mat[16*6]; for (U32 i = 0; i < 16; i++) { - mat[i] = mSunShadowMatrix[0].m[i]; - mat[i+16] = mSunShadowMatrix[1].m[i]; - mat[i+32] = mSunShadowMatrix[2].m[i]; - mat[i+48] = mSunShadowMatrix[3].m[i]; - mat[i+64] = mSunShadowMatrix[4].m[i]; - mat[i+80] = mSunShadowMatrix[5].m[i]; + mat[i] = glm::value_ptr(mSunShadowMatrix[0])[i]; + mat[i+16] = glm::value_ptr(mSunShadowMatrix[1])[i]; + mat[i+32] = glm::value_ptr(mSunShadowMatrix[2])[i]; + mat[i+48] = glm::value_ptr(mSunShadowMatrix[3])[i]; + mat[i+64] = glm::value_ptr(mSunShadowMatrix[4])[i]; + mat[i+80] = glm::value_ptr(mSunShadowMatrix[5])[i]; } - shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, FALSE, mat); + shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, false, mat); stop_glerror(); @@ -7613,40 +8117,12 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ m[4], m[5], m[6], m[8], m[9], m[10] }; - shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, TRUE, mat); + shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, true, mat); } } bindReflectionProbes(shader); - 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()); - } - - 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()); - } - } - /*if (gCubeSnapshot) { // we only really care about the first two values, but the shader needs increasing separation between clip planes shader.uniform4f(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1.f, 64.f, 128.f, 256.f); @@ -7655,32 +8131,12 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ { 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.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)deferred_target->getWidth(), (GLfloat)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); @@ -7689,22 +8145,14 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV); shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV); - shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mRT->shadow[0].getWidth(), mRT->shadow[0].getHeight()); - shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mSpotShadow[0].getWidth(), mSpotShadow[0].getHeight()); - shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); - shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); + shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, (GLfloat)mRT->shadow[0].getWidth(), (GLfloat)mRT->shadow[0].getHeight()); + shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, (GLfloat)mSpotShadow[0].getWidth(), (GLfloat)mSpotShadow[0].getHeight()); - shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLDeltaModelView); - shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLInverseDeltaModelView); + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLDeltaModelView)); + shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLInverseDeltaModelView)); shader.uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0); - if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) - { - glh::matrix4f norm_mat = get_current_modelview().inverse().transpose(); - shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.m); - } - // auto adjust legacy sun color if needed static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); static LLCachedControl<F32> auto_adjust_sun_color_scale(gSavedSettings, "RenderSkyAutoAdjustSunColorScale", 1.f); @@ -7776,75 +8224,72 @@ void LLPipeline::renderDeferredLighting() LLGLEnable cull(GL_CULL_FACE); LLGLEnable blend(GL_BLEND); - glh::matrix4f mat = copy_matrix(gGLModelView); + glm::mat4 mat = get_current_modelview(); setupHWLights(); // to set mSun/MoonDir; - glh::vec4f tc(mSunDir.mV); - mat.mult_matrix_vec(tc); - mTransformedSunDir.set(tc.v); + glm::vec4 tc(glm::make_vec4(mSunDir.mV)); + tc = mat * tc; + mTransformedSunDir.set(glm::value_ptr(tc)); - glh::vec4f tc_moon(mMoonDir.mV); - mat.mult_matrix_vec(tc_moon); - mTransformedMoonDir.set(tc_moon.v); + glm::vec4 tc_moon(glm::make_vec4(mMoonDir.mV)); + tc_moon = mat * tc_moon; + mTransformedMoonDir.set(glm::value_ptr(tc_moon)); - if (RenderDeferredSSAO || RenderShadowDetail > 0) + if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0) { LL_PROFILE_GPU_ZONE("sun program"); deferred_light_target->bindTarget(); { // paint shadow/SSAO light map (direct lighting lightmap) LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - sun shadow"); - bindDeferredShader(gDeferredSunProgram, deferred_light_target); + + LLGLSLShader& sun_shader = gCubeSnapshot ? gDeferredSunProbeProgram : gDeferredSunProgram; + bindDeferredShader(sun_shader, deferred_light_target); mScreenTriangleVB->setBuffer(); - glClearColor(1, 1, 1, 1); - deferred_light_target->clear(GL_COLOR_BUFFER_BIT); - glClearColor(0, 0, 0, 0); + deferred_light_target->invalidate(GL_COLOR_BUFFER_BIT); - glh::matrix4f inv_trans = get_current_modelview().inverse().transpose(); + sun_shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, + (GLfloat)deferred_light_target->getWidth(), + (GLfloat)deferred_light_target->getHeight()); - const U32 slice = 32; - F32 offset[slice * 3]; - for (U32 i = 0; i < 4; i++) + if (RenderDeferredSSAO && !gCubeSnapshot) { - for (U32 j = 0; j < 8; j++) + sun_shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale); + sun_shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, (GLfloat)RenderSSAOMaxScale); + + F32 ssao_factor = RenderSSAOFactor; + sun_shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor); + sun_shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0f / ssao_factor); + + S32 channel = sun_shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); + if (channel > -1) { - 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]; + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } } - 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); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } - unbindDeferredShader(gDeferredSunProgram); + sun_shader.disableTexture(LLShaderMgr::DEFERRED_NOISE); + + unbindDeferredShader(sun_shader); } deferred_light_target->flush(); } - if (RenderDeferredSSAO) + if (RenderDeferredSSAO && !gCubeSnapshot) { // soften direct lighting lightmap LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - soften shadow"); LL_PROFILE_GPU_ZONE("soften shadow"); // blur lightmap screen_target->bindTarget(); - glClearColor(1, 1, 1, 1); - screen_target->clear(GL_COLOR_BUFFER_BIT); - glClearColor(0, 0, 0, 0); + screen_target->invalidate(GL_COLOR_BUFFER_BIT); bindDeferredShader(gDeferredBlurLightProgram); @@ -7896,7 +8341,6 @@ void LLPipeline::renderDeferredLighting() deferred_light_target->flush(); unbindDeferredShader(gDeferredBlurLightProgram); } - screen_target->bindTarget(); // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky glClearColor(0, 0, 0, 0); @@ -7924,6 +8368,19 @@ void LLPipeline::renderDeferredLighting() soften_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); + if(RenderDeferredSSAO) + { + LLVector3 ssao_effect = RenderSSAOEffect; + F32 matrix_diag = (ssao_effect[0] + 2.0f * ssao_effect[1]) / 3.0f; + F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1]) / 3.0f; + // 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 }; + soften_shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat); + } + { LLGLDepthTest depth(GL_FALSE); LLGLDisable blend(GL_BLEND); @@ -8052,10 +8509,10 @@ void LLPipeline::renderDeferredLighting() continue; } - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); + glm::vec3 tc(glm::make_vec3(c)); + tc = mul_mat4_vec3(mat, tc); - fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); + fullscreen_lights.push_back(LLVector4(tc.x, tc.y, tc.z, s)); light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF))); } } @@ -8156,21 +8613,20 @@ void LLPipeline::renderDeferredLighting() LLDrawable* drawablep = *iter; LLVOVolume* volume = drawablep->getVOVolume(); LLVector3 center = drawablep->getPositionAgent(); - F32* c = center.mV; F32 light_size_final = volume->getLightRadius() * 1.5f; F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF); sVisibleLightCount++; - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); + glm::vec3 tc(glm::make_vec3(LLVector4(center).mV)); + tc = mul_mat4_vec3(mat, tc); setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor() * light_scale; - gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, glm::value_ptr(tc)); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final); gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final); @@ -8215,6 +8671,7 @@ void LLPipeline::renderDeferredLighting() LLPipeline::RENDER_TYPE_CONTROL_AV, LLPipeline::RENDER_TYPE_ALPHA_MASK, LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, + LLPipeline::RENDER_TYPE_TERRAIN, LLPipeline::RENDER_TYPE_WATER, END_RENDER_TYPES); @@ -8412,10 +8869,10 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) //matrix from volume space to agent space LLMatrix4 light_mat(quat, LLVector4(origin,1.f)); - glh::matrix4f light_to_agent((F32*) light_mat.mMatrix); - glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent; + glm::mat4 light_to_agent(glm::make_mat4((F32*) light_mat.mMatrix)); + glm::mat4 light_to_screen = get_current_modelview() * light_to_agent; - glh::matrix4f screen_to_light = light_to_screen.inverse(); + glm::mat4 screen_to_light = glm::inverse(light_to_screen); F32 s = volume->getLightRadius()*1.5f; F32 near_clip = dist; @@ -8423,34 +8880,34 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) F32 height = scale.mV[VY]; F32 far_clip = s+dist-scale.mV[VZ]; - F32 fovy = fov * RAD_TO_DEG; + F32 fovy = fov; // radians F32 aspect = width/height; - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); + glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.5f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f); - glh::vec3f p1(0, 0, -(near_clip+0.01f)); - glh::vec3f p2(0, 0, -(near_clip+1.f)); + glm::vec3 p1(0, 0, -(near_clip+0.01f)); + glm::vec3 p2(0, 0, -(near_clip+1.f)); - glh::vec3f screen_origin(0, 0, 0); + glm::vec3 screen_origin(0, 0, 0); - light_to_screen.mult_matrix_vec(p1); - light_to_screen.mult_matrix_vec(p2); - light_to_screen.mult_matrix_vec(screen_origin); + p1 = mul_mat4_vec3(light_to_screen, p1); + p2 = mul_mat4_vec3(light_to_screen, p2); + screen_origin = mul_mat4_vec3(light_to_screen, screen_origin); - glh::vec3f n = p2-p1; - n.normalize(); + glm::vec3 n = p2-p1; + n = glm::normalize(n); F32 proj_range = far_clip - near_clip; - glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip); + glm::mat4 light_proj = glm::perspective(fovy, aspect, near_clip, far_clip); screen_to_light = trans * light_proj * screen_to_light; - shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, FALSE, screen_to_light.m); + shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, false, glm::value_ptr(screen_to_light)); shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip); - shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v); - shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v); - shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v); + shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, glm::value_ptr(p1)); + shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, glm::value_ptr(n)); + shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, glm::value_ptr(screen_origin)); shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range); shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]); S32 s_idx = -1; @@ -8520,7 +8977,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) { gGL.getTexUnit(channel)->bind(img); - F32 lod_range = logf(img->getWidth())/logf(2.f); + F32 lod_range = logf((F32)img->getWidth())/logf(2.f); shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus); shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range); @@ -8536,7 +8993,7 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) LLRenderTarget* deferred_light_target = &mRT->deferredLight; stop_glerror(); - shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::NORMAL_MAP, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); @@ -8545,7 +9002,6 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_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++) { @@ -8563,7 +9019,6 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) } } - shader.disableTexture(LLShaderMgr::DEFERRED_NOISE); shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); if (!LLPipeline::sReflectionProbesEnabled) @@ -8594,7 +9049,7 @@ void LLPipeline::setEnvMat(LLGLSLShader& shader) m[4], m[5], m[6], m[8], m[9], m[10] }; - shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, TRUE, mat); + shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, true, mat); } void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) @@ -8619,6 +9074,17 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) bound = true; } + if (RenderMirrors) + { + channel = shader.enableTexture(LLShaderMgr::HERO_PROBE, LLTexUnit::TT_CUBE_MAP_ARRAY); + if (channel > -1 && mHeroProbeManager.mTexture.notNull()) + { + mHeroProbeManager.mTexture->bind(channel); + bound = true; + } + } + + if (bound) { mReflectionMapManager.setUniforms(); @@ -8634,17 +9100,17 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) } - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, RenderScreenSpaceReflectionIterations); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, (GLfloat)RenderScreenSpaceReflectionIterations); shader.uniform1f(LLShaderMgr::DEFERRED_SSR_DIST_BIAS, RenderScreenSpaceReflectionDistanceBias); shader.uniform1f(LLShaderMgr::DEFERRED_SSR_RAY_STEP, RenderScreenSpaceReflectionRayStep); - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, RenderScreenSpaceReflectionGlossySamples); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, (GLfloat)RenderScreenSpaceReflectionGlossySamples); shader.uniform1f(LLShaderMgr::DEFERRED_SSR_REJECT_BIAS, RenderScreenSpaceReflectionDepthRejectBias); mPoissonOffset++; if (mPoissonOffset > 128 - RenderScreenSpaceReflectionGlossySamples) mPoissonOffset = 0; - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, mPoissonOffset); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, (GLfloat)mPoissonOffset); shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ADAPTIVE_STEP_MULT, RenderScreenSpaceReflectionAdaptiveStepMultiplier); channel = shader.enableTexture(LLShaderMgr::SCENE_DEPTH); @@ -8677,10 +9143,8 @@ inline float sgn(float a) return (0.0F); } -glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) +glm::mat4 look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) { - glh::matrix4f ret; - LLVector3 dirN; LLVector3 upN; LLVector3 lftN; @@ -8694,53 +9158,28 @@ glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) dirN = dir; dirN.normVec(); - ret.m[ 0] = lftN[0]; - ret.m[ 1] = upN[0]; - ret.m[ 2] = -dirN[0]; - ret.m[ 3] = 0.f; + F32 ret[16]; + ret[ 0] = lftN[0]; + ret[ 1] = upN[0]; + ret[ 2] = -dirN[0]; + ret[ 3] = 0.f; - ret.m[ 4] = lftN[1]; - ret.m[ 5] = upN[1]; - ret.m[ 6] = -dirN[1]; - ret.m[ 7] = 0.f; + ret[ 4] = lftN[1]; + ret[ 5] = upN[1]; + ret[ 6] = -dirN[1]; + ret[ 7] = 0.f; - ret.m[ 8] = lftN[2]; - ret.m[ 9] = upN[2]; - ret.m[10] = -dirN[2]; - ret.m[11] = 0.f; + ret[ 8] = lftN[2]; + ret[ 9] = upN[2]; + ret[10] = -dirN[2]; + ret[11] = 0.f; - ret.m[12] = -(lftN*pos); - ret.m[13] = -(upN*pos); - ret.m[14] = dirN*pos; - ret.m[15] = 1.f; + ret[12] = -(lftN*pos); + ret[13] = -(upN*pos); + ret[14] = dirN*pos; + ret[15] = 1.f; - return ret; -} - -glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max) -{ - glh::matrix4f ret; - ret.m[ 0] = 2/(max[0]-min[0]); - ret.m[ 4] = 0; - ret.m[ 8] = 0; - ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]); - - ret.m[ 1] = 0; - ret.m[ 5] = 2/(max[1]-min[1]); - ret.m[ 9] = 0; - ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]); - - ret.m[ 2] = 0; - ret.m[ 6] = 0; - ret.m[10] = 2/(max[2]-min[2]); - ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]); - - ret.m[ 3] = 0; - ret.m[ 7] = 0; - ret.m[11] = 0; - ret.m[15] = 1; - - return ret; + return glm::make_mat4(ret); } static LLTrace::BlockTimerStatHandle FTM_SHADOW_RENDER("Render Shadows"); @@ -8754,7 +9193,7 @@ static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass"); static LLTrace::BlockTimerStatHandle FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED("Fullbright Alpha Masked"); -void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) +void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); LL_PROFILE_GPU_ZONE("renderShadow"); @@ -8797,10 +9236,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera //generate shadow map gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); - gGL.loadMatrix(proj.m); + gGL.loadMatrix(glm::value_ptr(proj)); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - gGL.loadMatrix(view.m); + gGL.loadMatrix(glm::value_ptr(view)); stop_glerror(); gGLLastMatrix = NULL; @@ -8826,7 +9265,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gGL.diffuseColor4f(1, 1, 1, 1); - S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); + S32 shadow_detail = RenderShadowDetail; // if not using VSM, disable color writes if (shadow_detail <= 2) @@ -9210,13 +9649,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON); } - F64 last_modelview[16]; - F64 last_projection[16]; - for (U32 i = 0; i < 16; i++) - { //store last_modelview of world camera - last_modelview[i] = gGLLastModelView[i]; - last_projection[i] = gGLLastProjection[i]; - } + glm::mat4 last_modelview = get_last_modelview(); + glm::mat4 last_projection = get_last_projection(); pushRenderTypeMask(); andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE, @@ -9295,12 +9729,12 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //get sun view matrix //store current projection/modelview matrix - glh::matrix4f saved_proj = get_current_projection(); - glh::matrix4f saved_view = get_current_modelview(); - glh::matrix4f inv_view = saved_view.inverse(); + glm::mat4 saved_proj = get_current_projection(); + glm::mat4 saved_view = get_current_modelview(); + glm::mat4 inv_view = glm::inverse(saved_view); - glh::matrix4f view[6]; - glh::matrix4f proj[6]; + glm::mat4 view[6]; + glm::mat4 proj[6]; LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir); @@ -9315,7 +9749,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLVector3 lightDir = -caster_dir; lightDir.normVec(); - glh::vec3f light_dir(lightDir.mV); + glm::vec3 light_dir(glm::make_vec3(lightDir.mV)); //create light space camera matrix @@ -9370,9 +9804,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //get good split distances for frustum for (U32 i = 0; i < fp.size(); ++i) { - glh::vec3f v(fp[i].mV); - saved_view.mult_matrix_vec(v); - fp[i].setVec(v.v); + glm::vec3 v(glm::make_vec3(fp[i].mV)); + v = mul_mat4_vec3(saved_view, v); + fp[i].setVec(glm::value_ptr(v)); } min = fp[0]; @@ -9450,7 +9884,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) shadow_cam = camera; shadow_cam.setFar(16.f); - LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); + LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); LLVector3* frust = shadow_cam.mAgentFrustum; @@ -9521,9 +9955,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) for (U32 i = 0; i < fp.size(); i++) { - glh::vec3f p = glh::vec3f(fp[i].mV); - view[j].mult_matrix_vec(p); - wpf.push_back(LLVector3(p.v)); + glm::vec3 p = glm::make_vec3(fp[i].mV); + p = mul_mat4_vec3(view[j], p); + wpf.push_back(LLVector3(glm::value_ptr(p))); } min = wpf[0]; @@ -9623,7 +10057,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { //just use ortho projection mShadowFOV.mV[j] = -1.f; origin.clearVec(); - proj[j] = gl_ortho(min.mV[0], max.mV[0], + proj[j] = glm::ortho(min.mV[0], max.mV[0], min.mV[1], max.mV[1], -max.mV[2], -min.mV[2]); } @@ -9714,37 +10148,37 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { //just use ortho projection origin.clearVec(); mShadowError.mV[j] = -1.f; - proj[j] = gl_ortho(min.mV[0], max.mV[0], + proj[j] = glm::ortho(min.mV[0], max.mV[0], min.mV[1], max.mV[1], -max.mV[2], -min.mV[2]); } else { //get perspective projection - view[j] = view[j].inverse(); + view[j] = glm::inverse(view[j]); //llassert(origin.isFinite()); - glh::vec3f origin_agent(origin.mV); + glm::vec3 origin_agent(glm::make_vec3(LLVector4(origin).mV)); //translate view to origin - view[j].mult_matrix_vec(origin_agent); + origin_agent = mul_mat4_vec3(view[j], origin_agent); - eye = LLVector3(origin_agent.v); + eye = LLVector3(glm::value_ptr(origin_agent)); //llassert(eye.isFinite()); if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { mShadowFrustOrigin[j] = eye; } - view[j] = look(LLVector3(origin_agent.v), lightDir, -up); + view[j] = look(LLVector3(glm::value_ptr(origin_agent)), lightDir, -up); F32 fx = 1.f/tanf(fovx); F32 fz = 1.f/tanf(fovz); - proj[j] = glh::matrix4f(-fx, 0, 0, 0, - 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar), - 0, 0, -fz, 0, - 0, -1.f, 0, 0); + proj[j] = glm::mat4(-fx, 0, 0, 0, + 0, (yfar + ynear) / (ynear - yfar), 0, -1.0f, + 0, 0, -fz, 0, + 0, (2.f * yfar * ynear) / (ynear - yfar), 0, 0); } } } @@ -9757,25 +10191,22 @@ void LLPipeline::generateSunShadow(LLCamera& camera) set_current_modelview(view[j]); set_current_projection(proj[j]); - LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); + LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); //shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR); shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip); //translate and scale to from [-1, 1] to [0, 1] - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); + glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.5f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f); set_current_modelview(view[j]); set_current_projection(proj[j]); - for (U32 i = 0; i < 16; i++) - { - gGLLastModelView[i] = mShadowModelview[j].m[i]; - gGLLastProjection[i] = mShadowProjection[j].m[i]; - } + set_last_modelview(mShadowModelview[j]); + set_last_projection(mShadowProjection[j]); mShadowModelview[j] = view[j]; mShadowProjection[j] = proj[j]; @@ -9810,7 +10241,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { 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); + * (F32)llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0); // should never happen llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); @@ -9890,9 +10321,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLMatrix4 mat(quat, LLVector4(origin, 1.f)); - view[i + 4] = glh::matrix4f((F32*)mat.mMatrix); + view[i + 4] = glm::make_mat4((F32*)mat.mMatrix); - view[i + 4] = view[i + 4].inverse(); + view[i + 4] = glm::inverse(view[i + 4]); //get perspective matrix F32 near_clip = dist + 0.01f; @@ -9900,27 +10331,24 @@ void LLPipeline::generateSunShadow(LLCamera& camera) F32 height = scale.mV[VY]; F32 far_clip = dist + volume->getLightRadius() * 1.5f; - F32 fovy = fov * RAD_TO_DEG; + F32 fovy = fov; // radians F32 aspect = width / height; - proj[i + 4] = gl_perspective(fovy, aspect, near_clip, far_clip); + proj[i + 4] = glm::perspective(fovy, aspect, near_clip, far_clip); //translate and scale to from [-1, 1] to [0, 1] - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); + glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.5f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f); set_current_modelview(view[i + 4]); set_current_projection(proj[i + 4]); mSunShadowMatrix[i + 4] = trans * proj[i + 4] * view[i + 4] * inv_view; - for (U32 j = 0; j < 16; j++) - { - gGLLastModelView[j] = mShadowModelview[i + 4].m[j]; - gGLLastProjection[j] = mShadowProjection[i + 4].m[j]; - } + set_last_modelview(mShadowModelview[i + 4]); + set_last_projection(mShadowProjection[i + 4]); mShadowModelview[i + 4] = view[i + 4]; mShadowProjection[i + 4] = proj[i + 4]; @@ -9931,7 +10359,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) shadow_cam.setFar(far_clip); shadow_cam.setOrigin(origin); - LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); + LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); // @@ -9968,18 +10396,15 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { set_current_modelview(view[1]); set_current_projection(proj[1]); - gGL.loadMatrix(view[1].m); + gGL.loadMatrix(glm::value_ptr(view[1])); gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.loadMatrix(proj[1].m); + gGL.loadMatrix(glm::value_ptr(proj[1])); gGL.matrixMode(LLRender::MM_MODELVIEW); } gGL.setColorMask(true, true); - for (U32 i = 0; i < 16; i++) - { - gGLLastModelView[i] = last_modelview[i]; - gGLLastProjection[i] = last_projection[i]; - } + set_last_modelview(last_modelview); + set_last_projection(last_projection); popRenderTypeMask(); @@ -10099,7 +10524,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool result.clear(); grabReferences(result); - if (!avatar || !avatar->mDrawable) + if (!avatar || avatar->isDead() || !avatar->mDrawable) { LL_WARNS_ONCE("AvatarRenderPipeline") << "Avatar is " << (avatar ? "not drawable" : "null") << LL_ENDL; return; @@ -10279,18 +10704,18 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool F32 distance = (pos-camera.getOrigin()).length(); F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG; F32 aspect = tdim.mV[0]/tdim.mV[1]; - glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f); + glm::mat4 persp = glm::perspective(glm::radians(fov), aspect, 1.f, 256.f); set_current_projection(persp); - gGL.loadMatrix(persp.m); + gGL.loadMatrix(glm::value_ptr(persp)); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - glh::matrix4f mat; - camera.getOpenGLTransform(mat.m); - mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat; + F32 ogl_mat[16]; + camera.getOpenGLTransform(ogl_mat); + glm::mat4 mat = glm::make_mat4((GLfloat*) OGL_TO_CFR_ROTATION) * glm::make_mat4(ogl_mat); - gGL.loadMatrix(mat.m); + gGL.loadMatrix(glm::value_ptr(mat)); set_current_modelview(mat); glClearColor(0.0f,0.0f,0.0f,0.0f); @@ -10412,11 +10837,16 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool gGL.diffuseColor4fv(LLColor4::pink.mV ); } - gGL.begin(LLRender::QUADS); - gGL.vertex3f(-1, -1, clip_plane); - gGL.vertex3f(1, -1, clip_plane); - gGL.vertex3f(1, 1, clip_plane); - gGL.vertex3f(-1, 1, clip_plane); + gGL.begin(LLRender::TRIANGLES); + { + gGL.vertex3f(-1.f, -1.f, clip_plane); + gGL.vertex3f(1.f, -1.f, clip_plane); + gGL.vertex3f(1.f, 1.f, clip_plane); + + gGL.vertex3f(-1.f, -1.f, clip_plane); + gGL.vertex3f(1.f, 1.f, clip_plane); + gGL.vertex3f(-1.f, 1.f, clip_plane); + } gGL.end(); gGL.flush(); @@ -10439,14 +10869,17 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool sShadowRender = false; popRenderTypeMask(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); + if (!preview_avatar) + { + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + } if (!preview_avatar && !for_profile) { - avatar->mNeedsImpostorUpdate = FALSE; + avatar->mNeedsImpostorUpdate = false; avatar->cacheImpostorValues(); avatar->mLastImpostorUpdateFrameTime = gFrameTimeSeconds; } @@ -10525,6 +10958,7 @@ bool LLPipeline::hasAnyRenderType(U32 type, ...) const { if (mRenderTypeEnabled[type]) { + va_end(args); return true; } type = va_arg(args, U32); @@ -10832,3 +11266,12 @@ void LLPipeline::rebuildDrawInfo() } } +void LLPipeline::rebuildTerrain() +{ + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + region->dirtyAllPatches(); + } +} |