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-rw-r--r--indra/newview/pipeline.cpp2340
1 files changed, 1170 insertions, 1170 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 01438bfb9f..bd667acb53 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -329,6 +329,7 @@ bool LLPipeline::sDelayVBUpdate = true;
bool LLPipeline::sAutoMaskAlphaDeferred = true;
bool LLPipeline::sAutoMaskAlphaNonDeferred = false;
bool LLPipeline::sDisableShaders = false;
+bool LLPipeline::sRenderTransparentWater = true;
bool LLPipeline::sRenderBump = true;
bool LLPipeline::sBakeSunlight = false;
bool LLPipeline::sNoAlpha = false;
@@ -1044,30 +1045,31 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
}
//static
+void LLPipeline::updateRenderTransparentWater()
+{
+ sRenderTransparentWater = gSavedSettings.getBOOL("RenderTransparentWater");
+}
+
+//static
void LLPipeline::updateRenderBump()
{
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
}
-//static
+// static
void LLPipeline::updateRenderDeferred()
{
- bool deferred = (bool(RenderDeferred &&
- LLRenderTarget::sUseFBO &&
- LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
- LLPipeline::sRenderBump &&
- RenderAvatarVP &&
- WindLightUseAtmosShaders)) &&
- !gUseWireframe;
-
- sRenderDeferred = deferred;
- if (deferred)
- { //must render glow when rendering deferred since post effect pass is needed to present any lighting at all
- sRenderGlow = true;
- }
+ sRenderDeferred = !gUseWireframe &&
+ RenderDeferred &&
+ LLRenderTarget::sUseFBO &&
+ LLPipeline::sRenderBump &&
+ LLPipeline::sRenderTransparentWater &&
+ RenderAvatarVP &&
+ WindLightUseAtmosShaders &&
+ (bool) LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
}
-//static
+// static
void LLPipeline::refreshCachedSettings()
{
LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred");
@@ -1259,24 +1261,20 @@ void LLPipeline::createGLBuffers()
GLuint resX = gViewerWindow->getWorldViewWidthRaw();
GLuint resY = gViewerWindow->getWorldViewHeightRaw();
-
- if (LLPipeline::sRenderGlow)
- { //screen space glow buffers
- const U32 glow_res = llmax(1,
- llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
- for (U32 i = 0; i < 3; i++)
- {
- mGlow[i].allocate(512,glow_res,GL_RGBA,FALSE,FALSE);
- }
+ // allocate screen space glow buffers
+ const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
+ for (U32 i = 0; i < 3; i++)
+ {
+ mGlow[i].allocate(512, glow_res, GL_RGBA, FALSE, FALSE);
+ }
- allocateScreenBuffer(resX,resY);
- mScreenWidth = 0;
- mScreenHeight = 0;
- }
-
- if (sRenderDeferred)
- {
+ allocateScreenBuffer(resX, resY);
+ mScreenWidth = 0;
+ mScreenHeight = 0;
+
+ if (sRenderDeferred)
+ {
if (!mNoiseMap)
{
const U32 noiseRes = 128;
@@ -1609,6 +1607,7 @@ LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0)
break;
case LLDrawPool::POOL_AVATAR:
+ case LLDrawPool::POOL_CONTROL_AV:
break; // Do nothing
case LLDrawPool::POOL_SKY:
@@ -1678,7 +1677,7 @@ U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* ima
if (alpha && mat)
{
- switch (mat->getDiffuseAlphaMode())
+ switch (mat->getDiffuseAlphaModeRender())
{
case 1:
alpha = true; // Material's alpha mode is set to blend. Toss it into the alpha draw pool.
@@ -1995,7 +1994,7 @@ void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list)
drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED);
if (done)
{
- if (drawablep->isRoot())
+ if (drawablep->isRoot() && !drawablep->isState(LLDrawable::ACTIVE))
{
drawablep->makeStatic();
}
@@ -3084,9 +3083,10 @@ void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera)
if (vobj) // this test may not be needed, see above
{
LLVOAvatar* av = vobj->asAvatar();
- if (av && (av->isImpostor()
- || av->isInMuteList()
- || (LLVOAvatar::AV_DO_NOT_RENDER == av->getVisualMuteSettings() && !av->needsImpostorUpdate()) ))
+ if (av &&
+ ((!sImpostorRender && av->isImpostor()) //ignore impostor flag during impostor pass
+ || av->isInMuteList()
+ || (LLVOAvatar::AOA_JELLYDOLL == av->getOverallAppearance() && !av->needsImpostorUpdate()) ))
{
return;
}
@@ -3362,6 +3362,7 @@ static LLTrace::BlockTimerStatHandle FTM_RESET_DRAWORDER("Reset Draw Order");
void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
{
if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_CONTROL_AV,
LLPipeline::RENDER_TYPE_GROUND,
LLPipeline::RENDER_TYPE_TERRAIN,
LLPipeline::RENDER_TYPE_TREE,
@@ -5774,6 +5775,7 @@ void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp )
break;
case LLDrawPool::POOL_AVATAR:
+ case LLDrawPool::POOL_CONTROL_AV:
break; // Do nothing
case LLDrawPool::POOL_SKY:
@@ -5922,6 +5924,7 @@ void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp )
break;
case LLDrawPool::POOL_AVATAR:
+ case LLDrawPool::POOL_CONTROL_AV:
break; // Do nothing
case LLDrawPool::POOL_SKY:
@@ -6059,25 +6062,18 @@ static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_
{
return max_dist;
}
- F32 radius = light->getLightRadius();
bool selected = light->isSelected();
- LLVector3 dpos = light->getRenderPosition() - cam_pos;
- F32 dist2 = dpos.lengthSquared();
- if (!selected && dist2 > (max_dist + radius)*(max_dist + radius))
- {
- return max_dist;
- }
- F32 dist = (F32) sqrt(dist2);
- dist *= 1.f / inten;
- dist -= radius;
if (selected)
{
- dist -= 10000.f; // selected lights get highest priority
+ return 0.f; // selected lights get highest priority
}
+ F32 radius = light->getLightRadius();
+ F32 dist = dist_vec(light->getRenderPosition(), cam_pos);
+ dist = llmax(dist - radius, 0.f);
if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE))
{
// moving lights get a little higher priority (too much causes artifacts)
- dist -= light->getLightRadius()*0.25f;
+ dist = llmax(dist - light->getLightRadius()*0.25f, 0.f);
}
return dist;
}
@@ -6096,13 +6092,18 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
// mNearbyLight (and all light_set_t's) are sorted such that
// begin() == the closest light and rbegin() == the farthest light
const S32 MAX_LOCAL_LIGHTS = 6;
-// LLVector3 cam_pos = gAgent.getCameraPositionAgent();
- LLVector3 cam_pos = LLViewerJoystick::getInstance()->getOverrideCamera() ?
- camera.getOrigin() :
- gAgent.getPositionAgent();
-
- F32 max_dist = LIGHT_MAX_RADIUS * 4.f; // ignore enitrely lights > 4 * max light rad
+ LLVector3 cam_pos = camera.getOrigin();
+ F32 max_dist;
+ if (LLPipeline::sRenderDeferred)
+ {
+ max_dist = RenderFarClip;
+ }
+ else
+ {
+ max_dist = llmin(RenderFarClip, LIGHT_MAX_RADIUS * 4.f);
+ }
+
// UPDATE THE EXISTING NEARBY LIGHTS
light_set_t cur_nearby_lights;
for (light_set_t::iterator iter = mNearbyLights.begin();
@@ -6136,8 +6137,38 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
continue;
}
- F32 dist = calc_light_dist(volight, cam_pos, max_dist);
- cur_nearby_lights.insert(Light(drawable, dist, light->fade));
+ F32 dist = calc_light_dist(volight, cam_pos, max_dist);
+ F32 fade = light->fade;
+ // actual fade gets decreased/increased by setupHWLights
+ // light->fade value is 'time'.
+ // >=0 and light will become visible as value increases
+ // <0 and light will fade out
+ if (dist < max_dist)
+ {
+ if (fade < 0)
+ {
+ // mark light to fade in
+ // if fade was -LIGHT_FADE_TIME - it was fully invisible
+ // if fade -0 - it was fully visible
+ // visibility goes up from 0 to LIGHT_FADE_TIME.
+ fade += LIGHT_FADE_TIME;
+ }
+ }
+ else
+ {
+ // mark light to fade out
+ // visibility goes down from -0 to -LIGHT_FADE_TIME.
+ if (fade >= LIGHT_FADE_TIME)
+ {
+ fade = -0.0001f; // was fully visible
+ }
+ else if (fade >= 0)
+ {
+ // 0.75 visible light should stay 0.75 visible, but should reverse direction
+ fade -= LIGHT_FADE_TIME;
+ }
+ }
+ cur_nearby_lights.insert(Light(drawable, dist, fade));
}
mNearbyLights = cur_nearby_lights;
@@ -6156,17 +6187,23 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
{
continue; // no lighting from HUD objects
}
- F32 dist = calc_light_dist(light, cam_pos, max_dist);
- if (dist >= max_dist)
+ if (!sRenderAttachedLights && light && light->isAttachment())
{
continue;
}
- if (!sRenderAttachedLights && light && light->isAttachment())
+ LLVOAvatar * av = light->getAvatar();
+ if (av && (av->isTooComplex() || av->isInMuteList()))
+ {
+ // avatars that are already in the list will be removed by removeMutedAVsLights
+ continue;
+ }
+ F32 dist = calc_light_dist(light, cam_pos, max_dist);
+ if (dist >= max_dist)
{
continue;
}
new_nearby_lights.insert(Light(drawable, dist, 0.f));
- if (new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS)
+ if (!LLPipeline::sRenderDeferred && new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS)
{
new_nearby_lights.erase(--new_nearby_lights.end());
const Light& last = *new_nearby_lights.rbegin();
@@ -6179,7 +6216,7 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
iter != new_nearby_lights.end(); iter++)
{
const Light* light = &(*iter);
- if (mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS)
+ if (LLPipeline::sRenderDeferred || mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS)
{
mNearbyLights.insert(*light);
((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT);
@@ -6192,10 +6229,22 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
Light* farthest_light = (const_cast<Light*>(&(*(mNearbyLights.rbegin()))));
if (light->dist < farthest_light->dist)
{
- if (farthest_light->fade >= 0.f)
- {
- farthest_light->fade = -(gFrameIntervalSeconds.value());
- }
+ // mark light to fade out
+ // visibility goes down from -0 to -LIGHT_FADE_TIME.
+ //
+ // This is a mess, but for now it needs to be in sync
+ // with fade code above. Ex: code above detects distance < max,
+ // sets fade time to positive, this code then detects closer
+ // lights and sets fade time negative, fully compensating
+ // for the code above
+ if (farthest_light->fade >= LIGHT_FADE_TIME)
+ {
+ farthest_light->fade = -0.0001f; // was fully visible
+ }
+ else if (farthest_light->fade >= 0)
+ {
+ farthest_light->fade -= LIGHT_FADE_TIME;
+ }
}
else
{
@@ -6315,12 +6364,6 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
}
}
- const LLViewerObject *vobj = drawable->getVObj();
- if(vobj && vobj->getAvatar() && vobj->getAvatar()->isInMuteList())
- {
- continue;
- }
-
if (drawable->isState(LLDrawable::ACTIVE))
{
mLightMovingMask |= (1<<cur_light);
@@ -6427,41 +6470,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
light->setAmbient(LLColor4::black);
light->setSpecular(LLColor4::black);
}
- if (gAgentAvatarp &&
- gAgentAvatarp->mSpecialRenderMode == 3)
- {
- LLColor4 light_color = LLColor4::white;
- light_color.mV[3] = 0.0f;
-
- LLVector3 light_pos(LLViewerCamera::getInstance()->getOrigin());
- LLVector4 light_pos_gl(light_pos, 1.0f);
- F32 light_radius = 16.f;
-
- F32 x = 3.f;
- float linatten = x / (light_radius); // % of brightness at radius
-
- if (LLPipeline::sRenderDeferred)
- {
- /*light_color.mV[0] = powf(light_color.mV[0], 2.2f);
- light_color.mV[1] = powf(light_color.mV[1], 2.2f);
- light_color.mV[2] = powf(light_color.mV[2], 2.2f);*/
- }
-
- mHWLightColors[2] = light_color;
- LLLightState* light = gGL.getLight(2);
-
- light->setPosition(light_pos_gl);
- light->setDiffuse(light_color);
- light->setDiffuseB(light_color * 0.25f);
- light->setAmbient(LLColor4::black);
- light->setSpecular(LLColor4::black);
- light->setQuadraticAttenuation(0.f);
- light->setConstantAttenuation(0.f);
- light->setLinearAttenuation(linatten);
- light->setSpotExponent(0.f);
- light->setSpotCutoff(180.f);
- }
+ // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode),
+ // prev site of forward (non-deferred) character light injection, removed by SL-13522 09/20
// Init GL state
if (!LLGLSLShader::sNoFixedFunction)
@@ -6552,7 +6563,7 @@ void LLPipeline::enableLightsDynamic()
{
gPipeline.enableLightsAvatar();
}
- else if (gAgentAvatarp->mSpecialRenderMode >= 1) // anim preview
+ else if (gAgentAvatarp->mSpecialRenderMode == 2) // anim preview
{
gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f));
}
@@ -6600,7 +6611,7 @@ void LLPipeline::enableLightsPreview()
light->enable();
light->setPosition(light_pos);
light->setDiffuse(diffuse0);
- light->setAmbient(LLColor4::black);
+ light->setAmbient(ambient);
light->setSpecular(specular0);
light->setSpotExponent(0.f);
light->setSpotCutoff(180.f);
@@ -6611,7 +6622,7 @@ void LLPipeline::enableLightsPreview()
light->enable();
light->setPosition(light_pos);
light->setDiffuse(diffuse1);
- light->setAmbient(LLColor4::black);
+ light->setAmbient(ambient);
light->setSpecular(specular1);
light->setSpotExponent(0.f);
light->setSpotCutoff(180.f);
@@ -6621,7 +6632,7 @@ void LLPipeline::enableLightsPreview()
light->enable();
light->setPosition(light_pos);
light->setDiffuse(diffuse2);
- light->setAmbient(LLColor4::black);
+ light->setAmbient(ambient);
light->setSpecular(specular2);
light->setSpotExponent(0.f);
light->setSpotCutoff(180.f);
@@ -7151,7 +7162,8 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start,
for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
{
if ((j == LLViewerRegion::PARTITION_VOLUME) ||
- (j == LLViewerRegion::PARTITION_BRIDGE) ||
+ (j == LLViewerRegion::PARTITION_BRIDGE) ||
+ (j == LLViewerRegion::PARTITION_CONTROL_AV) ||
(j == LLViewerRegion::PARTITION_TERRAIN) ||
(j == LLViewerRegion::PARTITION_TREE) ||
(j == LLViewerRegion::PARTITION_GRASS)) // only check these partitions for now
@@ -7213,7 +7225,7 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start,
{
LLViewerRegion* region = *iter;
- LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE);
+ LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_AVATAR);
if (part && hasRenderType(part->mDrawableType))
{
LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, face_hit, &position, tex_coord, normal, tangent);
@@ -7539,641 +7551,633 @@ void LLPipeline::bindScreenToTexture()
static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom");
-void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
+void LLPipeline::renderFinalize()
{
- if (!(gPipeline.canUseVertexShaders() &&
- sRenderGlow))
- {
- return;
- }
+ LLVertexBuffer::unbind();
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
- LLVertexBuffer::unbind();
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
+ assertInitialized();
- assertInitialized();
+ if (gUseWireframe)
+ {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ }
- if (gUseWireframe)
- {
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
+ LLVector2 tc1(0, 0);
+ LLVector2 tc2((F32) mScreen.getWidth() * 2, (F32) mScreen.getHeight() * 2);
- LLVector2 tc1(0,0);
- LLVector2 tc2((F32) mScreen.getWidth()*2,
- (F32) mScreen.getHeight()*2);
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM);
+ gGL.color4f(1, 1, 1, 1);
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable cull(GL_CULL_FACE);
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM);
- gGL.color4f(1,1,1,1);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable cull(GL_CULL_FACE);
-
- enableLightsFullbright();
+ enableLightsFullbright();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
- LLGLDisable test(GL_ALPHA_TEST);
+ LLGLDisable test(GL_ALPHA_TEST);
- gGL.setColorMask(true, true);
- glClearColor(0,0,0,0);
-
- {
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
- mGlow[2].bindTarget();
- mGlow[2].clear();
- }
-
- gGlowExtractProgram.bind();
- F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f);
- F32 maxAlpha = RenderGlowMaxExtractAlpha;
- F32 warmthAmount = RenderGlowWarmthAmount;
- LLVector3 lumWeights = RenderGlowLumWeights;
- LLVector3 warmthWeights = RenderGlowWarmthWeights;
-
-
- gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum);
- gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha);
- gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]);
- gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]);
- gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount);
- LLGLEnable blend_on(GL_BLEND);
- LLGLEnable test(GL_ALPHA_TEST);
-
- gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
-
- mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT);
-
- gGL.color4f(1,1,1,1);
- gPipeline.enableLightsFullbright();
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- gGL.getTexUnit(0)->unbind(mScreen.getUsage());
+ gGL.setColorMask(true, true);
+ glClearColor(0, 0, 0, 0);
- mGlow[2].flush();
- }
+ if (sRenderGlow)
+ {
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
+ mGlow[2].bindTarget();
+ mGlow[2].clear();
+ }
- tc1.setVec(0,0);
- tc2.setVec(2,2);
+ gGlowExtractProgram.bind();
+ F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f);
+ F32 maxAlpha = RenderGlowMaxExtractAlpha;
+ F32 warmthAmount = RenderGlowWarmthAmount;
+ LLVector3 lumWeights = RenderGlowLumWeights;
+ LLVector3 warmthWeights = RenderGlowWarmthWeights;
+
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum);
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha);
+ gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1],
+ lumWeights.mV[2]);
+ gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1],
+ warmthWeights.mV[2]);
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount);
+
+ {
+ LLGLEnable blend_on(GL_BLEND);
+ LLGLEnable test(GL_ALPHA_TEST);
- // power of two between 1 and 1024
- U32 glowResPow = RenderGlowResolutionPow;
- const U32 glow_res = llmax(1,
- llmin(1024, 1 << glowResPow));
+ gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
- S32 kernel = RenderGlowIterations*2;
- F32 delta = RenderGlowWidth / glow_res;
- // Use half the glow width if we have the res set to less than 9 so that it looks
- // almost the same in either case.
- if (glowResPow < 9)
- {
- delta *= 0.5f;
- }
- F32 strength = RenderGlowStrength;
+ mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT);
- gGlowProgram.bind();
- gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength);
+ gGL.color4f(1, 1, 1, 1);
+ gPipeline.enableLightsFullbright();
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
- for (S32 i = 0; i < kernel; i++)
- {
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
- mGlow[i%2].bindTarget();
- mGlow[i%2].clear();
- }
-
- if (i == 0)
- {
- gGL.getTexUnit(0)->bind(&mGlow[2]);
- }
- else
- {
- gGL.getTexUnit(0)->bind(&mGlow[(i-1)%2]);
- }
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
- if (i%2 == 0)
- {
- gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0);
- }
- else
- {
- gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta);
- }
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- mGlow[i%2].flush();
- }
+ gGL.end();
- gGlowProgram.unbind();
+ gGL.getTexUnit(0)->unbind(mScreen.getUsage());
- /*if (LLRenderTarget::sUseFBO)
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- }*/
+ mGlow[2].flush();
- 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]);
+ tc1.setVec(0, 0);
+ tc2.setVec(2, 2);
+ }
- tc2.setVec((F32) mScreen.getWidth(),
- (F32) mScreen.getHeight());
+ // power of two between 1 and 1024
+ U32 glowResPow = RenderGlowResolutionPow;
+ const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow));
- gGL.flush();
-
- LLVertexBuffer::unbind();
+ S32 kernel = RenderGlowIterations * 2;
+ F32 delta = RenderGlowWidth / glow_res;
+ // Use half the glow width if we have the res set to less than 9 so that it looks
+ // almost the same in either case.
+ if (glowResPow < 9)
+ {
+ delta *= 0.5f;
+ }
+ F32 strength = RenderGlowStrength;
- if (LLPipeline::sRenderDeferred)
- {
+ gGlowProgram.bind();
+ gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength);
- bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() &&
- (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) &&
- RenderDepthOfField;
+ for (S32 i = 0; i < kernel; i++)
+ {
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
+ mGlow[i % 2].bindTarget();
+ mGlow[i % 2].clear();
+ }
+ if (i == 0)
+ {
+ gGL.getTexUnit(0)->bind(&mGlow[2]);
+ }
+ else
+ {
+ gGL.getTexUnit(0)->bind(&mGlow[(i - 1) % 2]);
+ }
- bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete();
+ if (i % 2 == 0)
+ {
+ gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0);
+ }
+ else
+ {
+ gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta);
+ }
- gViewerWindow->setup3DViewport();
-
- if (dof_enabled)
- {
- LLGLSLShader* shader = &gDeferredPostProgram;
- LLGLDisable blend(GL_BLEND);
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
- //depth of field focal plane calculations
- static F32 current_distance = 16.f;
- static F32 start_distance = 16.f;
- static F32 transition_time = 1.f;
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
- LLVector3 focus_point;
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
- LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject();
- if (obj && obj->mDrawable && obj->isSelected())
- { //focus on selected media object
- S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace();
- if (obj && obj->mDrawable)
- {
- LLFace* face = obj->mDrawable->getFace(face_idx);
- if (face)
- {
- focus_point = face->getPositionAgent();
- }
- }
- }
-
- if (focus_point.isExactlyZero())
- {
- if (LLViewerJoystick::getInstance()->getOverrideCamera())
- { //focus on point under cursor
- focus_point.set(gDebugRaycastIntersection.getF32ptr());
- }
- else if (gAgentCamera.cameraMouselook())
- { //focus on point under mouselook crosshairs
- LLVector4a result;
- result.clear();
+ gGL.end();
- gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE,
- NULL,
- &result);
+ mGlow[i % 2].flush();
+ }
- focus_point.set(result.getF32ptr());
- }
- else
- {
- //focus on alt-zoom target
- LLViewerRegion* region = gAgent.getRegion();
- if (region)
- {
- focus_point = LLVector3(gAgentCamera.getFocusGlobal()-region->getOriginGlobal());
- }
- }
- }
+ gGlowProgram.unbind();
+ }
+ else // !sRenderGlow, skip the glow ping-pong and just clear the result target
+ {
+ mGlow[1].bindTarget();
+ mGlow[1].clear();
+ mGlow[1].flush();
+ }
- LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
- F32 target_distance = 16.f;
- if (!focus_point.isExactlyZero())
- {
- target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye);
- }
+ 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]);
- if (transition_time >= 1.f &&
- fabsf(current_distance-target_distance)/current_distance > 0.01f)
- { //large shift happened, interpolate smoothly to new target distance
- transition_time = 0.f;
- start_distance = current_distance;
- }
- else if (transition_time < 1.f)
- { //currently in a transition, continue interpolating
- transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds.value();
- transition_time = llmin(transition_time, 1.f);
+ tc2.setVec((F32) mScreen.getWidth(), (F32) mScreen.getHeight());
- F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f;
- current_distance = start_distance + (target_distance-start_distance)*t;
- }
- else
- { //small or no change, just snap to target distance
- current_distance = target_distance;
- }
+ gGL.flush();
- //convert to mm
- F32 subject_distance = current_distance*1000.f;
- F32 fnumber = CameraFNumber;
- F32 default_focal_length = CameraFocalLength;
+ LLVertexBuffer::unbind();
- F32 fov = LLViewerCamera::getInstance()->getView();
-
- const F32 default_fov = CameraFieldOfView * F_PI/180.f;
-
- //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
-
- F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f);
+ if (LLPipeline::sRenderDeferred)
+ {
- F32 focal_length = dv/(2*tanf(fov/2.f));
-
- //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
-
- // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
- // where N = fnumber
- // s2 = dot distance
- // s1 = subject distance
- // f = focal length
- //
+ bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() &&
+ (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) &&
+ RenderDepthOfField;
- F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length));
- blur_constant /= 1000.f; //convert to meters for shader
- F32 magnification = focal_length/(subject_distance-focal_length);
+ bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete();
- { //build diffuse+bloom+CoF
- mDeferredLight.bindTarget();
- shader = &gDeferredCoFProgram;
+ gViewerWindow->setup3DViewport();
- bindDeferredShader(*shader);
+ if (dof_enabled)
+ {
+ LLGLSLShader *shader = &gDeferredPostProgram;
+ LLGLDisable blend(GL_BLEND);
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0, channel);
- }
+ // depth of field focal plane calculations
+ static F32 current_distance = 16.f;
+ static F32 start_distance = 16.f;
+ static F32 transition_time = 1.f;
- shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f);
- shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant);
- shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle));
- shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification);
- shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
- shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+ LLVector3 focus_point;
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
+ LLViewerObject *obj = LLViewerMediaFocus::getInstance()->getFocusedObject();
+ if (obj && obj->mDrawable && obj->isSelected())
+ { // focus on selected media object
+ S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace();
+ if (obj && obj->mDrawable)
+ {
+ LLFace *face = obj->mDrawable->getFace(face_idx);
+ if (face)
+ {
+ focus_point = face->getPositionAgent();
+ }
+ }
+ }
- unbindDeferredShader(*shader);
- mDeferredLight.flush();
- }
+ if (focus_point.isExactlyZero())
+ {
+ if (LLViewerJoystick::getInstance()->getOverrideCamera())
+ { // focus on point under cursor
+ focus_point.set(gDebugRaycastIntersection.getF32ptr());
+ }
+ else if (gAgentCamera.cameraMouselook())
+ { // focus on point under mouselook crosshairs
+ LLVector4a result;
+ result.clear();
- U32 dof_width = (U32) (mScreen.getWidth()*CameraDoFResScale);
- U32 dof_height = (U32) (mScreen.getHeight()*CameraDoFResScale);
-
- { //perform DoF sampling at half-res (preserve alpha channel)
- mScreen.bindTarget();
- glViewport(0,0, dof_width, dof_height);
- gGL.setColorMask(true, false);
+ gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE, NULL, &result);
- shader = &gDeferredPostProgram;
- bindDeferredShader(*shader);
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
- if (channel > -1)
- {
- mDeferredLight.bindTexture(0, channel);
- }
+ focus_point.set(result.getF32ptr());
+ }
+ else
+ {
+ // focus on alt-zoom target
+ LLViewerRegion *region = gAgent.getRegion();
+ if (region)
+ {
+ focus_point = LLVector3(gAgentCamera.getFocusGlobal() - region->getOriginGlobal());
+ }
+ }
+ }
- shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
- shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
+ LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
+ F32 target_distance = 16.f;
+ if (!focus_point.isExactlyZero())
+ {
+ target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point - eye);
+ }
- unbindDeferredShader(*shader);
- mScreen.flush();
- gGL.setColorMask(true, true);
- }
-
- { //combine result based on alpha
- if (multisample)
- {
- mDeferredLight.bindTarget();
- glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.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]);
- }
+ if (transition_time >= 1.f && fabsf(current_distance - target_distance) / current_distance > 0.01f)
+ { // large shift happened, interpolate smoothly to new target distance
+ transition_time = 0.f;
+ start_distance = current_distance;
+ }
+ else if (transition_time < 1.f)
+ { // currently in a transition, continue interpolating
+ transition_time += 1.f / CameraFocusTransitionTime * gFrameIntervalSeconds.value();
+ transition_time = llmin(transition_time, 1.f);
- shader = &gDeferredDoFCombineProgram;
- bindDeferredShader(*shader);
-
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0, channel);
- }
+ F32 t = cosf(transition_time * F_PI + F_PI) * 0.5f + 0.5f;
+ current_distance = start_distance + (target_distance - start_distance) * t;
+ }
+ else
+ { // small or no change, just snap to target distance
+ current_distance = target_distance;
+ }
- shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
- shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
- shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width-1);
- shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height-1);
+ // convert to mm
+ F32 subject_distance = current_distance * 1000.f;
+ F32 fnumber = CameraFNumber;
+ F32 default_focal_length = CameraFocalLength;
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
+ F32 fov = LLViewerCamera::getInstance()->getView();
- unbindDeferredShader(*shader);
+ const F32 default_fov = CameraFieldOfView * F_PI / 180.f;
- if (multisample)
- {
- mDeferredLight.flush();
- }
- }
- }
- else
- {
- if (multisample)
- {
- mDeferredLight.bindTarget();
- }
- LLGLSLShader* shader = &gDeferredPostNoDoFProgram;
-
- bindDeferredShader(*shader);
-
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0, channel);
- }
+ // F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
+ F32 dv = 2.f * default_focal_length * tanf(default_fov / 2.f);
- unbindDeferredShader(*shader);
+ F32 focal_length = dv / (2 * tanf(fov / 2.f));
- if (multisample)
- {
- mDeferredLight.flush();
- }
- }
+ // F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
- if (multisample)
- {
- //bake out texture2D with RGBL for FXAA shader
- mFXAABuffer.bindTarget();
-
- S32 width = mScreen.getWidth();
- S32 height = mScreen.getHeight();
- glViewport(0, 0, width, height);
+ // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
+ // where N = fnumber
+ // s2 = dot distance
+ // s1 = subject distance
+ // f = focal length
+ //
- LLGLSLShader* shader = &gGlowCombineFXAAProgram;
+ F32 blur_constant = focal_length * focal_length / (fnumber * (subject_distance - focal_length));
+ blur_constant /= 1000.f; // convert to meters for shader
+ F32 magnification = focal_length / (subject_distance - focal_length);
- shader->bind();
- shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height);
+ { // build diffuse+bloom+CoF
+ mDeferredLight.bindTarget();
+ shader = &gDeferredCoFProgram;
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
- if (channel > -1)
- {
- mDeferredLight.bindTexture(0, channel);
- }
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.vertex2f(-1,-1);
- gGL.vertex2f(-1,3);
- gGL.vertex2f(3,-1);
- gGL.end();
+ bindDeferredShader(*shader);
- gGL.flush();
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
- shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
- shader->unbind();
-
- mFXAABuffer.flush();
+ shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f);
+ shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant);
+ shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle));
+ shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification);
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
- shader = &gFXAAProgram;
- shader->bind();
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
- channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
- if (channel > -1)
- {
- mFXAABuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
- }
-
- 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]);
-
- F32 scale_x = (F32) width/mFXAABuffer.getWidth();
- F32 scale_y = (F32) height/mFXAABuffer.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, 0.5f/width*scale_x, 0.5f/height*scale_y);
- shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y);
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.vertex2f(-1,-1);
- gGL.vertex2f(-1,3);
- gGL.vertex2f(3,-1);
- gGL.end();
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
- gGL.flush();
- shader->unbind();
- }
- }
- else
- {
- U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
- LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0);
- buff->allocateBuffer(3,0,TRUE);
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
- LLStrider<LLVector3> v;
- LLStrider<LLVector2> uv1;
- LLStrider<LLVector2> uv2;
+ gGL.end();
- buff->getVertexStrider(v);
- buff->getTexCoord0Strider(uv1);
- buff->getTexCoord1Strider(uv2);
-
- uv1[0] = LLVector2(0, 0);
- uv1[1] = LLVector2(0, 2);
- uv1[2] = LLVector2(2, 0);
-
- uv2[0] = LLVector2(0, 0);
- uv2[1] = LLVector2(0, tc2.mV[1]*2.f);
- uv2[2] = LLVector2(tc2.mV[0]*2.f, 0);
-
- v[0] = LLVector3(-1,-1,0);
- v[1] = LLVector3(-1,3,0);
- v[2] = LLVector3(3,-1,0);
-
- buff->flush();
+ unbindDeferredShader(*shader);
+ mDeferredLight.flush();
+ }
- LLGLDisable blend(GL_BLEND);
+ U32 dof_width = (U32)(mScreen.getWidth() * CameraDoFResScale);
+ U32 dof_height = (U32)(mScreen.getHeight() * CameraDoFResScale);
- if (LLGLSLShader::sNoFixedFunction)
- {
- gGlowCombineProgram.bind();
- }
- else
- {
- //tex unit 0
- gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
- //tex unit 1
- gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
- }
-
- gGL.getTexUnit(0)->bind(&mGlow[1]);
- gGL.getTexUnit(1)->bind(&mScreen);
-
- LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
-
- buff->setBuffer(mask);
- buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gGlowCombineProgram.unbind();
- }
- else
- {
- gGL.getTexUnit(1)->disable();
- gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
+ { // perform DoF sampling at half-res (preserve alpha channel)
+ mScreen.bindTarget();
+ glViewport(0, 0, dof_width, dof_height);
+ gGL.setColorMask(true, false);
- gGL.getTexUnit(0)->activate();
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
- }
-
- }
+ shader = &gDeferredPostProgram;
+ bindDeferredShader(*shader);
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ if (channel > -1)
+ {
+ mDeferredLight.bindTexture(0, channel);
+ }
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
- if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
- {
- if (LLGLSLShader::sNoFixedFunction)
- {
- gSplatTextureRectProgram.bind();
- }
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
- gGL.setColorMask(true, false);
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
- LLVector2 tc1(0,0);
- LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
- (F32) gViewerWindow->getWorldViewHeightRaw()*2);
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
- LLGLEnable blend(GL_BLEND);
- gGL.color4f(1,1,1,0.75f);
+ gGL.end();
- gGL.getTexUnit(0)->bind(&mPhysicsDisplay);
+ unbindDeferredShader(*shader);
+ mScreen.flush();
+ gGL.setColorMask(true, true);
+ }
- gGL.begin(LLRender::TRIANGLES);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
- gGL.flush();
+ { // combine result based on alpha
+ if (multisample)
+ {
+ mDeferredLight.bindTarget();
+ glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.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]);
+ }
- if (LLGLSLShader::sNoFixedFunction)
- {
- gSplatTextureRectProgram.unbind();
- }
- }
+ shader = &gDeferredDoFCombineProgram;
+ bindDeferredShader(*shader);
-
- if (LLRenderTarget::sUseFBO)
- { //copy depth buffer from mScreen to framebuffer
- LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
- 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- }
-
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+ shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width - 1);
+ shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height - 1);
- LLVertexBuffer::unbind();
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+
+ if (multisample)
+ {
+ mDeferredLight.flush();
+ }
+ }
+ }
+ else
+ {
+ if (multisample)
+ {
+ mDeferredLight.bindTarget();
+ }
+ LLGLSLShader *shader = &gDeferredPostNoDoFProgram;
+
+ bindDeferredShader(*shader);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+
+ if (multisample)
+ {
+ mDeferredLight.flush();
+ }
+ }
+
+ if (multisample)
+ {
+ // bake out texture2D with RGBL for FXAA shader
+ mFXAABuffer.bindTarget();
+
+ S32 width = mScreen.getWidth();
+ S32 height = mScreen.getHeight();
+ glViewport(0, 0, width, height);
+
+ LLGLSLShader *shader = &gGlowCombineFXAAProgram;
+
+ shader->bind();
+ shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ if (channel > -1)
+ {
+ mDeferredLight.bindTexture(0, channel);
+ }
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex2f(-1, -1);
+ gGL.vertex2f(-1, 3);
+ gGL.vertex2f(3, -1);
+ gGL.end();
+
+ gGL.flush();
+
+ shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ shader->unbind();
+
+ mFXAABuffer.flush();
+
+ shader = &gFXAAProgram;
+ shader->bind();
+
+ channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
+ if (channel > -1)
+ {
+ mFXAABuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
+ }
+
+ 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]);
+
+ F32 scale_x = (F32) width / mFXAABuffer.getWidth();
+ F32 scale_y = (F32) height / mFXAABuffer.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,
+ 0.5f / width * scale_x, 0.5f / height * scale_y);
+ shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f / width * scale_x, -2.f / height * scale_y,
+ 2.f / width * scale_x, 2.f / height * scale_y);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex2f(-1, -1);
+ gGL.vertex2f(-1, 3);
+ gGL.vertex2f(3, -1);
+ gGL.end();
+
+ gGL.flush();
+ shader->unbind();
+ }
+ }
+ else // not deferred
+ {
+ U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
+ LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0);
+ buff->allocateBuffer(3, 0, TRUE);
+
+ LLStrider<LLVector3> v;
+ LLStrider<LLVector2> uv1;
+ LLStrider<LLVector2> uv2;
+
+ buff->getVertexStrider(v);
+ buff->getTexCoord0Strider(uv1);
+ buff->getTexCoord1Strider(uv2);
+
+ uv1[0] = LLVector2(0, 0);
+ uv1[1] = LLVector2(0, 2);
+ uv1[2] = LLVector2(2, 0);
+
+ uv2[0] = LLVector2(0, 0);
+ uv2[1] = LLVector2(0, tc2.mV[1] * 2.f);
+ uv2[2] = LLVector2(tc2.mV[0] * 2.f, 0);
+
+ v[0] = LLVector3(-1, -1, 0);
+ v[1] = LLVector3(-1, 3, 0);
+ v[2] = LLVector3(3, -1, 0);
+
+ buff->flush();
+
+ LLGLDisable blend(GL_BLEND);
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gGlowCombineProgram.bind();
+ }
+ else
+ {
+ // tex unit 0
+ gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
+ // tex unit 1
+ gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR,
+ LLTexUnit::TBS_PREV_COLOR);
+ }
+
+ gGL.getTexUnit(0)->bind(&mGlow[1]);
+ gGL.getTexUnit(1)->bind(&mScreen);
+
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+ buff->setBuffer(mask);
+ buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gGlowCombineProgram.unbind();
+ }
+ else
+ {
+ gGL.getTexUnit(1)->disable();
+ gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
+
+ gGL.getTexUnit(0)->activate();
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+ }
+ }
+
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+ if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
+ {
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gSplatTextureRectProgram.bind();
+ }
+
+ gGL.setColorMask(true, false);
+
+ LLVector2 tc1(0, 0);
+ LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw() * 2,
+ (F32) gViewerWindow->getWorldViewHeightRaw() * 2);
+
+ LLGLEnable blend(GL_BLEND);
+ gGL.color4f(1, 1, 1, 0.75f);
+
+ gGL.getTexUnit(0)->bind(&mPhysicsDisplay);
+
+ gGL.begin(LLRender::TRIANGLES);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
+
+ gGL.end();
+ gGL.flush();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gSplatTextureRectProgram.unbind();
+ }
+ }
+
+ if (LLRenderTarget::sUseFBO)
+ { // copy depth buffer from mScreen to framebuffer
+ LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), 0, 0,
+ mScreen.getWidth(), mScreen.getHeight(),
+ GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
+ }
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
}
static LLTrace::BlockTimerStatHandle FTM_BIND_DEFERRED("Bind Deferred");
@@ -8453,628 +8457,622 @@ static LLTrace::BlockTimerStatHandle FTM_FULLSCREEN_LIGHTS("Fullscreen Lights");
static LLTrace::BlockTimerStatHandle FTM_PROJECTORS("Projectors");
static LLTrace::BlockTimerStatHandle FTM_POST("Post");
-
-void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
+void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
{
- if (!sCull)
- {
- return;
- }
+ if (!sCull)
+ {
+ return;
+ }
- LLRenderTarget* deferred_target = &mDeferredScreen;
- LLRenderTarget* deferred_depth_target = &mDeferredDepth;
- LLRenderTarget* deferred_light_target = &mDeferredLight;
+ LLRenderTarget *deferred_target = &mDeferredScreen;
+ LLRenderTarget *deferred_depth_target = &mDeferredDepth;
+ LLRenderTarget *deferred_light_target = &mDeferredLight;
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);
- LLViewerCamera* camera = LLViewerCamera::getInstance();
- {
- LLGLDepthTest depth(GL_TRUE);
- deferred_depth_target->copyContents(*deferred_target, 0, 0, deferred_target->getWidth(), deferred_target->getHeight(),
- 0, 0, deferred_depth_target->getWidth(), deferred_depth_target->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- }
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);
+ LLViewerCamera *camera = LLViewerCamera::getInstance();
+ {
+ LLGLDepthTest depth(GL_TRUE);
+ deferred_depth_target->copyContents(*deferred_target,
+ 0,
+ 0,
+ deferred_target->getWidth(),
+ deferred_target->getHeight(),
+ 0,
+ 0,
+ deferred_depth_target->getWidth(),
+ deferred_depth_target->getHeight(),
+ GL_DEPTH_BUFFER_BIT,
+ GL_NEAREST);
+ }
- LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
- }
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+ }
- //ati doesn't seem to love actually using the stencil buffer on FBO's
- LLGLDisable stencil(GL_STENCIL_TEST);
- //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
- //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ // ati doesn't seem to love actually using the stencil buffer on FBO's
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ // glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
+ // glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- gGL.setColorMask(true, true);
-
- //draw a cube around every light
- LLVertexBuffer::unbind();
+ gGL.setColorMask(true, true);
- LLGLEnable cull(GL_CULL_FACE);
- LLGLEnable blend(GL_BLEND);
+ // draw a cube around every light
+ LLVertexBuffer::unbind();
+
+ LLGLEnable cull(GL_CULL_FACE);
+ LLGLEnable blend(GL_BLEND);
glh::matrix4f mat = copy_matrix(gGLModelView);
- LLStrider<LLVector3> vert;
- mDeferredVB->getVertexStrider(vert);
-
- vert[0].set(-1,1,0);
- vert[1].set(-1,-3,0);
- vert[2].set(3,1,0);
-
- setupHWLights(NULL); //to set mSun/MoonDir;
+ LLStrider<LLVector3> vert;
+ mDeferredVB->getVertexStrider(vert);
+
+ vert[0].set(-1, 1, 0);
+ vert[1].set(-1, -3, 0);
+ vert[2].set(3, 1, 0);
+
+ setupHWLights(NULL); // to set mSun/MoonDir;
glh::vec4f tc(mSunDir.mV);
- mat.mult_matrix_vec(tc);
- mTransformedSunDir.set(tc.v);
+ mat.mult_matrix_vec(tc);
+ mTransformedSunDir.set(tc.v);
glh::vec4f tc_moon(mMoonDir.mV);
mat.mult_matrix_vec(tc_moon);
mTransformedMoonDir.set(tc_moon.v);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
- if (RenderDeferredSSAO || RenderShadowDetail > 0)
- {
+ if (RenderDeferredSSAO || RenderShadowDetail > 0)
+ {
deferred_light_target->bindTarget();
- { //paint shadow/SSAO light map (direct lighting lightmap)
- LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW);
+ { // paint shadow/SSAO light map (direct lighting lightmap)
+ LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW);
bindDeferredShader(gDeferredSunProgram, deferred_light_target);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- glClearColor(1,1,1,1);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ glClearColor(1, 1, 1, 1);
deferred_light_target->clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0,0,0,0);
+ glClearColor(0, 0, 0, 0);
glh::matrix4f inv_trans = get_current_modelview().inverse().transpose();
- const U32 slice = 32;
- F32 offset[slice*3];
- for (U32 i = 0; i < 4; i++)
- {
- for (U32 j = 0; j < 8; j++)
- {
- glh::vec3f v;
- v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i);
- v.normalize();
- inv_trans.mult_matrix_vec(v);
- v.normalize();
- offset[(i*8+j)*3+0] = v.v[0];
- offset[(i*8+j)*3+1] = v.v[2];
- offset[(i*8+j)*3+2] = v.v[1];
- }
- }
+ const U32 slice = 32;
+ F32 offset[slice * 3];
+ for (U32 i = 0; i < 4; i++)
+ {
+ for (U32 j = 0; j < 8; j++)
+ {
+ glh::vec3f v;
+ v.set_value(sinf(6.284f / 8 * j), cosf(6.284f / 8 * j), -(F32) i);
+ v.normalize();
+ inv_trans.mult_matrix_vec(v);
+ v.normalize();
+ offset[(i * 8 + j) * 3 + 0] = v.v[0];
+ offset[(i * 8 + j) * 3 + 1] = v.v[2];
+ offset[(i * 8 + j) * 3 + 2] = v.v[1];
+ }
+ }
- gDeferredSunProgram.uniform3fv(sOffset, slice, offset);
- gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_light_target->getWidth(), deferred_light_target->getHeight());
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- stop_glerror();
- }
-
- unbindDeferredShader(gDeferredSunProgram);
- }
+ gDeferredSunProgram.uniform3fv(sOffset, slice, offset);
+ gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES,
+ deferred_light_target->getWidth(),
+ deferred_light_target->getHeight());
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ stop_glerror();
+ }
+
+ unbindDeferredShader(gDeferredSunProgram);
+ }
deferred_light_target->flush();
- }
-
- if (RenderDeferredSSAO)
- { //soften direct lighting lightmap
- LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW);
- //blur lightmap
+ }
+
+ if (RenderDeferredSSAO)
+ { // soften direct lighting lightmap
+ LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW);
+ // blur lightmap
screen_target->bindTarget();
- glClearColor(1,1,1,1);
+ glClearColor(1, 1, 1, 1);
screen_target->clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0,0,0,0);
-
- bindDeferredShader(gDeferredBlurLightProgram);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- LLVector3 go = RenderShadowGaussian;
- const U32 kern_length = 4;
- F32 blur_size = RenderShadowBlurSize;
- F32 dist_factor = RenderShadowBlurDistFactor;
+ glClearColor(0, 0, 0, 0);
- // sample symmetrically with the middle sample falling exactly on 0.0
- F32 x = 0.f;
+ bindDeferredShader(gDeferredBlurLightProgram);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ LLVector3 go = RenderShadowGaussian;
+ const U32 kern_length = 4;
+ F32 blur_size = RenderShadowBlurSize;
+ F32 dist_factor = RenderShadowBlurDistFactor;
- LLVector3 gauss[32]; // xweight, yweight, offset
+ // sample symmetrically with the middle sample falling exactly on 0.0
+ F32 x = 0.f;
- for (U32 i = 0; i < kern_length; i++)
- {
- gauss[i].mV[0] = llgaussian(x, go.mV[0]);
- gauss[i].mV[1] = llgaussian(x, go.mV[1]);
- gauss[i].mV[2] = x;
- x += 1.f;
- }
+ LLVector3 gauss[32]; // xweight, yweight, offset
+
+ for (U32 i = 0; i < kern_length; i++)
+ {
+ gauss[i].mV[0] = llgaussian(x, go.mV[0]);
+ gauss[i].mV[1] = llgaussian(x, go.mV[1]);
+ gauss[i].mV[2] = x;
+ x += 1.f;
+ }
+
+ gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f);
+ gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor);
+ gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV);
+ gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length / 2.f - 0.5f));
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ stop_glerror();
+ }
- gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f);
- gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor);
- gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV);
- gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length/2.f - 0.5f));
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- stop_glerror();
- }
-
screen_target->flush();
- unbindDeferredShader(gDeferredBlurLightProgram);
+ unbindDeferredShader(gDeferredBlurLightProgram);
bindDeferredShader(gDeferredBlurLightProgram, screen_target);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
deferred_light_target->bindTarget();
- gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f);
+ gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f);
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- stop_glerror();
- }
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ stop_glerror();
+ }
deferred_light_target->flush();
- unbindDeferredShader(gDeferredBlurLightProgram);
- }
+ unbindDeferredShader(gDeferredBlurLightProgram);
+ }
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
+ stop_glerror();
+ gGL.popMatrix();
+ stop_glerror();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ stop_glerror();
+ gGL.popMatrix();
+ stop_glerror();
screen_target->bindTarget();
- // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
- glClearColor(0,0,0,0);
+ // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
+ glClearColor(0, 0, 0, 0);
screen_target->clear(GL_COLOR_BUFFER_BIT);
-
- if (RenderDeferredAtmospheric)
- { //apply sunlight contribution
- LLGLSLShader& soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram;
- LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
- bindDeferredShader(soften_shader);
+ if (RenderDeferredAtmospheric)
+ { // apply sunlight contribution
+ LLGLSLShader &soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram;
+
+ LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
+ bindDeferredShader(soften_shader);
- LLEnvironment& environment = LLEnvironment::instance();
+ LLEnvironment &environment = LLEnvironment::instance();
soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
soften_shader.uniform4fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV);
- {
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
+ {
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
- //full screen blit
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
+ // full screen blit
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- }
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
- }
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ }
- { //render non-deferred geometry (fullbright, alpha, etc)
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
+ }
- gPipeline.pushRenderTypeMask();
-
- gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::RENDER_TYPE_WL_SKY,
- LLPipeline::END_RENDER_TYPES);
-
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
- gPipeline.popRenderTypeMask();
- }
+ { // render non-deferred geometry (fullbright, alpha, etc)
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
- bool render_local = RenderLocalLights;
-
- if (render_local)
- {
- gGL.setSceneBlendType(LLRender::BT_ADD);
- std::list<LLVector4> fullscreen_lights;
- LLDrawable::drawable_list_t spot_lights;
- LLDrawable::drawable_list_t fullscreen_spot_lights;
+ gPipeline.pushRenderTypeMask();
- for (U32 i = 0; i < 2; i++)
- {
- mTargetShadowSpotLight[i] = NULL;
- }
+ gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::RENDER_TYPE_WL_SKY,
+ LLPipeline::END_RENDER_TYPES);
- std::list<LLVector4> light_colors;
+ renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
+ gPipeline.popRenderTypeMask();
+ }
- LLVertexBuffer::unbind();
+ bool render_local = RenderLocalLights;
- {
- bindDeferredShader(gDeferredLightProgram);
-
- if (mCubeVB.isNull())
- {
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
- }
+ if (render_local)
+ {
+ gGL.setSceneBlendType(LLRender::BT_ADD);
+ std::list<LLVector4> fullscreen_lights;
+ LLDrawable::drawable_list_t spot_lights;
+ LLDrawable::drawable_list_t fullscreen_spot_lights;
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
- {
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
- if (!volume)
- {
- continue;
- }
+ for (U32 i = 0; i < 2; i++)
+ {
+ mTargetShadowSpotLight[i] = NULL;
+ }
- if (volume->isAttachment())
- {
- if (!sRenderAttachedLights)
- {
- continue;
- }
- }
+ std::list<LLVector4> light_colors;
+
+ LLVertexBuffer::unbind();
+
+ {
+ bindDeferredShader(gDeferredLightProgram);
+
+ if (mCubeVB.isNull())
+ {
+ mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
+ }
+
+ mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- const LLViewerObject *vobj = drawablep->getVObj();
- if (vobj)
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ // mNearbyLights already includes distance calculation and excludes muted avatars.
+ // It is calculated from mLights
+ // mNearbyLights also provides fade value to gracefully fade-out out of range lights
+ for (light_set_t::iterator iter = mNearbyLights.begin(); iter != mNearbyLights.end(); ++iter)
+ {
+ LLDrawable * drawablep = iter->drawable;
+ LLVOVolume * volume = drawablep->getVOVolume();
+ if (!volume)
+ {
+ continue;
+ }
+
+ if (volume->isAttachment())
{
- LLVOAvatar *av = vobj->getAvatar();
- if (av && (av->isTooComplex() || av->isInMuteList()))
+ if (!sRenderAttachedLights)
{
continue;
}
}
- const LLVector3 position = drawablep->getPositionAgent();
- if (dist_vec(position, LLViewerCamera::getInstance()->getOrigin()) > RenderFarClip + volume->getLightRadius())
+ LLVector4a center;
+ center.load3(drawablep->getPositionAgent().mV);
+ const F32 *c = center.getF32ptr();
+ F32 s = volume->getLightRadius() * 1.5f;
+
+ // send light color to shader in linear space
+ LLColor3 col = volume->getLightLinearColor();
+
+ if (col.magVecSquared() < 0.001f)
{
continue;
}
- LLVector4a center;
- center.load3(position.mV);
- const F32* c = center.getF32ptr();
- F32 s = volume->getLightRadius()*1.5f;
-
- //send light color to shader in linear space
- LLColor3 col = volume->getLightLinearColor();
-
- if (col.magVecSquared() < 0.001f)
- {
- continue;
- }
+ if (s <= 0.001f)
+ {
+ continue;
+ }
- if (s <= 0.001f)
- {
- continue;
- }
+ LLVector4a sa;
+ sa.splat(s);
+ if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
+ {
+ continue;
+ }
- LLVector4a sa;
- sa.splat(s);
- if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
- {
- continue;
- }
+ sVisibleLightCount++;
- sVisibleLightCount++;
-
- if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
- camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
- camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
- camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
- camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
- camera->getOrigin().mV[2] < c[2] - s - 0.2f)
- { //draw box if camera is outside box
- if (render_local)
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- spot_lights.push_back(drawablep);
- continue;
- }
-
- LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS);
- gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
- gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ if (camera->getOrigin().mV[0] > c[0] + s + 0.2f || camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
+ camera->getOrigin().mV[1] > c[1] + s + 0.2f || camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
+ camera->getOrigin().mV[2] > c[2] + s + 0.2f || camera->getOrigin().mV[2] < c[2] - s - 0.2f)
+ { // draw box if camera is outside box
+ if (render_local)
+ {
+ if (volume->isLightSpotlight())
+ {
+ drawablep->getVOVolume()->updateSpotLightPriority();
+ spot_lights.push_back(drawablep);
+ continue;
+ }
+
+ LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS);
+ gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
+ gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
+ gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF));
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- stop_glerror();
- }
- }
- else
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- fullscreen_spot_lights.push_back(drawablep);
- continue;
- }
+ gGL.syncMatrices();
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s));
+ mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
+ stop_glerror();
+ }
+ }
+ else
+ {
+ if (volume->isLightSpotlight())
+ {
+ drawablep->getVOVolume()->updateSpotLightPriority();
+ fullscreen_spot_lights.push_back(drawablep);
+ continue;
+ }
+
+ glh::vec3f tc(c);
+ mat.mult_matrix_vec(tc);
+
+ fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s));
light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF)));
- }
- }
- unbindDeferredShader(gDeferredLightProgram);
- }
+ }
+ }
- if (!spot_lights.empty())
- {
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- bindDeferredShader(gDeferredSpotLightProgram);
+ // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode),
+ // prev site of appended deferred character light, removed by SL-13522 09/20
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ unbindDeferredShader(gDeferredLightProgram);
+ }
- gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ if (!spot_lights.empty())
+ {
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ bindDeferredShader(gDeferredSpotLightProgram);
- for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
- {
- LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
+ mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- LLVOVolume* volume = drawablep->getVOVolume();
+ for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
+ LLDrawable *drawablep = *iter;
- LLVector4a center;
- center.load3(drawablep->getPositionAgent().mV);
- const F32* c = center.getF32ptr();
- F32 s = volume->getLightRadius()*1.5f;
+ LLVOVolume *volume = drawablep->getVOVolume();
- sVisibleLightCount++;
+ LLVector4a center;
+ center.load3(drawablep->getPositionAgent().mV);
+ const F32 *c = center.getF32ptr();
+ F32 s = volume->getLightRadius() * 1.5f;
- setupSpotLight(gDeferredSpotLightProgram, drawablep);
-
- //send light color to shader in linear space
+ sVisibleLightCount++;
+
+ setupSpotLight(gDeferredSpotLightProgram, drawablep);
+
+ // send light color to shader in linear space
LLColor3 col = volume->getLightLinearColor();
-
- gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
- gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+
+ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
+ gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
+ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF));
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- }
- gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredSpotLightProgram);
- }
+ gGL.syncMatrices();
+
+ mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
+ }
+ gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ unbindDeferredShader(gDeferredSpotLightProgram);
+ }
- //reset mDeferredVB to fullscreen triangle
- mDeferredVB->getVertexStrider(vert);
- vert[0].set(-1,1,0);
- vert[1].set(-1,-3,0);
- vert[2].set(3,1,0);
+ // reset mDeferredVB to fullscreen triangle
+ mDeferredVB->getVertexStrider(vert);
+ vert[0].set(-1, 1, 0);
+ vert[1].set(-1, -3, 0);
+ vert[2].set(3, 1, 0);
- {
- LLGLDepthTest depth(GL_FALSE);
+ {
+ LLGLDepthTest depth(GL_FALSE);
- //full screen blit
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
+ // full screen blit
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
- U32 count = 0;
+ U32 count = 0;
- const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT;
- LLVector4 light[max_count];
- LLVector4 col[max_count];
+ const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT;
+ LLVector4 light[max_count];
+ LLVector4 col[max_count];
- F32 far_z = 0.f;
+ F32 far_z = 0.f;
- while (!fullscreen_lights.empty())
- {
- LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS);
- light[count] = fullscreen_lights.front();
- fullscreen_lights.pop_front();
- col[count] = light_colors.front();
- light_colors.pop_front();
-
- far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z);
- count++;
- if (count == max_count || fullscreen_lights.empty())
- {
- U32 idx = count-1;
- bindDeferredShader(gDeferredMultiLightProgram[idx]);
- gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
- gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
- far_z = 0.f;
- count = 0;
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- unbindDeferredShader(gDeferredMultiLightProgram[idx]);
- }
- }
-
- bindDeferredShader(gDeferredMultiSpotLightProgram);
+ while (!fullscreen_lights.empty())
+ {
+ LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS);
+ light[count] = fullscreen_lights.front();
+ fullscreen_lights.pop_front();
+ col[count] = light_colors.front();
+ light_colors.pop_front();
+
+ far_z = llmin(light[count].mV[2] - light[count].mV[3], far_z);
+ count++;
+ if (count == max_count || fullscreen_lights.empty())
+ {
+ U32 idx = count - 1;
+ bindDeferredShader(gDeferredMultiLightProgram[idx]);
+ gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat *) light);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat *) col);
+ gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
+ far_z = 0.f;
+ count = 0;
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ unbindDeferredShader(gDeferredMultiLightProgram[idx]);
+ }
+ }
- gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ bindDeferredShader(gDeferredMultiSpotLightProgram);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
- {
- LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- 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);
+ for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
+ LLDrawable *drawablep = *iter;
+ LLVOVolume *volume = drawablep->getVOVolume();
+ LLVector3 center = drawablep->getPositionAgent();
+ F32 * c = center.mV;
+ F32 light_size_final = volume->getLightRadius() * 1.5f;
+ F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF);
- sVisibleLightCount++;
+ sVisibleLightCount++;
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
+ glh::vec3f tc(c);
+ mat.mult_matrix_vec(tc);
- //send light color to shader in linear space
+ setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
+
+ // send light color to shader in linear space
LLColor3 col = volume->getLightLinearColor();
-
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
+
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final);
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
- gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredMultiSpotLightProgram);
+ gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ unbindDeferredShader(gDeferredMultiSpotLightProgram);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- }
- }
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ }
+ }
- gGL.setColorMask(true, true);
- }
+ gGL.setColorMask(true, true);
+ }
screen_target->flush();
- //gamma correct lighting
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadIdentity();
+ // gamma correct lighting
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
- {
- LLGLDepthTest depth(GL_FALSE, GL_FALSE);
+ {
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE);
- LLVector2 tc1(0,0);
- LLVector2 tc2((F32) screen_target->getWidth()*2,
- (F32) screen_target->getHeight()*2);
+ LLVector2 tc1(0, 0);
+ LLVector2 tc2((F32) screen_target->getWidth() * 2, (F32) screen_target->getHeight() * 2);
screen_target->bindTarget();
- // Apply gamma correction to the frame here.
- gDeferredPostGammaCorrectProgram.bind();
- //mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- S32 channel = 0;
- channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage());
- if (channel > -1)
- {
+ // Apply gamma correction to the frame here.
+ gDeferredPostGammaCorrectProgram.bind();
+ // mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ S32 channel = 0;
+ channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage());
+ if (channel > -1)
+ {
screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT);
- }
-
+ }
+
gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_target->getHeight());
-
- F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
- gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
+ F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
+
+ gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1, -1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1, 3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3, -1);
+
+ gGL.end();
+
gGL.getTexUnit(channel)->unbind(screen_target->getUsage());
- gDeferredPostGammaCorrectProgram.unbind();
+ gDeferredPostGammaCorrectProgram.unbind();
screen_target->flush();
- }
+ }
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
screen_target->bindTarget();
- { //render non-deferred geometry (alpha, fullbright, glow)
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- pushRenderTypeMask();
- andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_GLOW,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_ALPHA,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_BUMP,
- LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
- LLPipeline::RENDER_TYPE_PASS_GLOW,
- LLPipeline::RENDER_TYPE_PASS_GRASS,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
- LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
- END_RENDER_TYPES);
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance());
- popRenderTypeMask();
- }
+ { // render non-deferred geometry (alpha, fullbright, glow)
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+
+ pushRenderTypeMask();
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_VOLUME,
+ LLPipeline::RENDER_TYPE_GLOW,
+ LLPipeline::RENDER_TYPE_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_GLOW,
+ LLPipeline::RENDER_TYPE_PASS_GRASS,
+ LLPipeline::RENDER_TYPE_PASS_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
+ LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
+ LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_CONTROL_AV,
+ LLPipeline::RENDER_TYPE_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
+ END_RENDER_TYPES);
+
+ renderGeomPostDeferred(*LLViewerCamera::getInstance());
+ popRenderTypeMask();
+ }
- {
- //render highlights, etc.
- renderHighlights();
- mHighlightFaces.clear();
+ {
+ // render highlights, etc.
+ renderHighlights();
+ mHighlightFaces.clear();
- renderDebug();
+ renderDebug();
- LLVertexBuffer::unbind();
+ LLVertexBuffer::unbind();
- if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
- {
- // Render debugging beacons.
- gObjectList.renderObjectBeacons();
- gObjectList.resetObjectBeacons();
+ if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
+ {
+ // Render debugging beacons.
+ gObjectList.renderObjectBeacons();
+ gObjectList.resetObjectBeacons();
gSky.addSunMoonBeacons();
- }
- }
+ }
+ }
- screen_target->flush();
+ screen_target->flush();
}
void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
@@ -9291,7 +9289,8 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gPipeline.pushRenderTypeMask();
- glh::matrix4f projection = get_current_projection();
+ glh::matrix4f saved_modelview = get_current_modelview();
+ glh::matrix4f saved_projection = get_current_projection();
glh::matrix4f mat;
S32 detail = RenderReflectionDetail;
@@ -9330,8 +9329,6 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
//disable occlusion culling for reflection map for now
LLPipeline::sUseOcclusion = 0;
- glh::matrix4f current = get_current_modelview();
-
if (!camera_is_underwater)
{ //generate planar reflection map
@@ -9340,15 +9337,10 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glh::matrix4f mat;
- camera.getOpenGLTransform(mat.m);
-
- glh::matrix4f scal;
- scal.set_scale(glh::vec3f(1, 1, -1));
- mat = scal * mat;
+ mat.set_scale(glh::vec3f(1, 1, -1));
+ mat.set_translate(glh::vec3f(0,0,water_height*2.f));
+ mat = saved_modelview * mat;
- // convert from CFR to OGL coord sys...
- mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
mReflectionModelView = mat;
@@ -9357,6 +9349,12 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
+ glh::vec3f origin(0, 0, 0);
+ glh::matrix4f inv_mat = mat.inverse();
+ inv_mat.mult_matrix_vec(origin);
+
+ camera.setOrigin(origin.v);
+
glCullFace(GL_FRONT);
if (LLDrawPoolWater::sNeedsReflectionUpdate)
@@ -9401,7 +9399,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES);
if (detail < 3)
{
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, LLPipeline::RENDER_TYPE_CONTROL_AV, END_RENDER_TYPES);
if (detail < 2)
{
clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES);
@@ -9409,7 +9407,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
}
}
- LLGLUserClipPlane clip_plane(plane, mReflectionModelView, projection);
+ LLGLUserClipPlane clip_plane(plane, mReflectionModelView, saved_projection);
LLGLDisable cull(GL_CULL_FACE);
updateCull(camera, mReflectedObjects, -water_clip, &plane);
stateSort(camera, mReflectedObjects);
@@ -9423,7 +9421,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
- set_current_modelview(current);
+ set_current_modelview(saved_modelview);
}
//LLPipeline::sUseOcclusion = occlusion;
@@ -9479,7 +9477,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
//clip out geometry on the same side of water as the camera w/ enough margin to not include the water geo itself,
// but not so much as to clip out parts of avatars that should be seen under the water in the distortion map
LLPlane plane(-pnorm, water_dist);
- LLGLUserClipPlane clip_plane(plane, current, projection);
+ LLGLUserClipPlane clip_plane(plane, saved_modelview, saved_projection);
gGL.setColorMask(true, true);
mWaterDis.clear();
@@ -10116,6 +10114,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
LLPipeline::RENDER_TYPE_BUMP,
LLPipeline::RENDER_TYPE_VOLUME,
LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_CONTROL_AV,
LLPipeline::RENDER_TYPE_TREE,
LLPipeline::RENDER_TYPE_TERRAIN,
LLPipeline::RENDER_TYPE_WATER,
@@ -10909,7 +10908,9 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
if (visually_muted || too_complex)
{
- andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_CONTROL_AV,
+ END_RENDER_TYPES);
}
else
{
@@ -10932,6 +10933,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_CONTROL_AV,
LLPipeline::RENDER_TYPE_ALPHA_MASK,
LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
LLPipeline::RENDER_TYPE_INVISIBLE,
@@ -10952,7 +10954,6 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
{
LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_MARK_VISIBLE);
markVisible(avatar->mDrawable, *viewer_camera);
- LLVOAvatar::sUseImpostors = false; // @TODO ???
LLVOAvatar::attachment_map_t::iterator iter;
for (iter = avatar->mAttachmentPoints.begin();
@@ -11192,7 +11193,6 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
avatar->setImpostorDim(tdim);
- LLVOAvatar::sUseImpostors = (0 != LLVOAvatar::sMaxNonImpostors);
sUseOcclusion = occlusion;
sReflectionRender = false;
sImpostorRender = false;