diff options
Diffstat (limited to 'indra/newview')
32 files changed, 249 insertions, 195 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 79e150a6f2..f27444ca27 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9116,6 +9116,28 @@ <key>Value</key> <real>500.0</real> </map> + <key>RenderSSAOIrradianceScale</key> + <map> + <key>Comment</key> + <string>Scaling factor for irradiance input to SSAO</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.6</real> + </map> + <key>RenderSSAOIrradianceMax</key> + <map> + <key>Comment</key> + <string>Max factor for irradiance input to SSAO</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.18</real> + </map> <key>RenderSSAOMaxScale</key> <map> <key>Comment</key> @@ -10566,40 +10588,29 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>1.25</real> - </map> - <key>RenderReflectionProbeMaxLocalLightAmbiance</key> - <map> - <key>Comment</key> - <string>Maximum effective probe ambiance for local lights</string> - <key>Persist</key> - <integer>0</integer> - <key>Type</key> - <string>F32</string> - <key>Value</key> - <real>4.0</real> + <real>1.0</real> </map> - <key>RenderDynamicExposureMin</key> + <key>RenderSkyAutoAdjustLegacy</key> <map> <key>Comment</key> - <string>Minimum dynamic exposure amount</string> + <string>If true, automatically adjust legacy skies (those without a probe ambiance value) to take advantage of probes and HDR.</string> <key>Persist</key> - <integer>0</integer> + <integer>1</integer> <key>Type</key> - <string>F32</string> + <string>Boolean</string> <key>Value</key> - <real>0.6</real> + <integer>1</integer> </map> - <key>RenderDynamicExposureMax</key> + <key>RenderReflectionProbeMaxLocalLightAmbiance</key> <map> <key>Comment</key> - <string>Maximum dynamic exposure amount</string> + <string>Maximum effective probe ambiance for local lights</string> <key>Persist</key> <integer>0</integer> <key>Type</key> <string>F32</string> <key>Value</key> - <real>1.5</real> + <real>4.0</real> </map> <key>RenderDynamicExposureCoefficient</key> <map> diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 385cd51969..b752307d13 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -44,7 +44,7 @@ vec3 legacy_adjust_fullbright(vec3 c); vec3 legacy_adjust(vec3 c); vec3 linear_to_srgb(vec3 cl); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; @@ -85,7 +85,7 @@ void main() vec3 amblit; vec3 additive; vec3 atten; - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten); #endif #ifdef WATER_FOG diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index a32296369c..53e4f02314 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -102,16 +102,12 @@ vec3 toneMap(vec3 color) { #ifndef NO_POST float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; - + color *= exposure * exp_scale; color = toneMapACES_Hill(color); -#else - color *= 0.6; #endif - color = linear_to_srgb(color); - return color; } @@ -158,10 +154,10 @@ float noise(vec2 x) { vec3 legacyGamma(vec3 color) { - color = 1. - clamp(color, vec3(0.), vec3(1.)); - color = 1. - pow(color, vec3(gamma)); // s/b inverted already CPU-side + vec3 c = 1. - clamp(color, vec3(0.), vec3(1.)); + c = 1. - pow(c, vec3(gamma)); // s/b inverted already CPU-side - return color; + return c; } void main() @@ -169,12 +165,14 @@ void main() //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture(diffuseRect, vary_fragcoord); - diff.rgb = toneMap(diff.rgb); - #ifdef LEGACY_GAMMA -#ifndef NO_POST + diff.rgb = linear_to_srgb(diff.rgb); diff.rgb = legacyGamma(diff.rgb); +#else +#ifndef NO_POST + diff.rgb = toneMap(diff.rgb); #endif + diff.rgb = linear_to_srgb(diff.rgb); #endif vec2 tc = vary_fragcoord.xy*screen_res*4.0; diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl index 7111a822c8..31b02377da 100644 --- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl @@ -113,18 +113,31 @@ vec3 inv_toneMapACES_Hill(vec3 color) return color; } +// adjust legacy colors to back out tonemapping and exposure +// NOTE: obsolete now that setting probe ambiance to zero removes tonemapping and exposure, but keeping for a minute +// while that change goes through testing - davep 6/1/2023 +#define LEGACY_ADJUST 0 + vec3 legacy_adjust(vec3 c) { +#if LEGACY_ADJUST vec3 desat = rgb2hsv(c.rgb); desat.g *= 1.0-(1.0-desat.b)*0.5; desat.b += (1.0-desat.b)*0.1f; desat.rgb = hsv2rgb(desat); return desat; +#else + return c; +#endif } vec3 legacy_adjust_fullbright(vec3 c) { +#if LEGACY_ADJUST float exp_scale = clamp(texture(exposureMap, vec2(0.5, 0.5)).r, 0.01, 10.0); return c / exp_scale * 1.34; //magic 1.34 arrived at by binary search for a value that reproduces midpoint grey consistenty +#else + return c; +#endif } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index e314555ef9..48cf234aa0 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -30,7 +30,7 @@ vec3 scaleSoftClipFrag(vec3 light); vec3 srgb_to_linear(vec3 col); vec3 linear_to_srgb(vec3 col); -uniform int sun_up_factor; +uniform float sky_hdr_scale; vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { @@ -38,7 +38,7 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) additive = srgb_to_linear(additive*2.0); // magic 1.25 here is to match the default RenderSkyHDRScale -- this parameter needs to be plumbed into sky settings or something // so it's available to all shaders that call atmosFragLighting instead of just softenLightF.glsl - additive *= sun_up_factor*1.25 + 1.0; + additive *= sky_hdr_scale; light += additive; return light; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 4e0933f922..437fa0a6d5 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -25,27 +25,21 @@ uniform vec3 lightnorm; uniform vec3 sunlight_color; -uniform vec3 sunlight_linear; uniform vec3 moonlight_color; -uniform vec3 moonlight_linear; uniform int sun_up_factor; uniform vec3 ambient_color; -uniform vec3 ambient_linear; uniform vec3 blue_horizon; -uniform vec3 blue_horizon_linear; uniform vec3 blue_density; -uniform vec3 blue_density_linear; uniform float haze_horizon; uniform float haze_density; -uniform float haze_density_linear; uniform float cloud_shadow; uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; uniform vec3 glow; uniform float scene_light_strength; -uniform mat3 ssao_effect_mat; uniform float sun_moon_glow_factor; +uniform float sky_hdr_scale; float getAmbientClamp() { return 1.0f; } @@ -54,7 +48,7 @@ vec3 legacy_adjust(vec3 col); // return colors in sRGB space void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, - out vec3 atten, bool use_ao) + out vec3 atten) { vec3 rel_pos = inPositionEye; @@ -64,7 +58,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 rel_pos_norm = normalize(rel_pos); float rel_pos_len = length(rel_pos); - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color * 0.7; // magic 0.7 to match legacy color + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color; // sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes @@ -117,20 +111,6 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou // increase ambient when there are more clouds vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5; - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, - * ambAlpha); - */ - if (use_ao) - { - tmpAmbient = mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor); - } - // Similar/Shared Algorithms: // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() @@ -141,7 +121,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou // brightness of surface both sunlight and ambient sunlit = sunlight.rgb; - amblit = vec3(1,0,1); //should no longer be used, filled in by calcAtmosphericVarsLinear + amblit = tmpAmbient; additive *= vec3(1.0 - combined_haze); } @@ -164,15 +144,16 @@ float ambientLighting(vec3 norm, vec3 light_dir) void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { - calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten, false); + calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten); - // multiply by 2 to get same colors as when the "scaleSoftClip" implementation was doubling color values + // multiply to get similar colors as when the "scaleSoftClip" implementation was doubling color values // (allows for mixing of light sources other than sunlight e.g. reflection probes) - sunlit *= 2.0; - - // squash ambient to approximate whatever weirdness legacy atmospherics were doing - amblit = ambient_color; // * (1.0+sun_up_factor*0.3); + sunlit *= 1.5; + amblit *= 0.5; + + // override amblit with ambient_color if sky probe ambiance is not zero + amblit = mix(amblit, ambient_color, clamp(sky_hdr_scale-1.0, 0.0, 1.0)); - amblit *= ambientLighting(norm, light_dir); amblit = srgb_to_linear(amblit); + amblit *= ambientLighting(norm, light_dir); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl index 800d08047a..800d08047a 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index 6ecbfaecb1..6ecbfaecb1 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl index 3773f191e8..cc3617ba61 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl @@ -38,7 +38,7 @@ void setPositionEye(vec3 v); vec3 getAdditiveColor(); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); void calcAtmospherics(vec3 inPositionEye) { vec3 P = inPositionEye; @@ -48,7 +48,7 @@ void calcAtmospherics(vec3 inPositionEye) { vec3 tmpaddlit = vec3(1); vec3 tmpattenlit = vec3(1); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false); + calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit); setSunlitColor(tmpsunlit); setAmblitColor(tmpamblit); setAdditiveColor(tmpaddlit); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl index 34669a6796..34669a6796 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl index 1b854d80b3..1b854d80b3 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl index 7a6741fe0e..7a6741fe0e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl index 23c3aed4d8..23c3aed4d8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl index 027bfb866f..027bfb866f 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index 1c79748b49..0d77e88831 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -42,7 +42,7 @@ uniform samplerCube environmentMap; vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); vec3 legacy_adjust_fullbright(vec3 c); vec3 legacy_adjust(vec3 c); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); @@ -71,7 +71,7 @@ void main() vec3 additive; vec3 atten; vec3 pos = vary_position; - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten); float env_intensity = vertex_color.a; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 3945e34d7a..53c5b1b801 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -44,9 +44,14 @@ uniform sampler2D lightFunc; uniform float blur_size; uniform float blur_fidelity; +#if defined(HAS_SSAO) +uniform float ssao_irradiance_scale; +uniform float ssao_irradiance_max; +#endif + // Inputs uniform mat3 env_mat; - +uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; uniform int sun_up_factor; @@ -112,6 +117,16 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, vec3 l); //surface point to light +void adjustIrradiance(inout vec3 irradiance, vec3 amblit_linear, float ambocc) +{ + // use sky settings ambient or irradiance map sample, whichever is brighter + irradiance = max(amblit_linear, irradiance); + +#if defined(HAS_SSAO) + irradiance = mix(ssao_effect_mat * min(irradiance.rgb*ssao_irradiance_scale, vec3(ssao_irradiance_max)), irradiance.rgb, ambocc); +#endif +} + void main() { vec2 tc = vary_fragcoord.xy; @@ -173,7 +188,7 @@ void main() vec3 orm = texture(specularRect, tc).rgb; float perceptualRoughness = orm.g; float metallic = orm.b; - float ao = orm.r * ambocc; + float ao = orm.r; vec3 colorEmissive = texture(emissiveRect, tc).rgb; // PBR IBL @@ -181,9 +196,7 @@ void main() sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss); - // Take maximium of legacy ambient vs irradiance sample as irradiance - // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here - irradiance = max(amblit_linear,irradiance); + adjustIrradiance(irradiance, amblit_linear, ambocc); vec3 diffuseColor; vec3 specularColor; @@ -203,17 +216,15 @@ void main() //should only be true of WL sky, just port over base color value color = texture(emissiveRect, tc).rgb; color = srgb_to_linear(color); - if (sun_up_factor > 0) - { - color *= sky_hdr_scale + 1.0; - } + color *= sky_hdr_scale; } else { // legacy shaders are still writng sRGB to gbuffer baseColor.rgb = legacy_adjust(baseColor.rgb); - + baseColor.rgb = srgb_to_linear(baseColor.rgb); + spec.rgb = srgb_to_linear(spec.rgb); float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); @@ -224,11 +235,10 @@ void main() sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity); - // use sky settings ambient or irradiance map sample, whichever is brighter - irradiance = max(amblit_linear, irradiance); + adjustIrradiance(irradiance, amblit_linear, ambocc); // apply lambertian IBL only (see pbrIbl) - color.rgb = irradiance * ambocc; + color.rgb = irradiance; vec3 sun_contrib = min(da, scol) * sunlit_linear; color.rgb += sun_contrib; diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt index 6f09beea4a..ec2467200a 100644 --- a/indra/newview/featuretable.txt +++ b/indra/newview/featuretable.txt @@ -1,4 +1,4 @@ -version 56 +version 57 // The version number above should be incremented IF AND ONLY IF some // change has been made that is sufficiently important to justify // resetting the graphics preferences of all users to the recommended @@ -275,7 +275,7 @@ RenderShadowDetail 1 2 RenderFSAASamples 1 2 RenderReflectionsEnabled 1 1 RenderReflectionProbeDetail 1 1 -RenderScreenSpaceReflections 1 1 +RenderScreenSpaceReflections 1 0 RenderReflectionProbeLevel 1 3 // diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index c4677de7bb..0687a3cea1 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -1,4 +1,4 @@ -version 51 +version 52 // The version number above should be incremented IF AND ONLY IF some // change has been made that is sufficiently important to justify // resetting the graphics preferences of all users to the recommended @@ -273,7 +273,7 @@ RenderShadowDetail 1 2 RenderFSAASamples 1 2 RenderReflectionsEnabled 1 1 RenderReflectionProbeDetail 1 1 -RenderScreenSpaceReflections 1 1 +RenderScreenSpaceReflections 1 0 RenderReflectionProbeLevel 1 3 // diff --git a/indra/newview/llenvironment.cpp b/indra/newview/llenvironment.cpp index 58da164b5a..d73a486877 100644 --- a/indra/newview/llenvironment.cpp +++ b/indra/newview/llenvironment.cpp @@ -1748,19 +1748,8 @@ void LLEnvironment::updateGLVariablesForSettings(LLShaderUniforms* uniforms, con //_WARNS("RIDER") << "pushing '" << (*it).first << "' as " << value << LL_ENDL; break; case LLSD::TypeReal: - { - F32 v = value.asReal(); - switch (it.second.getShaderKey()) - { // convert to linear color space if this is a color parameter - case LLShaderMgr::HAZE_HORIZON: - case LLShaderMgr::HAZE_DENSITY: - case LLShaderMgr::CLOUD_SHADOW: - //v = sRGBtoLinear(v); - break; - } - shader->uniform1f(it.second.getShaderKey(), v); + shader->uniform1f(it.second.getShaderKey(), value.asReal()); //_WARNS("RIDER") << "pushing '" << (*it).first << "' as " << value << LL_ENDL; - } break; case LLSD::TypeBoolean: diff --git a/indra/newview/llfloaterenvironmentadjust.cpp b/indra/newview/llfloaterenvironmentadjust.cpp index 4d11399867..f9e8963479 100644 --- a/indra/newview/llfloaterenvironmentadjust.cpp +++ b/indra/newview/llfloaterenvironmentadjust.cpp @@ -201,6 +201,8 @@ void LLFloaterEnvironmentAdjust::refresh() getChild<LLUICtrl>(FIELD_SKY_MOON_AZIMUTH)->setValue(azimuth); getChild<LLUICtrl>(FIELD_SKY_MOON_ELEVATION)->setValue(elevation); getChild<LLVirtualTrackball>(FIELD_SKY_MOON_ROTATION)->setRotation(quat); + + updateGammaLabel(); } @@ -478,9 +480,25 @@ void LLFloaterEnvironmentAdjust::onReflectionProbeAmbianceChanged() if (!mLiveSky) return; F32 ambiance = getChild<LLUICtrl>(FIELD_REFLECTION_PROBE_AMBIANCE)->getValue().asReal(); mLiveSky->setReflectionProbeAmbiance(ambiance); + + updateGammaLabel(); mLiveSky->update(); } +void LLFloaterEnvironmentAdjust::updateGammaLabel() +{ + if (!mLiveSky) return; + F32 ambiance = mLiveSky->getReflectionProbeAmbiance(); + if (ambiance != 0.f) + { + childSetValue("scene_gamma_label", getString("hdr_string")); + } + else + { + childSetValue("scene_gamma_label", getString("brightness_string")); + } +} + void LLFloaterEnvironmentAdjust::onEnvironmentUpdated(LLEnvironment::EnvSelection_t env, S32 version) { if (env == LLEnvironment::ENV_LOCAL) diff --git a/indra/newview/llfloaterenvironmentadjust.h b/indra/newview/llfloaterenvironmentadjust.h index 43c0ba0495..db893cca12 100644 --- a/indra/newview/llfloaterenvironmentadjust.h +++ b/indra/newview/llfloaterenvironmentadjust.h @@ -83,7 +83,7 @@ private: void onWaterMapChanged(); void onReflectionProbeAmbianceChanged(); - + void updateGammaLabel(); void onButtonReset(); void onEnvironmentUpdated(LLEnvironment::EnvSelection_t env, S32 version); diff --git a/indra/newview/llpaneleditsky.cpp b/indra/newview/llpaneleditsky.cpp index d17845ebc5..a14af27e59 100644 --- a/indra/newview/llpaneleditsky.cpp +++ b/indra/newview/llpaneleditsky.cpp @@ -213,6 +213,8 @@ void LLPanelSettingsSkyAtmosTab::refresh() getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setValue(droplet_radius); getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setValue(ice_level); getChild<LLUICtrl>(FIELD_REFLECTION_PROBE_AMBIANCE)->setValue(rp_ambiance); + + updateGammaLabel(); } //------------------------------------------------------------------------- @@ -321,11 +323,29 @@ void LLPanelSettingsSkyAtmosTab::onReflectionProbeAmbianceChanged() { if (!mSkySettings) return; F32 ambiance = getChild<LLUICtrl>(FIELD_REFLECTION_PROBE_AMBIANCE)->getValue().asReal(); + mSkySettings->setReflectionProbeAmbiance(ambiance); mSkySettings->update(); setIsDirty(); + + updateGammaLabel(); } + +void LLPanelSettingsSkyAtmosTab::updateGammaLabel() +{ + if (!mSkySettings) return; + F32 ambiance = mSkySettings->getReflectionProbeAmbiance(); + if (ambiance != 0.f) + { + childSetValue("scene_gamma_label", getString("hdr_string")); + } + else + { + childSetValue("scene_gamma_label", getString("brightness_string")); + } + +} //========================================================================== LLPanelSettingsSkyCloudTab::LLPanelSettingsSkyCloudTab() : LLPanelSettingsSky() diff --git a/indra/newview/llpaneleditsky.h b/indra/newview/llpaneleditsky.h index cd89e02eea..33af667ab7 100644 --- a/indra/newview/llpaneleditsky.h +++ b/indra/newview/llpaneleditsky.h @@ -80,6 +80,7 @@ private: void onDropletRadiusChanged(); void onIceLevelChanged(); void onReflectionProbeAmbianceChanged(); + void updateGammaLabel(); }; diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp index 5dc93dbeb8..15d41c4161 100644 --- a/indra/newview/llreflectionmapmanager.cpp +++ b/indra/newview/llreflectionmapmanager.cpp @@ -915,7 +915,8 @@ void LLReflectionMapManager::updateUniforms() LLSettingsSky::ptr_t psky = environment.getCurrentSky(); static LLCachedControl<F32> cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f); - F32 minimum_ambiance = psky->getTotalReflectionProbeAmbiance(cloud_shadow_scale); + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + F32 minimum_ambiance = psky->getTotalReflectionProbeAmbiance(cloud_shadow_scale, should_auto_adjust); F32 ambscale = gCubeSnapshot && !isRadiancePass() ? 0.f : 1.f; F32 radscale = gCubeSnapshot && !isRadiancePass() ? 0.5f : 1.f; diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index de11f580a8..6321dbc085 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -718,45 +718,42 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) F32 g = getGamma(); + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + + static LLCachedControl<F32> cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f); + F32 probe_ambiance = getTotalReflectionProbeAmbiance(cloud_shadow_scale); + if (irradiance_pass) { // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue) - shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV); shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3::zero.mV); } else { - if (psky->getReflectionProbeAmbiance() == 0.f) + if (psky->getReflectionProbeAmbiance() != 0.f) { - LLVector3 ambcol(ambient.mV); - F32 cloud_shadow = psky->getCloudShadow(); - LLVector3 tmpAmbient = ambcol + ((LLVector3::all_one - ambcol) * cloud_shadow * 0.5f); - - shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(tmpAmbient)); - shader->uniform3fv(LLShaderMgr::AMBIENT, tmpAmbient.mV); + shader->uniform3fv(LLShaderMgr::AMBIENT, getAmbientColor().mV); + shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, sqrtf(g)*2.0); // use a modifier here so 1.0 maps to the "most desirable" default and the maximum value doesn't go off the rails + } + else if (psky->canAutoAdjust() && should_auto_adjust) + { // auto-adjust legacy sky to take advantage of probe ambiance + shader->uniform3fv(LLShaderMgr::AMBIENT, (ambient * 0.5f).mV); + shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, 2.f); + probe_ambiance = 1.f; } else { - shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor() / 3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT + shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, 1.f); shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); } } - shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon() / 2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY - shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity() / 2.f)); - - shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(sunDiffuse)); - shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(moonDiffuse)); - - static LLCachedControl<F32> cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f); - shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getTotalReflectionProbeAmbiance(cloud_shadow_scale)); + shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, probe_ambiance); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0); shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, getSunMoonGlowFactor()); shader->uniform1f(LLShaderMgr::DENSITY_MULTIPLIER, getDensityMultiplier()); shader->uniform1f(LLShaderMgr::DISTANCE_MULTIPLIER, getDistanceMultiplier()); - shader->uniform1f(LLShaderMgr::HAZE_DENSITY_LINEAR, sRGBtoLinear(getHazeDensity())); - shader->uniform1f(LLShaderMgr::GAMMA, g); } diff --git a/indra/newview/llviewermedia.cpp b/indra/newview/llviewermedia.cpp index d0dd02426e..02108e861a 100644 --- a/indra/newview/llviewermedia.cpp +++ b/indra/newview/llviewermedia.cpp @@ -3014,7 +3014,7 @@ LLViewerMediaTexture* LLViewerMediaImpl::updateMediaImage() return nullptr; // not ready for updating } - llassert(!mTextureId.isNull()); + //llassert(!mTextureId.isNull()); // *TODO: Consider enabling mipmaps (they have been disabled for a long time). Likely has a significant performance impact for tiled/high texture repeat media. Mip generation in a shader may also be an option if necessary. LLViewerMediaTexture* media_tex = LLViewerTextureManager::getMediaTexture( mTextureId, USE_MIPMAPS ); diff --git a/indra/newview/llviewertexture.cpp b/indra/newview/llviewertexture.cpp index f178ec9d8d..cb58588848 100644 --- a/indra/newview/llviewertexture.cpp +++ b/indra/newview/llviewertexture.cpp @@ -490,20 +490,6 @@ bool LLViewerTexture::isMemoryForTextureLow() } //static -bool LLViewerTexture::isMemoryForTextureSuficientlyFree() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE; - const S32Megabytes DESIRED_FREE_TEXTURE_MEMORY(50); - const S32Megabytes DESIRED_FREE_MAIN_MEMORY(200); - - S32Megabytes gpu; - S32Megabytes physical; - getGPUMemoryForTextures(gpu, physical); - - return (gpu > DESIRED_FREE_TEXTURE_MEMORY); // && (physical > DESIRED_FREE_MAIN_MEMORY); -} - -//static void LLViewerTexture::getGPUMemoryForTextures(S32Megabytes &gpu, S32Megabytes &physical) { LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE; diff --git a/indra/newview/llviewertexture.h b/indra/newview/llviewertexture.h index 34118c86cd..35fb0a2237 100644 --- a/indra/newview/llviewertexture.h +++ b/indra/newview/llviewertexture.h @@ -186,7 +186,6 @@ private: virtual void switchToCachedImage(); - static bool isMemoryForTextureSuficientlyFree(); static void getGPUMemoryForTextures(S32Megabytes &gpu, S32Megabytes &physical); public: diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 9a8597e519..852845edf4 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6751,22 +6751,25 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst) { static LLStaticHashedString noiseVec("noiseVec"); static LLStaticHashedString dynamic_exposure_params("dynamic_exposure_params"); static LLCachedControl<F32> dynamic_exposure_coefficient(gSavedSettings, "RenderDynamicExposureCoefficient", 0.175f); - static LLCachedControl<F32> dynamic_exposure_min(gSavedSettings, "RenderDynamicExposureMin", 0.125f); - static LLCachedControl<F32> dynamic_exposure_max(gSavedSettings, "RenderDynamicExposureMax", 1.3f); - - F32 exposure_max = dynamic_exposure_max; LLSettingsSky::ptr_t sky = LLEnvironment::instance().getCurrentSky(); - if (sky->getReflectionProbeAmbiance() > 0.f) - { //not a legacy sky, use gamma as a boost to max exposure - exposure_max = llmax(exposure_max - 1.f, 0.f); - exposure_max *= sky->getGamma(); - exposure_max += 1.f; - } + F32 probe_ambiance = LLEnvironment::instance().getCurrentSky()->getReflectionProbeAmbiance(); + F32 exp_min = 1.f; + F32 exp_max = 1.f; + + if (probe_ambiance > 0.f) + { + F32 hdr_scale = sqrtf(LLEnvironment::instance().getCurrentSky()->getGamma())*2.f; + if (hdr_scale > 1.f) + { + exp_min = 1.f / hdr_scale; + 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, dynamic_exposure_min, exposure_max); + gExposureProgram.uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); @@ -6789,8 +6792,12 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { // Apply gamma correction to the frame here. + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + LLGLSLShader& shader = no_post && gFloaterTools->isAvailable() ? gNoPostGammaCorrectProgram : // no post (no gamma, no exposure, no tonemapping) - LLEnvironment::instance().getCurrentSky()->getReflectionProbeAmbiance() == 0.f ? gLegacyPostGammaCorrectProgram : + psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram : gDeferredPostGammaCorrectProgram; shader.bind(); @@ -7846,14 +7853,18 @@ void LLPipeline::renderDeferredLighting() LL_PROFILE_GPU_ZONE("atmospherics"); bindDeferredShader(soften_shader); - static LLCachedControl<F32> sky_scale(gSavedSettings, "RenderSkyHDRScale", 1.f); - static LLStaticHashedString sky_hdr_scale("sky_hdr_scale"); + static LLCachedControl<F32> ssao_scale(gSavedSettings, "RenderSSAOIrradianceScale", 0.5f); + static LLCachedControl<F32> ssao_max(gSavedSettings, "RenderSSAOIrradianceMax", 0.25f); + static LLStaticHashedString ssao_scale_str("ssao_irradiance_scale"); + static LLStaticHashedString ssao_max_str("ssao_irradiance_max"); + + soften_shader.uniform1f(ssao_scale_str, ssao_scale); + soften_shader.uniform1f(ssao_max_str, ssao_max); LLEnvironment &environment = LLEnvironment::instance(); soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); soften_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); - soften_shader.uniform1f(sky_hdr_scale, sky_scale); - + soften_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); { diff --git a/indra/newview/skins/default/xui/en/floater_adjust_environment.xml b/indra/newview/skins/default/xui/en/floater_adjust_environment.xml index 5258bdbaf2..518a83f846 100644 --- a/indra/newview/skins/default/xui/en/floater_adjust_environment.xml +++ b/indra/newview/skins/default/xui/en/floater_adjust_environment.xml @@ -10,6 +10,8 @@ min_height="275" single_instance="true" can_resize="false"> + <string name="hdr_string">HDR Scale:</string> + <string name="brightness_string">Brightness:</string> <layout_stack name="outer_stack" width="845" height="275" @@ -245,25 +247,6 @@ top_pad="5" width="185" can_edit_text="true"/> - <text follows="left|top" - name="scene_gamma_label" - height="10" - layout="topleft" - left_delta="-5" - top_pad="15" - width="80">Brightness:</text> - <slider decimal_digits="2" - follows="left|top" - height="16" - increment="0.01" - initial_value="0" - layout="topleft" - left_delta="5" - max_val="20" - name="scene_gamma" - top_pad="5" - width="185" - can_edit_text="true"/> <text follows="left|top" height="10" layout="topleft" @@ -283,6 +266,25 @@ top_pad="5" width="185" can_edit_text="true"/> + <text follows="left|top" + name="scene_gamma_label" + height="10" + layout="topleft" + left_delta="-5" + top_pad="15" + width="80">Brightness:</text> + <slider decimal_digits="2" + follows="left|top" + height="16" + increment="0.01" + initial_value="0" + layout="topleft" + left_delta="5" + max_val="20" + name="scene_gamma" + top_pad="5" + width="185" + can_edit_text="true"/> </layout_panel> <layout_panel border="false" name="lp_3" diff --git a/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml b/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml index fd80673903..c1a94a2128 100644 --- a/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml +++ b/indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml @@ -601,6 +601,20 @@ </check_box> <check_box + control_name="RenderSkyAutoAdjustLegacy" + height="16" + initial_value="true" + label="Auto-adjust Legacy Sky" + layout="topleft" + left="420" + name="AutoAdjustLegacySky" + top_delta="16" + width="240"> + <check_box.commit_callback + function="Pref.RenderOptionUpdate" /> + </check_box> + + <check_box control_name="RenderDepthOfField" height="16" initial_value="true" diff --git a/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml b/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml index 58d125a88e..36a485e498 100644 --- a/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml +++ b/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml @@ -7,6 +7,8 @@ left="0" name="panel_settings_sky_atmos" top="0"> + <string name="hdr_string">HDR Scale:</string> + <string name="brightness_string">Brightness:</string> <layout_stack name="main_ls" follows="all" @@ -228,29 +230,6 @@ name="ice_level" width="207" can_edit_text="true"/> - <text - name="scene_gamma_label" - follows="left|top" - height="10" - layout="topleft" - left_delta="-5" - top_delta="25" - width="80"> - Brightness: - </text> - <slider - decimal_digits="2" - follows="left|top" - height="16" - increment="0.01" - initial_value="0" - layout="topleft" - left_delta="5" - max_val="20" - name="scene_gamma" - top_delta="20" - width="207" - can_edit_text="true"/> </layout_panel> <layout_panel name="right_lp" @@ -338,8 +317,9 @@ layout="topleft" left_delta="-5" top_delta="25" + tooltip="Irradiance control. When not zero, enables HDR lighting model." width="200"> - Reflection Probe Ambiance: + Reflection Probe Ambiance (HDR): </text> <slider decimal_digits="2" @@ -355,6 +335,29 @@ top_delta="20" width="219" can_edit_text="true"/> + <text + name="scene_gamma_label" + follows="left|top" + height="10" + layout="topleft" + left_delta="-5" + top_delta="25" + width="80"> + Brightness: + </text> + <slider + decimal_digits="2" + follows="left|top" + height="16" + increment="0.01" + initial_value="0" + layout="topleft" + left_delta="5" + max_val="20" + name="scene_gamma" + top_delta="20" + width="207" + can_edit_text="true"/> </layout_panel> </layout_stack> </layout_panel> |