diff options
Diffstat (limited to 'indra/newview')
82 files changed, 1604 insertions, 759 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 3f9a91e38f..71611a58bc 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9133,6 +9133,17 @@ <real>0.00</real> </array> </map> + <key>RenderScreenSpaceReflections</key> + <map> + <key>Comment</key> + <string>Renders screen space reflections to better account for dynamic objects with reflection probes.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>RenderBumpmapMinDistanceSquared</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 23adbded5e..f93ed6bc6d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -24,8 +24,8 @@ */ uniform sampler2D noiseMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect depthMap; +uniform sampler2D normalMap; +uniform sampler2D depthMap; uniform float ssao_radius; uniform float ssao_max_radius; @@ -38,23 +38,19 @@ uniform vec2 screen_res; vec2 getScreenCoordinateAo(vec2 screenpos) { vec2 sc = screenpos.xy * 2.0; - if (screen_res.x > 0 && screen_res.y > 0) - { - sc /= screen_res; - } return sc - vec2(1.0, 1.0); } float getDepthAo(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen).r; + float depth = texture2D(depthMap, pos_screen).r; return depth; } vec4 getPositionAo(vec2 pos_screen) { float depth = getDepthAo(pos_screen); - vec2 sc = getScreenCoordinateAo(pos_screen); + vec2 sc = (pos_screen); vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); vec4 pos = inv_proj * ndc; pos /= pos.w; @@ -83,7 +79,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) { float ret = 1.0; vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; + vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy).xy; float angle_hidden = 0.0; float points = 0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index fa3634f3b6..9bead273ff 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -33,8 +33,8 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; +uniform sampler2D normalMap; +uniform sampler2D lightMap; uniform float dist_factor; uniform float blur_size; @@ -52,7 +52,7 @@ void main() vec2 tc = vary_fragcoord.xy; vec3 norm = getNorm(tc); vec3 pos = getPosition(tc).xyz; - vec4 ccol = texture2DRect(lightMap, tc).rgba; + vec4 ccol = texture2D(lightMap, tc).rgba; vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); @@ -89,7 +89,7 @@ void main() if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*k[i].xyxx; + col += texture2D(lightMap, samptc)*k[i].xyxx; defined_weight += k[i].xy; } } @@ -103,7 +103,7 @@ void main() if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*k[i].xyxx; + col += texture2D(lightMap, samptc)*k[i].xyxx; defined_weight += k[i].xy; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index 212f7e56ad..5e0f01981b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; - ATTRIBUTE vec3 position; VARYING vec2 vary_fragcoord; @@ -33,7 +31,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vary_fragcoord = (pos.xy*0.5+0.5); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 079d8458c9..1e640d95ae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -33,8 +33,8 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D depthMap; uniform sampler2D bloomMap; uniform float depth_cutoff; @@ -69,19 +69,19 @@ void main() { vec2 tc = vary_fragcoord.xy; - float z = texture2DRect(depthMap, tc).r; + float z = texture2D(depthMap, tc).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; float depth = p.z/p.w; - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); float sc = calc_cof(depth); sc = min(sc, max_cof); sc = max(sc, -max_cof); - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy); frag_color.rgb = diff.rgb + bloom.rgb; frag_color.a = sc/max_cof*0.5+0.5; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 1a96ee0736..c87e754eca 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -48,8 +48,8 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -uniform sampler2DRect normalMap; -uniform sampler2DRect depthMap; +uniform sampler2D normalMap; +uniform sampler2D depthMap; uniform sampler2D projectionMap; // rgba uniform sampler2D brdfLut; @@ -138,10 +138,6 @@ bool clipProjectedLightVars(vec3 light_center, vec3 pos, out float dist, out flo vec2 getScreenCoordinate(vec2 screenpos) { vec2 sc = screenpos.xy * 2.0; - if (screen_res.x > 0 && screen_res.y > 0) - { - sc /= screen_res; - } return sc - vec2(1.0, 1.0); } @@ -149,7 +145,7 @@ vec2 getScreenCoordinate(vec2 screenpos) // Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection vec3 getNorm(vec2 screenpos) { - vec2 enc = texture2DRect(normalMap, screenpos.xy).xy; + vec2 enc = texture2D(normalMap, screenpos.xy).xy; vec2 fenc = enc*4-2; float f = dot(fenc,fenc); float g = sqrt(1-f/4); @@ -175,7 +171,7 @@ vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags) // See: C++: addDeferredAttachments(), GLSL: softenLightF vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity) { - vec4 packedNormalEnvIntensityFlags = texture2DRect(normalMap, screenpos.xy); + vec4 packedNormalEnvIntensityFlags = texture2D(normalMap, screenpos.xy); n = getNormalFromPacked( packedNormalEnvIntensityFlags ); envIntensity = packedNormalEnvIntensityFlags.z; return packedNormalEnvIntensityFlags; @@ -188,9 +184,14 @@ float linearDepth(float d, float znear, float zfar) return znear * 2.0 * zfar / (zfar + znear - d * (zfar - znear)); } +float linearDepth01(float d, float znear, float zfar) +{ + return linearDepth(d, znear, zfar) / zfar; +} + float getDepth(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen).r; + float depth = texture2D(depthMap, pos_screen).r; return depth; } @@ -333,6 +334,14 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth) return vec4(getPositionWithNDC(ndc), 1.0); } +vec2 getScreenCoord(vec4 clip) +{ + vec4 ndc = clip; + ndc.xyz /= clip.w; + vec2 screen = vec2( ndc.xy * 0.5 ); + screen += 0.5; + return screen; +} vec2 getScreenXY(vec4 clip) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index 8d48bb016b..d9c0e590c8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -33,8 +33,8 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect lightMap; +uniform sampler2D diffuseRect; +uniform sampler2D lightMap; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -46,12 +46,12 @@ uniform float dof_height; VARYING vec2 vary_fragcoord; -vec4 dofSample(sampler2DRect tex, vec2 tc) +vec4 dofSample(sampler2D tex, vec2 tc) { tc.x = min(tc.x, dof_width); tc.y = min(tc.y, dof_height); - return texture2DRect(tex, tc); + return texture2D(tex, tc); } void main() @@ -60,7 +60,7 @@ void main() vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale); - vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy); + vec4 diff = texture2D(lightMap, vary_fragcoord.xy); float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0); @@ -69,10 +69,10 @@ void main() float sc = a/res_scale; vec4 col; - col = texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,sc)); - col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,sc)); - col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,-sc)); - col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)); + col = texture2D(lightMap, vary_fragcoord.xy+vec2(sc,sc)/screen_res); + col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,sc)/screen_res); + col += texture2D(lightMap, vary_fragcoord.xy+vec2(sc,-sc)/screen_res); + col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)/screen_res); diff = mix(diff, col*0.25, a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index be1003a7e0..185c1150ef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -31,10 +31,10 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseMap; +uniform sampler2D diffuseMap; VARYING vec2 vary_fragcoord; void main() { - frag_color = texture2DRect(diffuseMap, vary_fragcoord.xy); + frag_color = texture2D(diffuseMap, vary_fragcoord.xy); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl index f2dc60aa5d..5488a63c6a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl @@ -39,7 +39,7 @@ void main() vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + vary_fragcoord = (pos.xy * 0.5 + 0.5); vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 0ae4bbfc5d..8feeff848b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -33,9 +33,9 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect depthMap; -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; +uniform sampler2D depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; uniform sampler2D noiseMap; uniform sampler2D lightFunc; @@ -54,6 +54,8 @@ VARYING vec4 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); vec3 srgb_to_linear(vec3 c); +float getDepth(vec2 tc); +vec2 getScreenCoord(vec4 clip); void main() { @@ -62,7 +64,7 @@ void main() #endif vec3 out_col = vec3(0, 0, 0); - vec2 frag = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res; + vec2 frag = getScreenCoord(vary_fragcoord); vec3 pos = getPosition(frag.xy).xyz; if (pos.z < far_z) { @@ -71,8 +73,8 @@ void main() vec3 norm = getNorm(frag.xy); - vec4 spec = texture2DRect(specularRect, frag.xy); - vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; + vec4 spec = texture2D(specularRect, frag.xy); + vec3 diff = texture2D(diffuseRect, frag.xy).rgb; float noise = texture2D(noiseMap, frag.xy / 128.0).b; vec3 npos = normalize(-pos); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index eefefa640d..d71dc76423 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; - ATTRIBUTE vec3 position; VARYING vec4 vary_fragcoord; @@ -32,7 +30,7 @@ VARYING vec4 vary_fragcoord; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); vary_fragcoord = pos; gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 8dcc18080d..42a52d7908 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -38,10 +38,10 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; uniform sampler2D lightFunc; @@ -72,6 +72,7 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 getNorm(vec2 pos_screen); vec3 srgb_to_linear(vec3 c); +float getDepth(vec2 tc); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { @@ -137,7 +138,6 @@ void main() vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; vec3 lv = center.xyz-pos.xyz; @@ -148,7 +148,7 @@ void main() discard; } - float envIntensity = texture2DRect(normalMap, frag.xy).z; + float envIntensity = texture2D(normalMap, frag.xy).z; vec3 norm = getNorm(frag.xy); float l_dist = -dot(lv, proj_n); @@ -180,7 +180,7 @@ void main() float da = dot(norm, lv); - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; vec3 dlit = vec3(0, 0, 0); @@ -220,7 +220,7 @@ void main() } - vec4 spec = texture2DRect(specularRect, frag.xy); + vec4 spec = texture2D(specularRect, frag.xy); if (spec.a > 0.0) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 5bb034d5c1..40a4f86c37 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -33,12 +33,12 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; -uniform sampler2DRect depthMap; +uniform sampler2D depthMap; uniform vec3 env_mat[3]; uniform float sun_wash; @@ -57,6 +57,7 @@ uniform vec4 viewport; vec3 getNorm(vec2 pos_screen); vec4 getPosition(vec2 pos_screen); +float getDepth(vec2 pos); vec3 srgb_to_linear(vec3 c); void main() @@ -64,7 +65,6 @@ void main() vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos; @@ -88,7 +88,7 @@ void main() float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; + vec3 col = texture2D(diffuseRect, frag.xy).rgb; float fa = falloff+1.0; float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); @@ -99,7 +99,7 @@ void main() col = color.rgb*lit*col; - vec4 spec = texture2DRect(specularRect, frag.xy); + vec4 spec = texture2D(specularRect, frag.xy); if (spec.a > 0.0) { lit = min(da*6.0, 1.0) * dist_atten; @@ -125,6 +125,7 @@ void main() { discard; } + final_color.rgb = vec3(getDepth(frag.xy)); frag_color.rgb = col; frag_color.a = 0.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index f06f8c870b..5ca39d6966 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; +uniform sampler2D diffuseRect; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -44,7 +44,7 @@ VARYING vec2 vary_fragcoord; void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - vec4 s = texture2DRect(diffuseRect, tc); + vec4 s = texture2D(diffuseRect, tc); float sc = abs(s.a*2.0-1.0)*max_cof; @@ -63,7 +63,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - vec4 s = texture2DRect(diffuseRect, tc); + vec4 s = texture2D(diffuseRect, tc); float wg = 0.25; @@ -79,7 +79,7 @@ void main() { vec2 tc = vary_fragcoord.xy; - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); { float w = 1.0; @@ -93,14 +93,14 @@ void main() { while (sc > 0.5) { - int its = int(max(1.0,(sc*3.7))); + int its = int(max(1.0,(sc*3.7))); for (int i=0; i<its; ++i) { float ang = sc+i*2*PI/its; // sc is added for rotary perturbance float samp_x = sc*sin(ang); float samp_y = sc*cos(ang); // you could test sample coords against an interesting non-circular aperture shape here, if desired. - dofSampleNear(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y)); + dofSampleNear(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res)); } sc -= 1.0; } @@ -117,7 +117,7 @@ void main() float samp_x = sc*sin(ang); float samp_y = sc*cos(ang); // you could test sample coords against an interesting non-circular aperture shape here, if desired. - dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y)); + dofSample(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res)); } sc -= 1.0; } @@ -125,6 +125,6 @@ void main() diff /= w; } - + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index b61f37fe47..a73a59bc6f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -33,7 +33,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; +uniform sampler2D diffuseRect; uniform vec2 screen_res; VARYING vec2 vary_fragcoord; @@ -82,7 +82,7 @@ float noise(vec2 x) { void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); + vec4 diff = texture2D(diffuseRect, vary_fragcoord); diff.rgb = linear_to_srgb(diff.rgb); vec3 seed = (diff.rgb+vec3(1.0))*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y); vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 058941bfb2..a79f644aef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; +uniform sampler2D diffuseRect; uniform sampler2D bloomMap; uniform vec2 screen_res; @@ -41,9 +41,9 @@ VARYING vec2 vary_fragcoord; void main() { - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy); frag_color = diff + bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl index bd0cb50464..4d24b4de9a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; - ATTRIBUTE vec3 position; VARYING vec2 vary_fragcoord; @@ -34,7 +32,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vary_fragcoord = (pos.xy*0.5+0.5); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index 8edf5b2723..86f0077edb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; - ATTRIBUTE vec3 position; VARYING vec2 vary_fragcoord; @@ -37,8 +35,8 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; vary_tc = (pos.xy*0.5+0.5)*tc_scale; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vary_fragcoord = (pos.xy*0.5+0.5); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index cf994d3547..8111f43c28 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -31,9 +31,9 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect giLightMap; +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D giLightMap; uniform sampler2D noiseMap; uniform vec2 kern[32]; @@ -53,11 +53,11 @@ vec4 getPosition(vec2 pos_screen); void main() { - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; + vec3 norm = texture2D(normalMap, vary_fragcoord.xy).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm vec3 pos = getPosition(vary_fragcoord.xy).xyz; - vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; + vec3 ccol = texture2D(giLightMap, vary_fragcoord.xy).rgb; vec2 dlt = kern_scale * delta/(1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); float defined_weight = kern[0].x; @@ -66,7 +66,7 @@ void main() for (int i = 0; i < kern_length; i++) { vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; - vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz; + vec3 sampNorm = texture2D(normalMap, tc.xy).xyz; sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm float d = dot(norm.xyz, sampNorm); @@ -77,7 +77,7 @@ void main() samppos -= pos; if (dot(samppos,samppos) < -0.05*pos.z) { - col += texture2DRect(giLightMap, tc).rgb*kern[i].x; + col += texture2D(giLightMap, tc).rgb*kern[i].x; defined_weight += kern[i].x; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl new file mode 100644 index 0000000000..8373567bb0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl @@ -0,0 +1,57 @@ +/** + * @file class3/deferred/screenSpaceReflPostF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform vec2 screen_res; +uniform mat4 projection_matrix; +uniform mat4 inv_proj; +uniform float zNear; +uniform float zFar; + +VARYING vec2 vary_fragcoord; + +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D sceneMap; +uniform sampler2D diffuseRect; + +vec3 getNorm(vec2 screenpos); +float getDepth(vec2 pos_screen); +float linearDepth(float d, float znear, float zfar); + +void main() { + vec2 tc = vary_fragcoord.xy; + vec4 pos = getPositionWithDepth(tc, getDepth(tc)); + frag_color = pos; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl new file mode 100644 index 0000000000..966e7e1cbb --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl @@ -0,0 +1,39 @@ +/** + * @file class3/deferred/screenSpaceReflPostV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +ATTRIBUTE vec3 position; + +uniform vec2 screen_res; + +VARYING vec2 vary_fragcoord; + +void main() +{ + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + gl_Position = pos; + + vary_fragcoord = pos.xy * 0.5 + 0.5; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl new file mode 100644 index 0000000000..6dfc89a6c6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl @@ -0,0 +1,120 @@ +/** + * @file class3/deferred/screenSpaceReflUtil.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D sceneMap; +uniform vec2 screen_res; +uniform mat4 projection_matrix; + +// Shamelessly taken from http://casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html +// Original paper: https://jcgt.org/published/0003/04/04/ +// By Morgan McGuire and Michael Mara at Williams College 2014 +// Released as open source under the BSD 2-Clause License +// http://opensource.org/licenses/BSD-2-Clause + +float distanceSquared(vec2 a, vec2 b) { a -= b; return dot(a, a); } + +bool traceScreenSpaceRay1(vec3 csOrig, vec3 csDir, mat4 proj, float zThickness, + float nearPlaneZ, float stride, float jitter, const float maxSteps, float maxDistance, + out vec2 hitPixel, out vec3 hitPoint) +{ + + // Clip to the near plane + float rayLength = ((csOrig.z + csDir.z * maxDistance) > nearPlaneZ) ? + (nearPlaneZ - csOrig.z) / csDir.z : maxDistance; + vec3 csEndPoint = csOrig + csDir * rayLength; + + // Project into homogeneous clip space + vec4 H0 = proj * vec4(csOrig, 1.0); + vec4 H1 = proj * vec4(csEndPoint, 1.0); + float k0 = 1.0 / H0.w, k1 = 1.0 / H1.w; + + // The interpolated homogeneous version of the camera-space points + vec3 Q0 = csOrig * k0, Q1 = csEndPoint * k1; + + // Screen-space endpoints + vec2 P0 = H0.xy * k0, P1 = H1.xy * k1; + + // If the line is degenerate, make it cover at least one pixel + // to avoid handling zero-pixel extent as a special case later + P1 += vec2((distanceSquared(P0, P1) < 0.0001) ? 0.01 : 0.0); + vec2 delta = P1 - P0; + + // Permute so that the primary iteration is in x to collapse + // all quadrant-specific DDA cases later + bool permute = false; + if (abs(delta.x) < abs(delta.y)) { + // This is a more-vertical line + permute = true; delta = delta.yx; P0 = P0.yx; P1 = P1.yx; + } + + float stepDir = sign(delta.x); + float invdx = stepDir / delta.x; + + // Track the derivatives of Q and k + vec3 dQ = (Q1 - Q0) * invdx; + float dk = (k1 - k0) * invdx; + vec2 dP = vec2(stepDir, delta.y * invdx); + + // Scale derivatives by the desired pixel stride and then + // offset the starting values by the jitter fraction + dP *= stride; dQ *= stride; dk *= stride; + P0 += dP * jitter; Q0 += dQ * jitter; k0 += dk * jitter; + + // Slide P from P0 to P1, (now-homogeneous) Q from Q0 to Q1, k from k0 to k1 + vec3 Q = Q0; + + // Adjust end condition for iteration direction + float end = P1.x * stepDir; + + float k = k0, stepCount = 0.0, prevZMaxEstimate = csOrig.z; + float rayZMin = prevZMaxEstimate, rayZMax = prevZMaxEstimate; + float sceneZMax = rayZMax + 100; + for (vec2 P = P0; + ((P.x * stepDir) <= end) && (stepCount < maxSteps) && + ((rayZMax < sceneZMax - zThickness) || (rayZMin > sceneZMax)) && + (sceneZMax != 0); + P += dP, Q.z += dQ.z, k += dk, ++stepCount) { + + rayZMin = prevZMaxEstimate; + rayZMax = (dQ.z * 0.5 + Q.z) / (dk * 0.5 + k); + prevZMaxEstimate = rayZMax; + if (rayZMin > rayZMax) { + float t = rayZMin; rayZMin = rayZMax; rayZMax = t; + } + + hitPixel = permute ? P.yx : P; + hitPixel.y = screen_res.y - hitPixel.y; + // You may need hitPixel.y = screen_res.y - hitPixel.y; here if your vertical axis + // is different than ours in screen space + sceneZMax = texelFetch(depthMap, ivec2(hitPixel)).r; + } + + // Advance Q based on the number of steps + Q.xy += dQ.xy * stepCount; + hitPoint = Q * (1.0 / k); + return (rayZMax >= sceneZMax - zThickness) && (rayZMin < sceneZMax); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 4134220306..5dc219702d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -23,8 +23,8 @@ * $/LicenseInfo$ */ -uniform sampler2DRect normalMap; -uniform sampler2DRect depthMap; +uniform sampler2D normalMap; +uniform sampler2D depthMap; uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 4b34e55efd..152402907b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -34,11 +34,11 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D lightMap; +uniform sampler2D depthMap; uniform samplerCube environmentMap; uniform sampler2D lightFunc; @@ -58,6 +58,7 @@ uniform vec2 screen_res; vec3 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float getDepth(vec2 pos_screen); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); float getAmbientClamp(); @@ -76,9 +77,9 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); void main() { vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; + float depth = getDepth(tc); vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); + vec4 norm = texture2D(normalMap, tc); float envIntensity = norm.z; norm.xyz = getNorm(tc); @@ -87,12 +88,12 @@ void main() float light_gamma = 1.0/1.3; da = pow(da, light_gamma); - vec4 diffuse = texture2DRect(diffuseRect, tc); + vec4 diffuse = texture2D(diffuseRect, tc); //convert to gamma space diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec4 spec = texture2D(specularRect, vary_fragcoord.xy); vec3 color = vec3(0); float bloom = 0.0; { diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index 8891315e15..23ad332db4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -22,8 +22,6 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; @@ -36,10 +34,10 @@ VARYING vec2 vary_fragcoord; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; // appease OSX GLSL compiler/linker by touching all the varyings we said we would setAtmosAttenuation(vec3(1)); setAdditiveColor(vec3(0)); - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vary_fragcoord = (pos.xy*0.5+0.5); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 694b19cdfb..7f21a074bd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -36,10 +36,10 @@ out vec4 frag_color; //class 1 -- no shadows -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap; uniform samplerCube environmentMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; @@ -137,7 +137,6 @@ void main() vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos.xyz; @@ -148,7 +147,7 @@ void main() discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + vec3 norm = texture2D(normalMap, frag.xy).xyz; float envIntensity = norm.z; norm = getNorm(frag.xy); norm = normalize(norm); @@ -176,11 +175,11 @@ void main() lv = normalize(lv); float da = dot(norm, lv); - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; //light shaders output linear and are gamma corrected later in postDeferredGammaCorrectF.glsl diff_tex.rgb = srgb_to_linear(diff_tex.rgb); - vec4 spec = texture2DRect(specularRect, frag.xy); + vec4 spec = texture2D(specularRect, frag.xy); float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 dlit = vec3(0, 0, 0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 15f141cbe5..d9a0b6c702 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -35,7 +35,7 @@ out vec4 frag_color; //class 1 -- no shadow, SSAO only -uniform sampler2DRect normalMap; +uniform sampler2D normalMap; // Inputs VARYING vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index 473d6df8fa..9d70b9d98d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -22,8 +22,6 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; @@ -34,8 +32,8 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + vary_fragcoord = (pos.xy * 0.5 + 0.5); } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 36563982ba..4e535f7e18 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseMap; +uniform sampler2D diffuseMap; uniform float minLuminance; uniform float maxExtractAlpha; uniform vec3 lumWeights; @@ -44,7 +44,7 @@ VARYING vec2 vary_texcoord0; void main() { - vec4 col = texture2DRect(diffuseMap, vary_texcoord0.xy); + vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); /// CALCULATING LUMINANCE (Using NTSC lum weights) /// http://en.wikipedia.org/wiki/Luma_%28video%29 float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) ); diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl index 1396dc6973..db0662ad89 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl @@ -32,7 +32,7 @@ VARYING vec2 vary_texcoord0; void main() { - gl_Position = modelview_projection_matrix * vec4(position, 1.0); + gl_Position = vec4(position, 1.0); - vary_texcoord0.xy = texcoord0; + vary_texcoord0.xy = position.xy * 0.5 + 0.5; } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl index cdb2281578..ea66e8271b 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl @@ -37,7 +37,7 @@ VARYING vec4 vary_texcoord3; void main() { - gl_Position = modelview_projection_matrix * vec4(position, 1.0); + gl_Position = vec4(position, 1.0); vary_texcoord0.xy = texcoord0 + glowDelta*(-3.5); vary_texcoord1.xy = texcoord0 + glowDelta*(-2.5); diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 011b3c8643..4a0bb3fe98 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -68,7 +68,6 @@ vec4 applyWaterFogView(vec3 pos, vec4 color) float D = pow(0.98, l*kd); color.rgb = color.rgb * D + kc.rgb * L; - color.a = kc.a + color.a; return color; } @@ -114,7 +113,6 @@ vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) float D = pow(0.98, l * kd); color.rgb = color.rgb * D + kc.rgb * L; - color.a = kc.a + color.a; return color; } @@ -122,6 +120,6 @@ vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) vec4 applyWaterFog(vec4 color) { //normalize view vector - return applyWaterFogView(getPositionEye(), color); + return applyWaterFogViewLinear(getPositionEye(), color); } diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl index cff8d9d50f..99662097bb 100644 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect depthMap; +uniform sampler2D depthMap; VARYING vec2 tc0; VARYING vec2 tc1; @@ -48,22 +48,22 @@ VARYING vec2 tc8; void main() { vec4 depth1 = - vec4(texture2DRect(depthMap, tc0).r, - texture2DRect(depthMap, tc1).r, - texture2DRect(depthMap, tc2).r, - texture2DRect(depthMap, tc3).r); + vec4(texture2D(depthMap, tc0).r, + texture2D(depthMap, tc1).r, + texture2D(depthMap, tc2).r, + texture2D(depthMap, tc3).r); vec4 depth2 = - vec4(texture2DRect(depthMap, tc4).r, - texture2DRect(depthMap, tc5).r, - texture2DRect(depthMap, tc6).r, - texture2DRect(depthMap, tc7).r); + vec4(texture2D(depthMap, tc4).r, + texture2D(depthMap, tc5).r, + texture2D(depthMap, tc6).r, + texture2D(depthMap, tc7).r); depth1 = min(depth1, depth2); float depth = min(depth1.x, depth1.y); depth = min(depth, depth1.z); depth = min(depth, depth1.w); - depth = min(depth, texture2DRect(depthMap, tc8).r); + depth = min(depth, texture2D(depthMap, tc8).r); gl_FragDepth = depth; } diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl index 71d80911d6..e104377037 100644 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl @@ -45,7 +45,7 @@ void main() { gl_Position = vec4(position, 1.0); - vec2 tc = (position.xy*0.5+0.5)*screen_res; + vec2 tc = (position.xy*0.5+0.5); tc0 = tc+vec2(-delta.x,-delta.y); tc1 = tc+vec2(0,-delta.y); tc2 = tc+vec2(delta.x,-delta.y); diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index b5bbbb5c73..0b4680767a 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -34,7 +34,7 @@ out vec4 frag_color; #endif uniform sampler2D glowMap; -uniform sampler2DRect screenMap; +uniform sampler2D screenMap; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; @@ -42,5 +42,5 @@ VARYING vec2 vary_texcoord1; void main() { frag_color = texture2D(glowMap, vary_texcoord0.xy) + - texture2DRect(screenMap, vary_texcoord1.xy); + texture2D(screenMap, vary_texcoord1.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index a9e7ea1de8..6a4c2ca623 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -33,14 +33,14 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; +uniform sampler2D diffuseRect; uniform vec2 screen_res; VARYING vec2 vary_tc; void main() { - vec3 col = texture2DRect(diffuseRect, vary_tc*screen_res).rgb; + vec3 col = texture2D(diffuseRect, vary_tc).rgb; frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144))); } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl index 058f3b1b82..48aab1ce21 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl @@ -23,7 +23,6 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; @@ -31,7 +30,7 @@ VARYING vec2 vary_tc; void main() { - vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; vary_tc = pos.xy*0.5+0.5; diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl index f7970b7f78..e08284f762 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl @@ -34,7 +34,7 @@ VARYING vec2 vary_texcoord1; void main() { - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_Position = vec4(position.xyz, 1.0); vary_texcoord0 = texcoord0; vary_texcoord1 = texcoord1; } diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl index 839e10ce5e..858052281b 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -36,6 +36,7 @@ VARYING vec3 vary_dir; //uniform float roughness; uniform float mipLevel; +uniform int u_width; // ============================================================================================================= // Parts of this file are (c) 2018 Sascha Willems @@ -124,7 +125,7 @@ vec4 prefilterEnvMap(vec3 R) vec3 V = R; vec4 color = vec4(0.0); float totalWeight = 0.0; - float envMapDim = 128.0; + float envMapDim = u_width; int numSamples = 4; float numMips = 6.0; diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl index f0d579f85e..a9c28b2974 100644 --- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl @@ -35,8 +35,8 @@ out vec4 frag_color; // NOTE screenMap should always be texture channel 0 and // depthmap should always be channel 1 -uniform sampler2DRect diffuseRect; -uniform sampler2DRect depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D depthMap; uniform float resScale; uniform float znear; @@ -76,26 +76,25 @@ void main() for (int i = 0; i < 9; ++i) { - color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i]; - //color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5; + color += texture2D(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i]; + //color += texture2D(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5; } //color /= wsum; frag_color = vec4(color, 1.0); #else - vec2 depth_tc = vary_texcoord0.xy * resScale; - float depth = texture(depthMap, depth_tc).r; + float depth = texture(depthMap, vary_texcoord0.xy).r; float dist = linearDepth(depth, znear, zfar); // convert linear depth to distance vec3 v; - v.xy = depth_tc / 256.0 * 2.0 - 1.0; + v.xy = vary_texcoord0.xy / 512.0 * 2.0 - 1.0; v.z = 1.0; v = normalize(v); dist /= v.z; - vec3 col = texture2DRect(diffuseRect, vary_texcoord0.xy).rgb; + vec3 col = texture2D(diffuseRect, vary_texcoord0.xy).rgb; frag_color = vec4(col, dist/256.0); #endif } diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl index 7614075cfd..bf6c1b355c 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl @@ -33,12 +33,12 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect screenMap; +uniform sampler2D screenMap; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; void main() { - frag_color = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color; + frag_color = texture2D(screenMap, vary_texcoord0.xy) * vertex_color; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index e255c78b86..25b0a0b970 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -180,7 +180,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; vec4 pos = vec4(vary_position, 1.0); #ifndef IS_AVATAR_SKIN diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 1b7a1cc6ec..24068c04b5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -34,12 +34,12 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap; uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; +uniform sampler2D lightMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; uniform sampler2D lightFunc; @@ -138,7 +138,6 @@ void main() vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; vec3 lv = center.xyz-pos.xyz; @@ -154,13 +153,13 @@ void main() if (proj_shadow_idx >= 0) { - vec4 shd = texture2DRect(lightMap, frag.xy); + vec4 shd = texture2D(lightMap, frag.xy); shadow = (proj_shadow_idx==0)?shd.b:shd.a; shadow += shadow_fade; shadow = clamp(shadow, 0.0, 1.0); } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + vec3 norm = texture2D(normalMap, frag.xy).xyz; float envIntensity = norm.z; @@ -190,9 +189,9 @@ void main() lv = normalize(lv); float da = dot(norm, lv); - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; - vec4 spec = texture2DRect(specularRect, frag.xy); + vec4 spec = texture2D(specularRect, frag.xy); vec3 dlit = vec3(0, 0, 0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 6500c4bb1f..d81102991e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -35,7 +35,7 @@ uniform float roughnessFactor; uniform vec3 emissiveColor; #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) -uniform sampler2DRect lightMap; +uniform sampler2D lightMap; #endif uniform int sun_up_factor; @@ -189,7 +189,6 @@ void main() #ifdef HAS_SUN_SHADOW vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 677c9c244c..fab227f5a4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -34,11 +34,11 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D lightMap; +uniform sampler2D depthMap; uniform samplerCube environmentMap; uniform sampler2D lightFunc; @@ -58,6 +58,7 @@ uniform vec2 screen_res; vec3 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float getDepth(vec2 pos_screen); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); float getAmbientClamp(); @@ -76,9 +77,9 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); void main() { vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; + float depth = getDepth(tc.xy); vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); + vec4 norm = texture2D(normalMap, tc); float envIntensity = norm.z; norm.xyz = getNorm(tc); @@ -87,11 +88,11 @@ void main() float light_gamma = 1.0 / 1.3; da = pow(da, light_gamma); - vec4 diffuse = texture2DRect(diffuseRect, tc); + vec4 diffuse = texture2D(diffuseRect, tc); diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec4 spec = texture2D(specularRect, vary_fragcoord.xy); - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg; scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); float scol = max(scol_ambocc.r, diffuse.a); float ambocc = scol_ambocc.g; @@ -153,6 +154,6 @@ void main() // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... - frag_color.rgb = srgb_to_linear(color.rgb); + frag_color.rgb = pos.xyz;// srgb_to_linear(color.rgb); frag_color.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index bd11aa3f05..1e7ccb747a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; - ATTRIBUTE vec3 position; uniform vec2 screen_res; @@ -38,12 +36,12 @@ void setAdditiveColor(vec3 c); void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; // appease OSX GLSL compiler/linker by touching all the varyings we said we would setAtmosAttenuation(vec3(1)); setAdditiveColor(vec3(0)); - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vary_fragcoord = (pos.xy*0.5+0.5); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 774f537821..c41b7b210c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -34,12 +34,12 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap; uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; +uniform sampler2D lightMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; uniform sampler2D lightFunc; @@ -138,7 +138,6 @@ void main() vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos.xyz; @@ -154,13 +153,13 @@ void main() if (proj_shadow_idx >= 0) { - vec4 shd = texture2DRect(lightMap, frag.xy); + vec4 shd = texture2D(lightMap, frag.xy); shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; shadow += shadow_fade; shadow = clamp(shadow, 0.0, 1.0); } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; + vec3 norm = texture2D(normalMap, frag.xy).xyz; float envIntensity = norm.z; norm = getNorm(frag.xy); @@ -189,8 +188,8 @@ void main() lv = normalize(lv); float da = dot(norm, lv); - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - vec4 spec = texture2DRect(specularRect, frag.xy); + vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; + vec4 spec = texture2D(specularRect, frag.xy); vec3 dlit = vec3(0, 0, 0); float noise = texture2D(noiseMap, frag.xy/128.0).b; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index bc5eb5181d..3dfca0f655 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; - ATTRIBUTE vec3 position; VARYING vec2 vary_fragcoord; @@ -34,8 +32,8 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + vary_fragcoord = (pos.xy * 0.5 + 0.5); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 6dd446d9f7..43327be49f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -33,10 +33,10 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect depthMap; -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform sampler2D noiseMap; uniform sampler2D lightFunc; @@ -57,6 +57,7 @@ float calcLegacyDistanceAttenuation(float distance, float falloff); vec4 getPosition(vec2 pos_screen); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); vec2 getScreenXY(vec4 clip); +vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 c); // Util @@ -76,7 +77,7 @@ void main() discard; // Bail immediately #else vec3 final_color = vec3(0, 0, 0); - vec2 tc = getScreenXY(vary_fragcoord); + vec2 tc = getScreenCoord(vary_fragcoord); vec3 pos = getPosition(tc).xyz; if (pos.z < far_z) { @@ -87,15 +88,15 @@ void main() vec3 n; vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() - vec4 spec = texture2DRect(specularRect, tc); - vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; + vec4 spec = texture2D(specularRect, tc); + vec3 diffuse = texture2D(diffuseRect, tc).rgb; vec3 h, l, v = -normalize(pos); float nh, nv, vh, lightDist; if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl index ad6a0fa752..831b3b2684 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; - ATTRIBUTE vec3 position; VARYING vec4 vary_fragcoord; @@ -32,7 +30,7 @@ VARYING vec4 vary_fragcoord; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); vary_fragcoord = pos; gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index cb8877ebe5..4a172f7a10 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -34,13 +34,13 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; +uniform sampler2D lightMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; // rgba uniform sampler2D lightFunc; @@ -82,6 +82,7 @@ vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv ); vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n); vec2 getScreenXY(vec4 clip); +vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 cs); vec4 texture2DLodSpecular(vec2 tc, float lod); @@ -102,7 +103,7 @@ void main() discard; #else vec3 final_color = vec3(0,0,0); - vec2 tc = getScreenXY(vary_fragcoord); + vec2 tc = getScreenCoord(vary_fragcoord); vec3 pos = getPosition(tc).xyz; vec3 lv; @@ -117,7 +118,7 @@ void main() if (proj_shadow_idx >= 0) { - vec4 shd = texture2DRect(lightMap, tc); + vec4 shd = texture2D(lightMap, tc); shadow = (proj_shadow_idx==0)?shd.b:shd.a; shadow += shadow_fade; shadow = clamp(shadow, 0.0, 1.0); @@ -138,8 +139,8 @@ void main() float nh, nl, nv, vh, lightDist; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); - vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; - vec4 spec = texture2DRect(specularRect, tc); + vec3 diffuse = texture2D(diffuseRect, tc).rgb; + vec4 spec = texture2D(specularRect, tc); vec3 dlit = vec3(0, 0, 0); vec3 slit = vec3(0, 0, 0); @@ -147,7 +148,7 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index cdffcf103d..0c8baab14f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -33,13 +33,13 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform sampler2D noiseMap; uniform sampler2D lightFunc; -uniform sampler2DRect depthMap; +uniform sampler2D depthMap; uniform vec3 env_mat[3]; uniform float sun_wash; @@ -62,7 +62,9 @@ float calcLegacyDistanceAttenuation(float distance, float falloff); vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); vec4 getPosition(vec2 pos_screen); vec2 getScreenXY(vec4 clip); +vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 c); +float getDepth(vec2 tc); vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, @@ -74,15 +76,15 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, void main() { vec3 final_color = vec3(0); - vec2 tc = getScreenXY(vary_fragcoord); + vec2 tc = getScreenCoord(vary_fragcoord); vec3 pos = getPosition(tc).xyz; float envIntensity; vec3 n; vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() - vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; - vec4 spec = texture2DRect(specularRect, tc); + vec3 diffuse = texture2D(diffuseRect, tc).rgb; + vec4 spec = texture2D(specularRect, tc); // Common half vectors calcs vec3 lv = trans_center.xyz-pos; @@ -99,7 +101,7 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl new file mode 100644 index 0000000000..9172789b38 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -0,0 +1,98 @@ +/** + * @file class3/deferred/screenSpaceReflPostF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform vec2 screen_res; +uniform mat4 projection_matrix; +uniform mat4 inv_proj; +uniform float zNear; +uniform float zFar; + +VARYING vec2 vary_fragcoord; +VARYING vec3 camera_ray; + +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D sceneMap; +uniform sampler2D diffuseRect; + +vec3 getNorm(vec2 screenpos); +float getDepth(vec2 pos_screen); +float linearDepth(float d, float znear, float zfar); +float linearDepth01(float d, float znear, float zfar); + +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition(vec2 pos_screen); + +bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float hitDepth, float depth, sampler2D textureFrame); +float random (vec2 uv); +void main() { + vec2 tc = vary_fragcoord.xy; + float depth = linearDepth01(getDepth(tc), zNear, zFar); + vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz; + vec3 viewPos = camera_ray * depth; + vec3 rayDirection = normalize(reflect(normalize(viewPos), getNorm(tc))) * -viewPos.z; + vec2 hitpixel; + vec3 hitpoint; + + vec2 uv2 = tc * screen_res; + float c = (uv2.x + uv2.y) * 0.125; + float jitter = mod( c, 1.0); + + vec3 firstBasis = normalize(cross(vec3(0.f, 0.f, 1.f), rayDirection)); + vec3 secondBasis = normalize(cross(rayDirection, firstBasis)); + + frag_color.rgb = texture(diffuseRect, tc).rgb; + vec4 collectedColor; + for (int i = 0; i < 1; i++) { + vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0))) * 0.25; + vec3 reflectionDirectionRandomized = rayDirection + firstBasis * coeffs.x + secondBasis * coeffs.y; + + bool hit = traceScreenRay(pos, reflectionDirectionRandomized, hitpoint, depth, depth, diffuseRect); + if (hit) { + vec2 screenpos = tc * 2 - 1; + float vignette = 1;// clamp((1 - dot(screenpos, screenpos)) * 4,0, 1); + vignette *= dot(normalize(viewPos), getNorm(tc)) * 0.5 + 0.5; + vignette *= min(linearDepth(getDepth(tc), zNear, zFar) / (zFar * 0.0125), 1); + collectedColor.rgb = hitpoint * vignette * 0.25; + frag_color.rgb = hitpoint; + } + } + + //frag_color.rgb = collectedColor.rgb; + + + + frag_color.a = 1.0; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl new file mode 100644 index 0000000000..b084094d4d --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl @@ -0,0 +1,48 @@ +/** + * @file class3/deferred/screenSpaceReflPostV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 projection_matrix; +uniform mat4 inv_proj; + +ATTRIBUTE vec3 position; + +uniform vec2 screen_res; + +VARYING vec2 vary_fragcoord; +VARYING vec3 camera_ray; + + +void main() +{ + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + gl_Position = pos; + + vary_fragcoord = pos.xy * 0.5 + 0.5; + + vec4 rayOrig = inv_proj * vec4(pos.xy, 1, 1); + camera_ray = rayOrig.xyz / rayOrig.w; + +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl new file mode 100644 index 0000000000..5eefd99d00 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl @@ -0,0 +1,138 @@ +/** + * @file class3/deferred/screenSpaceReflUtil.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D sceneMap; +uniform vec2 screen_res; +uniform mat4 projection_matrix; +uniform float zNear; +uniform float zFar; +uniform mat4 inv_proj; + +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float linearDepth(float depth, float near, float far); +float getDepth(vec2 pos_screen); +float linearDepth01(float d, float znear, float zfar); + +float random (vec2 uv) { + return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123); //simple random function +} + +// Based off of https://github.com/RoundedGlint585/ScreenSpaceReflection/ +// A few tweaks here and there to suit our needs. + +vec2 generateProjectedPosition(vec3 pos){ + vec4 samplePosition = projection_matrix * vec4(pos, 1.f); + samplePosition.xy = (samplePosition.xy / samplePosition.w) * 0.5 + 0.5; + return samplePosition.xy; +} + +bool isBinarySearchEnabled = true; +bool isAdaptiveStepEnabled = true; +bool isExponentialStepEnabled = false; +bool debugDraw = false; +int iterationCount = 100; +float rayStep = 0.2; +float distanceBias = 0.05; +float depthRejectBias = 0.001; +float epsilon = 0.1; + +bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float hitDepth, float depth, sampler2D textureFrame) { + vec3 step = rayStep * reflection; + vec3 marchingPosition = position + step; + float delta; + float depthFromScreen; + vec2 screenPosition; + bool hit = false; + hitColor = vec3(0); + + int i = 0; + if (depth > depthRejectBias) { + for (; i < iterationCount && !hit; i++) { + screenPosition = generateProjectedPosition(marchingPosition); + depthFromScreen = abs(getPositionWithDepth(screenPosition, linearDepth(getDepth(screenPosition), zNear, zFar)).z); + delta = abs(marchingPosition.z) - depthFromScreen; + + if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { + break; + } + + if (abs(delta) < distanceBias) { + vec3 color = vec3(1); + if(debugDraw) + color = vec3( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2); + hitColor = texture(textureFrame, screenPosition).xyz * color; + hitDepth = depthFromScreen; + hit = true; + break; + } + if (isBinarySearchEnabled && delta > 0) { + break; + } + if (isAdaptiveStepEnabled){ + float directionSign = sign(abs(marchingPosition.z) - depthFromScreen); + //this is sort of adapting step, should prevent lining reflection by doing sort of iterative converging + //some implementation doing it by binary search, but I found this idea more cheaty and way easier to implement + step = step * (1.0 - rayStep * max(directionSign, 0.0)); + marchingPosition += step * (-directionSign); + } + else { + marchingPosition += step; + } + + if (isExponentialStepEnabled){ + step *= 1.05; + } + } + if(isBinarySearchEnabled){ + for(; i < iterationCount && !hit; i++){ + + step *= 0.5; + marchingPosition = marchingPosition - step * sign(delta); + + screenPosition = generateProjectedPosition(marchingPosition); + depthFromScreen = abs(getPositionWithDepth(screenPosition, getDepth(screenPosition)).z); + delta = abs(marchingPosition.z) - depthFromScreen; + + if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { + break; + } + + if (abs(delta) < distanceBias && depthFromScreen != (depth - distanceBias)) { + vec3 color = vec3(1); + if(debugDraw) + color = vec3( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2); + hitColor = texture(textureFrame, screenPosition).xyz * color; + hitDepth = depthFromScreen; + hit = true; + break; + } + } + } + } + + return hit; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 879f4ef510..5f6982746b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -37,19 +37,19 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform sampler2D altDiffuseMap; // PBR: irradiance, skins/default/textures/default_irradiance.png const float M_PI = 3.14159265; #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) -uniform sampler2DRect lightMap; +uniform sampler2D lightMap; #endif -uniform sampler2DRect depthMap; +uniform sampler2D depthMap; uniform sampler2D lightFunc; uniform float blur_size; @@ -81,6 +81,7 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 pos, vec3 norm, float glossiness, float envIntensity); void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); +float getDepth(vec2 pos_screen); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); @@ -118,18 +119,18 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, void main() { vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; + float depth = getDepth(tc.xy); vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); + vec4 norm = texture2D(normalMap, tc); float envIntensity = norm.z; norm.xyz = getNorm(tc); vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - vec4 baseColor = texture2DRect(diffuseRect, tc); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive + vec4 baseColor = texture2D(diffuseRect, tc); + vec4 spec = texture2D(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg; #endif #if defined(HAS_SUN_SHADOW) @@ -155,12 +156,12 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 orm = texture2DRect(specularRect, tc).rgb; + vec3 orm = texture2D(specularRect, tc).rgb; float perceptualRoughness = orm.g; float metallic = orm.b; float ao = orm.r * ambocc; - vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; // PBR IBL float gloss = 1.0 - perceptualRoughness; diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 3274153a46..8618159313 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -44,13 +44,13 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; +uniform sampler2D lightMap; uniform sampler2D noiseMap; uniform sampler2D projectionMap; // rgba uniform sampler2D lightFunc; @@ -90,6 +90,7 @@ vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv ); vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n); vec2 getScreenXY(vec4 clip_point); +vec2 getScreenCoord(vec4 clip_point); vec3 srgb_to_linear(vec3 c); vec4 texture2DLodSpecular(vec2 tc, float lod); @@ -110,7 +111,7 @@ void main() discard; #else vec3 final_color = vec3(0,0,0); - vec2 tc = getScreenXY(vary_fragcoord); + vec2 tc = getScreenCoord(vary_fragcoord); vec3 pos = getPosition(tc).xyz; vec3 lv; @@ -125,7 +126,7 @@ void main() if (proj_shadow_idx >= 0) { - vec4 shd = texture2DRect(lightMap, tc); + vec4 shd = texture2D(lightMap, tc); shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; shadow += shadow_fade; shadow = clamp(shadow, 0.0, 1.0); @@ -146,15 +147,15 @@ void main() float nh, nl, nv, vh, lightDist; calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); - vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; - vec4 spec = texture2DRect(specularRect, tc); + vec3 diffuse = texture2D(diffuseRect, tc).rgb; + vec4 spec = texture2D(specularRect, tc); vec3 dlit = vec3(0, 0, 0); vec3 slit = vec3(0, 0, 0); vec3 amb_rgb = vec3(0); if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; + vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 66316a18d4..f3f512a6f2 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -107,6 +107,7 @@ #include "llscenemonitor.h" #include "llavatarrenderinfoaccountant.h" #include "lllocalbitmaps.h" +#include "llgltfmateriallist.h" // Linden library includes #include "llavatarnamecache.h" @@ -4705,6 +4706,8 @@ void LLAppViewer::idle() LLDirPickerThread::clearDead(); F32 dt_raw = idle_timer.getElapsedTimeAndResetF32(); + LLGLTFMaterialList::flushUpdates(); + // Service the WorkQueue we use for replies from worker threads. // Use function statics for the timeslice setting so we only have to fetch // and convert MainWorkTime once. diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp index 38ec24cae8..78dba81d9a 100644 --- a/indra/newview/llglsandbox.cpp +++ b/indra/newview/llglsandbox.cpp @@ -815,7 +815,7 @@ void LLViewerObjectList::renderObjectBeacons() const LLVector3 &thisline = debug_beacon.mPositionAgent; gGL.begin(LLRender::LINES); - gGL.color4fv(color.mV); + gGL.color4fv(linearColor4(color).mV); draw_cross_lines(thisline, 2.0f, 2.0f, 50.f); draw_line_cube(0.10f, thisline); @@ -844,7 +844,7 @@ void LLViewerObjectList::renderObjectBeacons() const LLVector3 &thisline = debug_beacon.mPositionAgent; gGL.begin(LLRender::LINES); - gGL.color4fv(debug_beacon.mColor.mV); + gGL.color4fv(linearColor4(debug_beacon.mColor).mV); draw_cross_lines(thisline, 0.5f, 0.5f, 0.5f); draw_line_cube(0.10f, thisline); diff --git a/indra/newview/llgltfmateriallist.cpp b/indra/newview/llgltfmateriallist.cpp index 8e184c719d..07c6d9ff93 100644 --- a/indra/newview/llgltfmateriallist.cpp +++ b/indra/newview/llgltfmateriallist.cpp @@ -27,6 +27,7 @@ #include "llgltfmateriallist.h" +#include "llagent.h" #include "llassetstorage.h" #include "lldispatcher.h" #include "llfetchedgltfmaterial.h" @@ -37,8 +38,11 @@ #include "llviewercontrol.h" #include "llviewergenericmessage.h" #include "llviewerobjectlist.h" +#include "llviewerregion.h" +#include "llviewerstats.h" #include "llcorehttputil.h" #include "llagent.h" +#include "llworld.h" #include "tinygltf/tiny_gltf.h" #include <strstream> @@ -51,125 +55,239 @@ LLGLTFMaterialList gGLTFMaterialList; LLGLTFMaterialList::modify_queue_t LLGLTFMaterialList::sModifyQueue; +LLGLTFMaterialList::apply_queue_t LLGLTFMaterialList::sApplyQueue; +LLSD LLGLTFMaterialList::sUpdates; const LLUUID LLGLTFMaterialList::BLANK_MATERIAL_ASSET_ID("968cbad0-4dad-d64e-71b5-72bf13ad051a"); -namespace +#ifdef SHOW_ASSERT +// return true if given data is (probably) valid update message for ModifyMaterialParams capability +static bool is_valid_update(const LLSD& data) { - class LLGLTFMaterialOverrideDispatchHandler : public LLDispatchHandler + llassert(data.isMap()); + + U32 count = 0; + + if (data.has("object_id")) { - LOG_CLASS(LLGLTFMaterialOverrideDispatchHandler); - public: - LLGLTFMaterialOverrideDispatchHandler() = default; - ~LLGLTFMaterialOverrideDispatchHandler() override = default; + if (!data["object_id"].isUUID()) + { + LL_WARNS() << "object_id is not a UUID" << LL_ENDL; + return false; + } + ++count; + } + else + { + LL_WARNS() << "Missing required parameter: object_id" << LL_ENDL; + return false; + } - bool operator()(const LLDispatcher* dispatcher, const std::string& key, const LLUUID& invoice, const sparam_t& strings) override + if (data.has("side")) + { + if (!data["side"].isInteger()) { - LL_PROFILE_ZONE_SCOPED; - // receive override data from simulator via LargeGenericMessage - // message should have: - // object_id - UUID of LLViewerObject - // side - S32 index of texture entry - // gltf_json - String of GLTF json for override data + LL_WARNS() << "side is not an integer" << LL_ENDL; + return false; + } + if (data["side"].asInteger() < -1) + { + LL_WARNS() << "side is invalid" << LL_ENDL; + } + ++count; + } + else + { + LL_WARNS() << "Missing required parameter: side" << LL_ENDL; + return false; + } - LLSD message; + if (data.has("gltf_json")) + { + if (!data["gltf_json"].isString()) + { + LL_WARNS() << "gltf_json is not a string" << LL_ENDL; + return false; + } + ++count; + } - sparam_t::const_iterator it = strings.begin(); - if (it != strings.end()) { - const std::string& llsdRaw = *it++; - std::istringstream llsdData(llsdRaw); - if (!LLSDSerialize::deserialize(message, llsdData, llsdRaw.length())) - { - LL_WARNS() << "LLGLTFMaterialOverrideDispatchHandler: Attempted to read parameter data into LLSD but failed:" << llsdRaw << LL_ENDL; - } + if (data.has("asset_id")) + { + if (!data["asset_id"].isUUID()) + { + LL_WARNS() << "asset_id is not a UUID" << LL_ENDL; + return false; + } + ++count; + } + + if (count < 3) + { + LL_WARNS() << "Only specified object_id and side, update won't actually change anything and is just noise" << LL_ENDL; + return false; + } + + if (data.size() != count) + { + LL_WARNS() << "update data contains unrecognized parameters" << LL_ENDL; + return false; + } + + return true; +} +#endif + +class LLGLTFMaterialOverrideDispatchHandler : public LLDispatchHandler +{ + LOG_CLASS(LLGLTFMaterialOverrideDispatchHandler); +public: + LLGLTFMaterialOverrideDispatchHandler() = default; + ~LLGLTFMaterialOverrideDispatchHandler() override = default; + + bool operator()(const LLDispatcher* dispatcher, const std::string& key, const LLUUID& invoice, const sparam_t& strings) override + { + LL_PROFILE_ZONE_SCOPED; + // receive override data from simulator via LargeGenericMessage + // message should have: + // object_id - UUID of LLViewerObject + // side - S32 index of texture entry + // gltf_json - String of GLTF json for override data + + + LLSD message; + + sparam_t::const_iterator it = strings.begin(); + if (it != strings.end()) { + const std::string& llsdRaw = *it++; + std::istringstream llsdData(llsdRaw); + if (!LLSDSerialize::deserialize(message, llsdData, llsdRaw.length())) + { + LL_WARNS() << "LLGLTFMaterialOverrideDispatchHandler: Attempted to read parameter data into LLSD but failed:" << llsdRaw << LL_ENDL; } + LLGLTFMaterialList::writeCacheOverrides(message, llsdRaw); + } + else + { + // malformed message, nothing we can do to handle it + return false; + } - LLUUID object_id = message["object_id"].asUUID(); - - LLViewerObject * obj = gObjectList.findObject(object_id); // NOTE: null object here does NOT mean nothing to do, parse message and queue results for later - bool clear_all = true; + LL::WorkQueue::ptr_t main_queue = LL::WorkQueue::getInstance("mainloop"); + LL::WorkQueue::ptr_t general_queue = LL::WorkQueue::getInstance("General"); + + struct ReturnData + { + public: + std::vector<LLPointer<LLGLTFMaterial> > mMaterialVector; + std::vector<bool> mResults; + }; + + // fromJson() is performance heavy offload to a thread. + main_queue->postTo( + general_queue, + [message]() // Work done on general queue + { + ReturnData result; if (message.has("sides") && message.has("gltf_json")) { - LLSD& sides = message["sides"]; - LLSD& gltf_json = message["gltf_json"]; + LLSD const& sides = message.get("sides"); + LLSD const& gltf_json = message.get("gltf_json"); if (sides.isArray() && gltf_json.isArray() && sides.size() != 0 && sides.size() == gltf_json.size()) { - clear_all = false; - // message should be interpreted thusly: /// sides is a list of face indices // gltf_json is a list of corresponding json // any side not represented in "sides" has no override + result.mResults.resize(sides.size()); + result.mMaterialVector.resize(sides.size()); // parse json - std::unordered_set<S32> side_set; - for (int i = 0; i < sides.size(); ++i) { LLPointer<LLGLTFMaterial> override_data = new LLGLTFMaterial(); - - std::string gltf_json = message["gltf_json"][i].asString(); + + std::string gltf_json_str = gltf_json[i].asString(); std::string warn_msg, error_msg; - - bool success = override_data->fromJSON(gltf_json, warn_msg, error_msg); - if (!success) - { - LL_WARNS() << "failed to parse GLTF override data. errors: " << error_msg << " | warnings: " << warn_msg << LL_ENDL; + bool success = override_data->fromJSON(gltf_json_str, warn_msg, error_msg); - // unblock material editor - if (obj && obj->isAnySelected()) - { - LLMaterialEditor::updateLive(object_id, sides[i].asInteger()); - } + result.mResults[i] = success; + + if (success) + { + result.mMaterialVector[i] = override_data; } else { - S32 side = sides[i].asInteger(); - // flag this side to not be nulled out later - side_set.insert(sides[i]); + LL_WARNS() << "failed to parse GLTF override data. errors: " << error_msg << " | warnings: " << warn_msg << LL_ENDL; + } + } + } + } + return result; + }, + [message](ReturnData result) // Callback to main thread + mutable { - if (!obj || !obj->setTEGLTFMaterialOverride(side, override_data)) - { - // object not ready to receive override data, queue for later - gGLTFMaterialList.queueOverrideUpdate(object_id, side, override_data); - } - else if (obj && obj->isAnySelected()) - { - LLMaterialEditor::updateLive(object_id, side); - } + LLUUID object_id = message["object_id"].asUUID(); + LLSD& sides = message["sides"]; + LLViewerObject * obj = gObjectList.findObject(object_id); + std::unordered_set<S32> side_set; + + if (result.mResults.size() > 0 ) + { + for (int i = 0; i < result.mResults.size(); ++i) + { + if (result.mResults[i]) + { + S32 side = sides[i].asInteger(); + // flag this side to not be nulled out later + side_set.insert(sides[i]); + + if (!obj || !obj->setTEGLTFMaterialOverride(side, result.mMaterialVector[i])) + { + // object not ready to receive override data, queue for later + gGLTFMaterialList.queueOverrideUpdate(object_id, side, result.mMaterialVector[i]); + } + else if (obj && obj->isAnySelected()) + { + LLMaterialEditor::updateLive(object_id, side); + } + } + else + { + // unblock material editor + if (obj && obj->isAnySelected()) + { + LLMaterialEditor::updateLive(object_id, sides[i].asInteger()); } } + } - if (obj && side_set.size() != obj->getNumTEs()) - { // object exists and at least one texture entry needs to have its override data nulled out - bool object_has_selection = obj->isAnySelected(); - for (int i = 0; i < obj->getNumTEs(); ++i) + if (obj && side_set.size() != obj->getNumTEs()) + { // object exists and at least one texture entry needs to have its override data nulled out + bool object_has_selection = obj->isAnySelected(); + for (int i = 0; i < obj->getNumTEs(); ++i) + { + if (side_set.find(i) == side_set.end()) { - if (side_set.find(i) == side_set.end()) + obj->setTEGLTFMaterialOverride(i, nullptr); + if (object_has_selection) { - obj->setTEGLTFMaterialOverride(i, nullptr); - if (object_has_selection) - { - LLMaterialEditor::updateLive(object_id, i); - } + LLMaterialEditor::updateLive(object_id, i); } } } } - else - { - LL_WARNS() << "Malformed GLTF override message data: " << message << LL_ENDL; - } } - - if (clear_all && obj) + else if (obj) { // override list was empty or an error occurred, null out all overrides for this object bool object_has_selection = obj->isAnySelected(); for (int i = 0; i < obj->getNumTEs(); ++i) @@ -181,9 +299,14 @@ namespace } } } - return true; - } - }; + }); + + return true; + } +}; + +namespace +{ LLGLTFMaterialOverrideDispatchHandler handle_gltf_override_message; } @@ -229,134 +352,214 @@ void LLGLTFMaterialList::applyQueuedOverrides(LLViewerObject* obj) } } -void LLGLTFMaterialList::queueModifyMaterial(const LLUUID& id, S32 side, const LLGLTFMaterial& mat) +void LLGLTFMaterialList::queueModify(const LLUUID& id, S32 side, const LLGLTFMaterial* mat) +{ + if (mat == nullptr) + { + sModifyQueue.push_back({ id, side, LLGLTFMaterial(), false }); + } + else + { + sModifyQueue.push_back({ id, side, *mat, true}); + } +} + +void LLGLTFMaterialList::queueApply(const LLUUID& object_id, S32 side, const LLUUID& asset_id) +{ + sApplyQueue.push_back({ object_id, side, asset_id}); +} + +void LLGLTFMaterialList::queueUpdate(const LLSD& data) { - sModifyQueue.push_back({ id, side, mat, LLUUID::null, true, false }); + llassert(is_valid_update(data)); + + if (!sUpdates.isArray()) + { + sUpdates = LLSD::emptyArray(); + } + + sUpdates[sUpdates.size()] = data; } -void LLGLTFMaterialList::flushModifyMaterialQueue(void(*done_callback)(bool)) +void LLGLTFMaterialList::flushUpdates(void(*done_callback)(bool)) { - LLSD data = LLSD::emptyArray(); + LLSD& data = sUpdates; + + S32 i = data.size(); - S32 i = 0; for (auto& e : sModifyQueue) { data[i]["object_id"] = e.object_id; data[i]["side"] = e.side; - if (e.has_asset_id) - { - data[i]["asset_id"] = e.asset_id; - } - if (e.has_override) { data[i]["gltf_json"] = e.override_data.asJSON(); } + llassert(is_valid_update(data[i])); ++i; } + sModifyQueue.clear(); - std::stringstream str; + for (auto& e : sApplyQueue) + { + data[i]["object_id"] = e.object_id; + data[i]["side"] = e.side; + data[i]["asset_id"] = e.asset_id; + data[i]["gltf_json"] = ""; // null out any existing overrides when applying a material asset + llassert(is_valid_update(data[i])); + ++i; + } + sApplyQueue.clear(); + +#if 0 // debug output of data being sent to capability + std::stringstream str; LLSDSerialize::serialize(data, str, LLSDSerialize::LLSD_NOTATION, LLSDFormatter::OPTIONS_PRETTY); LL_INFOS() << "\n" << str.str() << LL_ENDL; +#endif - LLCoros::instance().launch("modifyMaterialCoro", - std::bind(&LLGLTFMaterialList::modifyMaterialCoro, - gAgent.getRegionCapability("ModifyMaterialParams"), - data, - done_callback)); + if (sUpdates.size() > 0) + { + LLCoros::instance().launch("modifyMaterialCoro", + std::bind(&LLGLTFMaterialList::modifyMaterialCoro, + gAgent.getRegionCapability("ModifyMaterialParams"), + sUpdates, + done_callback)); - sModifyQueue.clear(); + sUpdates = LLSD::emptyArray(); + } + + } -LLGLTFMaterial* LLGLTFMaterialList::getMaterial(const LLUUID& id) +class AssetLoadUserData { - LL_PROFILE_ZONE_SCOPED; - uuid_mat_map_t::iterator iter = mList.find(id); - if (iter == mList.end()) +public: + AssetLoadUserData() {} + tinygltf::Model mModelIn; + LLPointer<LLFetchedGLTFMaterial> mMaterial; +}; + +void LLGLTFMaterialList::onAssetLoadComplete(const LLUUID& id, LLAssetType::EType asset_type, void* user_data, S32 status, LLExtStat ext_status) +{ + LL_PROFILE_ZONE_NAMED("gltf asset callback"); + AssetLoadUserData* asset_data = (AssetLoadUserData*)user_data; + + if (status != LL_ERR_NOERR) + { + LL_WARNS() << "Error getting material asset data: " << LLAssetStorage::getErrorString(status) << " (" << status << ")" << LL_ENDL; + asset_data->mMaterial->mFetching = false; + delete asset_data; + } + else { - LL_PROFILE_ZONE_NAMED("gltf fetch") - LLFetchedGLTFMaterial* mat = new LLFetchedGLTFMaterial(); - mList[id] = mat; - if (!mat->mFetching) - { - // if we do multiple getAssetData calls, - // some will get distched, messing ref counter - // Todo: get rid of mat->ref() - mat->mFetching = true; - mat->ref(); + LL::WorkQueue::ptr_t main_queue = LL::WorkQueue::getInstance("mainloop"); + LL::WorkQueue::ptr_t general_queue = LL::WorkQueue::getInstance("General"); + + typedef std::pair<U32, tinygltf::Model> return_data_t; - gAssetStorage->getAssetData(id, LLAssetType::AT_MATERIAL, - [=](const LLUUID& id, LLAssetType::EType asset_type, void* user_data, S32 status, LLExtStat ext_status) + main_queue->postTo( + general_queue, + [id, asset_type, asset_data]() // Work done on general queue + { + std::vector<char> buffer; { - LL_PROFILE_ZONE_NAMED("gltf asset callback"); - if (status) + LL_PROFILE_ZONE_NAMED("gltf read asset"); + LLFileSystem file(id, asset_type, LLFileSystem::READ); + auto size = file.getSize(); + if (!size) { - LL_WARNS() << "Error getting material asset data: " << LLAssetStorage::getErrorString(status) << " (" << status << ")" << LL_ENDL; + return false; } - std::vector<char> buffer; - - { - LL_PROFILE_ZONE_NAMED("gltf read asset"); - LLFileSystem file(id, asset_type, LLFileSystem::READ); - auto size = file.getSize(); - if (!size) - { - LL_DEBUGS() << "Zero size material." << LL_ENDL; - mat->mFetching = false; - mat->unref(); - return; - } + buffer.resize(size); + file.read((U8*)&buffer[0], buffer.size()); + } + { + LL_PROFILE_ZONE_NAMED("gltf deserialize asset"); + LLSD asset; - buffer.resize(size); - file.read((U8*)&buffer[0], buffer.size()); - } + // read file into buffer + std::istrstream str(&buffer[0], buffer.size()); + if (LLSDSerialize::deserialize(asset, str, buffer.size())) { - LL_PROFILE_ZONE_NAMED("gltf deserialize asset"); - - LLSD asset; - - // read file into buffer - std::istrstream str(&buffer[0], buffer.size()); - - if (LLSDSerialize::deserialize(asset, str, buffer.size())) + if (asset.has("version") && asset["version"] == "1.0") { - if (asset.has("version") && asset["version"] == "1.0") + if (asset.has("type") && asset["type"].asString() == "GLTF 2.0") { - if (asset.has("type") && asset["type"].asString() == "GLTF 2.0") + if (asset.has("data") && asset["data"].isString()) { - if (asset.has("data") && asset["data"].isString()) - { - std::string data = asset["data"]; + std::string data = asset["data"]; + + std::string warn_msg, error_msg; - std::string warn_msg, error_msg; + LL_PROFILE_ZONE_SCOPED; + tinygltf::TinyGLTF gltf; - if (!mat->fromJSON(data, warn_msg, error_msg)) - { - LL_WARNS() << "Failed to decode material asset: " << LL_ENDL; - LL_WARNS() << warn_msg << LL_ENDL; - LL_WARNS() << error_msg << LL_ENDL; - } + if (!gltf.LoadASCIIFromString(&asset_data->mModelIn, &error_msg, &warn_msg, data.c_str(), data.length(), "")) + { + LL_WARNS() << "Failed to decode material asset: " + << LL_NEWLINE + << warn_msg + << LL_NEWLINE + << error_msg + << LL_ENDL; + return false; } + return true; } } } - else - { - LL_WARNS() << "Failed to deserialize material LLSD" << LL_ENDL; - } } + else + { + LL_WARNS() << "Failed to deserialize material LLSD" << LL_ENDL; + } + } + + return false; + }, + [id, asset_data](bool result) // Callback to main thread + mutable { + + if (result) + { + asset_data->mMaterial->setFromModel(asset_data->mModelIn, 0/*only one index*/); + } + else + { + LL_DEBUGS() << "Failed to get material " << id << LL_ENDL; + } + asset_data->mMaterial->mFetching = false; + delete asset_data; + }); + } +} + +LLGLTFMaterial* LLGLTFMaterialList::getMaterial(const LLUUID& id) +{ + LL_PROFILE_ZONE_SCOPED; + uuid_mat_map_t::iterator iter = mList.find(id); + if (iter == mList.end()) + { + LL_PROFILE_ZONE_NAMED("gltf fetch") + LLFetchedGLTFMaterial* mat = new LLFetchedGLTFMaterial(); + mList[id] = mat; - mat->mFetching = false; - mat->unref(); - }, nullptr); + if (!mat->mFetching) + { + mat->mFetching = true; + + AssetLoadUserData *user_data = new AssetLoadUserData(); + user_data->mMaterial = mat; + + gAssetStorage->getAssetData(id, LLAssetType::AT_MATERIAL, onAssetLoadComplete, (void*)user_data); } return mat; @@ -433,6 +636,11 @@ void LLGLTFMaterialList::flushMaterials() { mLastUpdateKey.setNull(); } + + { + using namespace LLStatViewer; + sample(NUM_MATERIALS, mList.size()); + } } // static @@ -477,3 +685,40 @@ void LLGLTFMaterialList::modifyMaterialCoro(std::string cap_url, LLSD overrides, done_callback(success); } } + +void LLGLTFMaterialList::writeCacheOverrides(LLSD const & message, std::string const & llsdRaw) +{ + LL_DEBUGS() << "material overrides cache" << LL_ENDL; + + // default to main region if message doesn't specify + LLViewerRegion * region = gAgent.getRegion();; + + if (message.has("region_handle")) + { + // TODO start requiring this once server sends this for all messages + std::vector<U8> const & buffer = message["region_handle"].asBinary(); + if (buffer.size() == sizeof(U64)) + { + U64 region_handle = ntohll(*reinterpret_cast<U64 const *>(&buffer[0])); + region = LLWorld::instance().getRegionFromHandle(region_handle); + } + else + { + LL_WARNS() << "bad region_handle in material override message" << LL_ENDL; + llassert(false); + } + } + + if (region) { + region->cacheFullUpdateExtras(message, llsdRaw); + } else { + LL_WARNS() << "could not access region for material overrides message cache, region_handle: " << LL_ENDL; + } +} + +void LLGLTFMaterialList::loadCacheOverrides(std::string const & message) +{ + std::vector<std::string> strings(1, message); + + handle_gltf_override_message(nullptr, "", LLUUID::null, strings); +} diff --git a/indra/newview/llgltfmateriallist.h b/indra/newview/llgltfmateriallist.h index e035d2108d..805b477248 100644 --- a/indra/newview/llgltfmateriallist.h +++ b/indra/newview/llgltfmateriallist.h @@ -26,6 +26,8 @@ #pragma once +#include "llassettype.h" +#include "llextendedstatus.h" #include "llfetchedgltfmaterial.h" #include "llgltfmaterial.h" #include "llpointer.h" @@ -51,25 +53,63 @@ public: static void registerCallbacks(); - // save an override update that we want to send to the simulator for later - static void queueModifyMaterial(const LLUUID& id, S32 side, const LLGLTFMaterial& mat); + // Queue an modification of a material that we want to send to the simulator. Call "flushUpdates" to flush pending updates. + // id - ID of object to modify + // side - TexureEntry index to modify, or -1 for all sides + // mat - material to apply as override, or nullptr to remove existing overrides and revert to asset + // + // NOTE: do not use to revert to asset when applying a new asset id, use queueApplyMaterialAsset below + static void queueModify(const LLUUID& id, S32 side, const LLGLTFMaterial* mat); + + // Queue an application of a material asset we want to send to the simulator. Call "flushUpdates" to flush pending updates. + // object_id - ID of object to apply material asset to + // side - TextureEntry index to apply material to, or -1 for all sides + // asset_id - ID of material asset to apply, or LLUUID::null to disassociate current material asset + // + // NOTE: implicitly removes any override data if present + static void queueApply(const LLUUID& object_id, S32 side, const LLUUID& asset_id); // flush pending material updates to the simulator - static void flushModifyMaterialQueue(void(*done_callback)(bool)); - - // apply given override data via given cap url - // cap_url -- should be gAgent.getRegionCapability("ModifyMaterialParams") - // overrides -- LLSD map in the format - // "object_id": LLUUID - object to be modified - // "side": integer - index of face to be modified - // "gltf_json" : string - GLTF compliant json of override data (optional, if omitted any existing override data will be cleared) - static void modifyMaterialCoro(std::string cap_url, LLSD overrides, void(*done_callback)(bool)); + // Automatically called once per frame, but may be called explicitly + // for cases that care about the done_callback forwarded to LLCoros::instance().launch + static void flushUpdates(void(*done_callback)(bool) = nullptr); + // Queue an explicit LLSD ModifyMaterialParams update apply given override data + // overrides -- LLSD map (or array of maps) in the format: + // object_id UUID(required) id of object + // side integer(required) TE index of face to set, or -1 for all faces + // gltf_json string(optional) override data to set, empty string nulls out override data, omissions of this parameter keeps existing data + // asset_id UUID(optional) id of material asset to set, omission of this parameter keeps existing material asset id + // + // NOTE: Unless you already have a gltf_json string you want to send, strongly prefer using queueModify + // If the queue/flush API is insufficient, extend it. + static void queueUpdate(const LLSD& data); + + // Called by batch builder to give LLGLTMaterialList an opportunity to apply + // any override data that arrived before the object was ready to receive it + void applyQueuedOverrides(LLViewerObject* obj); + + // takes both the parsed message and its raw text to avoid unnecessary re serialization + static void writeCacheOverrides(LLSD const & message, std::string const & llsdRaw); + + static void loadCacheOverrides(std::string const & message_raw); + +private: + friend class LLGLTFMaterialOverrideDispatchHandler; // save an override update that we got from the simulator for later (for example, if an override arrived for an unknown object) + // NOTE: this is NOT for applying overrides from the UI, see queueModifyMaterial above void queueOverrideUpdate(const LLUUID& id, S32 side, LLGLTFMaterial* override_data); - void applyQueuedOverrides(LLViewerObject* obj); -private: + static void modifyMaterialCoro(std::string cap_url, LLSD overrides, void(*done_callback)(bool)); + +protected: + static void onAssetLoadComplete( + const LLUUID& asset_uuid, + LLAssetType::EType type, + void* user_data, + S32 status, + LLExtStat ext_status); + typedef std::unordered_map<LLUUID, LLPointer<LLFetchedGLTFMaterial > > uuid_mat_map_t; uuid_mat_map_t mList; @@ -84,15 +124,25 @@ private: LLUUID object_id; S32 side = -1; LLGLTFMaterial override_data; - LLUUID asset_id; bool has_override = false; - bool has_asset_id = false; }; typedef std::list<ModifyMaterialData> modify_queue_t; static modify_queue_t sModifyQueue; + struct ApplyMaterialAssetData + { + LLUUID object_id; + S32 side = -1; + LLUUID asset_id; + }; + + typedef std::list<ApplyMaterialAssetData> apply_queue_t; + static apply_queue_t sApplyQueue; + + // data to be flushed to ModifyMaterialParams capability + static LLSD sUpdates; }; extern LLGLTFMaterialList gGLTFMaterialList; diff --git a/indra/newview/llhudtext.cpp b/indra/newview/llhudtext.cpp index 7511dabd5b..5544f33aea 100644 --- a/indra/newview/llhudtext.cpp +++ b/indra/newview/llhudtext.cpp @@ -224,6 +224,10 @@ void LLHUDText::renderText() } text_color = segment_iter->mColor; + if (mOnHUDAttachment) + { + text_color = linearColor4(text_color); + } text_color.mV[VALPHA] *= alpha_factor; hud_render_text(segment_iter->getText(), render_position, *fontp, style, shadow, x_offset, y_offset, text_color, mOnHUDAttachment); diff --git a/indra/newview/llmaterialeditor.cpp b/indra/newview/llmaterialeditor.cpp index a0cb4e1c8f..a9728e26da 100644 --- a/indra/newview/llmaterialeditor.cpp +++ b/indra/newview/llmaterialeditor.cpp @@ -908,29 +908,35 @@ void LLMaterialEditor::onSelectCtrl(LLUICtrl* ctrl, const LLSD& data, S32 dirty_ S32 num_tes = llmin((S32)objectp->getNumTEs(), (S32)objectp->getNumFaces()); // avatars have TEs but no faces for (S32 te = 0; te < num_tes; ++te) { - if (nodep->isTESelected(te) && nodep->mSavedGLTFRenderMaterials.size() > te) + if (nodep->isTESelected(te) && nodep->mSavedGLTFOverrideMaterials.size() > te) { + if (nodep->mSavedGLTFOverrideMaterials[te].isNull()) + { + // populate with default values, default values basically mean 'not in use' + nodep->mSavedGLTFOverrideMaterials[te] = new LLGLTFMaterial(); + } + switch (mDirtyFlag) { //Textures case MATERIAL_BASE_COLOR_TEX_DIRTY: { - nodep->mSavedGLTFRenderMaterials[te]->mBaseColorId = mCtrl->getValue().asUUID(); + nodep->mSavedGLTFOverrideMaterials[te]->setBaseColorId(mCtrl->getValue().asUUID(), true); break; } case MATERIAL_METALLIC_ROUGHTNESS_TEX_DIRTY: { - nodep->mSavedGLTFRenderMaterials[te]->mMetallicRoughnessId = mCtrl->getValue().asUUID(); + nodep->mSavedGLTFOverrideMaterials[te]->setMetallicRoughnessId(mCtrl->getValue().asUUID(), true); break; } case MATERIAL_EMISIVE_TEX_DIRTY: { - nodep->mSavedGLTFRenderMaterials[te]->mEmissiveId = mCtrl->getValue().asUUID(); + nodep->mSavedGLTFOverrideMaterials[te]->setEmissiveId(mCtrl->getValue().asUUID(), true); break; } case MATERIAL_NORMAL_TEX_DIRTY: { - nodep->mSavedGLTFRenderMaterials[te]->mNormalId = mCtrl->getValue().asUUID(); + nodep->mSavedGLTFOverrideMaterials[te]->setNormalId(mCtrl->getValue().asUUID(), true); break; } // Colors @@ -938,13 +944,13 @@ void LLMaterialEditor::onSelectCtrl(LLUICtrl* ctrl, const LLSD& data, S32 dirty_ { LLColor4 ret = linearColor4(LLColor4(mCtrl->getValue())); // except transparency - ret.mV[3] = nodep->mSavedGLTFRenderMaterials[te]->mBaseColor.mV[3]; - nodep->mSavedGLTFRenderMaterials[te]->mBaseColor = ret; + ret.mV[3] = nodep->mSavedGLTFOverrideMaterials[te]->mBaseColor.mV[3]; + nodep->mSavedGLTFOverrideMaterials[te]->setBaseColorFactor(ret, true); break; } case MATERIAL_EMISIVE_COLOR_DIRTY: { - nodep->mSavedGLTFRenderMaterials[te]->mEmissiveColor = LLColor4(mCtrl->getValue()); + nodep->mSavedGLTFOverrideMaterials[te]->setEmissiveColorFactor(LLColor3(mCtrl->getValue()), true); break; } default: @@ -2347,11 +2353,9 @@ class LLRenderMaterialOverrideFunctor : public LLSelectedNodeFunctor public: LLRenderMaterialOverrideFunctor( LLMaterialEditor * me, - std::string const & url, const LLUUID &report_on_object_id, S32 report_on_te) : mEditor(me) - , mCapUrl(url) , mSuccess(false) , mObjectId(report_on_object_id) , mObjectTE(report_on_te) @@ -2379,158 +2383,157 @@ public: { continue; } - // Get material from object // Selection can cover multiple objects, and live editor is // supposed to overwrite changed values only LLTextureEntry* tep = objectp->getTE(te); - LLPointer<LLGLTFMaterial> material = tep->getGLTFRenderMaterial(); - if (material.isNull()) + if (tep->getGLTFMaterial() == nullptr) { // overrides are not supposed to work or apply if // there is no base material to work from return false; } - + LLPointer<LLGLTFMaterial> material = tep->getGLTFMaterialOverride(); // make a copy to not invalidate existing // material for multiple objects - material = new LLGLTFMaterial(*material); + if (material.isNull()) + { + // Start with a material override which does not make any changes + material = new LLGLTFMaterial(); + } + else + { + material = new LLGLTFMaterial(*material); + } U32 changed_flags = mEditor->getUnsavedChangesFlags(); U32 reverted_flags = mEditor->getRevertedChangesFlags(); - bool can_revert = nodep->mSavedGLTFRenderMaterials.size() > te; + + LLPointer<LLGLTFMaterial> revert_mat; + if (nodep->mSavedGLTFOverrideMaterials.size() > te) + { + if (nodep->mSavedGLTFOverrideMaterials[te].notNull()) + { + revert_mat = nodep->mSavedGLTFOverrideMaterials[te]; + } + else + { + // mSavedGLTFOverrideMaterials[te] being present but null + // means we need to use a default value + revert_mat = new LLGLTFMaterial(); + } + } + // else can not revert at all // Override object's values with values from editor where appropriate if (changed_flags & MATERIAL_BASE_COLOR_DIRTY) { material->setBaseColorFactor(mEditor->getBaseColor(), true); } - else if ((reverted_flags & MATERIAL_BASE_COLOR_DIRTY) && can_revert) + else if ((reverted_flags & MATERIAL_BASE_COLOR_DIRTY) && revert_mat.notNull()) { - material->setBaseColorFactor(nodep->mSavedGLTFRenderMaterials[te]->mBaseColor, true); + material->setBaseColorFactor(revert_mat->mBaseColor, false); } if (changed_flags & MATERIAL_BASE_COLOR_TEX_DIRTY) { material->setBaseColorId(mEditor->getBaseColorId(), true); } - else if ((reverted_flags & MATERIAL_BASE_COLOR_TEX_DIRTY) && can_revert) + else if ((reverted_flags & MATERIAL_BASE_COLOR_TEX_DIRTY) && revert_mat.notNull()) { - material->setBaseColorId(nodep->mSavedGLTFRenderMaterials[te]->mBaseColorId, true); + material->setBaseColorId(revert_mat->mBaseColorId, false); } if (changed_flags & MATERIAL_NORMAL_TEX_DIRTY) { material->setNormalId(mEditor->getNormalId(), true); } - else if ((reverted_flags & MATERIAL_NORMAL_TEX_DIRTY) && can_revert) + else if ((reverted_flags & MATERIAL_NORMAL_TEX_DIRTY) && revert_mat.notNull()) { - material->setNormalId(nodep->mSavedGLTFRenderMaterials[te]->mNormalId, true); + material->setNormalId(revert_mat->mNormalId, false); } if (changed_flags & MATERIAL_METALLIC_ROUGHTNESS_TEX_DIRTY) { material->setMetallicRoughnessId(mEditor->getMetallicRoughnessId(), true); } - else if ((reverted_flags & MATERIAL_METALLIC_ROUGHTNESS_TEX_DIRTY) && can_revert) + else if ((reverted_flags & MATERIAL_METALLIC_ROUGHTNESS_TEX_DIRTY) && revert_mat.notNull()) { - material->setMetallicRoughnessId(nodep->mSavedGLTFRenderMaterials[te]->mMetallicRoughnessId, true); + material->setMetallicRoughnessId(revert_mat->mMetallicRoughnessId, false); } if (changed_flags & MATERIAL_METALLIC_ROUGHTNESS_METALNESS_DIRTY) { material->setMetallicFactor(mEditor->getMetalnessFactor(), true); } - else if ((reverted_flags & MATERIAL_METALLIC_ROUGHTNESS_METALNESS_DIRTY) && can_revert) + else if ((reverted_flags & MATERIAL_METALLIC_ROUGHTNESS_METALNESS_DIRTY) && revert_mat.notNull()) { - material->setMetallicFactor(nodep->mSavedGLTFRenderMaterials[te]->mMetallicFactor, true); + material->setMetallicFactor(revert_mat->mMetallicFactor, false); } if (changed_flags & MATERIAL_METALLIC_ROUGHTNESS_ROUGHNESS_DIRTY) { material->setRoughnessFactor(mEditor->getRoughnessFactor(), true); } - else if ((reverted_flags & MATERIAL_METALLIC_ROUGHTNESS_ROUGHNESS_DIRTY) && can_revert) + else if ((reverted_flags & MATERIAL_METALLIC_ROUGHTNESS_ROUGHNESS_DIRTY) && revert_mat.notNull()) { - material->setRoughnessFactor(nodep->mSavedGLTFRenderMaterials[te]->mRoughnessFactor, true); + material->setRoughnessFactor(revert_mat->mRoughnessFactor, false); } if (changed_flags & MATERIAL_EMISIVE_COLOR_DIRTY) { material->setEmissiveColorFactor(LLColor3(mEditor->getEmissiveColor()), true); } - else if ((reverted_flags & MATERIAL_EMISIVE_COLOR_DIRTY) && can_revert) + else if ((reverted_flags & MATERIAL_EMISIVE_COLOR_DIRTY) && revert_mat.notNull()) { - material->setEmissiveColorFactor(nodep->mSavedGLTFRenderMaterials[te]->mEmissiveColor, true); + material->setEmissiveColorFactor(revert_mat->mEmissiveColor, false); } if (changed_flags & MATERIAL_EMISIVE_TEX_DIRTY) { material->setEmissiveId(mEditor->getEmissiveId(), true); } - else if ((reverted_flags & MATERIAL_EMISIVE_TEX_DIRTY) && can_revert) + else if ((reverted_flags & MATERIAL_EMISIVE_TEX_DIRTY) && revert_mat.notNull()) { - material->setEmissiveId(nodep->mSavedGLTFRenderMaterials[te]->mEmissiveId, true); + material->setEmissiveId(revert_mat->mEmissiveId, false); } if (changed_flags & MATERIAL_DOUBLE_SIDED_DIRTY) { material->setDoubleSided(mEditor->getDoubleSided(), true); } - else if ((reverted_flags & MATERIAL_DOUBLE_SIDED_DIRTY) && can_revert) + else if ((reverted_flags & MATERIAL_DOUBLE_SIDED_DIRTY) && revert_mat.notNull()) { - material->setDoubleSided(nodep->mSavedGLTFRenderMaterials[te]->mDoubleSided, true); + material->setDoubleSided(revert_mat->mDoubleSided, false); } if (changed_flags & MATERIAL_ALPHA_MODE_DIRTY) { material->setAlphaMode(mEditor->getAlphaMode(), true); } - else if ((reverted_flags & MATERIAL_ALPHA_MODE_DIRTY) && can_revert) + else if ((reverted_flags & MATERIAL_ALPHA_MODE_DIRTY) && revert_mat.notNull()) { - material->setAlphaMode(nodep->mSavedGLTFRenderMaterials[te]->mAlphaMode, true); + material->setAlphaMode(revert_mat->mAlphaMode, false); } if (changed_flags & MATERIAL_ALPHA_CUTOFF_DIRTY) { material->setAlphaCutoff(mEditor->getAlphaCutoff(), true); } - else if ((reverted_flags & MATERIAL_ALPHA_CUTOFF_DIRTY) && can_revert) - { - material->setAlphaCutoff(nodep->mSavedGLTFRenderMaterials[te]->mAlphaCutoff, true); - } - -#if 1 - if (mObjectTE == te - && mObjectId == objectp->getID()) + else if ((reverted_flags & MATERIAL_ALPHA_CUTOFF_DIRTY) && revert_mat.notNull()) { - mSuccess = true; + material->setAlphaCutoff(revert_mat->mAlphaCutoff, false); } - LLGLTFMaterialList::queueModifyMaterial(objectp->getID(), te, *material); -#else - - std::string overrides_json = material->asJSON(); - - LLSD overrides = llsd::map( - "object_id", objectp->getID(), - "side", te, - "gltf_json", overrides_json - ); - void(*done_callback)(bool) = nullptr; if (mObjectTE == te && mObjectId == objectp->getID()) { mSuccess = true; - // We only want callback for face we are displayig material from - // even if we are setting all of them - done_callback = modifyCallback; } - LLCoros::instance().launch("modifyMaterialCoro", std::bind(&LLGLTFMaterialList::modifyMaterialCoro, mCapUrl, overrides, done_callback)); -#endif + LLGLTFMaterialList::queueModify(objectp->getID(), te, material); } return true; } @@ -2549,7 +2552,6 @@ public: private: LLMaterialEditor * mEditor; - std::string mCapUrl; LLUUID mObjectId; S32 mObjectTE; bool mSuccess; @@ -2576,12 +2578,12 @@ void LLMaterialEditor::applyToSelection() { mOverrideInProgress = true; LLObjectSelectionHandle selected_objects = LLSelectMgr::getInstance()->getSelection(); - LLRenderMaterialOverrideFunctor override_func(this, url, mOverrideObjectId, mOverrideObjectTE); + LLRenderMaterialOverrideFunctor override_func(this, mOverrideObjectId, mOverrideObjectTE); selected_objects->applyToNodes(&override_func); void(*done_callback)(bool) = LLRenderMaterialOverrideFunctor::modifyCallback; - LLGLTFMaterialList::flushModifyMaterialQueue(done_callback); + LLGLTFMaterialList::flushUpdates(done_callback); if (!override_func.getResult()) { diff --git a/indra/newview/llpanelface.cpp b/indra/newview/llpanelface.cpp index 64b31a25f4..9d720b1523 100644 --- a/indra/newview/llpanelface.cpp +++ b/indra/newview/llpanelface.cpp @@ -975,9 +975,9 @@ void LLPanelFace::updateUI(bool force_set_values /*false*/) color_swatch->setOriginal(color); color_swatch->set(color, force_set_values || (prev_color != color) || !editable); - color_swatch->setValid(editable); - color_swatch->setEnabled( editable ); - color_swatch->setCanApplyImmediately( editable ); + color_swatch->setValid(editable && !has_pbr_material); + color_swatch->setEnabled( editable && !has_pbr_material); + color_swatch->setCanApplyImmediately( editable && !has_pbr_material); } // Color transparency @@ -1434,7 +1434,7 @@ void LLPanelFace::updateUI(bool force_set_values /*false*/) LLSelectedTE::getFullbright(fullbright_flag,identical_fullbright); getChild<LLUICtrl>("checkbox fullbright")->setValue((S32)(fullbright_flag != 0)); - getChildView("checkbox fullbright")->setEnabled(editable); + getChildView("checkbox fullbright")->setEnabled(editable && !has_pbr_material); getChild<LLUICtrl>("checkbox fullbright")->setTentative(!identical_fullbright); } @@ -4232,6 +4232,8 @@ void LLPanelFace::onPasteTexture() LLPanelFaceUpdateFunctor sendfunc(true, true); selected_objects->applyToObjects(&sendfunc); + LLGLTFMaterialList::flushUpdates(); + LLPanelFaceNavigateHomeFunctor navigate_home_func; selected_objects->applyToTEs(&navigate_home_func); } @@ -4366,7 +4368,7 @@ void LLPanelFace::onPasteTexture(LLViewerObject* objectp, S32 te) // PBR/GLTF if (te_data["te"].has("pbr")) { - objectp->setRenderMaterialID(te, te_data["te"]["pbr"].asUUID(), false /*send in bulk later*/); + objectp->setRenderMaterialID(te, te_data["te"]["pbr"].asUUID(), false /*managing our own update*/); tep->setGLTFRenderMaterial(nullptr); tep->setGLTFMaterialOverride(nullptr); @@ -4377,12 +4379,14 @@ void LLPanelFace::onPasteTexture(LLViewerObject* objectp, S32 te) { override_data["gltf_json"] = te_data["te"]["pbr_override"]; } + else + { + override_data["gltf_json"] = ""; + } + + override_data["asset_id"] = te_data["te"]["pbr"].asUUID(); - LLCoros::instance().launch("modifyMaterialCoro", - std::bind(&LLGLTFMaterialList::modifyMaterialCoro, - gAgent.getRegionCapability("ModifyMaterialParams"), - override_data, - nullptr)); + LLGLTFMaterialList::queueUpdate(override_data); } else { @@ -4391,12 +4395,7 @@ void LLPanelFace::onPasteTexture(LLViewerObject* objectp, S32 te) tep->setGLTFMaterialOverride(nullptr); // blank out any override data on the server - LLCoros::instance().launch("modifyMaterialCoro", - std::bind(&LLGLTFMaterialList::modifyMaterialCoro, - gAgent.getRegionCapability("ModifyMaterialParams"), - llsd::map( - "object_id", objectp->getID(), - "side", te), nullptr)); + LLGLTFMaterialList::queueApply(objectp->getID(), te, LLUUID::null); } // Texture map diff --git a/indra/newview/llreflectionmap.cpp b/indra/newview/llreflectionmap.cpp index ef611966ed..f346531bfd 100644 --- a/indra/newview/llreflectionmap.cpp +++ b/indra/newview/llreflectionmap.cpp @@ -63,20 +63,7 @@ void LLReflectionMap::autoAdjustOrigin() const LLVector4a* bounds = mGroup->getBounds(); auto* node = mGroup->getOctreeNode(); - if (mGroup->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_TERRAIN) - { - // for terrain, make probes float a couple meters above the highest point in the surface patch - mOrigin = bounds[0]; - mOrigin.getF32ptr()[2] += bounds[1].getF32ptr()[2] + 3.f; - - // update radius to encompass bounding box - LLVector4a d; - d.setAdd(bounds[0], bounds[1]); - d.sub(mOrigin); - mRadius = d.getLength3().getF32(); - mPriority = 1; - } - else if (mGroup->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_VOLUME) + if (mGroup->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_VOLUME) { mPriority = 1; // cast a ray towards 8 corners of bounding box @@ -87,92 +74,71 @@ void LLReflectionMap::autoAdjustOrigin() return; } - if (node->isLeaf() || node->getChildCount() > 1 || node->getElementCount() > 0) - { // use center of object bounding box for leaf nodes or nodes with multiple child nodes - mOrigin = bounds[0]; - - LLVector4a start; - LLVector4a end; - - LLVector4a size = bounds[1]; + mOrigin = bounds[0]; - LLVector4a corners[] = - { - { 1, 1, 1 }, - { -1, 1, 1 }, - { 1, -1, 1 }, - { -1, -1, 1 }, - { 1, 1, -1 }, - { -1, 1, -1 }, - { 1, -1, -1 }, - { -1, -1, -1 } - }; - - for (int i = 0; i < 8; ++i) - { - corners[i].mul(size); - corners[i].add(bounds[0]); - } + LLVector4a size = bounds[1]; - LLVector4a extents[2]; - extents[0].setAdd(bounds[0], bounds[1]); - extents[1].setSub(bounds[0], bounds[1]); + LLVector4a corners[] = + { + { 1, 1, 1 }, + { -1, 1, 1 }, + { 1, -1, 1 }, + { -1, -1, 1 }, + { 1, 1, -1 }, + { -1, 1, -1 }, + { 1, -1, -1 }, + { -1, -1, -1 } + }; + + for (int i = 0; i < 8; ++i) + { + corners[i].mul(size); + corners[i].add(bounds[0]); + } - bool hit = false; - for (int i = 0; i < 8; ++i) - { - int face = -1; - LLVector4a intersection; - LLDrawable* drawable = mGroup->lineSegmentIntersect(bounds[0], corners[i], true, false, true, &face, &intersection); - if (drawable != nullptr) - { - hit = true; - update_min_max(extents[0], extents[1], intersection); - } - else - { - update_min_max(extents[0], extents[1], corners[i]); - } - } + LLVector4a extents[2]; + extents[0].setAdd(bounds[0], bounds[1]); + extents[1].setSub(bounds[0], bounds[1]); - if (hit) + bool hit = false; + for (int i = 0; i < 8; ++i) + { + int face = -1; + LLVector4a intersection; + LLDrawable* drawable = mGroup->lineSegmentIntersect(bounds[0], corners[i], true, false, true, &face, &intersection); + if (drawable != nullptr) { - mOrigin.setAdd(extents[0], extents[1]); - mOrigin.mul(0.5f); + hit = true; + update_min_max(extents[0], extents[1], intersection); } - - // make sure radius encompasses all objects - LLSimdScalar r2 = 0.0; - for (int i = 0; i < 8; ++i) + else { - LLVector4a v; - v.setSub(corners[i], mOrigin); - - LLSimdScalar d = v.dot3(v); - - if (d > r2) - { - r2 = d; - } + update_min_max(extents[0], extents[1], corners[i]); } - - mRadius = llmax(sqrtf(r2.getF32()), 8.f); } - else - { - // user placed probe - mPriority = 2; - // use center of octree node volume for nodes that are just branches without data - mOrigin = node->getCenter(); + if (hit) + { + mOrigin.setAdd(extents[0], extents[1]); + mOrigin.mul(0.5f); + } - // update radius to encompass entire octree node volume - mRadius = node->getSize().getLength3().getF32(); + // make sure radius encompasses all objects + LLSimdScalar r2 = 0.0; + for (int i = 0; i < 8; ++i) + { + LLVector4a v; + v.setSub(corners[i], mOrigin); - //mOrigin = bounds[0]; - //mRadius = bounds[1].getLength3().getF32(); + LLSimdScalar d = v.dot3(v); + if (d > r2) + { + r2 = d; + } } + + mRadius = llmax(sqrtf(r2.getF32()), 8.f); } } else if (mViewerObject) diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp index 19f0a8d089..8282aa2507 100644 --- a/indra/newview/llreflectionmapmanager.cpp +++ b/indra/newview/llreflectionmapmanager.cpp @@ -88,7 +88,7 @@ void LLReflectionMapManager::update() const bool use_depth_buffer = true; const bool use_stencil_buffer = false; U32 targetRes = LL_REFLECTION_PROBE_RESOLUTION * 2; // super sample - mRenderTarget.allocate(targetRes, targetRes, color_fmt, use_depth_buffer, use_stencil_buffer, LLTexUnit::TT_RECT_TEXTURE); + mRenderTarget.allocate(targetRes, targetRes, color_fmt, use_depth_buffer, use_stencil_buffer, LLTexUnit::TT_TEXTURE); } if (mMipChain.empty()) @@ -99,7 +99,7 @@ void LLReflectionMapManager::update() mMipChain.resize(count); for (int i = 0; i < count; ++i) { - mMipChain[i].allocate(res, res, GL_RGBA16F, false, false, LLTexUnit::TT_RECT_TEXTURE); + mMipChain[i].allocate(res, res, GL_RGBA16F, false, false, LLTexUnit::TT_TEXTURE); res /= 2; } } @@ -437,8 +437,8 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) S32 mips = log2((F32)LL_REFLECTION_PROBE_RESOLUTION) + 0.5f; - S32 diffuseChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); - S32 depthChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); + S32 diffuseChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_TEXTURE); + S32 depthChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_TEXTURE); LLRenderTarget* screen_rt = &gPipeline.mAuxillaryRT.screen; LLRenderTarget* depth_rt = &gPipeline.mAuxillaryRT.deferredScreen; @@ -472,13 +472,13 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) gGL.texCoord2f(0, 0); gGL.vertex2f(-1, -1); - gGL.texCoord2f(res, 0); + gGL.texCoord2f(1.f, 0); gGL.vertex2f(1, -1); - gGL.texCoord2f(res, res); + gGL.texCoord2f(1.f, 1.f); gGL.vertex2f(1, 1); - gGL.texCoord2f(0, res); + gGL.texCoord2f(0, 1.f); gGL.vertex2f(-1, 1); gGL.end(); gGL.flush(); @@ -506,8 +506,8 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face) gGL.matrixMode(gGL.MM_MODELVIEW); gGL.popMatrix(); - gGL.getTexUnit(diffuseChannel)->unbind(LLTexUnit::TT_RECT_TEXTURE); - gGL.getTexUnit(depthChannel)->unbind(LLTexUnit::TT_RECT_TEXTURE); + gGL.getTexUnit(diffuseChannel)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(depthChannel)->unbind(LLTexUnit::TT_TEXTURE); gReflectionMipProgram.unbind(); } diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp index ee10872a16..dbc3fe0ce5 100644 --- a/indra/newview/llselectmgr.cpp +++ b/indra/newview/llselectmgr.cpp @@ -1814,15 +1814,12 @@ void LLObjectSelection::applyNoCopyPbrMaterialToTEs(LLViewerInventoryItem* item) object->setRenderMaterialID(te, asset_id, false /*will be sent later*/); // blank out any override data on the server - LLCoros::instance().launch("modifyMaterialCoro", - std::bind(&LLGLTFMaterialList::modifyMaterialCoro, - gAgent.getRegionCapability("ModifyMaterialParams"), - llsd::map( - "object_id", object->getID(), - "side", te), nullptr)); + LLGLTFMaterialList::queueApply(object->getID(), te, asset_id); } } } + + LLGLTFMaterialList::flushUpdates(); } @@ -1959,12 +1956,7 @@ void LLSelectMgr::selectionSetGLTFMaterial(const LLUUID& mat_id) objectp->setRenderMaterialID(te, asset_id, false /*prevent an update to prevent a race condition*/); // blank out any override data on the server - LLCoros::instance().launch("modifyMaterialCoro", - std::bind(&LLGLTFMaterialList::modifyMaterialCoro, - gAgent.getRegionCapability("ModifyMaterialParams"), - llsd::map( - "object_id", objectp->getID(), - "side", te), nullptr)); + LLGLTFMaterialList::queueApply(objectp->getID(), te, asset_id); return true; } @@ -2026,6 +2018,8 @@ void LLSelectMgr::selectionSetGLTFMaterial(const LLUUID& mat_id) } } sendfunc(item); getSelection()->applyToObjects(&sendfunc); + + LLGLTFMaterialList::flushUpdates(); } //----------------------------------------------------------------------------- @@ -2225,25 +2219,27 @@ void LLSelectMgr::selectionRevertGLTFMaterials() LLUUID asset_id = nodep->mSavedGLTFMaterialIds[te]; objectp->setRenderMaterialID(te, asset_id, false /*wait for bulk update*/); - // Restore overrides - LLSD overrides; - overrides["object_id"] = objectp->getID(); - overrides["side"] = te; // todo: make sure this does not cause race condition with setRenderMaterialID // when we are reverting from null id to non null plus override - if (te < (S32)nodep->mSavedGLTFRenderMaterials.size() - && nodep->mSavedGLTFRenderMaterials[te].notNull() + if (te < (S32)nodep->mSavedGLTFOverrideMaterials.size() + && nodep->mSavedGLTFOverrideMaterials[te].notNull() && asset_id.notNull()) { - overrides["gltf_json"] = nodep->mSavedGLTFRenderMaterials[te]->asJSON(); - } // else nothing to blank override out - - LLCoros::instance().launch("modifyMaterialCoro", - std::bind(&LLGLTFMaterialList::modifyMaterialCoro, - gAgent.getRegionCapability("ModifyMaterialParams"), - overrides, - nullptr)); + // Restore overrides + LLSD overrides; + overrides["object_id"] = objectp->getID(); + overrides["side"] = te; + + overrides["gltf_json"] = nodep->mSavedGLTFOverrideMaterials[te]->asJSON(); + LLGLTFMaterialList::queueUpdate(overrides); + } + else + { + //blank override out + LLGLTFMaterialList::queueApply(objectp->getID(), te, asset_id); + } + } return true; } @@ -5888,10 +5884,10 @@ void LLSelectMgr::processObjectProperties(LLMessageSystem* msg, void** user_data // reflected in a saved copy. // Like changes from local material (reuses pointer) or // from live editor (revert mechanics might modify this) - LLGLTFMaterial* old_mat = node->getObject()->getTE(i)->getGLTFRenderMaterial(); - if (old_mat) + LLGLTFMaterial* old_override = node->getObject()->getTE(i)->getGLTFMaterialOverride(); + if (old_override) { - LLPointer<LLGLTFMaterial> mat = new LLGLTFMaterial(*old_mat); + LLPointer<LLGLTFMaterial> mat = new LLGLTFMaterial(*old_override); materials.push_back(mat); } else @@ -5903,7 +5899,7 @@ void LLSelectMgr::processObjectProperties(LLMessageSystem* msg, void** user_data // processObjectProperties does not include overrides so this // might need to be moved to LLGLTFMaterialOverrideDispatchHandler - node->saveGLTFRenderMaterials(materials); + node->saveGLTFOverrideMaterials(materials); } } @@ -6657,7 +6653,7 @@ LLSelectNode::LLSelectNode(const LLSelectNode& nodep) saveTextures(nodep.mSavedTextures); saveGLTFMaterialIds(nodep.mSavedGLTFMaterialIds); - saveGLTFRenderMaterials(nodep.mSavedGLTFRenderMaterials); + saveGLTFOverrideMaterials(nodep.mSavedGLTFOverrideMaterials); } LLSelectNode::~LLSelectNode() @@ -6805,29 +6801,20 @@ void LLSelectNode::saveGLTFMaterialIds(const uuid_vec_t& materials) } } -void LLSelectNode::saveGLTFRenderMaterials(const gltf_materials_vec_t& materials) +void LLSelectNode::saveGLTFOverrideMaterials(const gltf_materials_vec_t& materials) { if (mObject.notNull()) { - mSavedGLTFRenderMaterials.clear(); + mSavedGLTFOverrideMaterials.clear(); for (gltf_materials_vec_t::const_iterator mat_it = materials.begin(); mat_it != materials.end(); ++mat_it) { - mSavedGLTFRenderMaterials.push_back(*mat_it); + mSavedGLTFOverrideMaterials.push_back(*mat_it); } } } -LLGLTFMaterial* LLSelectNode::getSavedGLTFRenderMaterial(S32 te) -{ - if (mSavedGLTFRenderMaterials.size() > te) - { - return mSavedGLTFRenderMaterials[te].get(); - } - return nullptr; -} - void LLSelectNode::saveTextureScaleRatios(LLRender::eTexIndex index_to_query) { mTextureScaleRatios.clear(); diff --git a/indra/newview/llselectmgr.h b/indra/newview/llselectmgr.h index 7e7c450767..64b87b7c86 100644 --- a/indra/newview/llselectmgr.h +++ b/indra/newview/llselectmgr.h @@ -198,8 +198,7 @@ public: // Ids get applied and restored by tools floater, // overrides get applied in live material editor void saveGLTFMaterialIds(const uuid_vec_t& materials); - void saveGLTFRenderMaterials(const gltf_materials_vec_t& materials); - LLGLTFMaterial* getSavedGLTFRenderMaterial(S32 te); + void saveGLTFOverrideMaterials(const gltf_materials_vec_t& materials); BOOL allowOperationOnNode(PermissionBit op, U64 group_proxy_power) const; @@ -237,7 +236,7 @@ public: std::vector<LLColor4> mSavedShinyColors; uuid_vec_t mSavedTextures; uuid_vec_t mSavedGLTFMaterialIds; - gltf_materials_vec_t mSavedGLTFRenderMaterials; + gltf_materials_vec_t mSavedGLTFOverrideMaterials; std::vector<LLVector3> mTextureScaleRatios; std::vector<LLVector3> mSilhouetteVertices; // array of vertices to render silhouette of object std::vector<LLVector3> mSilhouetteNormals; // array of normals to render silhouette of object diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index c2f9779a53..7709054d24 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -1562,6 +1562,15 @@ void render_ui_3d() } gViewerWindow->renderSelections(FALSE, FALSE, TRUE); // Non HUD call in render_hud_elements + + if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + { + // Render debugging beacons. + gObjectList.renderObjectBeacons(); + gObjectList.resetObjectBeacons(); + gSky.addSunMoonBeacons(); + } + stop_glerror(); } diff --git a/indra/newview/llviewerobject.cpp b/indra/newview/llviewerobject.cpp index 1efc4ea3d5..47cb9e9732 100644 --- a/indra/newview/llviewerobject.cpp +++ b/indra/newview/llviewerobject.cpp @@ -7205,19 +7205,14 @@ void LLViewerObject::setRenderMaterialID(S32 te_in, const LLUUID& id, bool updat if (update_server) { - // blank out any override data on the ser + // update via ModifyMaterialParams cap (server will echo back changes) for (S32 te = start_idx; te < end_idx; ++te) { - LLCoros::instance().launch("modifyMaterialCoro", - std::bind(&LLGLTFMaterialList::modifyMaterialCoro, - gAgent.getRegionCapability("ModifyMaterialParams"), - llsd::map( - "object_id", getID(), - "side", te), nullptr)); + LLGLTFMaterialList::queueApply(getID(), te, id); } } - // update and send LLRenderMaterialParams + // predictively update LLRenderMaterialParams (don't wait for server) LLRenderMaterialParams* param_block = (LLRenderMaterialParams*)getParameterEntry(LLNetworkData::PARAMS_RENDER_MATERIAL); if (!param_block && id.notNull()) { // block doesn't exist, but it will need to diff --git a/indra/newview/llviewerobjectlist.cpp b/indra/newview/llviewerobjectlist.cpp index 768b4f425b..955979e605 100644 --- a/indra/newview/llviewerobjectlist.cpp +++ b/indra/newview/llviewerobjectlist.cpp @@ -1812,12 +1812,15 @@ void LLViewerObjectList::renderObjectBounds(const LLVector3 ¢er) { } +extern BOOL gCubeSnapshot; + void LLViewerObjectList::addDebugBeacon(const LLVector3 &pos_agent, const std::string &string, const LLColor4 &color, const LLColor4 &text_color, S32 line_width) { + llassert(!gCubeSnapshot); LLDebugBeacon beacon; beacon.mPositionAgent = pos_agent; beacon.mString = string; diff --git a/indra/newview/llviewerregion.cpp b/indra/newview/llviewerregion.cpp index 36d8fffa7c..0e7fd63c7f 100755 --- a/indra/newview/llviewerregion.cpp +++ b/indra/newview/llviewerregion.cpp @@ -53,6 +53,7 @@ #include "llfloatergodtools.h" #include "llfloaterreporter.h" #include "llfloaterregioninfo.h" +#include "llgltfmateriallist.h" #include "llhttpnode.h" #include "llregioninfomodel.h" #include "llsdutil.h" @@ -214,6 +215,7 @@ public: LLVOCacheEntry::vocache_entry_set_t mVisibleEntries; //must-be-created visible entries wait for objects creation. LLVOCacheEntry::vocache_entry_priority_list_t mWaitingList; //transient list storing sorted visible entries waiting for object creation. std::set<U32> mNonCacheableCreatedList; //list of local ids of all non-cacheable objects + LLVOCacheEntry::vocache_extras_entry_map_t mCacheExtraJson; // for materials // time? // LRU info? @@ -782,7 +784,10 @@ void LLViewerRegion::loadObjectCache() if(LLVOCache::instanceExists()) { - LLVOCache::getInstance()->readFromCache(mHandle, mImpl->mCacheID, mImpl->mCacheMap) ; + LLVOCache & vocache = LLVOCache::instance(); + vocache.readFromCache(mHandle, mImpl->mCacheID, mImpl->mCacheMap) ; + vocache.readGenericExtrasFromCache(mHandle, mImpl->mCacheID, mImpl->mCacheExtraJson); + if (mImpl->mCacheMap.empty()) { mCacheDirty = TRUE; @@ -807,8 +812,10 @@ void LLViewerRegion::saveObjectCache() { const F32 start_time_threshold = 600.0f; //seconds bool removal_enabled = sVOCacheCullingEnabled && (mRegionTimer.getElapsedTimeF32() > start_time_threshold); //allow to remove invalid objects from object cache file. - - LLVOCache::getInstance()->writeToCache(mHandle, mImpl->mCacheID, mImpl->mCacheMap, mCacheDirty, removal_enabled) ; + + LLVOCache & instance = LLVOCache::instance(); + instance.writeToCache(mHandle, mImpl->mCacheID, mImpl->mCacheMap, mCacheDirty, removal_enabled) ; + instance.writeGenericExtrasToCache(mHandle, mImpl->mCacheID, mImpl->mCacheExtraJson, mCacheDirty, removal_enabled); mCacheDirty = FALSE; } @@ -1823,7 +1830,7 @@ LLViewerObject* LLViewerRegion::addNewObject(LLVOCacheEntry* entry) LLViewerObject* obj = NULL; if(!entry->getEntry()->hasDrawable()) //not added to the rendering pipeline yet - { + { //add the object obj = gObjectList.processObjectUpdateFromCache(entry, this); if(obj) @@ -2598,7 +2605,7 @@ LLViewerRegion::eCacheUpdateResult LLViewerRegion::cacheFullUpdate(LLDataPackerB LL_DEBUGS("AnimatedObjects") << " got update for local_id " << local_id << LL_ENDL; dumpStack("AnimatedObjectsStack"); - // Update the cache entry + // Update the cache entry entry->updateEntry(crc, dp); decodeBoundingInfo(entry); @@ -2615,7 +2622,7 @@ LLViewerRegion::eCacheUpdateResult LLViewerRegion::cacheFullUpdate(LLDataPackerB // Create new entry and add to map result = CACHE_UPDATE_ADDED; entry = new LLVOCacheEntry(local_id, crc, dp); - record(LLStatViewer::OBJECT_CACHE_HIT_RATE, LLUnits::Ratio::fromValue(0)); + record(LLStatViewer::OBJECT_CACHE_HIT_RATE, LLUnits::Ratio::fromValue(0)); mImpl->mCacheMap[local_id] = entry; @@ -2633,6 +2640,22 @@ LLViewerRegion::eCacheUpdateResult LLViewerRegion::cacheFullUpdate(LLViewerObjec return result; } +void LLViewerRegion::cacheFullUpdateExtras(LLSD const & extras, std::string const & extras_raw) +{ + LLUUID object_id = extras["object_id"].asUUID(); + LLViewerObject * obj = gObjectList.findObject(object_id); + if (obj != nullptr) + { + U32 local_id = obj->getLocalID(); + + mImpl->mCacheExtraJson[local_id] = LLVOCacheEntry::ExtrasEntry{extras, extras_raw}; + } + else + { + LL_WARNS() << "got material override for unknown object_id, cannot cache it" << LL_ENDL; + } +} + LLVOCacheEntry* LLViewerRegion::getCacheEntryForOctree(U32 local_id) { if(!sVOCacheCullingEnabled) @@ -2657,7 +2680,7 @@ LLVOCacheEntry* LLViewerRegion::getCacheEntry(U32 local_id, bool valid) } } return NULL; - } +} void LLViewerRegion::addCacheMiss(U32 id, LLViewerRegion::eCacheMissType miss_type) { @@ -2731,6 +2754,9 @@ bool LLViewerRegion::probeCache(U32 local_id, U32 crc, U32 flags, U8 &cache_miss entry->setValid(); decodeBoundingInfo(entry); + + loadCacheMiscExtras(local_id, entry, crc); + return true; } else @@ -3514,3 +3540,11 @@ std::string LLViewerRegion::getSimHostName() return std::string("..."); } +void LLViewerRegion::loadCacheMiscExtras(U32 local_id, LLVOCacheEntry * entry, U32 crc) +{ + auto iter = mImpl->mCacheExtraJson.find(local_id); + if (iter != mImpl->mCacheExtraJson.end()) + { + LLGLTFMaterialList::loadCacheOverrides(iter->second.extras_raw); + } +} diff --git a/indra/newview/llviewerregion.h b/indra/newview/llviewerregion.h index 8b27004f1d..85f5b48b48 100644 --- a/indra/newview/llviewerregion.h +++ b/indra/newview/llviewerregion.h @@ -348,7 +348,9 @@ public: // handle a full update message eCacheUpdateResult cacheFullUpdate(LLDataPackerBinaryBuffer &dp, U32 flags); - eCacheUpdateResult cacheFullUpdate(LLViewerObject* objectp, LLDataPackerBinaryBuffer &dp, U32 flags); + eCacheUpdateResult cacheFullUpdate(LLViewerObject* objectp, LLDataPackerBinaryBuffer &dp, U32 flags); + void cacheFullUpdateExtras(LLSD const & extras, std::string const & extras_raw); + LLVOCacheEntry* getCacheEntryForOctree(U32 local_id); LLVOCacheEntry* getCacheEntry(U32 local_id, bool valid = true); bool probeCache(U32 local_id, U32 crc, U32 flags, U8 &cache_miss_type); @@ -419,6 +421,8 @@ private: void decodeBoundingInfo(LLVOCacheEntry* entry); bool isNonCacheableObjectCreated(U32 local_id); + void loadCacheMiscExtras(U32 local_id, LLVOCacheEntry * entry, U32 crc); + public: struct CompareDistance { diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index e1bf1b6e6d..9e2d28f29e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -92,6 +92,7 @@ LLGLSLShader gDownsampleDepthProgram; LLGLSLShader gDownsampleDepthRectProgram; LLGLSLShader gAlphaMaskProgram; LLGLSLShader gBenchmarkProgram; +LLGLSLShader gScreenSpaceReflectionProgram; //object shaders @@ -178,7 +179,8 @@ LLGLSLShader gWLMoonProgram; LLGLSLShader gGlowProgram; LLGLSLShader gGlowExtractProgram; LLGLSLShader gPostColorFilterProgram; -LLGLSLShader gPostNightVisionProgram; +LLGLSLShader gPostNightVisionProgram; +LLGLSLShader gPostScreenSpaceReflectionProgram; // Deferred rendering shaders LLGLSLShader gDeferredImpostorProgram; @@ -698,6 +700,7 @@ void LLViewerShaderMgr::unloadShaders() gOneTextureFilterProgram.unload(); gOneTextureNoColorProgram.unload(); gSolidColorProgram.unload(); + gScreenSpaceReflectionProgram.unload(); gObjectFullbrightNoColorProgram.unload(); gObjectFullbrightNoColorWaterProgram.unload(); @@ -770,6 +773,7 @@ void LLViewerShaderMgr::unloadShaders() gPostColorFilterProgram.unload(); gPostNightVisionProgram.unload(); + gPostScreenSpaceReflectionProgram.unload(); gDeferredDiffuseProgram.unload(); gDeferredDiffuseAlphaMaskProgram.unload(); @@ -912,6 +916,7 @@ std::string LLViewerShaderMgr::loadBasicShaders() index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/shadowUtil.glsl", 1) ); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/aoUtil.glsl", 1) ); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/reflectionProbeF.glsl", has_reflection_probes ? 3 : 2) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/screenSpaceReflUtil.glsl", 3) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); @@ -2872,6 +2877,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredGenBrdfLutProgram.createShader(NULL, NULL); } + if (success) { + gPostScreenSpaceReflectionProgram.mName = "Screen Space Reflection Post"; + gPostScreenSpaceReflectionProgram.mShaderFiles.clear(); + gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostV.glsl", GL_VERTEX_SHADER)); + gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostF.glsl", GL_FRAGMENT_SHADER)); + gPostScreenSpaceReflectionProgram.mFeatures.hasScreenSpaceReflections = true; + gPostScreenSpaceReflectionProgram.mFeatures.isDeferred = true; + gPostScreenSpaceReflectionProgram.mShaderLevel = 3; + success = gPostScreenSpaceReflectionProgram.createShader(NULL, NULL); + } return success; } diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index a2ae984caa..4ed6b02728 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -247,7 +247,7 @@ extern LLGLSLShader gWLMoonProgram; // Post Process Shaders extern LLGLSLShader gPostColorFilterProgram; extern LLGLSLShader gPostNightVisionProgram; - +extern LLGLSLShader gPostScreenSpaceReflectionProgram; // Deferred rendering shaders extern LLGLSLShader gDeferredImpostorProgram; diff --git a/indra/newview/llviewerstats.cpp b/indra/newview/llviewerstats.cpp index 5d936dfc90..0be9abadbb 100644 --- a/indra/newview/llviewerstats.cpp +++ b/indra/newview/llviewerstats.cpp @@ -139,6 +139,7 @@ SimMeasurement<LLUnit<F64, LLUnits::Percent> > LLTrace::SampleStatHandle<> FPS_SAMPLE("fpssample"), NUM_IMAGES("numimagesstat"), NUM_RAW_IMAGES("numrawimagesstat"), + NUM_MATERIALS("nummaterials"), NUM_OBJECTS("numobjectsstat"), NUM_ACTIVE_OBJECTS("numactiveobjectsstat"), ENABLE_VBO("enablevbo", "Vertex Buffers Enabled"), diff --git a/indra/newview/llviewerstats.h b/indra/newview/llviewerstats.h index c21c06256e..4f0f4f8813 100644 --- a/indra/newview/llviewerstats.h +++ b/indra/newview/llviewerstats.h @@ -180,6 +180,7 @@ extern LLTrace::SampleStatHandle<> FPS_SAMPLE, NUM_IMAGES, NUM_RAW_IMAGES, NUM_OBJECTS, + NUM_MATERIALS, NUM_ACTIVE_OBJECTS, ENABLE_VBO, LIGHTING_DETAIL, diff --git a/indra/newview/llvocache.cpp b/indra/newview/llvocache.cpp index 55fc663496..2b93460d25 100644 --- a/indra/newview/llvocache.cpp +++ b/indra/newview/llvocache.cpp @@ -170,7 +170,7 @@ LLVOCacheEntry::~LLVOCacheEntry() } void LLVOCacheEntry::updateEntry(U32 crc, LLDataPackerBinaryBuffer &dp) -{ +{ if(mCRC != crc) { mCRC = crc; @@ -1435,7 +1435,12 @@ void LLVOCache::readFromCache(U64 handle, const LLUUID& id, LLVOCacheEntry::voca return ; } - + +void LLVOCache::readGenericExtrasFromCache(U64 handle, const LLUUID& id, LLVOCacheEntry::vocache_extras_entry_map_t& cache_extras_entry_map) +{ + LL_DEBUGS() << "TODO" << LL_ENDL; +} + void LLVOCache::purgeEntries(U32 size) { while(mHeaderEntryQueue.size() > size) @@ -1572,3 +1577,7 @@ void LLVOCache::writeToCache(U64 handle, const LLUUID& id, const LLVOCacheEntry: return ; } + +void LLVOCache::writeGenericExtrasToCache(U64 handle, const LLUUID& id, const LLVOCacheEntry::vocache_extras_entry_map_t& cache_extras_entry_map, BOOL dirty_cache, bool removal_enabled) +{ +} diff --git a/indra/newview/llvocache.h b/indra/newview/llvocache.h index 55a13d934d..33c1dfef8d 100644 --- a/indra/newview/llvocache.h +++ b/indra/newview/llvocache.h @@ -33,6 +33,8 @@ #include "llvieweroctree.h" #include "llapr.h" +#include <unordered_map> + //--------------------------------------------------------------------------- // Cache entries class LLCamera; @@ -79,6 +81,13 @@ public: } } }; + + struct ExtrasEntry + { + LLSD extras; + std::string extras_raw; + }; + protected: ~LLVOCacheEntry(); public: @@ -142,7 +151,8 @@ private: public: typedef std::map<U32, LLPointer<LLVOCacheEntry> > vocache_entry_map_t; typedef std::set<LLVOCacheEntry*> vocache_entry_set_t; - typedef std::set<LLVOCacheEntry*, CompareVOCacheEntry> vocache_entry_priority_list_t; + typedef std::set<LLVOCacheEntry*, CompareVOCacheEntry> vocache_entry_priority_list_t; + typedef std::unordered_map<U32, ExtrasEntry> vocache_extras_entry_map_t; S32 mLastCameraUpdated; protected: @@ -265,7 +275,10 @@ public: void removeCache(ELLPath location, bool started = false) ; void readFromCache(U64 handle, const LLUUID& id, LLVOCacheEntry::vocache_entry_map_t& cache_entry_map) ; + void readGenericExtrasFromCache(U64 handle, const LLUUID& id, LLVOCacheEntry::vocache_extras_entry_map_t& cache_extras_entry_map); + void writeToCache(U64 handle, const LLUUID& id, const LLVOCacheEntry::vocache_entry_map_t& cache_entry_map, BOOL dirty_cache, bool removal_enabled); + void writeGenericExtrasToCache(U64 handle, const LLUUID& id, const LLVOCacheEntry::vocache_extras_entry_map_t& cache_extras_entry_map, BOOL dirty_cache, bool removal_enabled); void removeEntry(U64 handle) ; U32 getCacheEntries() { return mNumEntries; } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index aacf6fa73e..dff84bda0e 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -215,6 +215,7 @@ bool LLPipeline::CameraOffset; F32 LLPipeline::CameraMaxCoF; F32 LLPipeline::CameraDoFResScale; F32 LLPipeline::RenderAutoHideSurfaceAreaLimit; +bool LLPipeline::RenderScreenSpaceReflections; LLTrace::EventStatHandle<S64> LLPipeline::sStatBatchSize("renderbatchsize"); const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; @@ -345,7 +346,7 @@ bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false) { bool valid = true && target.addColorAttachment(GL_RGBA) // frag-data[1] specular OR PBR ORM - && target.addColorAttachment(GL_RGB10_A2) // frag_data[2] normal+z+fogmask, See: class1\deferred\materialF.glsl & softenlight + && target.addColorAttachment(GL_RGBA16F) // frag_data[2] normal+z+fogmask, See: class1\deferred\materialF.glsl & softenlight && target.addColorAttachment(GL_RGBA); // frag_data[3] PBR emissive return valid; } @@ -576,6 +577,7 @@ void LLPipeline::init() connectRefreshCachedSettingsSafe("CameraMaxCoF"); connectRefreshCachedSettingsSafe("CameraDoFResScale"); connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflections"); gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); } @@ -731,7 +733,7 @@ void LLPipeline::allocatePhysicsBuffer() if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY) { - mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE); } } @@ -825,7 +827,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (RenderUIBuffer) { - if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) + if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE)) { return false; } @@ -839,14 +841,14 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) const U32 occlusion_divisor = 3; //allocate deferred rendering color buffers - if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; - //if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; - if (!mRT->occlusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; + //if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; + if (!mRT->occlusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; if (!addDeferredAttachments(mRT->deferredScreen)) return false; GLuint screenFormat = GL_RGBA16; - if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; mRT->deferredScreen.shareDepthBuffer(mRT->screen); @@ -861,7 +863,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0) { //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa - if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; + if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE)) return false; } else { @@ -889,7 +891,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) //mRT->deferredDepth.release(); mRT->occlusionDepth.release(); - if (!mRT->screen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; + if (!mRT->screen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_TEXTURE, FALSE)) return false; } gGL.getTexUnit(0)->disable(); @@ -1077,6 +1079,7 @@ void LLPipeline::refreshCachedSettings() CameraMaxCoF = gSavedSettings.getF32("CameraMaxCoF"); CameraDoFResScale = gSavedSettings.getF32("CameraDoFResScale"); RenderAutoHideSurfaceAreaLimit = gSavedSettings.getF32("RenderAutoHideSurfaceAreaLimit"); + RenderScreenSpaceReflections = gSavedSettings.getBOOL("RenderScreenSpaceReflections"); RenderSpotLight = nullptr; updateRenderDeferred(); @@ -2543,7 +2546,7 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d vert[1].set(-1,-3,0); vert[2].set(3,1,0); - if (source.getUsage() == LLTexUnit::TT_RECT_TEXTURE) + if (source.getUsage() == LLTexUnit::TT_TEXTURE) { shader = &gDownsampleDepthRectProgram; shader->bind(); @@ -3918,7 +3921,7 @@ void LLPipeline::postSort(LLCamera& camera) LL_PUSH_CALLSTACKS(); // only render if the flag is set. The flag is only set if we are in edit mode or the toggle is set in the menus - if (LLFloaterReg::instanceVisible("beacons") && !sShadowRender) + if (LLFloaterReg::instanceVisible("beacons") && !sShadowRender && !gCubeSnapshot) { if (sRenderScriptedTouchBeacons) { @@ -3971,12 +3974,12 @@ void LLPipeline::postSort(LLCamera& camera) } LL_PUSH_CALLSTACKS(); // If managing your telehub, draw beacons at telehub and currently selected spawnpoint. - if (LLFloaterTelehub::renderBeacons() && !sShadowRender) + if (LLFloaterTelehub::renderBeacons() && !sShadowRender && !gCubeSnapshot) { LLFloaterTelehub::addBeacons(); } - if (!sShadowRender) + if (!sShadowRender && !gCubeSnapshot) { mSelectedFaces.clear(); @@ -7573,13 +7576,6 @@ void LLPipeline::renderFinalize() enableLightsFullbright(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadIdentity(); - LLGLDisable test(GL_ALPHA_TEST); gGL.setColorMask(true, true); @@ -7587,13 +7583,64 @@ void LLPipeline::renderFinalize() if (!gCubeSnapshot) { + if (RenderScreenSpaceReflections) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - screen space reflections"); + LL_PROFILE_GPU_ZONE("screen space reflections"); + LLStrider<LLVector3> vert; + mDeferredVB->getVertexStrider(vert); + + vert[0].set(-1, 1, 0); + vert[1].set(-1, -3, 0); + vert[2].set(3, 1, 0); + + // Make sure the deferred VB is a full screen triangle. + mDeferredVB->getVertexStrider(vert); + + bindDeferredShader(gPostScreenSpaceReflectionProgram, NULL); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + + // Provide our projection matrix. + auto camProj = LLViewerCamera::getInstance()->getProjection(); + glh::matrix4f projection = get_current_projection(); + projection.set_row(0, glh::vec4f(camProj.mMatrix[0][0], camProj.mMatrix[0][1], camProj.mMatrix[0][2], camProj.mMatrix[0][3])); + projection.set_row(0, glh::vec4f(camProj.mMatrix[1][0], camProj.mMatrix[1][1], camProj.mMatrix[1][2], camProj.mMatrix[1][3])); + projection.set_row(0, glh::vec4f(camProj.mMatrix[2][0], camProj.mMatrix[2][1], camProj.mMatrix[2][2], camProj.mMatrix[2][3])); + projection.set_row(0, glh::vec4f(camProj.mMatrix[3][0], camProj.mMatrix[3][1], camProj.mMatrix[3][2], camProj.mMatrix[3][3])); + gPostScreenSpaceReflectionProgram.uniformMatrix4fv(LLShaderMgr::PROJECTION_MATRIX, 1, FALSE, projection.m); + + // We need linear depth. + static LLStaticHashedString zfar("zFar"); + static LLStaticHashedString znear("zNear"); + float nearClip = LLViewerCamera::getInstance()->getNear(); + float farClip = LLViewerCamera::getInstance()->getFar(); + gPostScreenSpaceReflectionProgram.uniform1f(zfar, farClip); + gPostScreenSpaceReflectionProgram.uniform1f(znear, nearClip); + + LLRenderTarget *screen_target = &mRT->screen; + + screen_target->bindTarget(); + S32 channel = gPostScreenSpaceReflectionProgram.enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage()); + if (channel > -1) + { + screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); + + } + + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + stop_glerror(); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + stop_glerror(); + } + + unbindDeferredShader(gPostScreenSpaceReflectionProgram); + + screen_target->flush(); + } + // gamma correct lighting - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadIdentity(); { LL_PROFILE_GPU_ZONE("gamma correct"); @@ -7639,20 +7686,7 @@ void LLPipeline::renderFinalize() screen_target->flush(); } - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - LLVertexBuffer::unbind(); - - if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) - { - // Render debugging beacons. - gObjectList.renderObjectBeacons(); - gObjectList.resetObjectBeacons(); - gSky.addSunMoonBeacons(); - } } if (sRenderGlow) @@ -7996,8 +8030,8 @@ void LLPipeline::renderFinalize() 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); + shader->uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)mRT->screen.getWidth()); + shader->uniform1f(LLShaderMgr::DOF_HEIGHT, (dof_height - 1) / (F32)mRT->screen.getHeight()); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); @@ -8208,11 +8242,6 @@ void LLPipeline::renderFinalize() 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(); @@ -8233,24 +8262,28 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ if (channel > -1) { deferred_target->bindTexture(0,channel, LLTexUnit::TFO_POINT); // frag_data[0] + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); if (channel > -1) { deferred_target->bindTexture(1, channel, LLTexUnit::TFO_POINT); // frag_data[1] + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); if (channel > -1) { deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT); // frag_data[2] + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); if (channel > -1) { deferred_target->bindTexture(3, channel, LLTexUnit::TFO_POINT); // frag_data[3] + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_BRDF_LUT, LLTexUnit::TT_TEXTURE); @@ -8275,14 +8308,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ stop_glerror(); } #endif - - glh::matrix4f projection = get_current_projection(); - glh::matrix4f inv_proj = projection.inverse(); - - if (shader.getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX) != -1) - { - shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); - } if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1) { @@ -8515,6 +8540,8 @@ LLVector4 pow4fsrgb(LLVector4 v, F32 f) void LLPipeline::renderDeferredLighting() { + + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; LL_PROFILE_GPU_ZONE("renderDeferredLighting"); if (!sCull) @@ -8587,12 +8614,6 @@ void LLPipeline::renderDeferredLighting() mat.mult_matrix_vec(tc_moon); mTransformedMoonDir.set(tc_moon.v); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - if (RenderDeferredSSAO || RenderShadowDetail > 0) { LL_PROFILE_GPU_ZONE("sun program"); @@ -8675,15 +8696,17 @@ void LLPipeline::renderDeferredLighting() LLVector3 gauss[32]; // xweight, yweight, offset + F32 screenPixelSize = 1.f / screen_target->getWidth(); + 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; + x += screenPixelSize; } - gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f); + gDeferredBlurLightProgram.uniform2f(sDelta, screenPixelSize, 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)); @@ -8718,14 +8741,6 @@ void LLPipeline::renderDeferredLighting() } } - 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); @@ -8760,19 +8775,11 @@ void LLPipeline::renderDeferredLighting() LLGLDisable test(GL_ALPHA_TEST); // full screen blit - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); } unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram); @@ -8974,12 +8981,6 @@ void LLPipeline::renderDeferredLighting() LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - fullscreen lights"); LLGLDepthTest depth(GL_FALSE); LL_PROFILE_GPU_ZONE("fullscreen lights"); - // full screen blit - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); U32 count = 0; @@ -9048,13 +9049,10 @@ void LLPipeline::renderDeferredLighting() gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); unbindDeferredShader(gDeferredMultiSpotLightProgram); - - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); } } + gGL.setColorMask(true, true); } diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 7bad1cbe87..c61fbd8404 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -1026,6 +1026,7 @@ public: static F32 CameraMaxCoF; static F32 CameraDoFResScale; static F32 RenderAutoHideSurfaceAreaLimit; + static bool RenderScreenSpaceReflections; }; void render_bbox(const LLVector3 &min, const LLVector3 &max); diff --git a/indra/newview/skins/default/xui/en/floater_stats.xml b/indra/newview/skins/default/xui/en/floater_stats.xml index b9ca0108b6..9ee161e611 100644 --- a/indra/newview/skins/default/xui/en/floater_stats.xml +++ b/indra/newview/skins/default/xui/en/floater_stats.xml @@ -133,6 +133,12 @@ label="Bound Mem" stat="glboundmemstat"/> </stat_view> + <stat_view name="material" + label="Material"> + <stat_bar name="nummaterials" + label="Count" + stat="nummaterials"/> + </stat_view> <stat_view name="memory" label="Memory Usage"> <stat_bar name="LLTrace" |