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-rw-r--r--indra/newview/app_settings/logcontrol.xml2
-rw-r--r--indra/newview/app_settings/settings.xml11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl4
-rw-r--r--indra/newview/llappviewer.cpp7
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp119
-rw-r--r--indra/newview/lldrawpoolwlsky.h2
-rw-r--r--indra/newview/llmeshrepository.cpp2
-rw-r--r--indra/newview/llviewershadermgr.cpp92
-rw-r--r--indra/newview/llviewershadermgr.h2
-rw-r--r--indra/newview/llviewertexture.cpp28
-rw-r--r--indra/newview/llviewertexture.h4
-rw-r--r--indra/newview/pipeline.cpp122
-rw-r--r--indra/newview/pipeline.h19
15 files changed, 309 insertions, 113 deletions
diff --git a/indra/newview/app_settings/logcontrol.xml b/indra/newview/app_settings/logcontrol.xml
index ecd7c4bc36..380d7762d6 100644
--- a/indra/newview/app_settings/logcontrol.xml
+++ b/indra/newview/app_settings/logcontrol.xml
@@ -35,7 +35,7 @@
</array>
<key>tags</key>
<array>
- </array>
+ </array>
</map>
<map>
<key>level</key><string>DEBUG</string>
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 4a4f4bfc61..d277a1158c 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -10122,6 +10122,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RenderUseAdvancedAtmospherics</key>
+ <map>
+ <key>Comment</key>
+ <string>Use fancy precomputed atmospherics and stuff.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>RenderUseTriStrips</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 03bdb754b5..7f1a8cce0d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -397,7 +397,9 @@ void main()
float da = dot(norm.xyz, sun_dir.xyz);
float final_da = max(0.0,da);
- final_da = min(final_da, 1.0f);
+ final_da = min(final_da, 1.0f);
+
+// why an ad hoc gamma boost here? srgb_to_linear instead?
final_da = pow(final_da, 1.0/1.3);
vec4 diffuse = texture2DRect(diffuseRect, tc);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index f7832521fa..cf076d156a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -276,10 +276,6 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
- /*setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma);
- setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma);
- setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma);*/
-
setSunlitColor(vec3(sunlight * .5));
setAmblitColor(vec3(tmpAmbient * .25));
setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 81af1fdc8a..b2d9de6e73 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -238,8 +238,8 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = falloff+1.0;
- float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
+ float fa = falloff + 1.0;
+ float dist_atten = min(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp
index 95e5cbe09e..85ec2a6ebc 100644
--- a/indra/newview/llappviewer.cpp
+++ b/indra/newview/llappviewer.cpp
@@ -205,6 +205,7 @@
#include "llfloateroutfitsnapshot.h"
#include "llfloatersnapshot.h"
#include "llsidepanelinventory.h"
+#include "llatmosphere.h"
// includes for idle() idleShutdown()
#include "llviewercontrol.h"
@@ -1097,6 +1098,7 @@ bool LLAppViewer::init()
}
}
+#if LL_RELEASE_FOR_DOWNLOAD
char* PARENT = getenv("PARENT");
if (! (PARENT && std::string(PARENT) == "SL_Launcher"))
{
@@ -1109,6 +1111,7 @@ bool LLAppViewer::init()
// him/herself in the foot.
LLNotificationsUtil::add("RunLauncher");
}
+#endif
#if LL_WINDOWS
if (gGLManager.mGLVersion < LLFeatureManager::getInstance()->getExpectedGLVersion())
@@ -1470,7 +1473,7 @@ bool LLAppViewer::frame()
LLAppViewer::getImageDecodeThread()->pause();
}
}
-
+
if (mRandomizeFramerate)
{
ms_sleep(rand() % 200);
@@ -1641,6 +1644,8 @@ void LLAppViewer::flushVFSIO()
bool LLAppViewer::cleanup()
{
+ LLAtmosphere::cleanupClass();
+
//ditch LLVOAvatarSelf instance
gAgentAvatarp = NULL;
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index f10c116555..042d7d971a 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -42,6 +42,7 @@
#include "llrender.h"
#include "llenvironment.h"
+#include "llatmosphere.h"
LLPointer<LLViewerTexture> LLDrawPoolWLSky::sCloudNoiseTexture = NULL;
@@ -125,38 +126,51 @@ void LLDrawPoolWLSky::endDeferredPass(S32 pass)
void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) const
{
- LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
-
- llassert_always(NULL != shader);
-
- gGL.pushMatrix();
-
- //chop off translation
- if (LLPipeline::sReflectionRender && origin.mV[2] > 256.f)
- {
- gGL.translatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f);
- }
- else
- {
- gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
- }
+ llassert_always(NULL != shader);
+
+ static LLStaticHashedString sCamPosLocal("camPosLocal");
+
+ LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+
+ if (gPipeline.useAdvancedAtmospherics())
+ {
+ // Draw WL Sky w/ normal cam pos (where you are) for adv atmo sky
+ sky_shader->uniform3f(sCamPosLocal, origin.mV[0], origin.mV[1], origin.mV[2]);
+
+// TBD replace this with a FS tri pass, there's little point to the tess when you have fragment shaders...
+
+ gSky.mVOWLSkyp->drawDome();
+ }
+ else
+ {
+ gGL.pushMatrix();
+
+ //chop off translation
+ if (LLPipeline::sReflectionRender && origin.mV[2] > 256.f)
+ {
+ gGL.translatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f);
+ }
+ else
+ {
+ gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+ }
- // the windlight sky dome works most conveniently in a coordinate system
- // where Y is up, so permute our basis vectors accordingly.
- gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3);
+ // the windlight sky dome works most conveniently in a coordinate system
+ // where Y is up, so permute our basis vectors accordingly.
+ gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3);
- gGL.scalef(0.333f, 0.333f, 0.333f);
+ gGL.scalef(0.333f, 0.333f, 0.333f);
- gGL.translatef(0.f,-camHeightLocal, 0.f);
+ gGL.translatef(0.f,-camHeightLocal, 0.f);
- // Draw WL Sky
- static LLStaticHashedString sCamPosLocal("camPosLocal");
- shader->uniform3f(sCamPosLocal, 0.f, camHeightLocal, 0.f);
+ // Draw WL Sky
+ shader->uniform3f(sCamPosLocal, 0.f, camHeightLocal, 0.f);
- gSky.mVOWLSkyp->drawDome();
+ gSky.mVOWLSkyp->drawDome();
- gGL.popMatrix();
+ gGL.popMatrix();
+ }
}
void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const
@@ -167,6 +181,33 @@ void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const
sky_shader->bind();
+ if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders() && gAtmosphere)
+ {
+ // bind precomputed textures necessary for calculating sun and sky luminance
+ sky_shader->bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance());
+ sky_shader->bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering());
+ sky_shader->bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getSingleMieScattering());
+
+ static float sunSize = (float)cos(0.0005);
+
+ sky_shader->uniform1f(LLShaderMgr::SUN_SIZE, sunSize);
+
+ static LLVector3 solDir(0.7f, 0.2f, 0.2f);
+
+ //neither of these appear to track with the env settings, would the real sun please stand up.
+ //sky_shader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, gPipeline.mTransformedSunDir.mV);
+ //sky_shader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, gSky.mVOSkyp->getSun().getDirection().mV);
+ solDir.normalize();
+
+ sky_shader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, solDir.mV);
+
+ // clouds are rendered along with sky in adv atmo
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && sCloudNoiseTexture.notNull())
+ {
+ sky_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, sCloudNoiseTexture);
+ }
+ }
+
/// Render the skydome
renderDome(camHeightLocal, sky_shader);
@@ -190,8 +231,9 @@ void LLDrawPoolWLSky::renderStars(void) const
// *NOTE: we divide by two here and GL_ALPHA_SCALE by two below to avoid
// clamping and allow the star_alpha param to brighten the stars.
LLColor4 star_alpha(LLColor4::black);
+
// *LAPRAS
- star_alpha.mV[3] = LLEnvironment::instance().getCurrentSky()->getStarBrightness() / 2.f;
+ star_alpha.mV[3] = LLEnvironment::instance().getCurrentSky()->getStarBrightness() / (2.f + ((rand() >> 16)/65535.0f)); // twinkle twinkle
// If start_brightness is not set, exit
if( star_alpha.mV[3] < 0.001 )
@@ -322,8 +364,10 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
renderSkyHaze(camHeightLocal);
- LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
- gGL.pushMatrix();
+ if (!gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders())
+ {
+ LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+ gGL.pushMatrix();
gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
@@ -340,13 +384,12 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
gDeferredStarProgram.unbind();
- gGL.popMatrix();
+ gGL.popMatrix();
+ }
renderSkyClouds(camHeightLocal);
-
- gGL.setColorMask(true, true);
- //gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
+
+ gGL.setColorMask(true, true);
}
void LLDrawPoolWLSky::render(S32 pass)
@@ -367,8 +410,10 @@ void LLDrawPoolWLSky::render(S32 pass)
renderSkyHaze(camHeightLocal);
- LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
- gGL.pushMatrix();
+ if (!gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders())
+ {
+ LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+ gGL.pushMatrix();
gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
@@ -380,9 +425,9 @@ void LLDrawPoolWLSky::render(S32 pass)
renderHeavenlyBodies();
renderStars();
-
- gGL.popMatrix();
+ gGL.popMatrix();
+ }
renderSkyClouds(camHeightLocal);
diff --git a/indra/newview/lldrawpoolwlsky.h b/indra/newview/lldrawpoolwlsky.h
index cd15c991ee..586219e4bc 100644
--- a/indra/newview/lldrawpoolwlsky.h
+++ b/indra/newview/lldrawpoolwlsky.h
@@ -39,6 +39,8 @@ public:
static const U32 STAR_VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXCOORD0;
+ static const U32 ADV_ATMO_SKY_VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX;
+
LLDrawPoolWLSky(void);
/*virtual*/ ~LLDrawPoolWLSky();
diff --git a/indra/newview/llmeshrepository.cpp b/indra/newview/llmeshrepository.cpp
index df708013fc..6e89763ba2 100644
--- a/indra/newview/llmeshrepository.cpp
+++ b/indra/newview/llmeshrepository.cpp
@@ -2507,7 +2507,7 @@ void LLMeshUploadThread::requestWholeModelFee()
{
ms_sleep(sleep_time);
sleep_time = llmin(250U, sleep_time + sleep_time);
- mHttpRequest->update(0);
+ mHttpRequest->update(0);
}
if (isDiscarded())
{
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index e40d3da338..bec05fa263 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -44,6 +44,7 @@
#include "lljoint.h"
#include "llskinningutil.h"
#include "llenvironment.h"
+#include "llatmosphere.h"
#ifdef LL_RELEASE_FOR_DOWNLOAD
#define UNIFORM_ERRS LL_WARNS_ONCE("Shader")
@@ -92,6 +93,8 @@ LLGLSLShader gDebugProgram;
LLGLSLShader gClipProgram;
LLGLSLShader gDownsampleDepthProgram;
LLGLSLShader gDownsampleDepthRectProgram;
+LLGLSLShader gDownsampleMinMaxDepthRectProgram;
+LLGLSLShader gInscatterRectProgram;
LLGLSLShader gAlphaMaskProgram;
LLGLSLShader gBenchmarkProgram;
@@ -474,7 +477,7 @@ void LLViewerShaderMgr::setShaders()
S32 env_class = 2;
S32 obj_class = 2;
S32 effect_class = 2;
- S32 wl_class = 2;
+ S32 wl_class = 3;
S32 water_class = 2;
S32 deferred_class = 0;
S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
@@ -498,14 +501,13 @@ void LLViewerShaderMgr::setShaders()
{ //no shadows
deferred_class = 1;
}
-
- //make sure hardware skinning is enabled
- //gSavedSettings.setBOOL("RenderAvatarVP", TRUE);
-
- //make sure atmospheric shaders are enabled
- //gSavedSettings.setBOOL("WindLightUseAtmosShaders", TRUE);
}
+ // clamp to WL class 2 if we have disabled adv atmo (class 3)
+ if (!gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"))
+ {
+ wl_class = llmin(wl_class, 2);
+ }
if (!(LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders")
&& gSavedSettings.getBOOL("WindLightUseAtmosShaders")))
@@ -515,7 +517,6 @@ void LLViewerShaderMgr::setShaders()
wl_class = 1;
}
-
// Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
if (mVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())
{
@@ -543,6 +544,7 @@ void LLViewerShaderMgr::setShaders()
// Load all shaders to set max levels
loaded = loadShadersEnvironment();
+ llassert(loaded);
if (loaded)
{
@@ -579,14 +581,10 @@ void LLViewerShaderMgr::setShaders()
if (gSavedSettings.getBOOL("RenderAvatarVP") && loadShadersObject())
{ //hardware skinning is enabled and rigged attachment shaders loaded correctly
BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth");
- S32 avatar_class = 1;
-
- // cloth is a class3 shader
- if(avatar_cloth)
- {
- avatar_class = 3;
- }
+ // cloth is a class3 shader
+ S32 avatar_class = avatar_cloth ? 3 : 1;
+
// Set the actual level
mVertexShaderLevel[SHADER_AVATAR] = avatar_class;
loadShadersAvatar();
@@ -699,6 +697,8 @@ void LLViewerShaderMgr::unloadShaders()
gClipProgram.unload();
gDownsampleDepthProgram.unload();
gDownsampleDepthRectProgram.unload();
+ gDownsampleMinMaxDepthRectProgram.unload();
+ gInscatterRectProgram.unload();
gBenchmarkProgram.unload();
gAlphaMaskProgram.unload();
gUIProgram.unload();
@@ -1954,15 +1954,19 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
//gWLSkyProgram.mFeatures.hasGamma = true;
- gDeferredWLSkyProgram.mShaderFiles.clear();
+ gDeferredWLSkyProgram.mShaderFiles.clear();
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
+ {
+ gDeferredWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
+ }
success = gDeferredWLSkyProgram.createShader(NULL, NULL);
}
- if (success)
+ if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
{
gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program";
gDeferredWLCloudProgram.mShaderFiles.clear();
@@ -3267,16 +3271,6 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
- gDownsampleDepthRectProgram.mName = "DownsampleDepthRect Shader";
- gDownsampleDepthRectProgram.mShaderFiles.clear();
- gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB));
- gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDownsampleDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
- success = gDownsampleDepthRectProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
gAlphaMaskProgram.mName = "Alpha Mask Shader";
gAlphaMaskProgram.mShaderFiles.clear();
gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER_ARB));
@@ -3302,9 +3296,43 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
{
gWLSkyProgram.unload();
gWLCloudProgram.unload();
+ gDownsampleMinMaxDepthRectProgram.unload();
+ gInscatterRectProgram.unload();
return TRUE;
}
+ if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
+ {
+ // Prepare precomputed atmospherics textures using libatmosphere
+ LLAtmosphere::initClass();
+ }
+
+ // this shader uses gather so it can't live with the other basic shaders safely
+ if (success)
+ {
+ gDownsampleMinMaxDepthRectProgram.mName = "DownsampleMinMaxDepthRect Shader";
+ gDownsampleMinMaxDepthRectProgram.mShaderFiles.clear();
+ gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthV.glsl", GL_VERTEX_SHADER_ARB));
+ gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDownsampleMinMaxDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
+ success = gDownsampleMinMaxDepthRectProgram.createShader(NULL, NULL);
+ }
+
+ // this shader uses gather so it can't live with the other basic shaders safely
+ if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
+ {
+ gInscatterRectProgram.mName = "Inscatter Shader";
+ gInscatterRectProgram.mShaderFiles.clear();
+ gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/atmoV.glsl", GL_VERTEX_SHADER_ARB));
+ gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/atmoF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gInscatterRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
+ llassert(gAtmosphere != nullptr);
+ gInscatterRectProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
+ success = gInscatterRectProgram.createShader(NULL, NULL);
+ }
+
+ llassert(success);
+
if (success)
{
gWLSkyProgram.mName = "Windlight Sky Shader";
@@ -3314,10 +3342,16 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
gWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
+ {
+ gWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
+ }
success = gWLSkyProgram.createShader(NULL, NULL);
}
- if (success)
+ llassert(success);
+
+ if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
{
gWLCloudProgram.mName = "Windlight Cloud Program";
//gWLCloudProgram.mFeatures.hasGamma = true;
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index 923aa522ad..10c60187f3 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -184,6 +184,8 @@ extern LLGLSLShader gDebugProgram;
extern LLGLSLShader gClipProgram;
extern LLGLSLShader gDownsampleDepthProgram;
extern LLGLSLShader gDownsampleDepthRectProgram;
+extern LLGLSLShader gDownsampleMinMaxDepthRectProgram;
+extern LLGLSLShader gInscatterRectProgram;
extern LLGLSLShader gBenchmarkProgram;
//output tex0[tc0] + tex1[tc1]
diff --git a/indra/newview/llviewertexture.cpp b/indra/newview/llviewertexture.cpp
index e5a1bed48c..cbde0af9b3 100644
--- a/indra/newview/llviewertexture.cpp
+++ b/indra/newview/llviewertexture.cpp
@@ -1176,12 +1176,12 @@ void LLViewerFetchedTexture::loadFromFastCache()
{
return; //no need to access the fast cache.
}
- mInFastCacheList = FALSE;
+ mInFastCacheList = FALSE;
mRawImage = LLAppViewer::getTextureCache()->readFromFastCache(getID(), mRawDiscardLevel);
if(mRawImage.notNull())
{
- mFullWidth = mRawImage->getWidth() << mRawDiscardLevel;
+ mFullWidth = mRawImage->getWidth() << mRawDiscardLevel;
mFullHeight = mRawImage->getHeight() << mRawDiscardLevel;
setTexelsPerImage();
@@ -1196,20 +1196,20 @@ void LLViewerFetchedTexture::loadFromFastCache()
else
{
if (mBoostLevel == LLGLTexture::BOOST_ICON)
+ {
+ S32 expected_width = mKnownDrawWidth > 0 ? mKnownDrawWidth : DEFAULT_ICON_DIMENTIONS;
+ S32 expected_height = mKnownDrawHeight > 0 ? mKnownDrawHeight : DEFAULT_ICON_DIMENTIONS;
+ if (mRawImage && (mRawImage->getWidth() > expected_width || mRawImage->getHeight() > expected_height))
{
- S32 expected_width = mKnownDrawWidth > 0 ? mKnownDrawWidth : DEFAULT_ICON_DIMENTIONS;
- S32 expected_height = mKnownDrawHeight > 0 ? mKnownDrawHeight : DEFAULT_ICON_DIMENTIONS;
- if (mRawImage && (mRawImage->getWidth() > expected_width || mRawImage->getHeight() > expected_height))
- {
- // scale oversized icon, no need to give more work to gl
- mRawImage->scale(expected_width, expected_height);
- }
+ // scale oversized icon, no need to give more work to gl
+ mRawImage->scale(expected_width, expected_height);
+ }
}
- mRequestedDiscardLevel = mDesiredDiscardLevel + 1;
- mIsRawImageValid = TRUE;
- addToCreateTexture();
- }
+ mRequestedDiscardLevel = mDesiredDiscardLevel + 1;
+ mIsRawImageValid = TRUE;
+ addToCreateTexture();
+ }
}
}
@@ -1965,7 +1965,7 @@ bool LLViewerFetchedTexture::updateFetch()
mIsFetched = TRUE;
tester->updateTextureLoadingStats(this, mRawImage, LLAppViewer::getTextureFetch()->isFromLocalCache(mID));
}
- mRawDiscardLevel = fetch_discard;
+ mRawDiscardLevel = fetch_discard;
if ((mRawImage->getDataSize() > 0 && mRawDiscardLevel >= 0) &&
(current_discard < 0 || mRawDiscardLevel < current_discard))
{
diff --git a/indra/newview/llviewertexture.h b/indra/newview/llviewertexture.h
index c9dea17f63..5bc274ee5b 100644
--- a/indra/newview/llviewertexture.h
+++ b/indra/newview/llviewertexture.h
@@ -225,8 +225,8 @@ public:
static S8 sCameraMovingDiscardBias;
static F32 sCameraMovingBias;
static S32 sMaxSculptRez ;
- static S32 sMinLargeImageSize ;
- static S32 sMaxSmallImageSize ;
+ static U32 sMinLargeImageSize ;
+ static U32 sMaxSmallImageSize ;
static BOOL sFreezeImageScalingDown ;//do not scale down image res if set.
static F32 sCurrentTime ;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 0ac1bfa3e7..849273df15 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -381,6 +381,7 @@ bool LLPipeline::sRenderBump = true;
bool LLPipeline::sBakeSunlight = false;
bool LLPipeline::sNoAlpha = false;
bool LLPipeline::sUseTriStrips = true;
+bool LLPipeline::sUseAdvancedAtmospherics = true;
bool LLPipeline::sUseFarClip = true;
bool LLPipeline::sShadowRender = false;
bool LLPipeline::sWaterReflections = false;
@@ -480,6 +481,7 @@ void LLPipeline::init()
sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
+ sUseAdvancedAtmospherics = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
@@ -981,7 +983,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
for (U32 i = 0; i < 4; i++)
{
if (!mShadow[i].allocate(sun_shadow_map_width,U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false;
- if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false;
+ if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false;
}
}
else
@@ -993,6 +995,13 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
}
}
+// for EEP atmospherics
+ bool allocated_inscatter = mInscatter.allocate(resX >> 2, resY >> 2, GL_RGBA16F_ARB, FALSE, FALSE, LLTexUnit::TT_TEXTURE);
+ if (!allocated_inscatter)
+ {
+ return false;
+ }
+
U32 width = (U32) (resX*scale);
U32 height = width;
@@ -1229,6 +1238,8 @@ void LLPipeline::releaseScreenBuffers()
mShadow[i].release();
mShadowOcclusion[i].release();
}
+
+ mInscatter.release();
}
@@ -2646,6 +2657,65 @@ void LLPipeline::markOccluder(LLSpatialGroup* group)
}
}
+void LLPipeline::downsampleMinMaxDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
+{
+ LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ LLGLSLShader* shader = NULL;
+
+ if (scratch_space)
+ {
+ scratch_space->copyContents(source,
+ 0, 0, source.getWidth(), source.getHeight(),
+ 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+
+ dest.bindTarget();
+ dest.clear(GL_COLOR_BUFFER_BIT); // dest should be an RG16F target
+
+ LLStrider<LLVector3> vert;
+ mDeferredVB->getVertexStrider(vert);
+ LLStrider<LLVector2> tc0;
+
+ vert[0].set(-1, 1, 0);
+ vert[1].set(-1, -3, 0);
+ vert[2].set(3, 1, 0);
+
+ if (source.getUsage() == LLTexUnit::TT_RECT_TEXTURE)
+ {
+ shader = &gDownsampleMinMaxDepthRectProgram;
+ shader->bind();
+ shader->uniform2f(sDelta, 1.f, 1.f);
+ shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight());
+ }
+ else
+ {
+ shader = &gDownsampleMinMaxDepthRectProgram;
+ shader->bind();
+ shader->uniform2f(sDelta, 1.f / source.getWidth(), 1.f / source.getHeight());
+ shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f);
+ }
+
+ gGL.getTexUnit(0)->bind(scratch_space ? scratch_space : &source, TRUE);
+
+ {
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE, GL_ALWAYS);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
+
+ dest.flush();
+
+ if (last_shader)
+ {
+ last_shader->bind();
+ }
+ else
+ {
+ shader->unbind();
+ }
+}
+
void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
{
LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
@@ -8282,6 +8352,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
}
}
+ channel = shader.enableTexture(LLShaderMgr::INSCATTER_RT, LLTexUnit::TT_TEXTURE);
+ stop_glerror();
+ if (channel > -1)
+ {
+ stop_glerror();
+ gGL.getTexUnit(channel)->bind(&mInscatter, TRUE);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ stop_glerror();
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_ALWAYS);
+ stop_glerror();
+ }
+
stop_glerror();
F32 mat[16*6];
@@ -9095,6 +9180,7 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
}
}
+// pretty sure this doesn't work as expected since the shaders using 'shadow_ofset' all declare it as a single uniform float, no array or vec
gDeferredSunProgram.uniform3fv(LLShaderMgr::DEFERRED_SHADOW_OFFSET, slice, offset);
gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight());
@@ -9911,9 +9997,9 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
}
else
{
- renderGeom(camera);
- }
- }
+ renderGeom(camera);
+ }
+ }
}
if (LLPipeline::sRenderDeferred && materials_in_water)
@@ -10412,23 +10498,25 @@ bool LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector
for (U32 j = 0; j < 3; ++j)
{
- if (p[j] < ext[0].mV[j] ||
- p[j] > ext[1].mV[j])
+ if (p[j] < ext[0].mV[j] || p[j] > ext[1].mV[j])
{
found = false;
break;
}
}
-
- for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; ++j)
+
+ if (found) // don't bother testing user clip planes if we're already rejected...
{
- const LLPlane& cp = camera.getAgentPlane(j);
- F32 dist = cp.dist(pp[i]);
- if (dist > 0.05f) //point is above some plane, not contained
- {
- found = false;
- break;
- }
+ for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; ++j)
+ {
+ const LLPlane& cp = camera.getAgentPlane(j);
+ F32 dist = cp.dist(pp[i]);
+ if (dist > 0.05f) //point is above some plane, not contained
+ {
+ found = false;
+ break;
+ }
+ }
}
if (found)
@@ -11959,3 +12047,7 @@ void LLPipeline::restoreHiddenObject( const LLUUID& id )
}
}
+bool LLPipeline::useAdvancedAtmospherics() const
+{
+ return sUseAdvancedAtmospherics;
+} \ No newline at end of file
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index c9670a60f2..6023a41ca2 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -168,6 +168,9 @@ public:
// if source's depth buffer cannot be bound for reading, a scratch space depth buffer must be provided
void downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
+ // Downsample depth buffer with gather and find local min/max depth values. Writes to a 16F RG render target.
+ void downsampleMinMaxDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
+
void doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
void doOcclusion(LLCamera& camera);
void markNotCulled(LLSpatialGroup* group, LLCamera &camera);
@@ -541,6 +544,8 @@ public:
void updateCamera(bool reset = false);
+ bool useAdvancedAtmospherics() const;
+
LLVector3 mFlyCamPosition;
LLQuaternion mFlyCamRotation;
@@ -568,6 +573,7 @@ public:
static bool sBakeSunlight;
static bool sNoAlpha;
static bool sUseTriStrips;
+ static bool sUseAdvancedAtmospherics;
static bool sUseFarClip;
static bool sShadowRender;
static bool sWaterReflections;
@@ -614,12 +620,13 @@ public:
//sun shadow map
LLRenderTarget mShadow[6];
LLRenderTarget mShadowOcclusion[6];
- std::vector<LLVector3> mShadowFrustPoints[4];
- LLVector4 mShadowError;
- LLVector4 mShadowFOV;
- LLVector3 mShadowFrustOrigin[4];
- LLCamera mShadowCamera[8];
- LLVector3 mShadowExtents[4][2];
+ LLRenderTarget mInscatter;
+ std::vector<LLVector3> mShadowFrustPoints[4];
+ LLVector4 mShadowError;
+ LLVector4 mShadowFOV;
+ LLVector3 mShadowFrustOrigin[4];
+ LLCamera mShadowCamera[8];
+ LLVector3 mShadowExtents[4][2];
glh::matrix4f mSunShadowMatrix[6];
glh::matrix4f mShadowModelview[6];
glh::matrix4f mShadowProjection[6];