diff options
Diffstat (limited to 'indra')
48 files changed, 1065 insertions, 591 deletions
diff --git a/indra/llcommon/llapr.cpp b/indra/llcommon/llapr.cpp index a0802c6adf..b7815b0e35 100755 --- a/indra/llcommon/llapr.cpp +++ b/indra/llcommon/llapr.cpp @@ -226,7 +226,7 @@ void LLVolatileAPRPool::clearVolatileAPRPool() llassert_always(mNumActiveRef > 0) ; } - llassert(mNumTotalRef < (FULL_VOLATILE_APR_POOL << 2)) ; + llassert(mNumTotalRef <= (FULL_VOLATILE_APR_POOL << 2)) ; } BOOL LLVolatileAPRPool::isFull() diff --git a/indra/llprimitive/lltextureentry.cpp b/indra/llprimitive/lltextureentry.cpp index 597f078490..0db75a0e82 100755 --- a/indra/llprimitive/lltextureentry.cpp +++ b/indra/llprimitive/lltextureentry.cpp @@ -545,7 +545,7 @@ S32 LLTextureEntry::setMaterialID(const LLMaterialID& pMaterialID) { mMaterialUpdatePending = true; mMaterialID = pMaterialID; - return TEM_CHANGE_NONE; + return TEM_CHANGE_TEXTURE; } mMaterialUpdatePending = false; diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 6a654bdd82..2803f256df 100755 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -149,6 +149,9 @@ void LLGLSLShader::clearStats() mTimeElapsed = 0; mSamplesDrawn = 0; mDrawCalls = 0; + mTextureStateFetched = false; + mTextureMagFilter.clear(); + mTextureMinFilter.clear(); } void LLGLSLShader::dumpStats() @@ -161,6 +164,16 @@ void LLGLSLShader::dumpStats() { llinfos << mShaderFiles[i].first << llendl; } + for (U32 i = 0; i < mTexture.size(); ++i) + { + GLint idx = mTexture[i]; + + if (idx >= 0) + { + GLint uniform_idx = getUniformLocation(i); + llinfos << mUniformNameMap[uniform_idx] << " - " << std::hex << mTextureMagFilter[i] << "/" << mTextureMinFilter[i] << std::dec << llendl; + } + } llinfos << "=============================================" << llendl; F32 ms = mTimeElapsed/1000000.f; @@ -211,6 +224,39 @@ void LLGLSLShader::placeProfileQuery() glGenQueriesARB(1, &mTimerQuery); } + if (!mTextureStateFetched) + { + mTextureStateFetched = true; + mTextureMagFilter.resize(mTexture.size()); + mTextureMinFilter.resize(mTexture.size()); + + U32 cur_active = gGL.getCurrentTexUnitIndex(); + + for (U32 i = 0; i < mTexture.size(); ++i) + { + GLint idx = mTexture[i]; + + if (idx >= 0) + { + gGL.getTexUnit(idx)->activate(); + + U32 mag = 0xFFFFFFFF; + U32 min = 0xFFFFFFFF; + + U32 type = LLTexUnit::getInternalType(gGL.getTexUnit(idx)->getCurrType()); + + glGetTexParameteriv(type, GL_TEXTURE_MAG_FILTER, (GLint*) &mag); + glGetTexParameteriv(type, GL_TEXTURE_MIN_FILTER, (GLint*) &min); + + mTextureMagFilter[i] = mag; + mTextureMinFilter[i] = min; + } + } + + gGL.getTexUnit(cur_active)->activate(); + } + + glBeginQueryARB(GL_SAMPLES_PASSED, 1); glBeginQueryARB(GL_TIME_ELAPSED, mTimerQuery); #endif @@ -574,6 +620,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * } LLStaticHashedString hashedName(name); + mUniformNameMap[location] = name; mUniformMap[hashedName] = location; LL_DEBUGS("ShaderLoading") << "Uniform " << name << " is at location " << location << LL_ENDL; @@ -637,6 +684,7 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms) mActiveTextureChannels = 0; mUniform.clear(); mUniformMap.clear(); + mUniformNameMap.clear(); mTexture.clear(); mValue.clear(); //initialize arrays @@ -1154,6 +1202,23 @@ void LLGLSLShader::uniform1i(const LLStaticHashedString& uniform, GLint v) } } +void LLGLSLShader::uniform2i(const string& uniform, GLint i, GLint j) +{ + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + std::map<GLint, LLVector4>::iterator iter = mValue.find(location); + LLVector4 vec(i,j,0.f,0.f); + if (iter == mValue.end() || shouldChange(iter->second,vec)) + { + glUniform2iARB(location, i, j); + mValue[location] = vec; + } + } +} + + void LLGLSLShader::uniform1f(const LLStaticHashedString& uniform, GLfloat v) { GLint location = getUniformLocation(uniform); diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 22f91cd6a2..376487daa9 100755 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -111,6 +111,7 @@ public: void uniform2fv(U32 index, U32 count, const GLfloat* v); void uniform3fv(U32 index, U32 count, const GLfloat* v); void uniform4fv(U32 index, U32 count, const GLfloat* v); + void uniform2i(const std::string& uniform, GLint i, GLint j); void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); @@ -168,6 +169,7 @@ public: U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask()) std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location LLStaticStringTable<GLint> mUniformMap; //lookup map of uniform name to uniform location + std::map<GLint, std::string> mUniformNameMap; //lookup map of uniform location to uniform name std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value std::vector<GLint> mTexture; S32 mTotalUniformSize; @@ -190,6 +192,11 @@ public: static U64 sTotalSamplesDrawn; U32 mDrawCalls; static U32 sTotalDrawCalls; + + bool mTextureStateFetched; + std::vector<U32> mTextureMagFilter; + std::vector<U32> mTextureMinFilter; + }; //UI shader (declared here so llui_libtest will link properly) diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 18ca5b35f0..b22ad60750 100755 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1869,35 +1869,36 @@ void LLRender::flush() sUIVerts += mCount; } - if (gDebugGL) + //store mCount in a local variable to avoid re-entrance (drawArrays may call flush) + U32 count = mCount; + + if (mMode == LLRender::QUADS && !sGLCoreProfile) { - if (mMode == LLRender::QUADS && !sGLCoreProfile) + if (mCount%4 != 0) { - if (mCount%4 != 0) - { - llerrs << "Incomplete quad rendered." << llendl; - } + count -= (mCount % 4); + llwarns << "Incomplete quad requested." << llendl; } - - if (mMode == LLRender::TRIANGLES) + } + + if (mMode == LLRender::TRIANGLES) + { + if (mCount%3 != 0) { - if (mCount%3 != 0) - { - llerrs << "Incomplete triangle rendered." << llendl; - } + count -= (mCount % 3); + llwarns << "Incomplete triangle requested." << llendl; } - - if (mMode == LLRender::LINES) + } + + if (mMode == LLRender::LINES) + { + if (mCount%2 != 0) { - if (mCount%2 != 0) - { - llerrs << "Incomplete line rendered." << llendl; - } + count -= (mCount % 2); + llwarns << "Incomplete line requested." << llendl; } } - - //store mCount in a local variable to avoid re-entrance (drawArrays may call flush) - U32 count = mCount; + mCount = 0; if (mBuffer->useVBOs() && !mBuffer->isLocked()) diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index 4a4f6a7a2f..429b91c878 100755 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -53,11 +53,19 @@ void check_framebuffer_status() bool LLRenderTarget::sUseFBO = false; U32 LLRenderTarget::sCurFBO = 0; + +extern S32 gGLViewport[4]; + +U32 LLRenderTarget::sCurResX = 0; +U32 LLRenderTarget::sCurResY = 0; + LLRenderTarget::LLRenderTarget() : mResX(0), mResY(0), mFBO(0), mPreviousFBO(0), + mPreviousResX(0), + mPreviousResY(0), mDepth(0), mStencil(0), mUseDepth(false), @@ -390,13 +398,12 @@ void LLRenderTarget::bindTarget() { if (mFBO) { - mPreviousFBO = sCurFBO; - stop_glerror(); + mPreviousFBO = sCurFBO; glBindFramebuffer(GL_FRAMEBUFFER, mFBO); sCurFBO = mFBO; - + stop_glerror(); if (gGLManager.mHasDrawBuffers) { //setup multiple render targets @@ -418,7 +425,12 @@ void LLRenderTarget::bindTarget() stop_glerror(); } + mPreviousResX = sCurResX; + mPreviousResY = sCurResY; glViewport(0, 0, mResX, mResY); + sCurResX = mResX; + sCurResY = mResY; + sBoundTarget = this; } @@ -495,6 +507,20 @@ void LLRenderTarget::flush(bool fetch_depth) stop_glerror(); glBindFramebuffer(GL_FRAMEBUFFER, mPreviousFBO); sCurFBO = mPreviousFBO; + + if (mPreviousFBO) + { + glViewport(0, 0, mPreviousResX, mPreviousResY); + sCurResX = mPreviousResX; + sCurResY = mPreviousResY; + } + else + { + glViewport(gGLViewport[0],gGLViewport[1],gGLViewport[2],gGLViewport[3]); + sCurResX = gGLViewport[2]; + sCurResY = gGLViewport[3]; + } + stop_glerror(); } } diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h index a7bc4e1385..740e25d40d 100755 --- a/indra/llrender/llrendertarget.h +++ b/indra/llrender/llrendertarget.h @@ -63,6 +63,9 @@ public: static bool sUseFBO; static U32 sBytesAllocated; static U32 sCurFBO; + static U32 sCurResX; + static U32 sCurResY; + LLRenderTarget(); ~LLRenderTarget(); @@ -147,6 +150,9 @@ protected: std::vector<U32> mInternalFormat; U32 mFBO; U32 mPreviousFBO; + U32 mPreviousResX; + U32 mPreviousResY; + U32 mDepth; bool mStencil; bool mUseDepth; diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index baf46eec31..29ad355f75 100755 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7743,7 +7743,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>4</integer> + <integer>3</integer> </map> <key>OctreeAlphaDistanceFactor</key> @@ -8527,7 +8527,6 @@ <key>Value</key> <real>1.0</real> </map> - <key>RenderDeferredTreeShadowBias</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 77a53a71aa..143af0576c 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -78,6 +78,7 @@ uniform vec2 screen_res; vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); + a = pow(a, 1.0/1.3); return vec3(a,a,a); } @@ -87,7 +88,7 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float vec3 lv = lp.xyz-v; //get distance - float d = dot(lv,lv); + float d = length(lv); float da = 0.0; @@ -97,9 +98,11 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float lv = normalize(lv); //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - da = pow(da, 2.2) * 2.2; + float dist = d/la; + da = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + da *= da; + da *= 2.0; + // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); @@ -212,6 +215,7 @@ void main() #else vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif + vec4 gamma_diff = diff; diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f)); @@ -224,7 +228,7 @@ void main() vec3 normal = vary_norm; vec3 l = light_position[0].xyz; - vec3 dlight = calcDirectionalLight(normal, l) * 2.6; + vec3 dlight = calcDirectionalLight(normal, l); dlight = dlight * vary_directional.rgb * vary_pointlight_col; #if HAS_SHADOW @@ -233,13 +237,16 @@ void main() vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha); #endif - vec4 color = diff * col; + vec4 color = gamma_diff * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); + + color.rgb = pow(color.rgb, vec3(2.2)); col = vec4(0,0,0,0); + #define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); LIGHT_LOOP(1) @@ -250,7 +257,7 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) - color.rgb += diff.rgb * vary_pointlight_col * col.rgb; + color.rgb += diff.rgb * pow(vary_pointlight_col, vec3(2.2)) * col.rgb; color.rgb = pow(color.rgb, vec3(1.0/2.2)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 247ee0a34f..9d3ba564cd 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -58,8 +58,6 @@ mat4 getSkinnedTransform(); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); -vec3 calcDirectionalLight(vec3 n, vec3 l); - vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); @@ -88,12 +86,6 @@ uniform vec3 light_diffuse[8]; uniform vec3 sun_dir; -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return vec3(a,a,a); -} - vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector @@ -184,7 +176,7 @@ void main() //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - vec3 diff = pow(diffuse_color.rgb, vec3(2.2)); + vec3 diff = diffuse_color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index eebeb91bf8..a4f54dff70 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -46,11 +46,6 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 getKern(int i) -{ - return kern[i]; -} - vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).r; @@ -64,22 +59,6 @@ vec4 getPosition(vec2 pos_screen) return pos; } -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -96,7 +75,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif void main() { @@ -110,7 +88,7 @@ void main() vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); - vec2 defined_weight = getKern(0).xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' + vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' vec4 col = defined_weight.xyxx * ccol; // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances @@ -120,28 +98,33 @@ void main() float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2) tc_mod -= floor(tc_mod); tc_mod *= 2.0; - tc += ( (tc_mod - 0.5) * getKern(1).z * dlt * 0.5 ); + tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); for (int i = 1; i < 4; i++) { - vec2 samptc = tc + getKern(i).z*dlt; - vec3 samppos = getPosition(samptc).xyz; + vec2 samptc = tc + kern[i].z*dlt; + vec3 samppos = getPosition(samptc).xyz; + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*getKern(i).xyxx; - defined_weight += getKern(i).xy; + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; + defined_weight += kern[i].xy; } } + for (int i = 1; i < 4; i++) { - vec2 samptc = tc - getKern(i).z*dlt; - vec3 samppos = getPosition(samptc).xyz; + vec2 samptc = tc - kern[i].z*dlt; + vec3 samppos = getPosition(samptc).xyz; + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*getKern(i).xyxx; - defined_weight += getKern(i).xy; + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; + defined_weight += kern[i].xy; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index a2c3ec3355..adc361d7a2 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -43,10 +43,12 @@ vec2 encode_normal(vec3 n) void main() { vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; + + vec3 spec; + spec.rgb = vec3(vertex_color.a); frag_data[0] = vec4(col, 0.0); - frag_data[1] = vertex_color.aaaa; // spec - frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested + frag_data[1] = vec4(spec, vertex_color.a); // spec vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index de2f74b681..53ade8ea64 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -127,7 +127,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe vec3 lv = lp.xyz-v; //get distance - float d = dot(lv,lv); + float d = length(lv); float da = 1.0; @@ -139,8 +139,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe lv = normalize(lv); //distance attenuation - float dist2 = d/la; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float dist = d/la; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); @@ -321,9 +323,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(2.2)) * 2.2); - setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(2.2)) * 2.2); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(2.2)) * 2.2); + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); } vec3 atmosLighting(vec3 light) @@ -426,22 +428,6 @@ VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -458,7 +444,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif void main() { @@ -617,8 +602,8 @@ void main() col.rgb *= ambient; - col.rgb = col.rgb + atmosAffectDirectionalLight(final_da * 2.6); - col.rgb *= diffuse.rgb; + col.rgb = col.rgb + atmosAffectDirectionalLight(pow(final_da, 1.0/1.3)); + col.rgb *= old_diffcol.rgb; float glare = 0.0; @@ -647,9 +632,8 @@ void main() { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - float exponent = mix(2.2, 1.0, diffuse.a); - - vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent; + + vec3 refcol = textureCube(environmentMap, env_vec).rgb; col = mix(col.rgb, refcol, envIntensity); @@ -660,13 +644,12 @@ void main() glare += cur_glare; } - float exponent = mix(1.0, 2.2, diffuse.a); - col = pow(col, vec3(exponent)); - - col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + //convert to linear space before adding local lights + col = pow(col, vec3(2.2)); + vec3 npos = normalize(-pos.xyz); @@ -681,6 +664,7 @@ void main() LIGHT_LOOP(7) + //convert to gamma space for display on screen col.rgb = pow(col.rgb, vec3(1.0/2.2)); frag_color.rgb = col.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index b35ba549f6..a955ef6e9d 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -45,9 +45,8 @@ uniform float sun_wash; uniform int light_count; -#define MAX_LIGHT_COUNT 16 -uniform vec4 light[MAX_LIGHT_COUNT]; -uniform vec4 light_col[MAX_LIGHT_COUNT]; +uniform vec4 light[LIGHT_COUNT]; +uniform vec4 light_col[LIGHT_COUNT]; VARYING vec4 vary_fragcoord; uniform vec2 screen_res; @@ -56,22 +55,6 @@ uniform float far_z; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -88,7 +71,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition(vec2 pos_screen) { @@ -122,73 +104,59 @@ void main() vec3 npos = normalize(-pos); // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop - for (int i = 0; i < MAX_LIGHT_COUNT; ++i) + for (int i = 0; i < LIGHT_COUNT; ++i) { - bool light_contrib = (i < light_count); - vec3 lv = light[i].xyz-pos; - float dist2 = dot(lv,lv); - dist2 /= light[i].w; - if (dist2 > 1.0) - { - light_contrib = false; - } - - float da = dot(norm, lv); - if (da < 0.0) - { - light_contrib = false; - } - - if (light_contrib) + float dist = length(lv); + dist /= light[i].w; + if (dist <= 1.0) { - lv = normalize(lv); - da = dot(norm, lv); + float da = dot(norm, lv); + if (da > 0.0) + { + lv = normalize(lv); + da = dot(norm, lv); - float fa = light_col[i].a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float fa = light_col[i].a+1.0; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; - dist_atten = pow(dist_atten, 2.2) * 2.2; - - dist_atten *= noise; + dist_atten *= noise; - float lit = da * dist_atten; + float lit = da * dist_atten; - vec3 col = light_col[i].rgb*lit*diff; + vec3 col = light_col[i].rgb*lit*diff; - //vec3 col = vec3(dist2, light_col[i].a, lit); + //vec3 col = vec3(dist2, light_col[i].a, lit); - if (spec.a > 0.0) - { - lit = min(da*6.0, 1.0) * dist_atten; - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) + if (spec.a > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += lit*scol*light_col[i].rgb*spec.rgb; - //col += spec.rgb; + lit = min(da*6.0, 1.0) * dist_atten; + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv+npos); + float nh = dot(norm, h); + float nv = dot(norm, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + col += lit*scol*light_col[i].rgb*spec.rgb; + //col += spec.rgb; + } } - } - out_col += col; + out_col += col; + } } } - if (dot(out_col, out_col) <= 0.0) - { - discard; - } - frag_color.rgb = out_col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 36fb4afa52..7d39ad7bc1 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -67,22 +67,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -99,7 +83,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 correctWithGamma(vec4 col) { @@ -177,9 +160,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -201,8 +184,10 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + if (dist_atten <= 0.0) { discard; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index c6b1eb7c8d..106d48bd71 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -54,22 +54,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; uniform vec4 viewport; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -86,7 +70,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition(vec2 pos_screen) { @@ -110,9 +93,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -133,8 +116,10 @@ void main() vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; float fa = falloff+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + float lit = da * dist_atten * noise; col = color.rgb*lit*col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index 9491421236..a5625fbc16 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -37,7 +37,7 @@ VARYING vec3 trans_center; void main() { //transform vertex - vec3 p = position*sqrt(size)+center; + vec3 p = position*size+center; vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0); vary_fragcoord = pos; trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index b40850e769..f0d2746700 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -78,22 +78,6 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec3 decode_normal (vec2 enc) { vec2 fenc = enc*4-2; @@ -104,7 +88,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition_d(vec2 pos_screen, float depth) { @@ -248,9 +231,9 @@ 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)); } vec3 atmosLighting(vec3 light) @@ -325,8 +308,13 @@ void main() norm.xyz = decode_normal(norm.xy); // unpack norm float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + da = pow(da, 1.0/1.3); vec4 diffuse = texture2DRect(diffuseRect, tc); + + //convert to gamma space + diffuse.rgb = pow(diffuse.rgb, vec3(1.0/2.2)); + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 col; float bloom = 0.0; @@ -341,7 +329,7 @@ void main() col.rgb *= ambient; - col += atmosAffectDirectionalLight(max(min(da, 1.0) * 2.6, 0.0)); + col += atmosAffectDirectionalLight(max(min(da, 1.0), 0.0)); col *= diffuse.rgb; @@ -362,23 +350,18 @@ void main() } - col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a); - - + col = mix(col.rgb, diffuse.rgb, diffuse.a); + if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - float exponent = mix(2.2, 1.0, diffuse.a); - vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent; + + vec3 refcol = textureCube(environmentMap, env_vec).rgb; col = mix(col.rgb, refcol, envIntensity); - } - - float exponent = mix(1.0, 2.2, diffuse.a); - col = pow(col, vec3(exponent)); if (norm.w < 0.5) { @@ -386,10 +369,12 @@ void main() col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } + col = pow(col, vec3(2.2)); + //col = vec3(1,0,1); //col.g = envIntensity; } - + frag_color.rgb = col; frag_color.a = bloom; diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 3539c8d2b2..045d1a00cd 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -65,22 +65,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -97,7 +81,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 correctWithGamma(vec4 col) { @@ -175,9 +158,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -199,8 +182,10 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + if (dist_atten <= 0.0) { discard; @@ -279,10 +264,7 @@ void main() //col += spec.rgb; } } - - - - + if (envIntensity > 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 6653f57ee1..c0a5865bef 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -49,22 +49,6 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -81,7 +65,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition(vec2 pos_screen) { diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl new file mode 100644 index 0000000000..6523a06d22 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl @@ -0,0 +1,67 @@ +/** + * @file debugF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D depthMap; + +uniform float delta; + +VARYING vec2 tc0; +VARYING vec2 tc1; +VARYING vec2 tc2; +VARYING vec2 tc3; +VARYING vec2 tc4; +VARYING vec2 tc5; +VARYING vec2 tc6; +VARYING vec2 tc7; +VARYING vec2 tc8; + +void main() +{ + vec4 depth1 = + vec4(texture2D(depthMap, tc0).r, + texture2D(depthMap, tc1).r, + texture2D(depthMap, tc2).r, + texture2D(depthMap, tc3).r); + + vec4 depth2 = + 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, texture2D(depthMap, tc8).r); + + gl_FragDepth = depth; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl new file mode 100644 index 0000000000..0e5dc08183 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl @@ -0,0 +1,69 @@ +/** + * @file debugF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2DRect depthMap; + +uniform float delta; + +VARYING vec2 tc0; +VARYING vec2 tc1; +VARYING vec2 tc2; +VARYING vec2 tc3; +VARYING vec2 tc4; +VARYING vec2 tc5; +VARYING vec2 tc6; +VARYING vec2 tc7; +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 depth2 = + vec4(texture2DRect(depthMap, tc4).r, + texture2DRect(depthMap, tc5).r, + texture2DRect(depthMap, tc6).r, + texture2DRect(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); + + 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 new file mode 100644 index 0000000000..71d80911d6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl @@ -0,0 +1,59 @@ +/** + * @file debugV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +uniform vec2 screen_res; + +uniform vec2 delta; + +VARYING vec2 tc0; +VARYING vec2 tc1; +VARYING vec2 tc2; +VARYING vec2 tc3; +VARYING vec2 tc4; +VARYING vec2 tc5; +VARYING vec2 tc6; +VARYING vec2 tc7; +VARYING vec2 tc8; + +void main() +{ + gl_Position = vec4(position, 1.0); + + vec2 tc = (position.xy*0.5+0.5)*screen_res; + tc0 = tc+vec2(-delta.x,-delta.y); + tc1 = tc+vec2(0,-delta.y); + tc2 = tc+vec2(delta.x,-delta.y); + tc3 = tc+vec2(-delta.x,0); + tc4 = tc+vec2(0,0); + tc5 = tc+vec2(delta.x,0); + tc6 = tc+vec2(-delta.x,delta.y); + tc7 = tc+vec2(0,delta.y); + tc8 = tc+vec2(delta.x,delta.y); +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index eaacb93cb9..14f6afc8c2 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -68,22 +68,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -100,7 +84,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 correctWithGamma(vec4 col) { @@ -179,9 +162,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -215,8 +198,9 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; if (dist_atten <= 0.0) { discard; @@ -334,6 +318,10 @@ void main() } } + + //not sure why, but this line prevents MATBUG-194 + col = max(col, vec3(0.0)); + frag_color.rgb = col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 4fe2f1551e..6e05091b57 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -78,22 +78,6 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -110,7 +94,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition_d(vec2 pos_screen, float depth) { @@ -254,9 +237,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); + /*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); + 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)); } vec3 atmosLighting(vec3 light) @@ -332,7 +319,14 @@ void main() float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + float light_gamma = 1.0/1.3; + da = pow(da, light_gamma); + + vec4 diffuse = texture2DRect(diffuseRect, tc); + + //convert to gamma space + diffuse.rgb = pow(diffuse.rgb, vec3(1.0/2.2)); vec3 col; float bloom = 0.0; @@ -340,7 +334,12 @@ void main() vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec2 scol_ambocc = texture2DRect(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; calcAtmospherics(pos.xyz, ambocc); @@ -353,7 +352,7 @@ void main() col.rgb *= ambient; - col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, 0.0)); + col += atmosAffectDirectionalLight(max(min(da, scol), 0.0)); col *= diffuse.rgb; @@ -374,30 +373,27 @@ void main() } - col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a); - - + col = mix(col, diffuse.rgb, diffuse.a); + if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - float exponent = mix(2.2, 1.0, diffuse.a); - vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent; + vec3 refcol = textureCube(environmentMap, env_vec).rgb; col = mix(col.rgb, refcol, envIntensity); } - - float exponent = mix(1.0, 2.2, diffuse.a); - col = pow(col, vec3(exponent)); - + if (norm.w < 0.5) { col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } + col = pow(col, vec3(2.2)); + //col = vec3(1,0,1); //col.g = envIntensity; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index bdb713d682..6e0218cb9c 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -68,22 +68,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -100,7 +84,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 correctWithGamma(vec4 col) { @@ -178,9 +161,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -212,8 +195,10 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + if (dist_atten <= 0.0) { discard; @@ -330,7 +315,10 @@ void main() } } } - + + //not sure why, but this line prevents MATBUG-194 + col = max(col, vec3(0.0)); + frag_color.rgb = col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 7b09dd29dd..95c09d3238 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -65,22 +65,6 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -97,7 +81,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition(vec2 pos_screen) { diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 01e34ed792..b5ff6404ea 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -66,22 +66,6 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -98,7 +82,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition(vec2 pos_screen) { diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 8fd06c7e2f..d174805cc0 100755 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -54,7 +54,6 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; -uniform float global_gamma; void calcAtmospherics(vec3 inPositionEye) { @@ -132,9 +131,9 @@ void calcAtmospherics(vec3 inPositionEye) { + 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)); // vary_SunlitColor = vec3(0); // vary_AmblitColor = vec3(0); diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index 1c0d45c11b..0bdd425504 100755 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -309,8 +309,8 @@ RenderVolumeLODFactor 1 2.0 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 128 -RenderDeferred 1 0 -RenderDeferredSSAO 1 0 +RenderDeferred 1 1 +RenderDeferredSSAO 1 1 RenderShadowDetail 1 2 RenderFSAASamples 1 2 diff --git a/indra/newview/llfloatertools.h b/indra/newview/llfloatertools.h index ecb0092a6f..189bae46c2 100755 --- a/indra/newview/llfloatertools.h +++ b/indra/newview/llfloatertools.h @@ -109,6 +109,8 @@ public: static void setGridMode(S32 mode); + LLPanelFace* getPanelFace() { return mPanelFace; } + private: void refresh(); void refreshMedia(); diff --git a/indra/newview/llmaterialmgr.cpp b/indra/newview/llmaterialmgr.cpp index 16871adc4d..ad9958546c 100644 --- a/indra/newview/llmaterialmgr.cpp +++ b/indra/newview/llmaterialmgr.cpp @@ -50,13 +50,12 @@ #define MATERIALS_CAP_MATERIAL_FIELD "Material" #define MATERIALS_CAP_OBJECT_ID_FIELD "ID" #define MATERIALS_CAP_MATERIAL_ID_FIELD "MaterialID" +#define SIM_FEATURE_MAX_MATERIALS_PER_TRANSACTION "MaxMaterialsPerTransaction" -#define MATERIALS_GET_MAX_ENTRIES 50 +#define MATERIALS_DEFAULT_MAX_ENTRIES 50 #define MATERIALS_GET_TIMEOUT (60.f * 20) -#define MATERIALS_POST_MAX_ENTRIES 50 #define MATERIALS_POST_TIMEOUT (60.f * 5) #define MATERIALS_PUT_THROTTLE_SECS 1.f -#define MATERIALS_PUT_MAX_ENTRIES 50 /** * LLMaterialsResponder helper class @@ -595,8 +594,9 @@ void LLMaterialMgr::processGetQueue() LLSD materialsData = LLSD::emptyArray(); material_queue_t& materials = itRegionQueue->second; - material_queue_t::iterator loopMaterial = materials.begin(); - while ( (materials.end() != loopMaterial) && (materialsData.size() <= MATERIALS_GET_MAX_ENTRIES) ) + U32 max_entries = getMaxEntries(regionp); + material_queue_t::iterator loopMaterial = materials.begin(); + while ( (materials.end() != loopMaterial) && (materialsData.size() < max_entries) ) { material_queue_t::iterator itMaterial = loopMaterial++; materialsData.append((*itMaterial).asLLSD()); @@ -680,39 +680,43 @@ void LLMaterialMgr::processPutQueue() const LLUUID& object_id = itQueue->first; const LLViewerObject* objectp = gObjectList.findObject(object_id); - if ( (!objectp) || (!objectp->getRegion()) ) + if ( !objectp ) { - LL_WARNS("Materials") << "Object or object region is NULL" << LL_ENDL; - + LL_WARNS("Materials") << "Object is NULL" << LL_ENDL; mPutQueue.erase(itQueue); - continue; - } - - const LLViewerRegion* regionp = objectp->getRegion(); - if (!regionp->capabilitiesReceived()) - { - continue; } - - LLSD& facesData = requests[regionp]; - - facematerial_map_t& face_map = itQueue->second; - facematerial_map_t::iterator itFace = face_map.begin(); - while ( (face_map.end() != itFace) && (facesData.size() < MATERIALS_GET_MAX_ENTRIES) ) + else { - LLSD faceData = LLSD::emptyMap(); - faceData[MATERIALS_CAP_FACE_FIELD] = static_cast<LLSD::Integer>(itFace->first); - faceData[MATERIALS_CAP_OBJECT_ID_FIELD] = static_cast<LLSD::Integer>(objectp->getLocalID()); - if (!itFace->second.isNull()) + const LLViewerRegion* regionp = objectp->getRegion(); + if ( !regionp ) { - faceData[MATERIALS_CAP_MATERIAL_FIELD] = itFace->second.asLLSD(); + LL_WARNS("Materials") << "Object region is NULL" << LL_ENDL; + mPutQueue.erase(itQueue); + } + else if ( regionp->capabilitiesReceived()) + { + LLSD& facesData = requests[regionp]; + + facematerial_map_t& face_map = itQueue->second; + U32 max_entries = getMaxEntries(regionp); + facematerial_map_t::iterator itFace = face_map.begin(); + while ( (face_map.end() != itFace) && (facesData.size() < max_entries) ) + { + LLSD faceData = LLSD::emptyMap(); + faceData[MATERIALS_CAP_FACE_FIELD] = static_cast<LLSD::Integer>(itFace->first); + faceData[MATERIALS_CAP_OBJECT_ID_FIELD] = static_cast<LLSD::Integer>(objectp->getLocalID()); + if (!itFace->second.isNull()) + { + faceData[MATERIALS_CAP_MATERIAL_FIELD] = itFace->second.asLLSD(); + } + facesData.append(faceData); + face_map.erase(itFace++); + } + if (face_map.empty()) + { + mPutQueue.erase(itQueue); + } } - facesData.append(faceData); - face_map.erase(itFace++); - } - if (face_map.empty()) - { - mPutQueue.erase(itQueue); } } @@ -773,10 +777,26 @@ void LLMaterialMgr::clearGetQueues(const LLUUID& region_id) mGetAllPending.erase(region_id); mGetAllCallbacks.erase(region_id); } - void LLMaterialMgr::onRegionRemoved(LLViewerRegion* regionp) { clearGetQueues(regionp->getRegionID()); // Put doesn't need clearing: objects that can't be found will clean up in processPutQueue() } +U32 LLMaterialMgr::getMaxEntries(const LLViewerRegion* regionp) +{ + LLSD sim_features; + regionp->getSimulatorFeatures(sim_features); + U32 max_entries; + if ( sim_features.has( SIM_FEATURE_MAX_MATERIALS_PER_TRANSACTION ) + && sim_features[ SIM_FEATURE_MAX_MATERIALS_PER_TRANSACTION ].isInteger()) + { + max_entries = sim_features[ SIM_FEATURE_MAX_MATERIALS_PER_TRANSACTION ].asInteger(); + } + else + { + max_entries = MATERIALS_DEFAULT_MAX_ENTRIES; + } + return max_entries; +} + diff --git a/indra/newview/llmaterialmgr.h b/indra/newview/llmaterialmgr.h index e317a791ad..e83f1f4e01 100644 --- a/indra/newview/llmaterialmgr.h +++ b/indra/newview/llmaterialmgr.h @@ -124,6 +124,8 @@ protected: put_queue_t mPutQueue; material_map_t mMaterials; + + U32 getMaxEntries(const LLViewerRegion* regionp); }; #endif // LL_LLMATERIALMGR_H diff --git a/indra/newview/llmeshrepository.cpp b/indra/newview/llmeshrepository.cpp index 83b7cae347..2e02805c02 100755 --- a/indra/newview/llmeshrepository.cpp +++ b/indra/newview/llmeshrepository.cpp @@ -1,3 +1,4 @@ + /** * @file llmeshrepository.cpp * @brief Mesh repository implementation. diff --git a/indra/newview/llpanelface.cpp b/indra/newview/llpanelface.cpp index 911af9df04..3869219da6 100755 --- a/indra/newview/llpanelface.cpp +++ b/indra/newview/llpanelface.cpp @@ -66,7 +66,7 @@ #include "llvovolume.h" #include "lluictrlfactory.h" #include "llpluginclassmedia.h" -#include "llviewertexturelist.h" +#include "llviewertexturelist.h"// Update sel manager as to which channel we're editing so it can reflect the correct overlay UI // // Constant definitions for comboboxes @@ -89,6 +89,19 @@ const S32 SHINY_TEXTURE = 4; // use supplied specular map // std::string USE_TEXTURE; +LLRender::eTexIndex LLPanelFace::getTextureChannelToEdit() +{ + LLComboBox* combobox_matmedia = getChild<LLComboBox>("combobox matmedia"); + LLComboBox* combobox_mattype = getChild<LLComboBox>("combobox mattype"); + + LLRender::eTexIndex channel_to_edit = (combobox_matmedia && combobox_matmedia->getCurrentIndex() == MATMEDIA_MATERIAL) ? + (combobox_mattype ? (LLRender::eTexIndex)combobox_mattype->getCurrentIndex() : LLRender::DIFFUSE_MAP) : LLRender::DIFFUSE_MAP; + + channel_to_edit = (channel_to_edit == LLRender::NORMAL_MAP) ? (getCurrentNormalMap().isNull() ? LLRender::DIFFUSE_MAP : channel_to_edit) : channel_to_edit; + channel_to_edit = (channel_to_edit == LLRender::SPECULAR_MAP) ? (getCurrentSpecularMap().isNull() ? LLRender::DIFFUSE_MAP : channel_to_edit) : channel_to_edit; + return channel_to_edit; +} + // Things the UI provides... // LLUUID LLPanelFace::getCurrentNormalMap() { return getChild<LLTextureCtrl>("bumpytexture control")->getImageAssetID(); } @@ -1194,7 +1207,8 @@ void LLPanelFace::updateUI() getChildView("checkbox fullbright")->setEnabled(editable); getChild<LLUICtrl>("checkbox fullbright")->setTentative(!identical_fullbright); } - + + // Repeats per meter { F32 repeats_diff = 1.f; @@ -1218,6 +1232,9 @@ void LLPanelFace::updateUI() F32 repeats = 1.0f; U32 material_type = (combobox_matmedia->getCurrentIndex() == MATMEDIA_MATERIAL) ? combobox_mattype->getCurrentIndex() : MATTYPE_DIFFUSE; + + LLSelectMgr::getInstance()->setTextureChannel(LLRender::eTexIndex(material_type)); + switch (material_type) { default: @@ -1328,18 +1345,6 @@ void LLPanelFace::updateUI() getChild<LLColorSwatchCtrl>("shinycolorswatch")->set(material->getSpecularLightColor(),TRUE); } - // Update sel manager as to which channel we're editing so it can reflect the correct overlay UI - // NORSPEC-103 - LLRender::eTexIndex channel_to_edit = (combobox_matmedia->getCurrentIndex() == MATMEDIA_MATERIAL) ? (LLRender::eTexIndex)combobox_mattype->getCurrentIndex() : LLRender::DIFFUSE_MAP; - - if ( ((channel_to_edit == LLRender::NORMAL_MAP) && material->getNormalID().isNull()) - ||((channel_to_edit == LLRender::SPECULAR_MAP) && material->getSpecularID().isNull())) - { - channel_to_edit = LLRender::DIFFUSE_MAP; - } - - LLSelectMgr::getInstance()->setTextureChannel(channel_to_edit); - // Bumpy (normal) texture_ctrl = getChild<LLTextureCtrl>("bumpytexture control"); texture_ctrl->setImageAssetID(material->getNormalID()); @@ -1365,10 +1370,6 @@ void LLPanelFace::updateUI() updateBumpyControls(!material->getNormalID().isNull(), true); } } - else - { - LLSelectMgr::getInstance()->setTextureChannel(LLRender::DIFFUSE_MAP); - } } // Set variable values for numeric expressions diff --git a/indra/newview/llpanelface.h b/indra/newview/llpanelface.h index 42c1f6bd48..834ad9e14c 100755 --- a/indra/newview/llpanelface.h +++ b/indra/newview/llpanelface.h @@ -100,6 +100,19 @@ public: void setMediaURL(const std::string& url); void setMediaType(const std::string& mime_type); + LLMaterialPtr createDefaultMaterial(LLMaterialPtr current_material) + { + LLMaterialPtr new_material(!current_material.isNull() ? new LLMaterial(current_material->asLLSD()) : new LLMaterial()); + llassert_always(new_material); + + // Preserve old diffuse alpha mode or assert correct default blend mode as appropriate for the alpha channel content of the diffuse texture + // + new_material->setDiffuseAlphaMode(current_material.isNull() ? (isAlpha() ? LLMaterial::DIFFUSE_ALPHA_MODE_BLEND : LLMaterial::DIFFUSE_ALPHA_MODE_NONE) : current_material->getDiffuseAlphaMode()); + return new_material; + } + + LLRender::eTexIndex getTextureChannelToEdit(); + protected: void getState(); @@ -178,6 +191,8 @@ protected: static F32 valueGlow(LLViewerObject* object, S32 face); + + private: bool isAlpha() { return mIsAlpha; } @@ -234,7 +249,7 @@ private: { if (_edit) { - LLMaterialPtr new_material(!current_material.isNull() ? new LLMaterial(current_material->asLLSD()) : new LLMaterial()); + LLMaterialPtr new_material = _panel->createDefaultMaterial(current_material); llassert_always(new_material); // Determine correct alpha mode for current diffuse texture @@ -242,10 +257,6 @@ private: // U8 default_alpha_mode = (_panel->isAlpha() ? LLMaterial::DIFFUSE_ALPHA_MODE_BLEND : LLMaterial::DIFFUSE_ALPHA_MODE_NONE); - // Default to matching expected state of UI - // - new_material->setDiffuseAlphaMode(current_material.isNull() ? default_alpha_mode : current_material->getDiffuseAlphaMode()); - // Do "It"! // _edit->apply(new_material); diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp index 0cbdbe16a3..7b397d46f3 100755 --- a/indra/newview/llselectmgr.cpp +++ b/indra/newview/llselectmgr.cpp @@ -91,7 +91,7 @@ #include "llvovolume.h" #include "pipeline.h" #include "llviewershadermgr.h" - +#include "llpanelface.h" #include "llglheaders.h" LLViewerObject* getSelectedParentObject(LLViewerObject *object) ; @@ -2534,7 +2534,7 @@ void LLSelectMgr::adjustTexturesByScale(BOOL send_to_sim, BOOL stretch) if (tep && !tep->getMaterialParams().isNull()) { LLMaterialPtr orig = tep->getMaterialParams(); - LLMaterialPtr p = new LLMaterial(orig->asLLSD()); + LLMaterialPtr p = gFloaterTools->getPanelFace()->createDefaultMaterial(orig); p->setNormalRepeat(normal_scale_s, normal_scale_t); p->setSpecularRepeat(specular_scale_s, specular_scale_t); @@ -2560,8 +2560,8 @@ void LLSelectMgr::adjustTexturesByScale(BOOL send_to_sim, BOOL stretch) if (tep && !tep->getMaterialParams().isNull()) { LLMaterialPtr orig = tep->getMaterialParams(); + LLMaterialPtr p = gFloaterTools->getPanelFace()->createDefaultMaterial(orig); - LLMaterialPtr p = new LLMaterial(orig->asLLSD()); p->setNormalRepeat(normal_scale_s, normal_scale_t); p->setSpecularRepeat(specular_scale_s, specular_scale_t); diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 4752e72de0..d7ae897604 100755 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -1500,6 +1500,8 @@ BOOL LLSpatialGroup::rebound() if (mOctreeNode->getChildCount() == 1 && mOctreeNode->getElementCount() == 0) { LLSpatialGroup* group = (LLSpatialGroup*) mOctreeNode->getChild(0)->getListener(0); + + //rebound single child group->rebound(); //copy single child's bounding box @@ -1508,10 +1510,11 @@ BOOL LLSpatialGroup::rebound() mExtents[0] = group->mExtents[0]; mExtents[1] = group->mExtents[1]; + //treat this node as a "chute" to a deeper level of the tree group->setState(SKIP_FRUSTUM_CHECK); } else if (mOctreeNode->isLeaf()) - { //copy object bounding box if this is a leaf + { //copy object bounding box if this is a leaf boundObjects(TRUE, mExtents[0], mExtents[1]); mBounds[0] = mObjectBounds[0]; mBounds[1] = mObjectBounds[1]; @@ -1520,14 +1523,17 @@ BOOL LLSpatialGroup::rebound() { LLVector4a& newMin = mExtents[0]; LLVector4a& newMax = mExtents[1]; + + //get bounding box of first child LLSpatialGroup* group = (LLSpatialGroup*) mOctreeNode->getChild(0)->getListener(0); group->clearState(SKIP_FRUSTUM_CHECK); group->rebound(); + //initialize to first child newMin = group->mExtents[0]; newMax = group->mExtents[1]; - //first, rebound children + //rebound remaining children, expanding bounding box to encompass children for (U32 i = 1; i < mOctreeNode->getChildCount(); i++) { group = (LLSpatialGroup*) mOctreeNode->getChild(i)->getListener(0); @@ -2520,7 +2526,7 @@ void pushBufferVerts(LLVertexBuffer* buffer, U32 mask) } } -void pushBufferVerts(LLSpatialGroup* group, U32 mask) +void pushBufferVerts(LLSpatialGroup* group, U32 mask, bool push_alpha = true) { if (group->mSpatialPartition->mRenderByGroup) { @@ -2529,7 +2535,10 @@ void pushBufferVerts(LLSpatialGroup* group, U32 mask) LLDrawInfo* params = *(group->mDrawMap.begin()->second.begin()); LLRenderPass::applyModelMatrix(*params); - pushBufferVerts(group->mVertexBuffer, mask); + if (push_alpha) + { + pushBufferVerts(group->mVertexBuffer, mask); + } for (LLSpatialGroup::buffer_map_t::iterator i = group->mBufferMap.begin(); i != group->mBufferMap.end(); ++i) { @@ -2543,10 +2552,10 @@ void pushBufferVerts(LLSpatialGroup* group, U32 mask) } } } - else + /*else { - drawBox(group->mBounds[0], group->mBounds[1]); - } + //drawBox(group->mBounds[0], group->mBounds[1]); + }*/ } void pushVertsColorCoded(LLSpatialGroup* group, U32 mask) @@ -2719,18 +2728,54 @@ void renderOctree(LLSpatialGroup* group) // drawBoxOutline(LLVector3(node->getCenter()), LLVector3(node->getSize())); } +std::set<LLSpatialGroup*> visible_selected_groups; + void renderVisibility(LLSpatialGroup* group, LLCamera* camera) { - LLGLEnable blend(GL_BLEND); + /*LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ALPHA); LLGLEnable cull(GL_CULL_FACE); - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);*/ - BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && group->isVisible() && + /*BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && group->isVisible() && !group->isEmpty(); + if (render_objects) { + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + + LLGLDisable blend(GL_BLEND); + gGL.diffuseColor4f(0.f, 0.75f, 0.f,0.5f); + pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX, false); + + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + glLineWidth(4.f); + gGL.diffuseColor4f(0.f, 0.5f, 0.f, 1.f); + pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX, false); + glLineWidth(1.f); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + bool selected = false; + + for (LLSpatialGroup::element_iter iter = group->getDataBegin(); iter != group->getDataEnd(); ++iter) + { + LLDrawable* drawable = *iter; + if (drawable->getVObj().notNull() && drawable->getVObj()->isSelected()) + { + selected = true; + break; + } + } + + if (selected) + { //store for rendering occlusion volume as overlay + visible_selected_groups.insert(group); + } + }*/ + + /*if (render_objects) + { LLGLDepthTest depth_under(GL_TRUE, GL_FALSE, GL_GREATER); gGL.diffuseColor4f(0, 0.5f, 0, 0.5f); gGL.diffuseColor4f(0, 0.5f, 0, 0.5f); @@ -2754,6 +2799,59 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera) gGL.diffuseColor4f(0.f, 0.75f, 0.f,0.5f); gGL.diffuseColor4f(0.f, 0.75f, 0.f, 0.5f); pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX); + + bool selected = false; + + for (LLSpatialGroup::element_iter iter = group->getDataBegin(); iter != group->getDataEnd(); ++iter) + { + LLDrawable* drawable = *iter; + if (drawable->getVObj().notNull() && drawable->getVObj()->isSelected()) + { + selected = true; + break; + } + } + + if (selected) + { //store for rendering occlusion volume as overlay + visible_selected_groups.insert(group); + } + } + }*/ +} + +void renderXRay(LLSpatialGroup* group, LLCamera* camera) +{ + BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && group->isVisible() && + !group->isEmpty(); + + if (render_objects) + { + pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX, false); + + bool selected = false; + + for (LLSpatialGroup::element_iter iter = group->getDataBegin(); iter != group->getDataEnd(); ++iter) + { + LLDrawable* drawable = *iter; + if (drawable->getVObj().notNull() && drawable->getVObj()->isSelected()) + { + selected = true; + break; + } + } + + if (selected) + { //store for rendering occlusion volume as overlay + + if (!group->mSpatialPartition->isBridge()) + { + visible_selected_groups.insert(group); + } + else + { + visible_selected_groups.insert(group->mSpatialPartition->asBridge()->getSpatialGroup()); + } } } } @@ -4247,6 +4345,48 @@ public: } }; +class LLOctreeRenderXRay : public LLOctreeTraveler<LLDrawable> +{ +public: + LLCamera* mCamera; + LLOctreeRenderXRay(LLCamera* camera): mCamera(camera) {} + + virtual void traverse(const LLSpatialGroup::OctreeNode* node) + { + LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0); + + if (!mCamera || mCamera->AABBInFrustumNoFarClip(group->mBounds[0], group->mBounds[1])) + { + node->accept(this); + stop_glerror(); + + for (U32 i = 0; i < node->getChildCount(); i++) + { + traverse(node->getChild(i)); + stop_glerror(); + } + + //render visibility wireframe + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION)) + { + group->rebuildGeom(); + group->rebuildMesh(); + + gGL.flush(); + gGL.pushMatrix(); + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + renderXRay(group, mCamera); + stop_glerror(); + gGLLastMatrix = NULL; + gGL.popMatrix(); + } + } + } + + virtual void visit(const LLSpatialGroup::OctreeNode* node) {} + +}; class LLOctreeRenderPhysicsShapes : public LLOctreeTraveler<LLDrawable> { @@ -4474,6 +4614,26 @@ void LLSpatialPartition::renderDebug() LLOctreeRenderNonOccluded render_debug(camera); render_debug.traverse(mOctree); + + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION)) + { + { + LLGLEnable cull(GL_CULL_FACE); + + LLGLEnable blend(GL_BLEND); + LLGLDepthTest depth_under(GL_TRUE, GL_FALSE, GL_GREATER); + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + gGL.diffuseColor4f(0.5f, 0.0f, 0, 0.25f); + + LLGLEnable offset(GL_POLYGON_OFFSET_LINE); + glPolygonOffset(-1.f, -1.f); + + LLOctreeRenderXRay xray(camera); + xray.traverse(mOctree); + + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } + } if (LLGLSLShader::sNoFixedFunction) { gDebugProgram.unbind(); diff --git a/indra/newview/lltooldraganddrop.cpp b/indra/newview/lltooldraganddrop.cpp index e085834326..ef7d0cd81b 100755 --- a/indra/newview/lltooldraganddrop.cpp +++ b/indra/newview/lltooldraganddrop.cpp @@ -58,6 +58,7 @@ #include "llviewerwindow.h" #include "llvoavatarself.h" #include "llworld.h" +#include "llpanelface.h" // syntactic sugar #define callMemberFunction(object,ptrToMember) ((object).*(ptrToMember)) @@ -1163,7 +1164,51 @@ void LLToolDragAndDrop::dropTextureOneFace(LLViewerObject* hit_obj, // update viewer side image in anticipation of update from simulator LLViewerTexture* image = LLViewerTextureManager::getFetchedTexture(asset_id); LLViewerStats::getInstance()->incStat(LLViewerStats::ST_EDIT_TEXTURE_COUNT ); - hit_obj->setTEImage(hit_face, image); + + LLTextureEntry* tep = hit_obj ? (hit_obj->getTE(hit_face)) : NULL; + + LLPanelFace* panel_face = gFloaterTools->getPanelFace(); + + if (gFloaterTools->getVisible() && panel_face) + { + switch (LLSelectMgr::getInstance()->getTextureChannel()) + { + + case 0: + default: + { + hit_obj->setTEImage(hit_face, image); + } + break; + + case 1: + { + LLMaterialPtr old_mat = tep->getMaterialParams(); + LLMaterialPtr new_mat = panel_face->createDefaultMaterial(old_mat); + new_mat->setNormalID(asset_id); + tep->setMaterialParams(new_mat); + hit_obj->setTENormalMap(hit_face, asset_id); + LLMaterialMgr::getInstance()->put(hit_obj->getID(), hit_face, *new_mat); + } + break; + + case 2: + { + LLMaterialPtr old_mat = tep->getMaterialParams(); + LLMaterialPtr new_mat = panel_face->createDefaultMaterial(old_mat); + new_mat->setSpecularID(asset_id); + tep->setMaterialParams(new_mat); + hit_obj->setTESpecularMap(hit_face, asset_id); + LLMaterialMgr::getInstance()->put(hit_obj->getID(), hit_face, *new_mat); + } + break; + } + } + else + { + hit_obj->setTEImage(hit_face, image); + } + dialog_refresh_all(); // send the update to the simulator diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index eb7b467855..422f18566f 100755 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -673,6 +673,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) static LLCullResult result; LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; + LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE; gPipeline.updateCull(*LLViewerCamera::getInstance(), result, water_clip); stop_glerror(); @@ -879,7 +880,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) //} LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE; - + LLGLState::checkStates(); LLGLState::checkClientArrays(); diff --git a/indra/newview/llviewerregion.cpp b/indra/newview/llviewerregion.cpp index 8caa91c8c9..778c0ee61a 100755 --- a/indra/newview/llviewerregion.cpp +++ b/indra/newview/llviewerregion.cpp @@ -1227,7 +1227,7 @@ void LLViewerRegion::getInfo(LLSD& info) info["Region"]["Handle"]["y"] = (LLSD::Integer)y; } -void LLViewerRegion::getSimulatorFeatures(LLSD& sim_features) +void LLViewerRegion::getSimulatorFeatures(LLSD& sim_features) const { sim_features = mSimulatorFeatures; diff --git a/indra/newview/llviewerregion.h b/indra/newview/llviewerregion.h index e20ad0942c..e2cc95f232 100755 --- a/indra/newview/llviewerregion.h +++ b/indra/newview/llviewerregion.h @@ -293,7 +293,7 @@ public: bool meshRezEnabled() const; bool meshUploadEnabled() const; - void getSimulatorFeatures(LLSD& info); + void getSimulatorFeatures(LLSD& info) const; void setSimulatorFeatures(const LLSD& info); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index ca0077bf27..dfe4147d94 100755 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -42,22 +42,6 @@ #include "llvosky.h" #include "llrender.h" -#if LL_DARWIN -#include "OpenGL/OpenGL.h" - -// include spec exp clamp to fix older mac rendering artifacts -// -#define SINGLE_FP_PERMUTATION(shader) \ - if (gGLManager.mIsMobileGF) \ - { \ - shader.addPermutation("SINGLE_FP_ONLY","1"); \ - } - - -#else -#define SINGLE_FP_PERMUTATION(shader) -#endif - #ifdef LL_RELEASE_FOR_DOWNLOAD #define UNIFORM_ERRS LL_WARNS_ONCE("Shader") #else @@ -100,6 +84,8 @@ LLGLSLShader gTwoTextureAddProgram; LLGLSLShader gOneTextureNoColorProgram; LLGLSLShader gDebugProgram; LLGLSLShader gClipProgram; +LLGLSLShader gDownsampleDepthProgram; +LLGLSLShader gDownsampleDepthRectProgram; LLGLSLShader gAlphaMaskProgram; //object shaders @@ -204,7 +190,7 @@ LLGLSLShader gDeferredTreeShadowProgram; LLGLSLShader gDeferredAvatarProgram; LLGLSLShader gDeferredAvatarAlphaProgram; LLGLSLShader gDeferredLightProgram; -LLGLSLShader gDeferredMultiLightProgram; +LLGLSLShader gDeferredMultiLightProgram[16]; LLGLSLShader gDeferredSpotLightProgram; LLGLSLShader gDeferredMultiSpotLightProgram; LLGLSLShader gDeferredSunProgram; @@ -668,6 +654,8 @@ void LLViewerShaderMgr::unloadShaders() gOcclusionCubeProgram.unload(); gDebugProgram.unload(); gClipProgram.unload(); + gDownsampleDepthProgram.unload(); + gDownsampleDepthRectProgram.unload(); gAlphaMaskProgram.unload(); gUIProgram.unload(); gPathfindingProgram.unload(); @@ -1090,7 +1078,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredImpostorProgram.unload(); gDeferredTerrainProgram.unload(); gDeferredLightProgram.unload(); - gDeferredMultiLightProgram.unload(); + for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i) + { + gDeferredMultiLightProgram[i].unload(); + } gDeferredSpotLightProgram.unload(); gDeferredMultiSpotLightProgram.unload(); gDeferredSunProgram.unload(); @@ -1270,8 +1261,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() bool has_skin = i & 0x10; gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0"); - SINGLE_FP_PERMUTATION(gDeferredMaterialProgram[i]); - if (has_skin) { gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true; @@ -1330,22 +1319,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredLightProgram); - success = gDeferredLightProgram.createShader(NULL, NULL); } - if (success) + for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++) { - gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader"; - gDeferredMultiLightProgram.mShaderFiles.clear(); - gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - - SINGLE_FP_PERMUTATION(gDeferredMultiLightProgram); - - success = gDeferredMultiLightProgram.createShader(NULL, NULL); + if (success) + { + gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i); + gDeferredMultiLightProgram[i].mShaderFiles.clear(); + gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredMultiLightProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1)); + success = gDeferredMultiLightProgram[i].createShader(NULL, NULL); + } } if (success) @@ -1356,8 +1344,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredSpotLightProgram); - success = gDeferredSpotLightProgram.createShader(NULL, NULL); } @@ -1369,8 +1355,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredMultiSpotLightProgram); - success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL); } @@ -1398,8 +1382,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredSunProgram); - success = gDeferredSunProgram.createShader(NULL, NULL); } @@ -1411,8 +1393,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredBlurLightProgram); - success = gDeferredBlurLightProgram.createShader(NULL, NULL); } @@ -1444,8 +1424,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredAlphaProgram); - success = gDeferredAlphaProgram.createShader(NULL, NULL); // Hack @@ -1562,8 +1540,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredSoftenProgram); - if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { //if using SSAO, take screen space light map into account as if shadows are enabled gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2); @@ -2968,6 +2944,26 @@ BOOL LLViewerShaderMgr::loadShadersInterface() if (success) { + gDownsampleDepthProgram.mName = "DownsampleDepth Shader"; + gDownsampleDepthProgram.mShaderFiles.clear(); + gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB)); + gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDownsampleDepthProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gDownsampleDepthProgram.createShader(NULL, NULL); + } + + 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)); diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 1076f4778f..a685ce5914 100755 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -30,6 +30,8 @@ #include "llshadermgr.h" #include "llmaterial.h" +#define LL_DEFERRED_MULTI_LIGHT_COUNT 16 + class LLViewerShaderMgr: public LLShaderMgr { public: @@ -164,6 +166,8 @@ extern LLGLSLShader gSplatTextureRectProgram; extern LLGLSLShader gGlowCombineFXAAProgram; extern LLGLSLShader gDebugProgram; extern LLGLSLShader gClipProgram; +extern LLGLSLShader gDownsampleDepthProgram; +extern LLGLSLShader gDownsampleDepthRectProgram; //output tex0[tc0] + tex1[tc1] extern LLGLSLShader gTwoTextureAddProgram; @@ -256,6 +260,7 @@ extern LLGLSLShader gWLCloudProgram; extern LLGLSLShader gPostColorFilterProgram; extern LLGLSLShader gPostNightVisionProgram; + // Deferred rendering shaders extern LLGLSLShader gDeferredImpostorProgram; extern LLGLSLShader gDeferredWaterProgram; @@ -272,7 +277,7 @@ extern LLGLSLShader gDeferredTerrainProgram; extern LLGLSLShader gDeferredTreeProgram; extern LLGLSLShader gDeferredTreeShadowProgram; extern LLGLSLShader gDeferredLightProgram; -extern LLGLSLShader gDeferredMultiLightProgram; +extern LLGLSLShader gDeferredMultiLightProgram[LL_DEFERRED_MULTI_LIGHT_COUNT]; extern LLGLSLShader gDeferredSpotLightProgram; extern LLGLSLShader gDeferredMultiSpotLightProgram; extern LLGLSLShader gDeferredSunProgram; @@ -303,7 +308,6 @@ extern LLGLSLShader gDeferredSkinnedFullbrightShinyProgram; extern LLGLSLShader gDeferredSkinnedFullbrightProgram; extern LLGLSLShader gNormalMapGenProgram; - // Deferred materials shaders extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index e26c54c23c..4835ffcd8f 100755 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3546,7 +3546,12 @@ F32 LLVOVolume::getBinRadius() } else if (mDrawable->isStatic()) { - radius = llmax((S32) mDrawable->getRadius(), 1)*size_factor; + F32 szf = size_factor; + + radius = llmax(mDrawable->getRadius(), szf); + + radius = powf(radius, 1.f+szf/radius); + radius *= 1.f + mDrawable->mDistanceWRTCamera * distance_factor[1]; radius += mDrawable->mDistanceWRTCamera * distance_factor[0]; } @@ -5483,7 +5488,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFac mode == LLMaterial::DIFFUSE_ALPHA_MODE_EMISSIVE; } - bool use_legacy_bump = te->getBumpmap() && (!mat || mat->getNormalID().isNull()); + bool use_legacy_bump = te->getBumpmap() && (te->getBumpmap() < 18) && (!mat || mat->getNormalID().isNull()); if (mat && LLPipeline::sRenderDeferred && !hud_group) { diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index c59f05ef0d..231508e253 100755 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -111,6 +111,8 @@ #include "llpathinglib.h" #include "llfloaterpathfindingconsole.h" #include "llfloaterpathfindingcharacters.h" +#include "llfloatertools.h" +#include "llpanelface.h" #include "llpathfindingpathtool.h" #ifdef _DEBUG @@ -291,7 +293,7 @@ std::string gPoolNames[] = "POOL_ALPHA" }; -void drawBox(const LLVector3& c, const LLVector3& r); +void drawBox(const LLVector4a& c, const LLVector4a& r); void drawBoxOutline(const LLVector3& pos, const LLVector3& size); U32 nhpo2(U32 v); LLVertexBuffer* ll_create_cube_vb(U32 type_mask, U32 usage); @@ -942,9 +944,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) S32 shadow_detail = RenderShadowDetail; BOOL ssao = RenderDeferredSSAO; + const U32 occlusion_divisor = 3; + //allocate deferred rendering color buffers if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mOcclusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!addDeferredAttachments(mDeferredScreen)) return false; GLuint screenFormat = GL_RGBA16; @@ -985,6 +990,7 @@ 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; } } else @@ -992,6 +998,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) for (U32 i = 0; i < 4; i++) { mShadow[i].release(); + mShadowOcclusion[i].release(); } } @@ -1004,6 +1011,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) for (U32 i = 4; i < 6; i++) { if (!mShadow[i].allocate(spot_shadow_map_width, height, 0, TRUE, FALSE)) return false; + if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE)) return false; } } else @@ -1011,6 +1019,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) for (U32 i = 4; i < 6; i++) { mShadow[i].release(); + mShadowOcclusion[i].release(); } } @@ -1027,11 +1036,13 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) for (U32 i = 0; i < 6; i++) { mShadow[i].release(); + mShadowOcclusion[i].release(); } mFXAABuffer.release(); mScreen.release(); mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first mDeferredDepth.release(); + mOcclusionDepth.release(); if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } @@ -1404,12 +1415,20 @@ void LLPipeline::createLUTBuffers() } } - LLImageGL::generateTextures(LLTexUnit::TT_TEXTURE, GL_R16F, 1, &mLightFunc); + U32 pix_format = GL_R16F; +#if LL_DARWIN + // Need to work around limited precision with 10.6.8 and older drivers + // + pix_format = GL_R32F; +#endif + LLImageGL::generateTextures(LLTexUnit::TT_TEXTURE, pix_format, 1, &mLightFunc); gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); - LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R16F, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, pix_format, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false); //LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_UNSIGNED_BYTE, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, ls, false); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); delete [] ls; } @@ -2443,7 +2462,14 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl if (to_texture) { - mScreen.bindTarget(); + if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) + { + mOcclusionDepth.bindTarget(); + } + else + { + mScreen.bindTarget(); + } } if (sUseOcclusion > 1) @@ -2581,7 +2607,14 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl if (to_texture) { - mScreen.flush(); + if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) + { + mOcclusionDepth.flush(); + } + else + { + mScreen.flush(); + } } } @@ -2649,6 +2682,73 @@ void LLPipeline::markOccluder(LLSpatialGroup* group) } } +void LLPipeline::downsampleDepthBuffer(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_DEPTH_BUFFER_BIT); + + 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 = &gDownsampleDepthRectProgram; + shader->bind(); + shader->uniform2f("delta", 1.f, 1.f); + shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight()); + } + else + { + shader = &gDownsampleDepthProgram; + shader->bind(); + shader->uniform2f("delta", 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_TRUE, GL_TRUE, 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::doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space) +{ + downsampleDepthBuffer(source, dest, scratch_space); + dest.bindTarget(); + doOcclusion(camera); + dest.flush(); +} + void LLPipeline::doOcclusion(LLCamera& camera) { if (LLPipeline::sUseOcclusion > 1 && sCull->hasOcclusionGroups()) @@ -3878,7 +3978,7 @@ void LLPipeline::postSort(LLCamera& camera) { mSelectedFaces.clear(); - LLPipeline::setRenderHighlightTextureChannel(LLSelectMgr::getInstance()->getTextureChannel()); + LLPipeline::setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit()); // Draw face highlights for selected faces. if (LLSelectMgr::getInstance()->getTEMode()) @@ -4561,7 +4661,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) gGL.setColorMask(true, false); } -void LLPipeline::renderGeomPostDeferred(LLCamera& camera) +void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) { LLFastTimer t(FTM_POST_DEFERRED_POOLS); U32 cur_type = 0; @@ -4576,7 +4676,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) gGL.setColorMask(true, false); pool_set_t::iterator iter1 = mPools.begin(); - BOOL occlude = LLPipeline::sUseOcclusion > 1; + BOOL occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion; while ( iter1 != mPools.end() ) { @@ -4590,7 +4690,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); LLGLSLShader::bindNoShader(); - doOcclusion(camera); + doOcclusion(camera, mScreen, mOcclusionDepth, &mDeferredDepth); gGL.setColorMask(true, false); } @@ -4796,6 +4896,7 @@ void LLPipeline::renderPhysicsDisplay() mPhysicsDisplay.flush(); } +extern std::set<LLSpatialGroup*> visible_selected_groups; void LLPipeline::renderDebug() { @@ -5206,6 +5307,27 @@ void LLPipeline::renderDebug() } } + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION) && LLGLSLShader::sNoFixedFunction) + { //render visible selected group occlusion geometry + gDebugProgram.bind(); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + gGL.diffuseColor3f(1,0,1); + for (std::set<LLSpatialGroup*>::iterator iter = visible_selected_groups.begin(); iter != visible_selected_groups.end(); ++iter) + { + LLSpatialGroup* group = *iter; + + LLVector4a fudge; + fudge.splat(0.25f); //SG_OCCLUSION_FUDGE + + LLVector4a size; + size.setAdd(fudge, group->mBounds[1]); + + drawBox(group->mBounds[0], size); + } + } + + visible_selected_groups.clear(); + if (LLGLSLShader::sNoFixedFunction) { gUIProgram.bind(); @@ -5860,9 +5982,9 @@ void LLPipeline::setupAvatarLights(BOOL for_edit) if (LLPipeline::sRenderDeferred) { - diffuse.mV[0] = powf(diffuse.mV[0], 2.2f); + /*diffuse.mV[0] = powf(diffuse.mV[0], 2.2f); diffuse.mV[1] = powf(diffuse.mV[1], 2.2f); - diffuse.mV[2] = powf(diffuse.mV[2], 2.2f); + diffuse.mV[2] = powf(diffuse.mV[2], 2.2f);*/ } mHWLightColors[1] = diffuse; @@ -5907,9 +6029,9 @@ void LLPipeline::setupAvatarLights(BOOL for_edit) if (LLPipeline::sRenderDeferred) { - backlight_diffuse.mV[0] = powf(backlight_diffuse.mV[0], 2.2f); + /*backlight_diffuse.mV[0] = powf(backlight_diffuse.mV[0], 2.2f); backlight_diffuse.mV[1] = powf(backlight_diffuse.mV[1], 2.2f); - backlight_diffuse.mV[2] = powf(backlight_diffuse.mV[2], 2.2f); + backlight_diffuse.mV[2] = powf(backlight_diffuse.mV[2], 2.2f);*/ } mHWLightColors[1] = backlight_diffuse; @@ -6121,9 +6243,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) if (LLPipeline::sRenderDeferred) { - light_diffuse.mV[0] = powf(light_diffuse.mV[0], 2.2f); + /*light_diffuse.mV[0] = powf(light_diffuse.mV[0], 2.2f); light_diffuse.mV[1] = powf(light_diffuse.mV[1], 2.2f); - light_diffuse.mV[2] = powf(light_diffuse.mV[2], 2.2f); + light_diffuse.mV[2] = powf(light_diffuse.mV[2], 2.2f);*/ } mHWLightColors[0] = light_diffuse; @@ -6196,9 +6318,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) if (LLPipeline::sRenderDeferred) { - light_color.mV[0] = powf(light_color.mV[0], 2.2f); + /*light_color.mV[0] = powf(light_color.mV[0], 2.2f); light_color.mV[1] = powf(light_color.mV[1], 2.2f); - light_color.mV[2] = powf(light_color.mV[2], 2.2f); + light_color.mV[2] = powf(light_color.mV[2], 2.2f);*/ } mHWLightColors[cur_light] = light_color; @@ -6211,7 +6333,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) if (sRenderDeferred) { F32 size = light_radius*1.5f; - light_state->setLinearAttenuation(size*size); + light_state->setLinearAttenuation(size); light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f); } else @@ -6276,9 +6398,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) if (LLPipeline::sRenderDeferred) { - light_color.mV[0] = powf(light_color.mV[0], 2.2f); + /*light_color.mV[0] = powf(light_color.mV[0], 2.2f); light_color.mV[1] = powf(light_color.mV[1], 2.2f); - light_color.mV[2] = powf(light_color.mV[2], 2.2f); + light_color.mV[2] = powf(light_color.mV[2], 2.2f);*/ } mHWLightColors[2] = light_color; @@ -8278,11 +8400,7 @@ void LLPipeline::renderDeferredLighting() LLStrider<LLVector3> vert; mDeferredVB->getVertexStrider(vert); - LLStrider<LLVector2> tc0; - LLStrider<LLVector2> tc1; - mDeferredVB->getTexCoord0Strider(tc0); - mDeferredVB->getTexCoord1Strider(tc1); - + vert[0].set(-1,1,0); vert[1].set(-1,-3,0); vert[2].set(3,1,0); @@ -8462,7 +8580,7 @@ void LLPipeline::renderDeferredLighting() LLPipeline::END_RENDER_TYPES); - renderGeomPostDeferred(*LLViewerCamera::getInstance()); + renderGeomPostDeferred(*LLViewerCamera::getInstance(), false); gPipeline.popRenderTypeMask(); } @@ -8556,13 +8674,13 @@ void LLPipeline::renderDeferredLighting() continue; } - col.mV[0] = powf(col.mV[0], 2.2f); + /*col.mV[0] = powf(col.mV[0], 2.2f); col.mV[1] = powf(col.mV[1], 2.2f); - col.mV[2] = powf(col.mV[2], 2.2f); + col.mV[2] = powf(col.mV[2], 2.2f);*/ LLFastTimer ftm(FTM_LOCAL_LIGHTS); gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); - gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); gGL.syncMatrices(); @@ -8583,7 +8701,7 @@ void LLPipeline::renderDeferredLighting() glh::vec3f tc(c); mat.mult_matrix_vec(tc); - fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s*s)); + fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f)); } } @@ -8616,12 +8734,12 @@ void LLPipeline::renderDeferredLighting() setupSpotLight(gDeferredSpotLightProgram, drawablep); LLColor3 col = volume->getLightColor(); - col.mV[0] = powf(col.mV[0], 2.2f); + /*col.mV[0] = powf(col.mV[0], 2.2f); col.mV[1] = powf(col.mV[1], 2.2f); - col.mV[2] = powf(col.mV[2], 2.2f); + col.mV[2] = powf(col.mV[2], 2.2f);*/ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); - gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); gGL.syncMatrices(); @@ -8639,10 +8757,6 @@ void LLPipeline::renderDeferredLighting() vert[2].set(3,1,0); { - bindDeferredShader(gDeferredMultiLightProgram); - - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - LLGLDepthTest depth(GL_FALSE); //full screen blit @@ -8654,7 +8768,7 @@ void LLPipeline::renderDeferredLighting() U32 count = 0; - const U32 max_count = 8; + const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT; LLVector4 light[max_count]; LLVector4 col[max_count]; @@ -8668,26 +8782,29 @@ void LLPipeline::renderDeferredLighting() col[count] = light_colors.front(); light_colors.pop_front(); - col[count].mV[0] = powf(col[count].mV[0], 2.2f); + /*col[count].mV[0] = powf(col[count].mV[0], 2.2f); col[count].mV[1] = powf(col[count].mV[1], 2.2f); - col[count].mV[2] = powf(col[count].mV[2], 2.2f); + col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/ - far_z = llmin(light[count].mV[2]-sqrtf(light[count].mV[3]), far_z); + far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z); //col[count] = pow4fsrgb(col[count], 2.2f); count++; if (count == max_count || fullscreen_lights.empty()) { - gDeferredMultiLightProgram.uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); - gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light); - gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col); - gDeferredMultiLightProgram.uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); + U32 idx = count-1; + bindDeferredShader(gDeferredMultiLightProgram[idx]); + gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); + gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light); + gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col); + gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); far_z = 0.f; count = 0; + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } } - unbindDeferredShader(gDeferredMultiLightProgram); + unbindDeferredShader(gDeferredMultiLightProgram[0]); bindDeferredShader(gDeferredMultiSpotLightProgram); @@ -8715,12 +8832,12 @@ void LLPipeline::renderDeferredLighting() LLColor3 col = volume->getLightColor(); - col.mV[0] = powf(col.mV[0], 2.2f); + /*col.mV[0] = powf(col.mV[0], 2.2f); col.mV[1] = powf(col.mV[1], 2.2f); - col.mV[2] = powf(col.mV[2], 2.2f); + col.mV[2] = powf(col.mV[2], 2.2f);*/ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); - gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); @@ -9396,9 +9513,15 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gDeferredShadowCubeProgram.bind(); } + LLRenderTarget& occlusion_target = mShadowOcclusion[LLViewerCamera::sCurCameraID-1]; + + occlusion_target.bindTarget(); updateCull(shadow_cam, result); + occlusion_target.flush(); + stateSort(shadow_cam, result); + //generate shadow map gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); @@ -9486,7 +9609,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gDeferredShadowCubeProgram.bind(); gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); - doOcclusion(shadow_cam); + + LLRenderTarget& occlusion_source = mShadow[LLViewerCamera::sCurCameraID-1]; + + doOcclusion(shadow_cam, occlusion_source, occlusion_target); if (use_shader) { diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 0f2a807f7a..f0bebbe20d 100755 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -177,6 +177,12 @@ public: // Object related methods void markVisible(LLDrawable *drawablep, LLCamera& camera); void markOccluder(LLSpatialGroup* group); + + //downsample source to dest, taking the maximum depth value per pixel in source and writing to dest + // 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); + + void doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL); void doOcclusion(LLCamera& camera); void markNotCulled(LLSpatialGroup* group, LLCamera &camera); void markMoved(LLDrawable *drawablep, BOOL damped_motion = FALSE); @@ -282,7 +288,7 @@ public: void renderGeom(LLCamera& camera, BOOL forceVBOUpdate = FALSE); void renderGeomDeferred(LLCamera& camera); - void renderGeomPostDeferred(LLCamera& camera); + void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true); void renderGeomShadow(LLCamera& camera); void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF); void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep); @@ -610,6 +616,7 @@ public: LLRenderTarget mFXAABuffer; LLRenderTarget mEdgeMap; LLRenderTarget mDeferredDepth; + LLRenderTarget mOcclusionDepth; LLRenderTarget mDeferredLight; LLRenderTarget mHighlight; LLRenderTarget mPhysicsDisplay; @@ -622,6 +629,7 @@ public: //sun shadow map LLRenderTarget mShadow[6]; + LLRenderTarget mShadowOcclusion[6]; std::vector<LLVector3> mShadowFrustPoints[4]; LLVector4 mShadowError; LLVector4 mShadowFOV; diff --git a/indra/newview/viewer_manifest.py b/indra/newview/viewer_manifest.py index 35451c9621..53a3e732ca 100755 --- a/indra/newview/viewer_manifest.py +++ b/indra/newview/viewer_manifest.py @@ -172,7 +172,7 @@ class ViewerManifest(LLManifest): def app_name(self): app_suffix='Test' channel_type=self.channel_lowerword() - if channel_type == 'release' : + if channel_type.startswith('release') : app_suffix='Viewer' elif re.match('^(beta|project).*',channel_type) : app_suffix=self.channel_unique() @@ -182,8 +182,8 @@ class ViewerManifest(LLManifest): icon_path="icons/" channel_type=self.channel_lowerword() print "Icon channel type '%s'" % channel_type - if channel_type == 'release' : - icon_path += channel_type + if channel_type.startswith('release') : + icon_path += 'release' elif re.match('^beta.*',channel_type) : icon_path += 'beta' elif re.match('^project.*',channel_type) : @@ -242,7 +242,7 @@ class WindowsManifest(ViewerManifest): def final_exe(self): app_suffix="Test" channel_type=self.channel_lowerword() - if channel_type == 'release' : + if channel_type.startswith('release') : app_suffix='' elif re.match('^(beta|project).*',channel_type) : app_suffix=''.join(self.channel_unique().split()) |