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-rw-r--r--indra/llrender/llshadermgr.cpp2
-rw-r--r--indra/newview/CMakeLists.txt8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl169
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl141
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/waterF.glsl192
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterF.glsl237
-rw-r--r--indra/newview/lldrawpoolwater.cpp28
-rw-r--r--indra/newview/lldrawpoolwater.h26
-rw-r--r--indra/newview/llreflectionmapmanager.cpp13
-rw-r--r--indra/newview/llreflectionmapmanager.h2
-rw-r--r--indra/newview/llviewerdisplay.cpp2
-rw-r--r--indra/newview/llviewerregion.cpp42
-rw-r--r--indra/newview/llviewerregion.h8
-rw-r--r--indra/newview/llviewershadermgr.cpp4
-rw-r--r--indra/newview/pipeline.cpp33
16 files changed, 576 insertions, 348 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 8807433d80..a363eac59e 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -214,7 +214,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
// we want this BEFORE shadows and AO because those facilities use pos/norm access
- if (features->isDeferred)
+ if (features->isDeferred || features->hasReflectionProbes)
{
if (!shader->attachFragmentObject("deferred/deferredUtil.glsl"))
{
diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt
index 39baa23778..bfc41e3153 100644
--- a/indra/newview/CMakeLists.txt
+++ b/indra/newview/CMakeLists.txt
@@ -1688,6 +1688,14 @@ set_source_files_properties(${viewer_XUI_FILES}
list(APPEND viewer_SOURCE_FILES ${viewer_XUI_FILES})
+file(GLOB_RECURSE viewer_SHADER_FILES LIST_DIRECTORIES TRUE
+ ${CMAKE_CURRENT_SOURCE_DIR}/app_settings/shaders/*.glsl)
+source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR}/app_settings/shaders PREFIX "Shaders" FILES ${viewer_SHADER_FILES})
+set_source_files_properties(${viewer_SHADER_FILES}
+ PROPERTIES HEADER_FILE_ONLY TRUE)
+list(APPEND viewer_SOURCE_FILES ${viewer_SHADER_FILES})
+
+
set(viewer_APPSETTINGS_FILES
app_settings/anim.ini
app_settings/cmd_line.xml
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 58a444a763..876422f86b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -22,170 +22,15 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-#extension GL_ARB_texture_rectangle : enable
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
+// debug stub
out vec4 frag_data[4];
-#else
-#define frag_data gl_FragData
-#endif
-
-vec3 scaleSoftClip(vec3 inColor);
-vec3 atmosTransport(vec3 inColor);
-
-uniform sampler2D bumpMap;
-uniform sampler2D bumpMap2;
-uniform float blend_factor;
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-uniform float sunAngle;
-uniform float sunAngle2;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform float refScale;
-uniform float kd;
-uniform vec2 screenRes;
-uniform vec3 normScale;
-uniform float fresnelScale;
-uniform float fresnelOffset;
-uniform float blurMultiplier;
-uniform vec2 screen_res;
-uniform mat4 norm_mat; //region space to screen space
-uniform int water_edge;
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-VARYING vec4 vary_position;
-
-vec2 encode_normal(vec3 n);
-vec3 scaleSoftClip(vec3 l);
-vec3 srgb_to_linear(vec3 c);
-vec3 linear_to_srgb(vec3 c);
-vec3 BlendNormal(vec3 bump1, vec3 bump2)
+void main()
{
- vec3 n = mix(bump1, bump2, blend_factor);
- return n;
-}
-
-void main()
-{
- vec4 color;
- float dist = length(view.xyz);
-
- //normalize view vector
- vec3 viewVec = normalize(view.xyz);
-
- //get wave normals
- vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
-
-
- vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
-
- vec3 wave1 = BlendNormal(wave1_a, wave1_b);
- vec3 wave2 = BlendNormal(wave2_a, wave2_b);
- vec3 wave3 = BlendNormal(wave3_a, wave3_b);
-
- //get base fresnel components
-
- vec3 df = vec3(
- dot(viewVec, wave1),
- dot(viewVec, (wave2 + wave3) * 0.5),
- dot(viewVec, wave3)
- ) * fresnelScale + fresnelOffset;
- df *= df;
-
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- vec2 dmod_scale = vec2(dmod*dmod, dmod);
-
- //get reflected color
- vec2 refdistort1 = wave1.xy*normScale.x;
- vec2 refvec1 = distort+refdistort1/dmod_scale;
- vec4 refcol1 = texture2D(refTex, refvec1);
-
- vec2 refdistort2 = wave2.xy*normScale.y;
- vec2 refvec2 = distort+refdistort2/dmod_scale;
- vec4 refcol2 = texture2D(refTex, refvec2);
-
- vec2 refdistort3 = wave3.xy*normScale.z;
- vec2 refvec3 = distort+refdistort3/dmod_scale;
- vec4 refcol3 = texture2D(refTex, refvec3);
-
- vec4 refcol = refcol1 + refcol2 + refcol3;
- float df1 = df.x + df.y + df.z;
- refcol *= df1 * 0.333;
-
- vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
- wavef.z *= max(-viewVec.z, 0.1);
- wavef = normalize(wavef);
-
- float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-
- vec2 refdistort4 = wavef.xy*0.125;
- refdistort4.y -= abs(refdistort4.y);
- vec2 refvec4 = distort+refdistort4/dmod;
- float dweight = min(dist2*blurMultiplier, 1.0);
- vec4 baseCol = texture2D(refTex, refvec4);
-
- refcol = mix(baseCol*df2, refcol, dweight);
-
- //get specular component
- float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, 128.0);
-
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f);
-
- vec4 pos = vary_position;
-
- //color.rgb += spec * specular;
-
- //color.rgb = atmosTransport(color.rgb);
- //color.rgb = scaleSoftClip(color.rgb);
-
- //color.rgb = refcol.rgb;
- color.rgb = vec3(0.0);
- color.a = spec * sunAngle2;
-
- vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
-
- //frag_data[0] = color;
-
- // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code
- // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now
- // SL-12975 (unfix pre-EEP broken alpha)
- frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0);
-
- frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness
- frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill)
- frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0);
-
-
- //frag_data[0] = vec4(0.0,0,0,0);
- //frag_data[1] = vec4(0, 1.0, 0.0, 0.0);
- //frag_data[3] = vec4(0);
+ // emissive blue PBR material
+ frag_data[0] = vec4(0, 0, 0, 0);
+ frag_data[1] = vec4(0, 0, 0, 0);
+ frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR);
+ frag_data[3] = vec4(0, 0, 1, 0);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index d370997123..46a6c2021d 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -23,146 +23,9 @@
* $/LicenseInfo$
*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-vec3 scaleSoftClip(vec3 inColor);
-vec3 atmosTransport(vec3 inColor);
-
-uniform sampler2D bumpMap;
-uniform sampler2D bumpMap2;
-uniform float blend_factor;
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-
-uniform float sunAngle;
-uniform float sunAngle2;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform float refScale;
-uniform float kd;
-uniform vec2 screenRes;
-uniform vec3 normScale;
-uniform float fresnelScale;
-uniform float fresnelOffset;
-uniform float blurMultiplier;
-
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-
-vec3 BlendNormal(vec3 bump1, vec3 bump2)
+void main()
{
- vec3 n = mix(bump1, bump2, blend_factor);
- return n;
+ frag_color = vec4(0, 0, 1, 0);
}
-
-
-void main()
-{
- vec4 color;
-
- float dist = length(view.xy);
-
- //normalize view vector
- vec3 viewVec = normalize(view.xyz);
-
- //get wave normals
- vec2 bigwave = vec2(refCoord.w, view.w);
- vec3 wave1_a = texture2D(bumpMap, bigwave ).xyz*2.0-1.0;
- vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
-
-
- vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0;
- vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
-
- vec3 wave1 = BlendNormal(wave1_a, wave1_b);
- vec3 wave2 = BlendNormal(wave2_a, wave2_b);
- vec3 wave3 = BlendNormal(wave3_a, wave3_b);
-
-
- //get base fresnel components
-
- vec3 df = vec3(
- dot(viewVec, wave1),
- dot(viewVec, (wave2 + wave3) * 0.5),
- dot(viewVec, wave3)
- ) * fresnelScale + fresnelOffset;
- df *= df;
-
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- vec2 dmod_scale = vec2(dmod*dmod, dmod);
-
- //get reflected color
- vec2 refdistort1 = wave1.xy*normScale.x;
- vec2 refvec1 = distort+refdistort1/dmod_scale;
- vec4 refcol1 = texture2D(refTex, refvec1);
-
- vec2 refdistort2 = wave2.xy*normScale.y;
- vec2 refvec2 = distort+refdistort2/dmod_scale;
- vec4 refcol2 = texture2D(refTex, refvec2);
-
- vec2 refdistort3 = wave3.xy*normScale.z;
- vec2 refvec3 = distort+refdistort3/dmod_scale;
- vec4 refcol3 = texture2D(refTex, refvec3);
-
- vec4 refcol = refcol1 + refcol2 + refcol3;
- float df1 = df.x + df.y + df.z;
- refcol *= df1 * 0.333;
-
- vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
-
- wavef.z *= max(-viewVec.z, 0.1);
- wavef = normalize(wavef);
-
- float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-
- vec2 refdistort4 = wavef.xy*0.125;
- refdistort4.y -= abs(refdistort4.y);
- vec2 refvec4 = distort+refdistort4/dmod;
- float dweight = min(dist2*blurMultiplier, 1.0);
- vec4 baseCol = texture2D(refTex, refvec4);
- refcol = mix(baseCol*df2, refcol, dweight);
-
- //get specular component
- float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, 128.0);
-
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
- color.rgb += spec * specular;
-
- color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
- color.a = spec * sunAngle2;
-
- frag_color = color;
-
-#if defined(WATER_EDGE)
- gl_FragDepth = 0.9999847f;
-#endif
-
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index cc41e3f740..e95f268681 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -24,6 +24,7 @@
*/
uniform mat4 modelview_matrix;
+uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
@@ -36,10 +37,15 @@ uniform vec2 waveDir2;
uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
+uniform vec3 lightDir;
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
+out vec3 vary_position;
+out vec3 vary_light_dir;
+out vec3 vary_tangent;
+out vec3 vary_normal;
float wave(vec2 v, float t, float f, vec2 d, float s)
{
@@ -52,6 +58,11 @@ void main()
vec4 pos = vec4(position.xyz, 1.0);
mat4 modelViewProj = modelview_projection_matrix;
+ vary_position = (modelview_matrix * pos).xyz;
+ vary_light_dir = normal_matrix * lightDir;
+ vary_normal = normal_matrix * vec3(0, 0, 1);
+ vary_tangent = normal_matrix * vec3(1, 0, 0);
+
vec4 oPosition;
//get view vector
@@ -63,12 +74,13 @@ void main()
pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
view.xyz = oEyeVec;
-
+
d = clamp(ld/1536.0-0.5, 0.0, 1.0);
d *= d;
oPosition = vec4(position, 1.0);
oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
+
oPosition = modelViewProj * oPosition;
refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
@@ -83,8 +95,7 @@ void main()
pos = modelview_matrix*pos;
calcAtmospherics(pos.xyz);
-
-
+
//pass wave parameters to pixel shader
vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055;
//get two normal map (detail map) texture coordinates
diff --git a/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl
new file mode 100644
index 0000000000..96739d91d7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl
@@ -0,0 +1,192 @@
+/**
+ * @file class1/deferred/waterF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[4];
+#else
+#define frag_data gl_FragData
+#endif
+
+vec3 scaleSoftClip(vec3 inColor);
+vec3 atmosTransport(vec3 inColor);
+
+uniform sampler2D bumpMap;
+uniform sampler2D bumpMap2;
+uniform float blend_factor;
+uniform sampler2D screenTex;
+uniform sampler2D refTex;
+uniform float sunAngle;
+uniform float sunAngle2;
+uniform vec3 lightDir;
+uniform vec3 specular;
+uniform float lightExp;
+uniform float refScale;
+uniform float kd;
+uniform vec2 screenRes;
+uniform vec3 normScale;
+uniform float fresnelScale;
+uniform float fresnelOffset;
+uniform float blurMultiplier;
+uniform vec2 screen_res;
+uniform mat4 norm_mat; //region space to screen space
+uniform int water_edge;
+
+//bigWave is (refCoord.w, view.w);
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+VARYING vec4 vary_position;
+
+vec2 encode_normal(vec3 n);
+vec3 scaleSoftClip(vec3 l);
+vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
+
+vec3 BlendNormal(vec3 bump1, vec3 bump2)
+{
+ vec3 n = mix(bump1, bump2, blend_factor);
+ return n;
+}
+
+void main()
+{
+ vec4 color;
+ float dist = length(view.xyz);
+
+ //normalize view vector
+ vec3 viewVec = normalize(view.xyz);
+
+ //get wave normals
+ vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+
+
+ vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+
+ vec3 wave1 = BlendNormal(wave1_a, wave1_b);
+ vec3 wave2 = BlendNormal(wave2_a, wave2_b);
+ vec3 wave3 = BlendNormal(wave3_a, wave3_b);
+
+ //get base fresnel components
+
+ vec3 df = vec3(
+ dot(viewVec, wave1),
+ dot(viewVec, (wave2 + wave3) * 0.5),
+ dot(viewVec, wave3)
+ ) * fresnelScale + fresnelOffset;
+ df *= df;
+
+ vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+
+ float dist2 = dist;
+ dist = max(dist, 5.0);
+
+ float dmod = sqrt(dist);
+
+ vec2 dmod_scale = vec2(dmod*dmod, dmod);
+
+ //get reflected color
+ vec2 refdistort1 = wave1.xy*normScale.x;
+ vec2 refvec1 = distort+refdistort1/dmod_scale;
+ vec4 refcol1 = texture2D(refTex, refvec1);
+
+ vec2 refdistort2 = wave2.xy*normScale.y;
+ vec2 refvec2 = distort+refdistort2/dmod_scale;
+ vec4 refcol2 = texture2D(refTex, refvec2);
+
+ vec2 refdistort3 = wave3.xy*normScale.z;
+ vec2 refvec3 = distort+refdistort3/dmod_scale;
+ vec4 refcol3 = texture2D(refTex, refvec3);
+
+ vec4 refcol = refcol1 + refcol2 + refcol3;
+ float df1 = df.x + df.y + df.z;
+ refcol *= df1 * 0.333;
+
+ vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+ wavef.z *= max(-viewVec.z, 0.1);
+ wavef = normalize(wavef);
+
+ float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
+
+ vec2 refdistort4 = wavef.xy*0.125;
+ refdistort4.y -= abs(refdistort4.y);
+ vec2 refvec4 = distort+refdistort4/dmod;
+ float dweight = min(dist2*blurMultiplier, 1.0);
+ vec4 baseCol = texture2D(refTex, refvec4);
+
+ refcol = mix(baseCol*df2, refcol, dweight);
+
+ //get specular component
+ float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
+
+ //harden specular
+ spec = pow(spec, 128.0);
+
+ //figure out distortion vector (ripply)
+ vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
+
+ vec4 fb = texture2D(screenTex, distort2);
+
+ //mix with reflection
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f);
+
+ vec4 pos = vary_position;
+
+ //color.rgb += spec * specular;
+
+ //color.rgb = atmosTransport(color.rgb);
+ //color.rgb = scaleSoftClip(color.rgb);
+
+ //color.rgb = refcol.rgb;
+ color.rgb = vec3(0.0);
+ color.a = spec * sunAngle2;
+
+ vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
+
+ //frag_data[0] = color;
+
+ // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code
+ // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now
+ // SL-12975 (unfix pre-EEP broken alpha)
+ frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0);
+
+ frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness
+ frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill)
+ //frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0);
+ frag_data[3] = vec4(0, 0, 0, 0);
+
+
+ //frag_data[0] = vec4(0.0,0,0,0);
+ //frag_data[1] = vec4(0, 1.0, 0.0, 0.0);
+ //frag_data[3] = vec4(0);
+}
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
new file mode 100644
index 0000000000..2e7efa9b2a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
@@ -0,0 +1,237 @@
+/**
+ * @file waterF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+vec3 scaleSoftClipFragLinear(vec3 l);
+vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
+void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+
+// PBR interface
+vec3 pbrIbl(vec3 diffuseColor,
+ vec3 specularColor,
+ vec3 radiance, // radiance map sample
+ vec3 irradiance, // irradiance map sample
+ float ao, // ambient occlusion factor
+ float nv, // normal dot view vector
+ float perceptualRoughness);
+
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 v, // surface point to camera
+ vec3 l); //surface point to light
+
+uniform sampler2D bumpMap;
+uniform sampler2D bumpMap2;
+uniform float blend_factor;
+uniform sampler2D screenTex;
+uniform sampler2D refTex;
+
+uniform float sunAngle;
+uniform float sunAngle2;
+uniform vec3 lightDir;
+uniform vec3 specular;
+uniform float lightExp;
+uniform float refScale;
+uniform float kd;
+uniform vec2 screenRes;
+uniform vec3 normScale;
+uniform float fresnelScale;
+uniform float fresnelOffset;
+uniform float blurMultiplier;
+uniform vec4 waterFogColor;
+
+
+//bigWave is (refCoord.w, view.w);
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+in vec3 vary_position;
+in vec3 vary_normal;
+in vec3 vary_tangent;
+in vec3 vary_light_dir;
+
+vec3 BlendNormal(vec3 bump1, vec3 bump2)
+{
+ vec3 n = mix(bump1, bump2, blend_factor);
+ return n;
+}
+
+vec3 srgb_to_linear(vec3 col);
+
+void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
+ vec3 pos, vec3 norm, float glossiness, float envIntensity);
+
+vec3 vN, vT, vB;
+
+vec3 transform_normal(vec3 vNt)
+{
+ return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN);
+}
+
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+ vec3 pos, vec3 norm, float glossiness);
+
+void main()
+{
+ vec4 color;
+
+ vN = vary_normal;
+ vT = vary_tangent;
+ vB = cross(vN, vT);
+
+ vec3 pos = vary_position.xyz;
+
+ float dist = length(view.xy);
+
+ //normalize view vector
+ vec3 viewVec = normalize(pos.xyz);
+
+ //get wave normals
+ vec2 bigwave = vec2(refCoord.w, view.w);
+ vec3 wave1_a = texture2D(bumpMap, bigwave ).xyz*2.0-1.0;
+ vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+
+
+ vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0;
+ vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+
+ vec3 wave1 = BlendNormal(wave1_a, wave1_b);
+ vec3 wave2 = BlendNormal(wave2_a, wave2_b);
+ vec3 wave3 = BlendNormal(wave3_a, wave3_b);
+
+ wave1 = transform_normal(wave1);
+ wave2 = transform_normal(wave2);
+ wave3 = transform_normal(wave3);
+
+ vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+
+ wavef.z *= max(-viewVec.z, 0.1);
+
+ wavef = normalize(wavef);
+
+ //get base fresnel components
+
+ /*vec3 df = vec3(
+ dot(viewVec, wave1),
+ dot(viewVec, (wave2 + wave3) * 0.5),
+ dot(viewVec, wave3)
+ ) * fresnelScale + fresnelOffset;*/
+
+ vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+
+ float dist2 = dist;
+ dist = max(dist, 5.0);
+
+ float dmod = sqrt(dist);
+
+ vec2 dmod_scale = vec2(dmod*dmod, dmod);
+
+ //float df1 = df.x + df.y + df.z;
+
+ vec4 refcol = vec4(0, 0, 0, 0);
+
+ //get specular component
+ float spec = clamp(dot(vary_light_dir, (reflect(viewVec,wavef))),0.0,1.0);
+
+ //harden specular
+ spec = pow(spec, 128.0);
+
+ //figure out distortion vector (ripply)
+ //vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
+
+ //vec4 fb = texture2D(screenTex, distort2);
+
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+
+ calcAtmosphericVarsLinear(pos.xyz, wavef, lightDir, sunlit, amblit, additive, atten);
+
+ vec3 v = -viewVec;
+ float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0);
+
+ float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness
+ float roughness = 0.08;
+ float gloss = 1.0 - roughness;
+
+ vec3 baseColor = vec3(0);
+ vec3 f0 = vec3(0.04);
+ vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
+ diffuseColor *= gloss;
+
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
+
+
+ vec3 refnorm = normalize(wavef + vary_normal);
+
+ vec3 irradiance = vec3(0);
+ vec3 radiance = vec3(0);
+ sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss);
+
+ // fudge -- use refracted color as irradiance
+ irradiance = srgb_to_linear(waterFogColor.rgb);
+
+ color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0);
+
+ //vec4 fb = waterFogColor;
+ //fb.rgb = srgb_to_linear(fb.rgb);
+
+ //refcol.rgb = vec3(0, 1, 0);
+
+ //mix with reflection
+ //color.rgb = mix(fb.rgb, refcol.rgb, df1);
+
+ //color.rgb += spec * specular;
+
+ // fudge -- for punctual lighting, pretend water is metallic
+ diffuseColor = vec3(0);
+ specularColor = vec3(1);
+ roughness = 0.1;
+ color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir);
+ color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
+ color.rgb = scaleSoftClipFragLinear(color.rgb);
+
+ color.a = 0.f;
+
+ //color.a = spec * sunAngle2;
+
+ frag_color = color;
+
+#if defined(WATER_EDGE)
+ gl_FragDepth = 0.9999847f;
+#endif
+
+}
+
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 576024ead3..23de00e3a4 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -117,16 +117,20 @@ S32 LLDrawPoolWater::getNumPasses()
return 0;
}
-void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
+S32 LLDrawPoolWater::getNumPostDeferredPasses()
{
- beginRenderPass(pass);
- deferred_render = TRUE;
+ return 1;
}
-void LLDrawPoolWater::endPostDeferredPass(S32 pass)
+void LLDrawPoolWater::renderPostDeferred(S32 pass)
{
- endRenderPass(pass);
- deferred_render = FALSE;
+ renderWater();
+}
+
+
+S32 LLDrawPoolWater::getNumDeferredPasses()
+{
+ return 0;
}
//===============================
@@ -152,6 +156,7 @@ void LLDrawPoolWater::renderDeferred(S32 pass)
void LLDrawPoolWater::render(S32 pass)
{
+#if 0
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_WATER);
if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1)
{
@@ -323,11 +328,13 @@ void LLDrawPoolWater::render(S32 pass)
glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
renderReflection(refl_face);
}
+#endif
}
// for low end hardware
void LLDrawPoolWater::renderOpaqueLegacyWater()
{
+#if 0
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
LLVOSky *voskyp = gSky.mVOSkyp;
@@ -432,11 +439,13 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
}
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+#endif
}
void LLDrawPoolWater::renderReflection(LLFace* face)
{
+#if 0
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
LLVOSky *voskyp = gSky.mVOSkyp;
@@ -462,6 +471,7 @@ void LLDrawPoolWater::renderReflection(LLFace* face)
LLOverrideFaceColor override(this, LLColor4(face->getFaceColor().mV));
face->renderIndexed();
+#endif
}
void LLDrawPoolWater::renderWater()
@@ -535,7 +545,8 @@ void LLDrawPoolWater::renderWater()
shader = deferred_render ? &gDeferredWaterProgram : &gWaterProgram;
}
}
- shader->bind();
+
+ gPipeline.bindDeferredShader(*shader);
// bind textures for water rendering
S32 reftex = shader->enableTexture(LLShaderMgr::WATER_REFTEX);
@@ -683,7 +694,8 @@ void LLDrawPoolWater::renderWater()
shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH);
// clean up
- shader->unbind();
+ gPipeline.unbindDeferredShader(*shader);
+
gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE);
}
diff --git a/indra/newview/lldrawpoolwater.h b/indra/newview/lldrawpoolwater.h
index 6f2fc3271d..e3073018c3 100644
--- a/indra/newview/lldrawpoolwater.h
+++ b/indra/newview/lldrawpoolwater.h
@@ -35,7 +35,7 @@ class LLHeavenBody;
class LLWaterSurface;
class LLGLSLShader;
-class LLDrawPoolWater: public LLFacePool
+class LLDrawPoolWater final: public LLFacePool
{
protected:
LLPointer<LLViewerTexture> mWaterImagep[2];
@@ -63,19 +63,17 @@ public:
static void restoreGL();
- /*virtual*/ S32 getNumPostDeferredPasses() { return 0; } //getNumPasses(); }
- /*virtual*/ void beginPostDeferredPass(S32 pass);
- /*virtual*/ void endPostDeferredPass(S32 pass);
- /*virtual*/ void renderPostDeferred(S32 pass) { render(pass); }
- /*virtual*/ S32 getNumDeferredPasses() { return 1; }
- /*virtual*/ void renderDeferred(S32 pass = 0);
-
- /*virtual*/ S32 getNumPasses();
- /*virtual*/ void render(S32 pass = 0);
- /*virtual*/ void prerender();
-
- /*virtual*/ LLViewerTexture *getDebugTexture();
- /*virtual*/ LLColor3 getDebugColor() const; // For AGP debug display
+ S32 getNumPostDeferredPasses() override;
+ void renderPostDeferred(S32 pass) override;
+ S32 getNumDeferredPasses() override;
+ void renderDeferred(S32 pass = 0) override;
+
+ S32 getNumPasses() override;
+ void render(S32 pass = 0) override;
+ void prerender() override;
+
+ LLViewerTexture *getDebugTexture();
+ LLColor3 getDebugColor() const; // For AGP debug display
void renderReflection(LLFace* face);
void renderWater();
diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp
index 4b2a2a382a..cbefb93ca9 100644
--- a/indra/newview/llreflectionmapmanager.cpp
+++ b/indra/newview/llreflectionmapmanager.cpp
@@ -34,6 +34,7 @@
#include "llviewershadermgr.h"
#include "llviewercontrol.h"
#include "llenvironment.h"
+#include "llstartup.h"
extern BOOL gCubeSnapshot;
extern BOOL gTeleportDisplay;
@@ -63,7 +64,7 @@ struct CompareProbeDistance
// helper class to seed octree with probes
void LLReflectionMapManager::update()
{
- if (!LLPipeline::sReflectionProbesEnabled || gTeleportDisplay)
+ if (!LLPipeline::sReflectionProbesEnabled || gTeleportDisplay || LLStartUp::getStartupState() < STATE_PRECACHE)
{
return;
}
@@ -212,7 +213,11 @@ LLReflectionMap* LLReflectionMapManager::addProbe(LLSpatialGroup* group)
{
LLReflectionMap* probe = new LLReflectionMap();
probe->mGroup = group;
- probe->mOrigin = group->getOctreeNode()->getCenter();
+
+ if (group)
+ {
+ probe->mOrigin = group->getOctreeNode()->getCenter();
+ }
if (gCubeSnapshot)
{ //snapshot is in progress, mProbes is being iterated over, defer insertion until next update
@@ -272,7 +277,9 @@ LLReflectionMap* LLReflectionMapManager::registerSpatialGroup(LLSpatialGroup* gr
return addProbe(group);
}
}
-
+#endif
+
+#if 0
if (group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_TERRAIN)
{
OctreeNode* node = group->getOctreeNode();
diff --git a/indra/newview/llreflectionmapmanager.h b/indra/newview/llreflectionmapmanager.h
index 493f53efb8..4dcd822677 100644
--- a/indra/newview/llreflectionmapmanager.h
+++ b/indra/newview/llreflectionmapmanager.h
@@ -62,7 +62,7 @@ public:
void update();
// add a probe for the given spatial group
- LLReflectionMap* addProbe(LLSpatialGroup* group);
+ LLReflectionMap* addProbe(LLSpatialGroup* group = nullptr);
// Populate "maps" with the N most relevant Reflection Maps where N is no more than maps.size()
// If less than maps.size() ReflectionMaps are available, will assign trailing elements to nullptr.
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index 7e1f8db9a8..65f1170eb4 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -1062,11 +1062,9 @@ void display_cube_face()
llassert(!gSnapshot);
llassert(!gTeleportDisplay);
- llassert(LLPipeline::sRenderDeferred);
llassert(LLStartUp::getStartupState() >= STATE_PRECACHE);
llassert(!LLAppViewer::instance()->logoutRequestSent());
llassert(!gRestoreGL);
- llassert(!gUseWireframe);
bool rebuild = false;
diff --git a/indra/newview/llviewerregion.cpp b/indra/newview/llviewerregion.cpp
index 8f56f6110f..19f8cc105e 100644
--- a/indra/newview/llviewerregion.cpp
+++ b/indra/newview/llviewerregion.cpp
@@ -830,6 +830,9 @@ void LLViewerRegion::sendReliableMessage()
void LLViewerRegion::setWaterHeight(F32 water_level)
{
mImpl->mLandp->setWaterHeight(water_level);
+
+ // reflection probes move with the water height
+ updateReflectionProbes();
}
F32 LLViewerRegion::getWaterHeight() const
@@ -1233,6 +1236,45 @@ U32 LLViewerRegion::getNumOfVisibleGroups() const
return mImpl ? mImpl->mVisibleGroups.size() : 0;
}
+void LLViewerRegion::updateReflectionProbes()
+{
+ const F32 probe_spacing = 32.f;
+ const F32 probe_radius = sqrtf((probe_spacing * 0.5f) * (probe_spacing * 0.5f) * 3.f);
+ const F32 hover_height = 2.f;
+
+ F32 start = probe_spacing * 0.5f;
+
+ U32 grid_width = REGION_WIDTH_METERS / probe_spacing;
+
+ mReflectionMaps.resize(grid_width * grid_width);
+
+ F32 water_height = getWaterHeight();
+ LLVector3 origin = getOriginAgent();
+
+ for (U32 i = 0; i < grid_width; ++i)
+ {
+ F32 x = i * probe_spacing + start;
+ for (U32 j = 0; j < grid_width; ++j)
+ {
+ F32 y = j * probe_spacing + start;
+
+ U32 idx = i * grid_width + j;
+
+ if (mReflectionMaps[idx].isNull())
+ {
+ mReflectionMaps[idx] = gPipeline.mReflectionMapManager.addProbe();
+ }
+
+ LLVector3 probe_origin = LLVector3(x,y, llmax(water_height, mImpl->mLandp->resolveHeightRegion(x,y)));
+ probe_origin.mV[2] += hover_height;
+ probe_origin += origin;
+
+ mReflectionMaps[idx]->mOrigin.load3(probe_origin.mV);
+ mReflectionMaps[idx]->mRadius = probe_radius;
+ }
+ }
+}
+
void LLViewerRegion::addToVOCacheTree(LLVOCacheEntry* entry)
{
if(!sVOCacheCullingEnabled)
diff --git a/indra/newview/llviewerregion.h b/indra/newview/llviewerregion.h
index d0fa9fea01..250e0236e4 100644
--- a/indra/newview/llviewerregion.h
+++ b/indra/newview/llviewerregion.h
@@ -41,6 +41,7 @@
#include "llcapabilityprovider.h"
#include "m4math.h" // LLMatrix4
#include "llframetimer.h"
+#include "llreflectionmap.h"
// Surface id's
#define LAND 1
@@ -399,6 +400,9 @@ public:
static BOOL isNewObjectCreationThrottleDisabled() {return sNewObjectCreationThrottle < 0;}
+ // rebuild reflection probe list
+ void updateReflectionProbes();
+
private:
void addToVOCacheTree(LLVOCacheEntry* entry);
LLViewerObject* addNewObject(LLVOCacheEntry* entry);
@@ -572,6 +576,10 @@ private:
LLFrameTimer mMaterialsCapThrottleTimer;
LLFrameTimer mRenderInfoRequestTimer;
LLFrameTimer mRenderInfoReportTimer;
+
+ // list of reflection maps being managed by this llviewer region
+ std::vector<LLPointer<LLReflectionMap> > mReflectionMaps;
+
};
inline BOOL LLViewerRegion::getRegionProtocol(U64 protocol) const
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 6783875161..f2b01808a5 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1020,9 +1020,11 @@ BOOL LLViewerShaderMgr::loadShadersWater()
// load water shader
gWaterProgram.mName = "Water Shader";
gWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gWaterProgram.mFeatures.hasAtmospherics = true;
gWaterProgram.mFeatures.hasGamma = true;
gWaterProgram.mFeatures.hasTransport = true;
gWaterProgram.mFeatures.hasSrgb = true;
+ gWaterProgram.mFeatures.hasReflectionProbes = true;
gWaterProgram.mShaderFiles.clear();
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER));
@@ -1037,9 +1039,11 @@ BOOL LLViewerShaderMgr::loadShadersWater()
// load water shader
gWaterEdgeProgram.mName = "Water Edge Shader";
gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
+ gWaterEdgeProgram.mFeatures.hasAtmospherics = true;
gWaterEdgeProgram.mFeatures.hasGamma = true;
gWaterEdgeProgram.mFeatures.hasTransport = true;
gWaterEdgeProgram.mFeatures.hasSrgb = true;
+ gWaterEdgeProgram.mFeatures.hasReflectionProbes = true;
gWaterEdgeProgram.mShaderFiles.clear();
gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER));
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 92cca190fd..0da2faae29 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -1032,7 +1032,6 @@ void LLPipeline::updateRenderBump()
// static
void LLPipeline::updateRenderDeferred()
{
- sRenderDeferred = !gUseWireframe;
sRenderPBR = sRenderDeferred;
static LLCachedControl<S32> sProbeDetail(gSavedSettings, "RenderReflectionProbeDetail", -1);
sReflectionProbesEnabled = sProbeDetail >= 0 && gGLManager.mGLVersion > 3.99f;
@@ -4326,6 +4325,7 @@ U32 LLPipeline::sCurRenderPoolType = 0 ;
void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
{
+#if 0
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY);
LL_PROFILE_GPU_ZONE("renderGeom");
assertInitialized();
@@ -4575,6 +4575,7 @@ void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
LLGLState::checkStates();
// LLGLState::checkTextureChannels();
// LLGLState::checkClientArrays();
+#endif
}
void LLPipeline::renderGeomDeferred(LLCamera& camera)
@@ -4774,6 +4775,16 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.loadMatrix(gGLModelView);
}
+
+ if (!gCubeSnapshot)
+ {
+ // debug displays
+ renderHighlights();
+ mHighlightFaces.clear();
+
+ renderDebug();
+ }
+
}
void LLPipeline::renderGeomShadow(LLCamera& camera)
@@ -8692,6 +8703,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
}
+#if 0
{ // render non-deferred geometry (fullbright, alpha, etc)
LLGLDisable blend(GL_BLEND);
LLGLDisable stencil(GL_STENCIL_TEST);
@@ -8707,6 +8719,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
gPipeline.popRenderTypeMask();
}
+#endif
bool render_local = RenderLocalLights; // && !gCubeSnapshot;
@@ -8970,10 +8983,6 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
gGL.setColorMask(true, true);
}
- screen_target->flush();
-
- screen_target->bindTarget();
-
{ // render non-deferred geometry (alpha, fullbright, glow)
LLGLDisable blend(GL_BLEND);
LLGLDisable stencil(GL_STENCIL_TEST);
@@ -9001,6 +9010,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
LLPipeline::RENDER_TYPE_CONTROL_AV,
LLPipeline::RENDER_TYPE_ALPHA_MASK,
LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_WATER,
END_RENDER_TYPES);
renderGeomPostDeferred(*LLViewerCamera::getInstance());
@@ -9065,16 +9075,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
gGL.popMatrix();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
- }
-
- if (!gCubeSnapshot)
- {
- // render highlights, etc.
- renderHighlights();
- mHighlightFaces.clear();
-
- renderDebug();
-
+
LLVertexBuffer::unbind();
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
@@ -9346,6 +9347,7 @@ inline float sgn(float a)
void LLPipeline::generateWaterReflection(LLCamera& camera_in)
{
+#if 0
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
LL_PROFILE_GPU_ZONE("generateWaterReflection");
@@ -9684,6 +9686,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gPipeline.popRenderTypeMask();
}
}
+#endif
}
glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up)