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-rw-r--r--indra/newview/pipeline.cpp246
1 files changed, 131 insertions, 115 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index c517c9f602..5f010624a8 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -6334,7 +6334,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
if (LLPipeline::sRenderDeferred)
{
- bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater();
+ bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() &&
+ !LLToolMgr::getInstance()->inBuildMode() &&
+ gSavedSettings.getBOOL("RenderDepthOfField");
+
bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 1;
if (multisample)
@@ -6363,7 +6366,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGlowCombineFXAAProgram.unbind();
mFXAABuffer.flush();
- mScreen.bindTarget();
+ if (dof_enabled)
+ { //if depth of field is not enabled, this is the final pass (draw to window)
+ mScreen.bindTarget();
+ }
LLGLSLShader* shader = &gFXAAProgram;
shader->bind();
@@ -6389,158 +6395,168 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.end();
gGL.flush();
- mScreen.flush();
+ if (dof_enabled)
+ {
+ mScreen.flush();
+ }
shader->unbind();
}
gViewerWindow->setup3DViewport();
- LLGLSLShader* shader = &gDeferredPostProgram;
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
+ if (dof_enabled || !multisample)
{
- shader = &gDeferredGIFinalProgram;
- dof_enabled = false;
- }
- else if (!dof_enabled || LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField"))
- { //squish focal length when in build mode (or if DoF is disabled) so DoF doesn't make editing objects difficult
- shader = &gDeferredPostNoDoFProgram;
- dof_enabled = false;
- }
+ LLGLSLShader* shader = &gDeferredPostProgram;
+ if (!dof_enabled)
+ {
+ shader = &gDeferredPostNoDoFProgram;
+ }
- LLGLDisable blend(GL_BLEND);
- bindDeferredShader(*shader);
+ LLGLDisable blend(GL_BLEND);
+ bindDeferredShader(*shader);
- if (dof_enabled)
- {
- //depth of field focal plane calculations
+ if (dof_enabled)
+ {
+ //depth of field focal plane calculations
- static F32 current_distance = 16.f;
- static F32 start_distance = 16.f;
- static F32 transition_time = 1.f;
+ static F32 current_distance = 16.f;
+ static F32 start_distance = 16.f;
+ static F32 transition_time = 1.f;
- LLVector3 focus_point;
+ LLVector3 focus_point;
- LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject();
- if (obj && obj->mDrawable && obj->isSelected())
- { //focus on selected media object
- S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace();
- if (obj && obj->mDrawable)
- {
- LLFace* face = obj->mDrawable->getFace(face_idx);
- if (face)
+ LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject();
+ if (obj && obj->mDrawable && obj->isSelected())
+ { //focus on selected media object
+ S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace();
+ if (obj && obj->mDrawable)
{
- focus_point = face->getPositionAgent();
+ LLFace* face = obj->mDrawable->getFace(face_idx);
+ if (face)
+ {
+ focus_point = face->getPositionAgent();
+ }
}
}
- }
- if (focus_point.isExactlyZero())
- {
- if (LLViewerJoystick::getInstance()->getOverrideCamera())
- { //focus on point under cursor
- focus_point = gDebugRaycastIntersection;
- }
- else if (gAgentCamera.cameraMouselook())
- { //focus on point under mouselook crosshairs
- gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE,
- NULL,
- &focus_point);
- }
- else
+ if (focus_point.isExactlyZero())
{
- LLViewerObject* obj = gAgentCamera.getFocusObject();
- if (obj)
- { //focus on alt-zoom target
- focus_point = LLVector3(gAgentCamera.getFocusGlobal()-gAgent.getRegion()->getOriginGlobal());
+ if (LLViewerJoystick::getInstance()->getOverrideCamera())
+ { //focus on point under cursor
+ focus_point = gDebugRaycastIntersection;
+ }
+ else if (gAgentCamera.cameraMouselook())
+ { //focus on point under mouselook crosshairs
+ gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE,
+ NULL,
+ &focus_point);
}
else
- { //focus on your avatar
- focus_point = gAgent.getPositionAgent();
+ {
+ LLViewerObject* obj = gAgentCamera.getFocusObject();
+ if (obj)
+ { //focus on alt-zoom target
+ focus_point = LLVector3(gAgentCamera.getFocusGlobal()-gAgent.getRegion()->getOriginGlobal());
+ }
+ else
+ { //focus on your avatar
+ focus_point = gAgent.getPositionAgent();
+ }
}
}
- }
- LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
- F32 target_distance = 16.f;
- if (!focus_point.isExactlyZero())
- {
- target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye);
- }
+ LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
+ F32 target_distance = 16.f;
+ if (!focus_point.isExactlyZero())
+ {
+ target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye);
+ }
- if (transition_time >= 1.f &&
- fabsf(current_distance-target_distance)/current_distance > 0.01f)
- { //large shift happened, interpolate smoothly to new target distance
- transition_time = 0.f;
- start_distance = current_distance;
- }
- else if (transition_time < 1.f)
- { //currently in a transition, continue interpolating
- transition_time += 1.f/gSavedSettings.getF32("CameraFocusTransitionTime")*gFrameIntervalSeconds;
- transition_time = llmin(transition_time, 1.f);
+ if (transition_time >= 1.f &&
+ fabsf(current_distance-target_distance)/current_distance > 0.01f)
+ { //large shift happened, interpolate smoothly to new target distance
+ transition_time = 0.f;
+ start_distance = current_distance;
+ }
+ else if (transition_time < 1.f)
+ { //currently in a transition, continue interpolating
+ transition_time += 1.f/gSavedSettings.getF32("CameraFocusTransitionTime")*gFrameIntervalSeconds;
+ transition_time = llmin(transition_time, 1.f);
- F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f;
- current_distance = start_distance + (target_distance-start_distance)*t;
- }
- else
- { //small or no change, just snap to target distance
- current_distance = target_distance;
- }
+ F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f;
+ current_distance = start_distance + (target_distance-start_distance)*t;
+ }
+ else
+ { //small or no change, just snap to target distance
+ current_distance = target_distance;
+ }
- //convert to mm
- F32 subject_distance = current_distance*1000.f;
- F32 fnumber = gSavedSettings.getF32("CameraFNumber");
- F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength");
+ //convert to mm
+ F32 subject_distance = current_distance*1000.f;
+ F32 fnumber = gSavedSettings.getF32("CameraFNumber");
+ F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength");
- F32 fov = LLViewerCamera::getInstance()->getView();
+ F32 fov = LLViewerCamera::getInstance()->getView();
- const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f;
- //const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio");
+ const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f;
+ //const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio");
- //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
+ //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
- F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f);
- //F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f);
+ F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f);
+ //F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f);
- F32 focal_length = dv/(2*tanf(fov/2.f));
+ F32 focal_length = dv/(2*tanf(fov/2.f));
- //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
+ //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
- // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
- // where N = fnumber
- // s2 = dot distance
- // s1 = subject distance
- // f = focal length
- //
+ // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
+ // where N = fnumber
+ // s2 = dot distance
+ // s1 = subject distance
+ // f = focal length
+ //
- F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length));
- blur_constant /= 1000.f; //convert to meters for shader
- F32 magnification = focal_length/(subject_distance-focal_length);
+ F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length));
+ blur_constant /= 1000.f; //convert to meters for shader
+ F32 magnification = focal_length/(subject_distance-focal_length);
- shader->uniform1f("focal_distance", -subject_distance/1000.f);
- shader->uniform1f("blur_constant", blur_constant);
- shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle));
- shader->uniform1f("magnification", magnification);
- }
+ shader->uniform1f("focal_distance", -subject_distance/1000.f);
+ shader->uniform1f("blur_constant", blur_constant);
+ shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle));
+ shader->uniform1f("magnification", magnification);
+ }
+
+ S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
+
+ if (multisample)
+ { //bloom has already been added, bind black
+ channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM);
+ if (channel > -1)
+ {
+ gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sBlackImagep);
+ }
+ }
- S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0, channel);
- }
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
- gGL.end();
+ gGL.end();
- unbindDeferredShader(*shader);
+ unbindDeferredShader(*shader);
+ }
}
else
{