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-rw-r--r--indra/llinventory/llsettingssky.cpp7
-rw-r--r--indra/llrender/llrender.cpp2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl6
-rw-r--r--indra/newview/lldrawpoolalpha.cpp59
7 files changed, 69 insertions, 15 deletions
diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp
index 744c5853e4..f1bea326c1 100644
--- a/indra/llinventory/llsettingssky.cpp
+++ b/indra/llinventory/llsettingssky.cpp
@@ -1281,19 +1281,18 @@ void LLSettingsSky::calculateLightSettings() const
// and vary_sunlight will work properly with moon light
F32 lighty = lightnorm[1];
-
- lighty = llmax(0.f, lighty);
- if(lighty > 0.f)
+ if(fabs(lighty) > 0.001f)
{
lighty = 1.f / lighty;
}
+ lighty = llmax(0.001f, lighty);
componentMultBy(sunlight, componentExp((light_atten * -1.f) * lighty));
//increase ambient when there are more clouds
LLColor3 tmpAmbient = ambient + (smear(1.f) - ambient) * cloud_shadow * 0.5f;
//brightness of surface both sunlight and ambient
- mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance));
+ mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance));
mSunAmbient = gammaCorrect(componentMult(tmpAmbient, light_transmittance) * 0.5);
mMoonDiffuse = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.5f);
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index e3bb9298cb..dc662bf898 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1180,8 +1180,6 @@ void LLRender::syncLightState()
shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
- shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
- shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuseB[0].mV);
}
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 251ec7d785..fdbf5ec840 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -118,7 +118,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
float amb_da = ambiance;
amb_da *= dist_atten;
amb_da += (da*0.5) * ambiance;
- amb_da += (da*da*0.5 + 0.5) * ambiance;
+ amb_da += (da*da*0.5 + 0.25) * ambiance;
amb_da = min(amb_da, 1.0f - lit);
col.rgb += amb_da * light_col * diffuse;
@@ -228,7 +228,6 @@ void main()
color.rgb += light.rgb;
color.rgb = linear_to_srgb(color.rgb);
-
#endif
#ifdef WATER_FOG
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 76c1fc7cf4..ae2dd24b19 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -112,7 +112,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
//angular attenuation
da = dot(n, lv);
da *= clamp(da, 0.0, 1.0);
- da *= pow(da, 1.0 / 1.3);
float lit = max(da * dist_atten, 0.0);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 565c00ba79..14af657e67 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -96,7 +96,11 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
+ if (temp2.y > 0.001f)
+ {
+ temp2.y = 1. / temp2.y;
+ }
+ temp2.y = max(0.001f, temp2.y);
sunlight *= exp(-light_atten * temp2.y);
// main atmospheric scattering line integral
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index bef7a8827a..6c4098b9fb 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -91,7 +91,11 @@ void calcAtmospherics(vec3 inPositionEye) {
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
+ if (temp2.y > 0.001f)
+ {
+ temp2.y = 1. / temp2.y;
+ }
+ temp2.y = max(0.001f, temp2.y);
sunlight *= exp( - light_atten * temp2.y);
// main atmospheric scattering line integral
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 7aaab2e3af..4c625eb684 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -67,6 +67,7 @@ static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED_SHADER_BINDS("Alp
static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED_TEX_BINDS("Alpha Def Tex Binds");
static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MESH_REBUILD("Alpha Mesh Rebuild");
static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_EMISSIVE("Alpha Emissive");
+static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_LIGHT_SETUP("Alpha Light Setup");
LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
LLRenderPass(type), current_shader(NULL), target_shader(NULL),
@@ -640,11 +641,13 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
}
}
+#if BATCH_FULLBRIGHTS
if (params.mFullbright)
{
fullbrights.push_back(&params);
continue;
}
+#endif
LLRenderPass::applyModelMatrix(params);
@@ -654,10 +657,31 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
{
mat = params.mMaterial;
}
-
+
+ if (params.mFullbright)
+ {
+ // Turn off lighting if it hasn't already been so.
+ if (light_enabled || !initialized_lighting)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_LIGHT_SETUP);
+
+ initialized_lighting = TRUE;
+ if (use_shaders)
+ {
+ target_shader = fullbright_shader;
+ }
+ else
+ {
+ gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
+ }
+ light_enabled = FALSE;
+ }
+ }
// Turn on lighting if it isn't already.
- if (!light_enabled || !initialized_lighting)
+ else if (!light_enabled || !initialized_lighting)
{
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_LIGHT_SETUP);
+
initialized_lighting = TRUE;
if (use_shaders)
{
@@ -689,10 +713,14 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
current_shader = target_shader;
}
}
- else
+ else if (!params.mFullbright)
{
target_shader = simple_shader;
}
+ else
+ {
+ target_shader = fullbright_shader;
+ }
if(use_shaders && (current_shader != target_shader))
{// If we need shaders, and we're not ALREADY using the proper shader, then bind it
@@ -754,7 +782,26 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_EMISSIVE);
+#if BATCH_EMISSIVES
emissives.push_back(&params);
+#else
+// install glow-accumulating blend mode
+ gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color
+ LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow)
+
+ emissive_shader->bind();
+
+ params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
+
+ // do the actual drawing, again
+ params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
+ gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
+
+ // restore our alpha blend mode
+ gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+
+ current_shader->bind();
+#endif
}
if (tex_setup)
@@ -766,9 +813,13 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
}
}
+#if BATCH_FULLBRIGHTS
renderFullbrights(mask, fullbrights);
- renderEmissives(mask, emissives);
+#endif
+#if BATCH_EMISSIVES
+ renderEmissives(mask, emissives);
+#endif
if (current_shader)
{
current_shader->bind();