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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl65
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialV.glsl1
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl61
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl120
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl54
-rwxr-xr-xindra/newview/lldrawpoolalpha.cpp17
-rwxr-xr-xindra/newview/lldrawpoolavatar.cpp11
-rw-r--r--indra/newview/lldrawpoolmaterials.cpp7
-rwxr-xr-xindra/newview/lldrawpoolsky.cpp1
-rwxr-xr-xindra/newview/lldrawpoolwater.cpp15
-rwxr-xr-xindra/newview/lldrawpoolwlsky.cpp1
-rwxr-xr-xindra/newview/llviewerdisplay.cpp9
-rwxr-xr-xindra/newview/llviewershadermgr.cpp96
-rwxr-xr-xindra/newview/llviewershadermgr.h5
-rwxr-xr-xindra/newview/pipeline.cpp754
-rwxr-xr-xindra/newview/pipeline.h7
16 files changed, 1178 insertions, 46 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 027c6eeadb..9ce4d89df7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -51,7 +51,6 @@ vec3 linear_to_srgb(vec3 cl)
return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
}
-
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#ifdef DEFINE_GL_FRAGCOLOR
@@ -136,6 +135,52 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+#ifdef WATER_FOG
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
+{
+ //normalize view vector
+ vec3 view = normalize(pos);
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+
+ //get object depth
+ float depth = length(pos - int_v);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
+ return color;
+}
+#endif
+
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
@@ -221,10 +266,6 @@ vec4 getPosition_d(vec2 pos_screen, float depth)
return pos;
}
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
vec3 getSunlitColor()
{
return vary_SunlitColor;
@@ -672,7 +713,6 @@ void main()
//convert to linear space before adding local lights
col = srgb_to_linear(col);
-
vec3 npos = normalize(-pos.xyz);
#define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare);
@@ -685,13 +725,17 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
+ glare = min(glare, 1.0);
+ float al = max(diffcol.a,glare)*vertex_color.a;
- //convert to gamma space for display on screen
- col.rgb = linear_to_srgb(col.rgb);
+#ifdef WATER_FOG
+ vec4 temp = applyWaterFogDeferred(pos, vec4(col.rgb, al));
+ col.rgb = temp.rgb;
+ al = temp.a;
+#endif
frag_color.rgb = col.rgb;
- glare = min(glare, 1.0);
- frag_color.a = max(diffcol.a,glare)*vertex_color.a;
+ frag_color.a = al;
#else
frag_data[0] = final_color;
@@ -699,3 +743,4 @@ void main()
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
index b25032866b..393d1e69da 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -142,3 +142,4 @@ vary_normal = n;
#endif
#endif
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index dc2519bd0a..953f0189f0 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -133,6 +133,7 @@ vec3 getPositionEye()
{
return vary_PositionEye;
}
+
vec3 getSunlitColor()
{
return vary_SunlitColor;
@@ -175,6 +176,53 @@ void setAtmosAttenuation(vec3 v)
vary_AtmosAttenuation = v;
}
+
+#ifdef WATER_FOG
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
+{
+ //normalize view vector
+ vec3 view = normalize(pos);
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+
+ //get object depth
+ float depth = length(pos - int_v);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
+ return color;
+}
+#endif
+
void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
vec3 P = inPositionEye;
@@ -388,7 +436,14 @@ void main()
if (norm.w < 0.5)
{
col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
- col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+
+ #ifdef WATER_FOG
+ vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom));
+ col = fogged.rgb;
+ bloom = fogged.a;
+ #endif
+
+ col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
}
col = srgb_to_linear(col);
@@ -397,7 +452,7 @@ void main()
//col.g = envIntensity;
}
- frag_color.rgb = col;
-
+ frag_color.rgb = col.rgb;
frag_color.a = bloom;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
new file mode 100644
index 0000000000..c160b38cfe
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
@@ -0,0 +1,120 @@
+/**
+ * @file underWaterF.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_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+uniform sampler2D diffuseMap;
+uniform sampler2D bumpMap;
+uniform sampler2D screenTex;
+uniform sampler2D refTex;
+uniform sampler2D screenDepth;
+
+uniform vec4 fogCol;
+uniform vec3 lightDir;
+uniform vec3 specular;
+uniform float lightExp;
+uniform vec2 fbScale;
+uniform float refScale;
+uniform float znear;
+uniform float zfar;
+uniform float kd;
+uniform vec4 waterPlane;
+uniform vec3 eyeVec;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+uniform vec2 screenRes;
+
+//bigWave is (refCoord.w, view.w);
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
+vec4 applyWaterFog(vec4 color, vec3 viewVec)
+{
+ //normalize view vector
+ vec3 view = normalize(viewVec);
+ float es = -view.z;
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ //get object depth
+ float depth = length(viewVec);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+ //return vec4(1.0, 0.0, 1.0, 1.0);
+ return color * D + kc * L;
+ //depth /= 10.0;
+ //return vec4(depth,depth,depth,0.0);
+}
+
+void main()
+{
+ vec4 color;
+
+ //get detail normals
+ vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wavef = normalize(wave1+wave2+wave3);
+
+ //figure out distortion vector (ripply)
+ vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+ distort = distort+wavef.xy*refScale;
+
+ vec4 fb = texture2D(screenTex, distort);
+
+ frag_data[0] = vec4(fb.rgb, 0.5); // diffuse
+ frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
+ frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 06447261b4..9b72c5b57d 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -266,6 +266,52 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
}
+#ifdef WATER_FOG
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
+{
+ //normalize view vector
+ vec3 view = normalize(pos);
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+
+ //get object depth
+ float depth = length(pos - int_v);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
+ return color;
+}
+#endif
+
vec3 atmosLighting(vec3 light)
{
light *= getAtmosAttenuation().r;
@@ -409,6 +455,13 @@ void main()
if (norm.w < 0.5)
{
col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
+
+ #ifdef WATER_FOG
+ vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom));
+ col = fogged.rgb;
+ bloom = fogged.a;
+ #endif
+
col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
}
@@ -421,3 +474,4 @@ void main()
frag_color.rgb = col;
frag_color.a = bloom;
}
+
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index c832e1401d..e53c783161 100755
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -113,6 +113,15 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f);
}
+ if (LLPipeline::sUnderWaterRender)
+ {
+ emissive_shader = &gObjectEmissiveWaterProgram;
+ }
+ else
+ {
+ emissive_shader = &gObjectEmissiveProgram;
+ }
+
deferred_render = TRUE;
if (mVertexShaderLevel > 0)
{
@@ -352,7 +361,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
LLMaterial* mat = NULL;
- if (deferred_render && !LLPipeline::sUnderWaterRender)
+ if (deferred_render)
{
mat = params.mMaterial;
}
@@ -396,6 +405,11 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
llassert(mask < LLMaterial::SHADER_COUNT);
target_shader = &(gDeferredMaterialProgram[mask]);
+ if (LLPipeline::sUnderWaterRender)
+ {
+ target_shader = &(gDeferredMaterialWaterProgram[mask]);
+ }
+
if (current_shader != target_shader)
{
gPipeline.bindDeferredShader(*target_shader);
@@ -545,3 +559,4 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
gPipeline.enableLightsDynamic();
}
}
+
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 075299386e..59c9cf5a83 100755
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -299,6 +299,11 @@ void LLDrawPoolAvatar::beginDeferredRiggedMaterialAlpha(S32 pass)
sVertexProgram = &gDeferredMaterialProgram[pass];
+ if (LLPipeline::sUnderWaterRender)
+ {
+ sVertexProgram = &(gDeferredMaterialWaterProgram[pass]);
+ }
+
gPipeline.bindDeferredShader(*sVertexProgram);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
@@ -1093,6 +1098,12 @@ void LLDrawPoolAvatar::beginDeferredRiggedMaterial(S32 pass)
return;
}
sVertexProgram = &gDeferredMaterialProgram[pass+LLMaterial::SHADER_COUNT];
+
+ if (LLPipeline::sUnderWaterRender)
+ {
+ sVertexProgram = &(gDeferredMaterialWaterProgram[pass+LLMaterial::SHADER_COUNT]);
+ }
+
sVertexProgram->bind();
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP);
diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp
index 08a36bddf1..d1b5080650 100644
--- a/indra/newview/lldrawpoolmaterials.cpp
+++ b/indra/newview/lldrawpoolmaterials.cpp
@@ -72,6 +72,12 @@ void LLDrawPoolMaterials::beginDeferredPass(S32 pass)
};
mShader = &(gDeferredMaterialProgram[shader_idx[pass]]);
+
+ if (LLPipeline::sUnderWaterRender)
+ {
+ mShader = &(gDeferredMaterialWaterProgram[shader_idx[pass]]);
+ }
+
mShader->bind();
diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
@@ -215,3 +221,4 @@ void LLDrawPoolMaterials::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture,
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
+
diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp
index 7f7d9f65c6..ef8bdc3304 100755
--- a/indra/newview/lldrawpoolsky.cpp
+++ b/indra/newview/lldrawpoolsky.cpp
@@ -155,3 +155,4 @@ void LLDrawPoolSky::renderSkyCubeFace(U8 side)
void LLDrawPoolSky::endRenderPass( S32 pass )
{
}
+
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 5ddc15df42..6774926f62 100755
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -522,13 +522,20 @@ void LLDrawPoolWater::shade()
F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - gAgent.getRegion()->getWaterHeight();
- if (deferred_render)
+ if (eyedepth < 0.f && LLPipeline::sWaterReflections)
{
- shader = &gDeferredWaterProgram;
+ if (deferred_render)
+ {
+ shader = &gDeferredUnderWaterProgram;
+ }
+ else
+ {
+ shader = &gUnderWaterProgram;
+ }
}
- else if (eyedepth < 0.f && LLPipeline::sWaterReflections)
+ else if (deferred_render)
{
- shader = &gUnderWaterProgram;
+ shader = &gDeferredWaterProgram;
}
else
{
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index b5faff7968..53339222eb 100755
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -420,3 +420,4 @@ void LLDrawPoolWLSky::restoreGL()
sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE);
}
}
+
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index f90b35a7bd..bbebeea3e0 100755
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -890,7 +890,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
{
gGL.setColorMask(true, true);
- if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
+ if (LLPipeline::sRenderDeferred)
{
gPipeline.mDeferredScreen.bindTarget();
glClearColor(1,0,1,1);
@@ -939,7 +939,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
gGL.setColorMask(true, false);
- if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
+ if (LLPipeline::sRenderDeferred)
{
gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance());
}
@@ -976,7 +976,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
if (to_texture)
{
- if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
+ if (LLPipeline::sRenderDeferred)
{
gPipeline.mDeferredScreen.flush();
if(LLRenderTarget::sUseFBO)
@@ -1002,7 +1002,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
}
}
- if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
+ if (LLPipeline::sRenderDeferred)
{
gPipeline.renderDeferredLighting();
}
@@ -1623,3 +1623,4 @@ void display_cleanup()
{
gDisconnectedImagep = NULL;
}
+
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 6d9a0dd261..e9c3990e9a 100755
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -168,6 +168,7 @@ LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
LLGLSLShader gDeferredImpostorProgram;
LLGLSLShader gDeferredWaterProgram;
+LLGLSLShader gDeferredUnderWaterProgram;
LLGLSLShader gDeferredDiffuseProgram;
LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
LLGLSLShader gDeferredNonIndexedDiffuseProgram;
@@ -189,6 +190,7 @@ LLGLSLShader gDeferredMultiSpotLightProgram;
LLGLSLShader gDeferredSunProgram;
LLGLSLShader gDeferredBlurLightProgram;
LLGLSLShader gDeferredSoftenProgram;
+LLGLSLShader gDeferredSoftenWaterProgram;
LLGLSLShader gDeferredShadowProgram;
LLGLSLShader gDeferredShadowCubeProgram;
LLGLSLShader gDeferredShadowAlphaMaskProgram;
@@ -215,6 +217,7 @@ LLGLSLShader gNormalMapGenProgram;
// Deferred materials shaders
LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
+LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
LLViewerShaderMgr::LLViewerShaderMgr() :
mVertexShaderLevel(SHADER_COUNT, 0),
@@ -280,6 +283,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gUnderWaterProgram);
mShaderList.push_back(&gDeferredSunProgram);
mShaderList.push_back(&gDeferredSoftenProgram);
+ mShaderList.push_back(&gDeferredSoftenWaterProgram);
mShaderList.push_back(&gDeferredMaterialProgram[1]);
mShaderList.push_back(&gDeferredMaterialProgram[5]);
mShaderList.push_back(&gDeferredMaterialProgram[9]);
@@ -288,6 +292,14 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[1]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[5]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[9]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[13]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
@@ -298,6 +310,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
mShaderList.push_back(&gDeferredWaterProgram);
+ mShaderList.push_back(&gDeferredUnderWaterProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gDeferredWLSkyProgram);
mShaderList.push_back(&gDeferredWLCloudProgram);
@@ -1123,6 +1136,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSunProgram.unload();
gDeferredBlurLightProgram.unload();
gDeferredSoftenProgram.unload();
+ gDeferredSoftenWaterProgram.unload();
gDeferredShadowProgram.unload();
gDeferredShadowCubeProgram.unload();
gDeferredShadowAlphaMaskProgram.unload();
@@ -1141,6 +1155,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredPostGammaCorrectProgram.unload();
gFXAAProgram.unload();
gDeferredWaterProgram.unload();
+ gDeferredUnderWaterProgram.unload();
gDeferredWLSkyProgram.unload();
gDeferredWLCloudProgram.unload();
gDeferredStarProgram.unload();
@@ -1152,6 +1167,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
gDeferredMaterialProgram[i].unload();
+ gDeferredMaterialWaterProgram[i].unload();
}
return TRUE;
}
@@ -1279,6 +1295,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
if (success)
@@ -1305,6 +1330,34 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredMaterialProgram[i].createShader(NULL, NULL);
}
+
+ if (success)
+ {
+ gDeferredMaterialWaterProgram[i].mName = llformat("Deferred Underwater Material Shader %d", i);
+
+ U32 alpha_mode = i & 0x3;
+
+ gDeferredMaterialWaterProgram[i].mShaderFiles.clear();
+ gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredMaterialWaterProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredMaterialWaterProgram[i].mShaderGroup = LLGLSLShader::SG_WATER;
+
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
+ gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
+ bool has_skin = i & 0x10;
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
+ gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");
+
+ if (has_skin)
+ {
+ gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true;
+ }
+
+ success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);//&mWLUniforms);
+ }
}
gDeferredMaterialProgram[1].mFeatures.hasLighting = true;
@@ -1316,6 +1369,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
if (success)
@@ -1584,6 +1645,20 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ // load water shader
+ gDeferredUnderWaterProgram.mName = "Deferred Under Water Shader";
+ gDeferredUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredUnderWaterProgram.mFeatures.hasGamma = true;
+ gDeferredUnderWaterProgram.mFeatures.hasTransport = true;
+ gDeferredUnderWaterProgram.mShaderFiles.clear();
+ gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredUnderWaterProgram.createShader(NULL, &mWaterUniforms);
+ }
+
+ if (success)
+ {
gDeferredSoftenProgram.mName = "Deferred Soften Shader";
gDeferredSoftenProgram.mShaderFiles.clear();
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1601,6 +1676,26 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gDeferredSoftenWaterProgram.mName = "Deferred Soften Underwater Shader";
+ gDeferredSoftenWaterProgram.mShaderFiles.clear();
+
+ gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+
+ gDeferredSoftenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1");
+ gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+
+ if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
+ { //if using SSAO, take screen space light map into account as if shadows are enabled
+ gDeferredSoftenWaterProgram.mShaderLevel = llmax(gDeferredSoftenWaterProgram.mShaderLevel, 2);
+ }
+
+ success = gDeferredSoftenWaterProgram.createShader(NULL, &mWLUniforms);
+ }
+
+ if (success)
+ {
gDeferredShadowProgram.mName = "Deferred Shadow Shader";
gDeferredShadowProgram.mShaderFiles.clear();
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB));
@@ -3180,3 +3275,4 @@ LLViewerShaderMgr::shader_iter LLViewerShaderMgr::endShaders() const
{
return mShaderList.end();
}
+
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index f3a419b1f2..f14180d957 100755
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -330,6 +330,7 @@ extern LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
extern LLGLSLShader gDeferredImpostorProgram;
extern LLGLSLShader gDeferredWaterProgram;
+extern LLGLSLShader gDeferredUnderWaterProgram;
extern LLGLSLShader gDeferredDiffuseProgram;
extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram;
@@ -350,6 +351,7 @@ extern LLGLSLShader gDeferredSunProgram;
extern LLGLSLShader gDeferredBlurLightProgram;
extern LLGLSLShader gDeferredAvatarProgram;
extern LLGLSLShader gDeferredSoftenProgram;
+extern LLGLSLShader gDeferredSoftenWaterProgram;
extern LLGLSLShader gDeferredShadowProgram;
extern LLGLSLShader gDeferredShadowCubeProgram;
extern LLGLSLShader gDeferredShadowAlphaMaskProgram;
@@ -377,5 +379,6 @@ extern LLGLSLShader gNormalMapGenProgram;
// Deferred materials shaders
extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
-
+extern LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
#endif
+
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index c9f8a4d9ee..e5ea7d0381 100755
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -122,6 +122,10 @@
//#define DEBUG_INDICES
#endif
+// Expensive and currently broken...
+//
+#define MATERIALS_IN_REFLECTIONS 1
+
bool gShiftFrame = false;
//cached settings
@@ -1235,8 +1239,23 @@ void LLPipeline::createGLBuffers()
if (LLPipeline::sWaterReflections)
{ //water reflection texture
U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512);
-
- mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
+
+#if MATERIALS_IN_REFLECTIONS
+ if (LLPipeline::sRenderDeferred)
+ {
+ mWaterRef.allocate(res,res,GL_SRGB8_ALPHA8,TRUE,FALSE);
+ }
+ else
+#endif
+ mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
+
+#if MATERIALS_IN_REFLECTIONS
+ if (LLPipeline::sRenderDeferred)
+ {
+ mWaterDis.allocate(res,res,GL_SRGB8_ALPHA8,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true);
+ }
+ else
+#endif
//always use FBO for mWaterDis so it can be used for avatar texture bakes
mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true);
}
@@ -2448,7 +2467,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
if (to_texture)
{
- if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
+ if (LLPipeline::sRenderDeferred)
{
mOcclusionDepth.bindTarget();
}
@@ -2593,7 +2612,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
if (to_texture)
{
- if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
+ if (LLPipeline::sRenderDeferred)
{
mOcclusionDepth.flush();
}
@@ -4647,6 +4666,103 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
gGL.setColorMask(true, false);
}
+void LLPipeline::renderGeomDeferredToRT(LLCamera& camera)
+{
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred");
+
+ LLFastTimer t(FTM_RENDER_GEOMETRY);
+ LLFastTimer t2(FTM_DEFERRED_POOLS);
+
+ LLGLEnable cull(GL_CULL_FACE);
+
+ LLGLEnable stencil(GL_STENCIL_TEST);
+ glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
+ stop_glerror();
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ stop_glerror();
+
+ for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+ {
+ LLDrawPool *poolp = *iter;
+ if (hasRenderType(poolp->getType()))
+ {
+ poolp->prerender();
+ }
+ }
+
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+
+ U32 cur_type = 0;
+
+ gGL.setColorMask(true, true);
+
+ pool_set_t::iterator iter1 = mPools.begin();
+
+ while ( iter1 != mPools.end() )
+ {
+ LLDrawPool *poolp = *iter1;
+
+ cur_type = poolp->getType();
+
+ pool_set_t::iterator iter2 = iter1;
+ if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0)
+ {
+ LLFastTimer t(FTM_DEFERRED_POOLRENDER);
+
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+
+ for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ )
+ {
+ LLVertexBuffer::unbind();
+ poolp->beginDeferredPass(i);
+ for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+ {
+ LLDrawPool *p = *iter2;
+ if (p->getType() != cur_type)
+ {
+ break;
+ }
+
+ if ( !p->getSkipRenderFlag() ) { p->renderDeferred(i); }
+ }
+ poolp->endDeferredPass(i);
+ LLVertexBuffer::unbind();
+
+ if (gDebugGL || gDebugPipeline)
+ {
+ LLGLState::checkStates();
+ }
+ }
+ }
+ else
+ {
+ // Skip all pools of this type
+ for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+ {
+ LLDrawPool *p = *iter2;
+ if (p->getType() != cur_type)
+ {
+ break;
+ }
+ }
+ }
+ iter1 = iter2;
+ stop_glerror();
+ }
+
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+
+ gGL.setColorMask(true, false);
+}
+
void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)
{
LLFastTimer t(FTM_POST_DEFERRED_POOLS);
@@ -8047,10 +8163,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
static LLFastTimer::DeclareTimer FTM_BIND_DEFERRED("Bind Deferred");
-void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 noise_map)
+void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* alternative_target, U32 noise_map)
{
LLFastTimer t(FTM_BIND_DEFERRED);
+ (void)alternative_target;
+ //LLRenderTarget* render_target = alternative_target ? alternative_target : &mScreen;
+
if (noise_map == 0xFFFFFFFF)
{
noise_map = mNoiseMap;
@@ -8118,11 +8237,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
if (channel > -1)
{
- if (light_index > 0)
+ /*if (light_index > 0)
{
- mScreen.bindTexture(0, channel);
+ render_target->bindTexture(0, channel);
}
- else
+ else*/
{
mDeferredLight.bindTexture(0, channel);
}
@@ -8466,7 +8585,7 @@ void LLPipeline::renderDeferredLighting()
if (RenderDeferredAtmospheric)
{ //apply sunlight contribution
LLFastTimer ftm(FTM_ATMOSPHERICS);
- bindDeferredShader(gDeferredSoftenProgram);
+ bindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
{
LLGLDepthTest depth(GL_FALSE);
LLGLDisable blend(GL_BLEND);
@@ -8488,7 +8607,7 @@ void LLPipeline::renderDeferredLighting()
gGL.popMatrix();
}
- unbindDeferredShader(gDeferredSoftenProgram);
+ unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
}
{ //render non-deferred geometry (fullbright, alpha, etc)
@@ -8891,6 +9010,537 @@ void LLPipeline::renderDeferredLighting()
}
+void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
+{
+ if (!sCull)
+ {
+ return;
+ }
+
+ {
+ LLFastTimer ftm(FTM_RENDER_DEFERRED);
+
+ LLViewerCamera* camera = LLViewerCamera::getInstance();
+
+ {
+ LLGLDepthTest depth(GL_TRUE);
+ mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
+ 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+ }
+
+ //ati doesn't seem to love actually using the stencil buffer on FBO's
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
+ //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+
+ gGL.setColorMask(true, true);
+
+ //draw a cube around every light
+ LLVertexBuffer::unbind();
+
+ LLGLEnable cull(GL_CULL_FACE);
+ LLGLEnable blend(GL_BLEND);
+
+ glh::matrix4f mat = glh_copy_matrix(gGLModelView);
+
+ LLStrider<LLVector3> vert;
+ mDeferredVB->getVertexStrider(vert);
+
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
+
+ {
+ setupHWLights(NULL); //to set mSunDir;
+ LLVector4 dir(mSunDir, 0.f);
+ glh::vec4f tc(dir.mV);
+ mat.mult_matrix_vec(tc);
+ mTransformedSunDir.set(tc.v);
+ }
+
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ if (RenderDeferredSSAO || RenderShadowDetail > 0)
+ {
+ mDeferredLight.bindTarget();
+ { //paint shadow/SSAO light map (direct lighting lightmap)
+ LLFastTimer ftm(FTM_SUN_SHADOW);
+ bindDeferredShader(gDeferredSunProgram, 0, target);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ glClearColor(1,1,1,1);
+ mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
+ glClearColor(0,0,0,0);
+
+ glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
+
+ const U32 slice = 32;
+ F32 offset[slice*3];
+ for (U32 i = 0; i < 4; i++)
+ {
+ for (U32 j = 0; j < 8; j++)
+ {
+ glh::vec3f v;
+ v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i);
+ v.normalize();
+ inv_trans.mult_matrix_vec(v);
+ v.normalize();
+ offset[(i*8+j)*3+0] = v.v[0];
+ offset[(i*8+j)*3+1] = v.v[2];
+ offset[(i*8+j)*3+2] = v.v[1];
+ }
+ }
+
+ gDeferredSunProgram.uniform3fv("offset", slice, offset);
+ gDeferredSunProgram.uniform2f("screenRes", mDeferredLight.getWidth(), mDeferredLight.getHeight());
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ stop_glerror();
+ }
+
+ unbindDeferredShader(gDeferredSunProgram);
+ }
+ mDeferredLight.flush();
+ }
+
+ stop_glerror();
+ gGL.popMatrix();
+ stop_glerror();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ stop_glerror();
+ gGL.popMatrix();
+ stop_glerror();
+
+ target->bindTarget();
+
+ //clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
+ glClearColor(0,0,0,0);
+ target->clear(GL_COLOR_BUFFER_BIT);
+
+ if (RenderDeferredAtmospheric)
+ { //apply sunlight contribution
+ LLFastTimer ftm(FTM_ATMOSPHERICS);
+ bindDeferredShader(gDeferredSoftenProgram,0,target);
+ {
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
+
+ //full screen blit
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ }
+
+ unbindDeferredShader(gDeferredSoftenProgram);
+ }
+
+ { //render non-deferred geometry (fullbright, alpha, etc)
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+ gPipeline.pushRenderTypeMask();
+
+ gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::RENDER_TYPE_WL_SKY,
+ LLPipeline::END_RENDER_TYPES);
+
+
+ renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
+ gPipeline.popRenderTypeMask();
+ }
+
+ BOOL render_local = RenderLocalLights;
+
+ if (render_local)
+ {
+ gGL.setSceneBlendType(LLRender::BT_ADD);
+ std::list<LLVector4> fullscreen_lights;
+ LLDrawable::drawable_list_t spot_lights;
+ LLDrawable::drawable_list_t fullscreen_spot_lights;
+
+ for (U32 i = 0; i < 2; i++)
+ {
+ mTargetShadowSpotLight[i] = NULL;
+ }
+
+ std::list<LLVector4> light_colors;
+
+ LLVertexBuffer::unbind();
+
+ {
+ bindDeferredShader(gDeferredLightProgram, 0, target);
+
+ if (mCubeVB.isNull())
+ {
+ mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
+ }
+
+ mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
+ {
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+ if (!volume)
+ {
+ continue;
+ }
+
+ if (volume->isAttachment())
+ {
+ if (!sRenderAttachedLights)
+ {
+ continue;
+ }
+ }
+
+
+ LLVector4a center;
+ center.load3(drawablep->getPositionAgent().mV);
+ const F32* c = center.getF32ptr();
+ F32 s = volume->getLightRadius()*1.5f;
+
+ LLColor3 col = volume->getLightColor();
+
+ if (col.magVecSquared() < 0.001f)
+ {
+ continue;
+ }
+
+ if (s <= 0.001f)
+ {
+ continue;
+ }
+
+ LLVector4a sa;
+ sa.splat(s);
+ if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
+ {
+ continue;
+ }
+
+ sVisibleLightCount++;
+
+ if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
+ camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
+ camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
+ camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
+ camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
+ camera->getOrigin().mV[2] < c[2] - s - 0.2f)
+ { //draw box if camera is outside box
+ if (render_local)
+ {
+ if (volume->isLightSpotlight())
+ {
+ drawablep->getVOVolume()->updateSpotLightPriority();
+ spot_lights.push_back(drawablep);
+ continue;
+ }
+
+ /*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);*/
+
+ LLFastTimer ftm(FTM_LOCAL_LIGHTS);
+ gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
+ 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();
+
+ mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
+ stop_glerror();
+ }
+ }
+ else
+ {
+ if (volume->isLightSpotlight())
+ {
+ drawablep->getVOVolume()->updateSpotLightPriority();
+ fullscreen_spot_lights.push_back(drawablep);
+ continue;
+ }
+
+ glh::vec3f tc(c);
+ mat.mult_matrix_vec(tc);
+
+ 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));
+ }
+ }
+ unbindDeferredShader(gDeferredLightProgram);
+ }
+
+ if (!spot_lights.empty())
+ {
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ bindDeferredShader(gDeferredSpotLightProgram,0, target);
+
+ mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+
+ for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
+ {
+ LLFastTimer ftm(FTM_PROJECTORS);
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+
+ LLVector4a center;
+ center.load3(drawablep->getPositionAgent().mV);
+ const F32* c = center.getF32ptr();
+ F32 s = volume->getLightRadius()*1.5f;
+
+ sVisibleLightCount++;
+
+ setupSpotLight(gDeferredSpotLightProgram, drawablep);
+
+ LLColor3 col = volume->getLightColor();
+ /*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);*/
+
+ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
+ 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();
+
+ mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
+ }
+ gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ unbindDeferredShader(gDeferredSpotLightProgram);
+ }
+
+ //reset mDeferredVB to fullscreen triangle
+ mDeferredVB->getVertexStrider(vert);
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
+
+ {
+ LLGLDepthTest depth(GL_FALSE);
+
+ //full screen blit
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ U32 count = 0;
+
+ const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT;
+ LLVector4 light[max_count];
+ LLVector4 col[max_count];
+
+ F32 far_z = 0.f;
+
+ while (!fullscreen_lights.empty())
+ {
+ LLFastTimer ftm(FTM_FULLSCREEN_LIGHTS);
+ light[count] = fullscreen_lights.front();
+ fullscreen_lights.pop_front();
+ col[count] = light_colors.front();
+ light_colors.pop_front();
+
+ /*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);*/
+
+ 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())
+ {
+ U32 idx = count-1;
+ bindDeferredShader(gDeferredMultiLightProgram[idx],0, target);
+ 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[0]);
+
+ bindDeferredShader(gDeferredMultiSpotLightProgram, 0, target);
+
+ gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
+ {
+ LLFastTimer ftm(FTM_PROJECTORS);
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+
+ LLVector3 center = drawablep->getPositionAgent();
+ F32* c = center.mV;
+ F32 s = volume->getLightRadius()*1.5f;
+
+ sVisibleLightCount++;
+
+ glh::vec3f tc(c);
+ mat.mult_matrix_vec(tc);
+
+ setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
+
+ LLColor3 col = volume->getLightColor();
+
+ /*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);*/
+
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
+ 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);
+ }
+
+ gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ unbindDeferredShader(gDeferredMultiSpotLightProgram);
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ }
+ }
+
+ gGL.setColorMask(true, true);
+ }
+
+ /*target->flush();
+
+ //gamma correct lighting
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ {
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE);
+
+ LLVector2 tc1(0,0);
+ LLVector2 tc2((F32) target->getWidth()*2,
+ (F32) target->getHeight()*2);
+
+ target->bindTarget();
+ // Apply gamma correction to the frame here.
+ gDeferredPostGammaCorrectProgram.bind();
+ //mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ S32 channel = 0;
+ channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, target->getUsage());
+ if (channel > -1)
+ {
+ target->bindTexture(0,channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, target->getWidth(), target->getHeight());
+
+ F32 gamma = 1.0/2.2;
+
+ gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, gamma);
+
+ 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(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ gGL.getTexUnit(channel)->unbind(target->getUsage());
+ gDeferredPostGammaCorrectProgram.unbind();
+ target->flush();
+ }
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+
+ target->bindTarget();*/
+
+ { //render non-deferred geometry (alpha, fullbright, glow)
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+
+ pushRenderTypeMask();
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_VOLUME,
+ LLPipeline::RENDER_TYPE_GLOW,
+ LLPipeline::RENDER_TYPE_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_GLOW,
+ LLPipeline::RENDER_TYPE_PASS_GRASS,
+ LLPipeline::RENDER_TYPE_PASS_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
+ LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
+ LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
+ END_RENDER_TYPES);
+
+ renderGeomPostDeferred(*LLViewerCamera::getInstance());
+ popRenderTypeMask();
+ }
+
+ //target->flush();
+}
+
void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
{
//construct frustum
@@ -9145,7 +9795,9 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
LLPipeline::sUseOcclusion = 0;
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
glClearColor(0,0,0,0);
+
mWaterRef.bindTarget();
+
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER0;
gGL.setColorMask(true, true);
mWaterRef.clear();
@@ -9194,11 +9846,29 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
updateCull(camera, result);
stateSort(camera, result);
- renderGeom(camera, TRUE);
+#if MATERIALS_IN_REFLECTIONS
+ if (LLPipeline::sRenderDeferred)
+ {
+ mWaterRef.flush();
+
+ gPipeline.grabReferences(result);
+ gPipeline.mDeferredScreen.bindTarget();
+ gGL.setColorMask(true, true);
+ glClearColor(0,0,0,0);
+ gPipeline.mDeferredScreen.clear();
+ renderGeomDeferred(camera);
+ }
+ else
+#endif
+ {
+ renderGeom(camera, TRUE);
+ }
+
gPipeline.popRenderTypeMask();
- }
+ }
+ gGL.setColorMask(true, false);
gPipeline.pushRenderTypeMask();
clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
@@ -9236,10 +9906,28 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
{
gPipeline.grabReferences(ref_result);
LLGLUserClipPlane clip_plane(plane, mat, projection);
- renderGeom(camera);
+
+#if MATERIALS_IN_REFLECTIONS
+ if (LLPipeline::sRenderDeferred)
+ {
+ renderGeomDeferred(camera);
+ }
+ else
+#endif
+ {
+ renderGeom(camera);
+ }
}
}
+#if MATERIALS_IN_REFLECTIONS
+ if (LLPipeline::sRenderDeferred)
+ {
+ gPipeline.mDeferredScreen.flush();
+ renderDeferredLightingToRT(&mWaterRef);
+ }
+#endif
+
gPipeline.popRenderTypeMask();
}
glCullFace(GL_BACK);
@@ -9274,12 +9962,14 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
LLViewerCamera::updateFrustumPlanes(camera);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
LLColor4& col = LLDrawPoolWater::sWaterFogColor;
glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
mWaterDis.bindTarget();
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER1;
- mWaterDis.getViewport(gGLViewport);
+ mWaterDis.getViewport(gGLViewport);
+
if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate)
{
//clip out geometry on the same side of water as the camera
@@ -9290,17 +9980,42 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
static LLCullResult result;
updateCull(camera, result, water_clip, &plane);
stateSort(camera, result);
-
+
gGL.setColorMask(true, true);
mWaterDis.clear();
- gGL.setColorMask(true, false);
+
- renderGeom(camera);
+ gGL.setColorMask(true, false);
+#if MATERIALS_IN_REFLECTIONS
+ mWaterDis.flush();
+ if (LLPipeline::sRenderDeferred)
+ {
+ gPipeline.mDeferredScreen.bindTarget();
+ gGL.setColorMask(true, true);
+ glClearColor(0,0,0,0);
+ gPipeline.mDeferredScreen.clear();
+ gPipeline.grabReferences(result);
+ renderGeomDeferred(camera);
+ }
+ else
+#endif
+ {
+ renderGeom(camera);
+ }
+
+#if MATERIALS_IN_REFLECTIONS
+ if (LLPipeline::sRenderDeferred)
+ {
+ gPipeline.mDeferredScreen.flush();
+ renderDeferredLightingToRT(&mWaterDis);
+ }
+#endif
}
- LLPipeline::sUnderWaterRender = FALSE;
mWaterDis.flush();
+ LLPipeline::sUnderWaterRender = FALSE;
+
}
last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate;
@@ -11164,6 +11879,3 @@ void LLPipeline::restoreHiddenObject( const LLUUID& id )
}
}
-
-
-
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 70dcf80407..8764616fba 100755
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -281,14 +281,16 @@ public:
void renderGeom(LLCamera& camera, BOOL forceVBOUpdate = FALSE);
void renderGeomDeferred(LLCamera& camera);
+ void renderGeomDeferredToRT(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 bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, LLRenderTarget* alternative_target = NULL, U32 noise_map = 0xFFFFFFFF);
void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
void unbindDeferredShader(LLGLSLShader& shader);
void renderDeferredLighting();
-
+ void renderDeferredLightingToRT(LLRenderTarget* target);
+
void generateWaterReflection(LLCamera& camera);
void generateSunShadow(LLCamera& camera);
void generateHighlight(LLCamera& camera);
@@ -954,3 +956,4 @@ extern BOOL gDebugPipeline;
extern const LLMatrix4* gGLLastMatrix;
#endif
+