diff options
Diffstat (limited to 'indra')
| -rw-r--r-- | indra/llrender/llrender.cpp | 21 | ||||
| -rw-r--r-- | indra/llrender/llrender.h | 4 | ||||
| -rw-r--r-- | indra/llrender/llshadermgr.cpp | 1 | ||||
| -rw-r--r-- | indra/llrender/llshadermgr.h | 1 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 49 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl | 18 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl | 19 | ||||
| -rw-r--r-- | indra/newview/pipeline.cpp | 3 | 
8 files changed, 63 insertions, 53 deletions
| diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 471dbce1dd..554721399a 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -735,6 +735,24 @@ void LLLightState::setSunPrimary(bool v)      }  } +void LLLightState::setSize(F32 v) +{ +    if (mSize != v) +    { +        ++gGL.mLightHash; +        mSize = v; +    } +} + +void LLLightState::setFalloff(F32 v) +{ +    if (mFalloff != v) +    { +        ++gGL.mLightHash; +        mFalloff = v; +    } +} +  void LLLightState::setAmbient(const LLColor4& ambient)  {  	if (mAmbient != ambient) @@ -969,6 +987,7 @@ void LLRender::syncLightState()          LLVector3 diffuse[LL_NUM_LIGHT_UNITS];          LLVector3 diffuse_b[LL_NUM_LIGHT_UNITS];          bool      sun_primary[LL_NUM_LIGHT_UNITS]; +        LLVector2 size[LL_NUM_LIGHT_UNITS];          for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++)          { @@ -980,11 +999,13 @@ void LLRender::syncLightState()              diffuse[i].set(light->mDiffuse.mV);              diffuse_b[i].set(light->mDiffuseB.mV);              sun_primary[i] = light->mSunIsPrimary; +            size[i].set(light->mSize, light->mFalloff);          }          shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV);          shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV);          shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV); +        shader->uniform2fv(LLShaderMgr::LIGHT_DEFERRED_ATTENUATION, LL_NUM_LIGHT_UNITS, size[0].mV);          shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV);          shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);          shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0); diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 095ed400f4..b1fb60cf92 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -246,6 +246,8 @@ public:  	void setSpotCutoff(const F32& cutoff);  	void setSpotDirection(const LLVector3& direction);      void setSunPrimary(bool v); +    void setSize(F32 size); +    void setFalloff(F32 falloff);  protected:  	friend class LLRender; @@ -266,6 +268,8 @@ protected:  	F32 mSpotExponent;  	F32 mSpotCutoff; +    F32 mSize = 0.f; +    F32 mFalloff = 0.f;  };  class LLRender diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 5293166ec3..2ea1c0d698 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1180,6 +1180,7 @@ void LLShaderMgr::initAttribsAndUniforms()  	mReservedUniforms.push_back("light_position");  	mReservedUniforms.push_back("light_direction");  	mReservedUniforms.push_back("light_attenuation"); +    mReservedUniforms.push_back("light_deferred_attenuation");  	mReservedUniforms.push_back("light_diffuse");  	mReservedUniforms.push_back("light_ambient");  	mReservedUniforms.push_back("light_count"); diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index 008e3dafa6..249eeace31 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -55,6 +55,7 @@ public:          LIGHT_POSITION,                     //  "light_position"          LIGHT_DIRECTION,                    //  "light_direction"          LIGHT_ATTENUATION,                  //  "light_attenuation" +        LIGHT_DEFERRED_ATTENUATION,         //  "light_deferred_attenuation"          LIGHT_DIFFUSE,                      //  "light_diffuse"          LIGHT_AMBIENT,                      //  "light_ambient"          MULTI_LIGHT_COUNT,                  //  "light_count" diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 491b757b82..36d5b8a099 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -92,12 +92,14 @@ uniform vec4 light_position[8];  uniform vec3 light_direction[8]; // spot direction  uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState()  uniform vec3 light_diffuse[8]; +uniform vec2 light_deferred_attenuation[8]; // light size and falloff  vec3 srgb_to_linear(vec3 c);  vec3 linear_to_srgb(vec3 c);  // These are in deferredUtil.glsl but we can't set: mFeatures.isDeferred to include it  vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); +vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh );  void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 scaleSoftClipFrag(vec3 l); @@ -139,29 +141,23 @@ void pbrIbl(out vec3 colorDiffuse, // diffuse color output  // la = linear attenuation, light radius  // fa = falloff  // See: LLRender::syncLightState() -vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 c_diff, -    vec3 lightColor, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, -    float la, float fa, float is_pointlight, float ambiance) +vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 reflect90, float alphaRough, vec3 c_diff, +    vec3 lightColor, vec3 diffuse, vec3 p, vec3 v, vec3 n, vec4 lp, vec3 ln, +    float lightSize, float lightFalloff, float is_pointlight, float ambiance)  {      vec3 intensity = vec3(0); -    vec3 lv = lp.xyz - v; +    vec3 lv = lp.xyz - p;      vec3  h, l;      float nh, nl, nv, vh, lightDist;      calcHalfVectors(lv,n,v,h,l,nh,nl,nv,vh,lightDist); -    if (lightDist > 0.0) -    { -        float falloff_factor = (12.0 * fa) - 9.0; -        float inverted_la = falloff_factor / la; - -        float dist = lightDist / inverted_la; +    float dist = lightDist/lightSize; -        float dist_atten = calcLegacyDistanceAttenuation(dist,fa); -        if (dist_atten <= 0.0) -            return intensity; +    if (dist <= 1.0 && nl > 0.0) +    { +        float dist_atten = calcLegacyDistanceAttenuation(dist,lightFalloff); -        vec3 reflect90 = vec3(1);          float specWeight = 1.0;          lv = normalize(lv); @@ -169,7 +165,13 @@ vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 c_diff,          nl *= spot * spot;          if (nl > 0.0) -            intensity = dist_atten * nl * lightColor * BRDFLambertian(reflect0, reflect90, c_diff, specWeight, vh); +        { +            vec3 color = vec3(0); +            intensity = dist_atten * nl * lightColor;  +            color += intensity * BRDFLambertian(reflect0, reflect90, c_diff, specWeight, vh); +            color += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); +            return color; +        }      }      return intensity;  } @@ -270,7 +272,20 @@ void main()      vec3 light = vec3(0);      // Punctual lights -#define LIGHT_LOOP(i) light += srgb_to_linear(vec3(scol)) * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(2.2*light_diffuse[i].rgb), base.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight( \ +                    reflect0, \ +                     reflect90, \ +                     alphaRough, \ +                     c_diff, \ +                     light_diffuse[i].rgb, \ +                     base.rgb, \ +                     pos.xyz, \ +                     v, \ +                     n, \ +                     light_position[i], \ +                     light_direction[i].xyz, \ +                     light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, \ +                     light_attenuation[i].z, light_attenuation[i].w );      LIGHT_LOOP(1)      LIGHT_LOOP(2) @@ -280,6 +295,8 @@ void main()      LIGHT_LOOP(6)      LIGHT_LOOP(7) +    col.rgb += light.rgb; +      col.rgb = linear_to_srgb(col.rgb);      col *= atten.r;      col += 2.0*additive; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index c7c241b76e..d8175aa260 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -27,11 +27,6 @@  /*[EXTRA_CODE_HERE]*/ -#define DEBUG_ANY_LIGHT_TYPE      0 // Output red light cone -#define DEBUG_PBR_LIGHT_TYPE      0 // Output PBR objects in red -#define DEBUG_LEG_LIGHT_TYPE      0 // Show Legacy objects in red -#define DEBUG_POINT_ZERO          0 // Output zero for point lights -  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else @@ -123,9 +118,6 @@ void main()              }          } -  #if DEBUG_PBR_LIGHT_TYPE -        colorDiffuse = vec3(0.5,0,0); colorSpec = vec3(0); -  #endif          final_color = colorDiffuse + colorSpec;      }      else @@ -174,18 +166,8 @@ void main()                  }              }          } -  #if DEBUG_LEG_LIGHT_TYPE -        final_color.rgb = vec3(0.5,0,0.0); -  #endif      } -#if DEBUG_POINT_ZERO -    final_color = vec3(0); -#endif -#if DEBUG_ANY_LIGHT_TYPE -    final_color = vec3(0.3333,0,0); -#endif -      frag_color.rgb = final_color;      frag_color.a   = 0.0;  #endif // LOCAL_LIGHT_KILL diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 6f39b0173b..509f9f6dd0 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -27,11 +27,6 @@  /*[EXTRA_CODE_HERE]*/ -#define DEBUG_ANY_LIGHT_TYPE         0 // Output magenta light cone -#define DEBUG_LEG_LIGHT_TYPE         0 // Show Legacy objects in green -#define DEBUG_PBR_LIGHT_TYPE         0 // Show PBR objects in blue -#define DEBUG_POINT_ZERO             0 // Output zero for point light -  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else @@ -119,9 +114,6 @@ void main()              colorSpec    += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);          } -#if DEBUG_PBR_LIGHT_TYPE -        colorDiffuse = vec3(0,0,0.5); colorSpec = vec3(0); -#endif          final_color = colorDiffuse + colorSpec;      }      else @@ -156,19 +148,8 @@ void main()          {              discard;          } - -#if DEBUG_LEG_LIGHT_TYPE -        final_color.rgb = vec3(0,0.25,0); -#endif      } -#if DEBUG_POINT_ZERO -    final_color = vec3(0); -#endif -#if DEBUG_ANY_LIGHT_TYPE -    final_color = vec3(0.25,0,0.25); -#endif -      frag_color.rgb = final_color;      frag_color.a = 0.0;  } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index d66f11d247..160a1680c1 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6381,6 +6381,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)  			light_state->setDiffuse(light_color);  			light_state->setAmbient(LLColor4::black);  			light_state->setConstantAttenuation(0.f); +            light_state->setSize(light->getLightRadius() * 1.5f); +            light_state->setFalloff(light->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); +  			if (sRenderDeferred)  			{  				light_state->setLinearAttenuation(linatten); | 
