From 07bff3129adaabb90f09b71fa65c8be0c3ecef5d Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 19 Dec 2018 14:59:19 -0800 Subject: Add new shaders for advanced atmo SH env lighting calcs. --- indra/llinventory/llsettingssky.cpp | 1 - indra/newview/app_settings/settings.xml | 26 ++ .../app_settings/shaders/class1/deferred/cofF.glsl | 9 +- .../shaders/class3/deferred/deferredUtil.glsl | 75 +++++ .../class3/deferred/depthToShadowVolumeG.glsl | 202 +++++++++++++ .../shaders/class3/deferred/gatherSkyShF.glsl | 70 +++++ .../shaders/class3/deferred/gatherSkyShV.glsl | 40 +++ .../shaders/class3/deferred/genSkyShF.glsl | 112 ++++++++ .../shaders/class3/deferred/genSkyShV.glsl | 37 +++ .../shaders/class3/deferred/indirect.glsl | 44 +++ .../shaders/class3/deferred/lightUtil.glsl | 117 ++++++++ .../shaders/class3/deferred/pointShadowBlurF.glsl | 37 +++ .../shaders/class3/deferred/shVisF.glsl | 73 +++++ .../shaders/class3/deferred/shVisV.glsl | 33 +++ .../shaders/class3/deferred/shadowAlphaBlendF.glsl | 58 ++++ .../shaders/class3/deferred/shadowAlphaBlendV.glsl | 66 +++++ .../shaders/class3/deferred/shadowAlphaMaskF.glsl | 74 +++++ .../shaders/class3/deferred/shadowAlphaMaskV.glsl | 67 +++++ .../shaders/class3/deferred/shadowCubeV.glsl | 50 ++++ .../shaders/class3/deferred/shadowF.glsl | 49 ++++ .../shaders/class3/deferred/shadowUtil.glsl | 157 +++++++++++ .../shaders/class3/deferred/shadowV.glsl | 62 ++++ .../shaders/class3/deferred/softenLightF.glsl | 4 +- indra/newview/llviewerdisplay.cpp | 5 + indra/newview/llviewermenu.cpp | 23 +- indra/newview/llviewershadermgr.cpp | 50 +++- indra/newview/llviewershadermgr.h | 4 + indra/newview/pipeline.cpp | 313 ++++++++++++++++++++- indra/newview/pipeline.h | 7 +- 29 files changed, 1838 insertions(+), 27 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/indirect.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index 231077c217..fb7f5e5c1c 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -999,7 +999,6 @@ LLColor3 LLSettingsSky::getLightDiffuse() const LLColor3 LLSettingsSky::getAmbientColor() const { - // Todo: this causes complications, preferably to get rid of this duality if (mSettings.has(SETTING_LEGACY_HAZE) && mSettings[SETTING_LEGACY_HAZE].has(SETTING_AMBIENT)) { return LLColor3(mSettings[SETTING_LEGACY_HAZE][SETTING_AMBIENT]); diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 94ce4f6df7..bb5ff19176 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -8995,6 +8995,17 @@ Value 0 + RenderDebugSH + + Comment + Enable SH indirect lighting visualization. + Persist + 1 + Type + Boolean + Value + 0 + RenderMaxTextureIndex Comment @@ -11959,6 +11970,21 @@ Value 0.300000011921 + SkyMoonDefaultPosition + + Comment + Default position of sun in sky (direction in world coordinates) + Persist + 1 + Type + Vector3 + Value + + -1.0 + 0.0 + -0.1 + + SkyNightColorShift Comment diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index fef1c5a584..380d382020 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -50,14 +50,7 @@ uniform vec2 screen_res; VARYING vec2 vary_fragcoord; -float getDepth(vec2 pos_screen) -{ - float z = texture2DRect(depthMap, pos_screen.xy).r; - z = z*2.0-1.0; - vec4 ndc = vec4(0.0, 0.0, z, 1.0); - vec4 p = inv_proj*ndc; - return p.z/p.w; -} +float getDepth(vec2 pos_screen); float calc_cof(float depth) { diff --git a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl new file mode 100644 index 0000000000..cccd01e0d7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl @@ -0,0 +1,75 @@ +/** + * @file class3/deferred/deferredUtil.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 + * $/LicenseInfo$ + */ + +uniform sampler2DRect normalMap; +uniform sampler2DRect depthMap; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec3 decode_normal(vec2 enc); + +vec2 getScreenCoordinate(vec2 screenpos) +{ + vec2 sc = screenpos.xy * 2.0; + if (screen_res.x > 0 && screen_res.y > 0) + { + sc /= screen_res; + } + return sc - vec2(1.0, 1.0); +} + +vec3 getNorm(vec2 screenpos) +{ + vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy; + return decode_normal(enc_norm); +} + +float getDepth(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen).r; + return depth; +} + +vec4 getPosition(vec2 pos_screen) +{ + float depth = getDepth(pos_screen); + vec2 sc = getScreenCoordinate(pos_screen); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +vec4 getPositionWithDepth(vec2 pos_screen, float depth) +{ + vec2 sc = getScreenCoordinate(pos_screen); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl b/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl new file mode 100644 index 0000000000..5734e2abb2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl @@ -0,0 +1,202 @@ +/** + * @file depthToShadowVolumeG.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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_geometry_shader4 : enable +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +layout (triangles) in; +layout (triangle_strip, max_vertices = 128) out; + +uniform sampler2DRect depthMap; +uniform mat4 shadowMatrix[6]; +uniform vec4 lightpos; + +VARYING vec2 vary_texcoord0; + +out vec3 to_vec; + +void cross_products(out vec4 ns[3], int a, int b, int c) +{ + ns[0] = cross(gl_PositionIn[b].xyz - gl_PositionIn[a].xyz, gl_PositionIn[c].xyz - gl_PositionIn[a].xyz); + ns[1] = cross(gl_PositionIn[c].xyz - gl_PositionIn[b].xyz, gl_PositionIn[a].xyz - gl_PositionIn[b].xyz); + ns[2] = cross(gl_PositionIn[a].xyz - gl_PositionIn[c].xyz, gl_PositionIn[b].xyz - gl_PositionIn[c].xyz); +} + +vec3 getLightDirection(vec4 lightpos, vec3 pos) +{ + + vec3 lightdir = lightpos.xyz - lightpos.w * pos; + return lightdir; +} + +void emitTri(vec4 v[3]) +{ + gl_Position = proj_matrix * v[0]; + EmitVertex(); + + gl_Position = proj_matrix * v[1]; + EmitVertex(); + + gl_Position = proj_matrix * v[2]; + EmitVertex(); + + EndPrimitive(); +} + +void emitQuad(vec4 v[4] +{ + // Emit a quad as a triangle strip. + gl_Position = proj_matrix*v[0]; + EmitVertex(); + + gl_Position = proj_matrix*v[1]; + EmitVertex(); + + gl_Position = proj_matrix*v[2]; + EmitVertex(); + + gl_Position = proj_matrix*v[3]; + EmitVertex(); + + EndPrimitive(); +} + +void emitPrimitives(int layer) +{ + int i = layer; + gl_Layer = i; + + vec4 depth1 = vec4(texture2DRect(depthMap, tc0).rg, texture2DRect(depthMap, tc1).rg)); + vec3 depth2 = vec4(texture2DRect(depthMap, tc2).rg, texture2DRect(depthMap, tc3).rg)); + vec3 depth3 = vec4(texture2DRect(depthMap, tc4).rg, texture2DRect(depthMap, tc5).rg)); + vec3 depth4 = vec4(texture2DRect(depthMap, tc6).rg, texture2DRect(depthMap, tc7).rg)); + + depth1 = min(depth1, depth2); + depth1 = min(depth1, depth3); + depth1 = min(depth1, depth4); + + vec2 depth = min(depth1.xy, depth1.zw); + + int side = sqrt(gl_VerticesIn); + + for (int j = 0; j < side; j++) + { + for (int k = 0; k < side; ++k) + { + vec3 pos = gl_PositionIn[(j * side) + k].xyz; + vec4 v = shadowMatrix[i] * vec4(pos, 1.0); + gl_Position = v; + to_vec = pos - light_position.xyz * depth; + EmitVertex(); + } + + EndPrimitive(); + } + + vec3 norms[3]; // Normals + vec3 lightdir3]; // Directions toward light + + vec4 v[4]; // Temporary vertices + + vec4 or_pos[3] = + { // Triangle oriented toward light source + gl_PositionIn[0], + gl_PositionIn[2], + gl_PositionIn[4] + }; + + // Compute normal at each vertex. + cross_products(n, 0, 2, 4); + + // Compute direction from vertices to light. + lightdir[0] = getLightDirection(lightpos, gl_PositionIn[0].xyz); + lightdir[1] = getLightDirection(lightpos, gl_PositionIn[2].xyz); + lightdir[2] = getLightDirection(lightpos, gl_PositionIn[4].xyz); + + // Check if the main triangle faces the light. + bool faces_light = true; + if (!(dot(ns[0],d[0]) > 0 + |dot(ns[1],d[1]) > 0 + |dot(ns[2],d[2]) > 0)) + { + // Flip vertex winding order in or_pos. + or_pos[1] = gl_PositionIn[4]; + or_pos[2] = gl_PositionIn[2]; + faces_light = false; + } + + // Near cap: simply render triangle. + emitTri(or_pos); + + // Far cap: extrude positions to infinity. + v[0] =vec4(lightpos.w * or_pos[0].xyz - lightpos.xyz,0); + v[1] =vec4(lightpos.w * or_pos[2].xyz - lightpos.xyz,0); + v[2] =vec4(lightpos.w * or_pos[1].xyz - lightpos.xyz,0); + + emitTri(v); + + // Loop over all edges and extrude if needed. + for ( int i=0; i<3; i++ ) + { + // Compute indices of neighbor triangle. + int v0 = i*2; + int nb = (i*2+1); + int v1 = (i*2+2) % 6; + cross_products(n, v0, nb, v1); + + // Compute direction to light, again as above. + d[0] =lightpos.xyz-lightpos.w*gl_PositionIn[v0].xyz; + d[1] =lightpos.xyz-lightpos.w*gl_PositionIn[nb].xyz; + d[2] =lightpos.xyz-lightpos.w*gl_PositionIn[v1].xyz; + + bool is_parallel = gl_PositionIn[nb].w < 1e-5; + + // Extrude the edge if it does not have a + // neighbor, or if it's a possible silhouette. + if (is_parallel || + ( faces_light != (dot(ns[0],d[0])>0 || + dot(ns[1],d[1])>0 || + dot(ns[2],d[2])>0) )) + { + // Make sure sides are oriented correctly. + int i0 = faces_light ? v0 : v1; + int i1 = faces_light ? v1 : v0; + + v[0] = gl_PositionIn[i0]; + v[1] = vec4(lightpos.w*gl_PositionIn[i0].xyz - lightpos.xyz, 0); + v[2] = gl_PositionIn[i1]; + v[3] = vec4(lightpos.w*gl_PositionIn[i1].xyz - lightpos.xyz, 0); + + emitQuad(v); + } + } +} + +void main() +{ + // Output + emitPrimitives(0); +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl new file mode 100644 index 0000000000..34d26cddea --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl @@ -0,0 +1,70 @@ +/** + * @file class3/deferred/gatherSkyShF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + +VARYING vec2 vary_frag; + +uniform vec2 screen_res; +uniform sampler2D sh_input_r; +uniform sampler2D sh_input_g; +uniform sampler2D sh_input_b; + +void main() +{ + vec2 offset = vec2(2.0) / screen_res; + + vec4 r = vec4(0); + vec4 g = vec4(0); + vec4 b = vec4(0); + + vec2 tc = vary_frag * 2.0; + + r += texture2D(sh_input_r, tc + vec2(0, 0)); + r += texture2D(sh_input_r, tc + vec2(offset.x, 0)); + r += texture2D(sh_input_r, tc + vec2(0, offset.y)); + r += texture2D(sh_input_r, tc + vec2(offset.x, offset.y)); + r /= 4.0f; + + g += texture2D(sh_input_g, tc + vec2(0, 0)); + g += texture2D(sh_input_g, tc + vec2(offset.x, 0)); + g += texture2D(sh_input_g, tc + vec2(0, offset.y)); + g += texture2D(sh_input_g, tc + vec2(offset.x, offset.y)); + g /= 4.0f; + + b += texture2D(sh_input_b, tc + vec2(0, 0)); + b += texture2D(sh_input_b, tc + vec2(offset.x, 0)); + b += texture2D(sh_input_b, tc + vec2(0, offset.y)); + b += texture2D(sh_input_b, tc + vec2(offset.x, offset.y)); + b /= 4.0f; + + frag_data[0] = r; + frag_data[1] = g; + frag_data[2] = b; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl new file mode 100644 index 0000000000..337c8a50fe --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl @@ -0,0 +1,40 @@ +/** + * @file gatherSkyShV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + * $/LicenseInfo$ + */ + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_frag; +uniform vec2 screen_res; + +void main() +{ + // pass through untransformed fullscreen pos + float oo_divisor = screen_res.x / 64.0; + vec3 pos = (position.xyz * oo_divisor) + vec3(oo_divisor - 1, oo_divisor - 1, 0); + gl_Position = vec4(pos.xyz, 1.0); + vary_frag = texcoord0 * oo_divisor; +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl new file mode 100644 index 0000000000..c02e6d1e57 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl @@ -0,0 +1,112 @@ +/** + * @file class3/deferred/genSkyShF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + +VARYING vec2 vary_frag; + +uniform vec3 sun_dir; + +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler2D irradiance_texture; +uniform vec4 gamma; + +vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); + +vec3 calcDirection(vec2 tc) +{ + float phi = tc.y * 2.0 * 3.14159265; + float cosTheta = sqrt(1.0 - tc.x); + float sinTheta = sqrt(1.0 - cosTheta * cosTheta); + return vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta); +} + +// reverse mapping above to convert a hemisphere direction into phi/theta values +void getPhiAndThetaFromDirection(vec3 dir, out float phi, out float theta) +{ + float sin_theta; + float cos_theta; + cos_theta = dir.z; + theta = acos(cos_theta); + sin_theta = sin(theta); + phi = abs(sin_theta) > 0.0001 ? acos(dir.x / sin_theta) : 1.0; +} + +// reverse mapping above to convert a hemisphere direction into an SH texture sample pos +vec2 calcShUvFromDirection(vec3 dir) +{ + vec2 uv; + float phi; + float theta; + getPhiAndThetaFromDirection(dir, phi, theta); + uv.y = phi / 2.0 * 3.14159265; + uv.x = theta / 2.0 * 3.14159265; + return uv; +} + +void projectToL1(vec3 n, vec3 c, vec4 basis, out vec4 coeffs[3]) +{ + coeffs[0] = vec4(basis.x, n * basis.yzw * c.r); + coeffs[1] = vec4(basis.x, n * basis.yzw * c.g); + coeffs[2] = vec4(basis.x, n * basis.yzw * c.b); +} + +void main() +{ + float Y00 = sqrt(1.0 / 3.14159265) * 0.5; + float Y1x = sqrt(3.0 / 3.14159265) * 0.5; + float Y1y = Y1x; + float Y1z = Y1x; + + vec4 L1 = vec4(Y00, Y1x, Y1y, Y1z); + + vec3 view_direction = calcDirection(vary_frag); + vec3 sun_direction = normalize(sun_dir); + vec3 cam_pos = vec3(0, 0, 6360); + + vec3 transmittance; + vec3 radiance = GetSkyLuminance(cam_pos, view_direction, 0.0f, sun_direction, transmittance); + + vec3 color = vec3(1.0) - exp(-radiance * 0.0001); + + color = pow(color, vec3(1.0/2.2)); + + vec4 coeffs[3]; + coeffs[0] = vec4(0); + coeffs[1] = vec4(0); + coeffs[2] = vec4(0); + + projectToL1(view_direction, color.rgb, L1, coeffs); + + frag_data[0] = coeffs[0]; + frag_data[1] = coeffs[1]; + frag_data[2] = coeffs[2]; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl new file mode 100644 index 0000000000..b466883dc7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl @@ -0,0 +1,37 @@ +/** + * @file genSkyShV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + * $/LicenseInfo$ + */ + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_frag; + +void main() +{ + // pass through untransformed fullscreen pos + gl_Position = vec4(position.xyz, 1.0); + vary_frag = texcoord0; +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl new file mode 100644 index 0000000000..33c5667cae --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl @@ -0,0 +1,44 @@ +/** + * @file class3/deferred/indirect.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +uniform sampler2D sh_input_r; +uniform sampler2D sh_input_g; +uniform sampler2D sh_input_b; + +vec3 GetIndirect(vec3 norm) +{ + vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); + vec4 l1r = texture2D(sh_input_r, vec2(0,0)); + vec4 l1g = texture2D(sh_input_g, vec2(0,0)); + vec4 l1b = texture2D(sh_input_b, vec2(0,0)); + vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)), + dot(l1g, l1tap * vec4(1, norm.xyz)), + dot(l1b, l1tap * vec4(1, norm.xyz))); + indirect = clamp(indirect, vec3(0), vec3(1.0)); + return indirect; +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl new file mode 100644 index 0000000000..8bb3f07fc6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl @@ -0,0 +1,117 @@ +/** + * @file lightInfo.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 + * $/LicenseInfo$ + */ + +struct DirectionalLightInfo +{ + vec4 pos; + float depth; + vec4 normal; + vec3 normalizedLightDirection; + vec3 normalizedToLight; + float lightIntensity; + vec3 lightDiffuseColor; + float specExponent; + float shadow; +}; + +struct SpotLightInfo +{ + vec4 pos; + float depth; + vec4 normal; + vec3 normalizedLightDirection; + vec3 normalizedToLight; + float lightIntensity; + float attenuation; + float distanceToLight; + vec3 lightDiffuseColor; + float innerHalfAngleCos; + float outerHalfAngleCos; + float spotExponent; + float specExponent; + float shadow; +}; + +struct PointLightInfo +{ + vec4 pos; + float depth; + vec4 normal; + vec3 normalizedToLight; + float lightIntensity; + float attenuation; + float distanceToLight; + vec3 lightDiffuseColor; + float lightRadius; + float specExponent; + vec3 worldspaceLightDirection; + float shadow; +}; + +float attenuate(float attenuationSelection, float distanceToLight) +{ +// LLRENDER_REVIEW +// sh/could eventually consume attenuation func defined in texture + return (attenuationSelection == 0.0f) ? 1.0f : // none + (attenuationSelection < 1.0f) ? (1.0f / distanceToLight) : // linear atten + (attenuationSelection < 2.0f) ? (1.0f / (distanceToLight*distanceToLight)) // quadratic atten + : (1.0f / (distanceToLight*distanceToLight*distanceToLight)); // cubic atten +} + + +vec3 lightDirectional(struct DirectionalLightInfo dli) +{ + float lightIntensity = dli.lightIntensity; + lightIntensity *= dot(dli.normal.xyz, dli.normalizedLightDirection); + //lightIntensity *= directionalShadowSample(vec4(dli.pos.xyz, 1.0f), dli.depth, dli.directionalShadowMap, dli.directionalShadowMatrix); + return lightIntensity * dli.lightDiffuseColor; +} + + +vec3 lightSpot(struct SpotLightInfo sli) +{ + float penumbraRange = (sli.outerHalfAngleCos - sli.innerHalfAngleCos); + float coneAngleCos = max(dot(sli.normalizedLightDirection, sli.normalizedToLight), 0.0); + float coneAttenFactor = (coneAngleCos <= sli.outerHalfAngleCos) ? 1.0f : pow(smoothstep(1,0, sli.outerHalfAngleCos / penumbraRange), sli.spotExponent); + float distanceAttenuation = attenuate(sli.attenuation, sli.distanceToLight); + float lightIntensity = sli.lightIntensity; + lightIntensity *= distanceAttenuation; + lightIntensity *= max(dot(sli.normal.xyz, sli.normalizedLightDirection), 0.0); + lightIntensity *= coneAttenFactor; + lightIntensity *= sli.shadow; + return lightIntensity * sli.lightDiffuseColor; +} + +vec3 lightPoint(struct PointLightInfo pli) +{ + float padRadius = pli.lightRadius * 0.1; // distance for which to perform smoothed dropoff past light radius + float distanceAttenuation = attenuate(pli.attenuation, pli.distanceToLight); + float lightIntensity = pli.lightIntensity; + lightIntensity*= distanceAttenuation; + lightIntensity *= clamp((padRadius - pli.distanceToLight + pli.lightRadius) / padRadius, 0.0, 1.0); + lightIntensity *= pli.shadow; + lightIntensity *= max(dot(pli.normal.xyz, pli.normalizedToLight), 0.0); + return lightIntensity * pli.lightDiffuseColor; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl new file mode 100644 index 0000000000..ca9ce3a2e1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl @@ -0,0 +1,37 @@ +/** + * @file pointShadowBlur.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 + * $/LicenseInfo$ + */ + +uniform samplerCube cube_map; + +in vec3 to_vec; + +out vec4 fragColor; + +void main() +{ + vec4 vcol = texture(cube_map, to_vec); + fragColor = vec4(vcol.rgb, 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl new file mode 100644 index 0000000000..c8991f7a18 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl @@ -0,0 +1,73 @@ +/** + * @file class3/deferred/shVisF.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 + +///////////////////////////////////////////////////////////////////////// +// Fragment shader for L1 SH debug rendering +///////////////////////////////////////////////////////////////////////// + +uniform sampler2D sh_input_r; +uniform sampler2D sh_input_g; +uniform sampler2D sh_input_b; + +uniform mat3 inv_modelviewprojection; + +VARYING vec4 vary_pos; + +void main(void) +{ + vec2 coord = vary_pos.xy + vec2(0.5,0.5); + + coord.x *= (1.6/0.9); + + if (dot(coord, coord) > 0.25) + { + discard; + } + + vec4 n = vec4(coord*2.0, 0.0, 1); + //n.y = -n.y; + n.z = sqrt(max(1.0-n.x*n.x-n.y*n.y, 0.0)); + //n.xyz = inv_modelviewprojection * n.xyz; + + vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); + vec4 l1r = texture2D(sh_input_r, vec2(0,0)); + vec4 l1g = texture2D(sh_input_g, vec2(0,0)); + vec4 l1b = texture2D(sh_input_b, vec2(0,0)); + vec3 indirect = vec3( + dot(l1r, l1tap * n), + dot(l1g, l1tap * n), + dot(l1b, l1tap * n)); + + //indirect = pow(indirect, vec3(0.45)); + indirect *= 3.0; + + frag_color = vec4(indirect, 1.0); +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl new file mode 100644 index 0000000000..8f32dfde79 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl @@ -0,0 +1,33 @@ +/** + * @file class3/deferred/shVisV.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 + * $/LicenseInfo$ + */ +ATTRIBUTE vec3 position; +VARYING vec4 vary_pos; + +void main() +{ + // Output + vary_pos = vec4(position, 1); + gl_Position = vary_pos; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl new file mode 100644 index 0000000000..01599d81c4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl @@ -0,0 +1,58 @@ +/** + * @file shadowAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING float pos_w; + +VARYING float target_pos_x; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 pos; + +vec4 computeMoments(float depth, float a); + +void main() +{ + float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; + + frag_color = computeMoments(length(pos), float a); + +#if !DEPTH_CLAMP + gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); +#endif +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl new file mode 100644 index 0000000000..3fb2bafca4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl @@ -0,0 +1,66 @@ +/** + * @file shadowAlphaMaskV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; +uniform float shadow_target_width; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING float target_pos_x; +VARYING vec4 pos; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void passTextureIndex(); + +void main() +{ + //transform vertex + vec4 pre_pos = vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * pre_pos; + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + + pos_w = pos.w; + +#if !DEPTH_CLAMP + pos_zd2 = pos.z * 0.5; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + + passTextureIndex(); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vertex_color = diffuse_color; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl new file mode 100644 index 0000000000..d6ed5b6bb0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl @@ -0,0 +1,74 @@ +/** + * @file class3/deferred/shadowAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING float pos_w; + +VARYING float target_pos_x; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +vec4 getPosition(vec2 screen_coord); +vec4 computeMoments(float depth, float a); + +void main() +{ + vec4 pos = getPosition(vary_texcoord0.xy); + + float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; + + if (alpha < 0.05) // treat as totally transparent + { + discard; + } + + if (alpha < 0.88) // treat as semi-transparent + { + if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) + { + discard; + } + } + + frag_color = computeMoments(length(pos.xyz), alpha); + +#if !DEPTH_CLAMP + gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); +#endif + +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl new file mode 100644 index 0000000000..bc7fe003f2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl @@ -0,0 +1,67 @@ +/** + * @file class3/deferred/shadowAlphaMaskV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; +uniform float shadow_target_width; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING vec4 pos; +VARYING float target_pos_x; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void passTextureIndex(); + +void main() +{ + //transform vertex + vec4 pre_pos = vec4(position.xyz, 1.0); + + pos = modelview_projection_matrix * pre_pos; + + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + +#if !DEPTH_CLAMP + pos_zd2 = pos.z * 0.5; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + + passTextureIndex(); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + vertex_color = diffuse_color; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl new file mode 100644 index 0000000000..923de09ada --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl @@ -0,0 +1,50 @@ +/** + * @file class3/deferred/shadowCubeV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +#if !DEPTH_CLAMP +VARYING vec4 post_pos; +#endif + +uniform vec3 box_center; +uniform vec3 box_size; + +void main() +{ + //transform vertex + vec3 p = position*box_size+box_center; + vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0); + +#if !DEPTH_CLAMP + post_pos = pos; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl new file mode 100644 index 0000000000..5a6c8728c0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl @@ -0,0 +1,49 @@ +/** + * @file class3/deferred/shadowF.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING vec4 pos; +VARYING float target_pos_x; + +vec4 computeMoments(float depth, float a); + +void main() +{ + frag_color = computeMoments(length(pos), 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl new file mode 100644 index 0000000000..2f69a353e8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl @@ -0,0 +1,157 @@ +/** + * @file class3/deferred/shadowUtil.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 + * $/LicenseInfo$ + */ + +uniform sampler2D shadowMap0; +uniform sampler2D shadowMap1; +uniform sampler2D shadowMap2; +uniform sampler2D shadowMap3; +uniform sampler2D shadowMap4; +uniform sampler2D shadowMap5; + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform vec2 shadow_res; +uniform vec2 proj_shadow_res; +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float shadow_bias; + +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; + +float getDepth(vec2 screenpos); +vec3 getNorm(vec2 screenpos); +vec4 getPosition(vec2 pos_screen); + +float ReduceLightBleeding(float p_max, float Amount) +{ + return smoothstep(Amount, 1, p_max); +} + +float ChebyshevUpperBound(vec2 m, float t, float min_v, float Amount) +{ + float p = (t <= m.x) ? 1.0 : 0.0; + + float v = m.y - (m.x*m.x); + v = max(v, min_v); + + float d = t - m.x; + + float p_max = v / (v + d*d); + + p_max = ReduceLightBleeding(p_max, Amount); + + return max(p, p_max); +} + +vec4 computeMoments(float depth, float a) +{ + float m1 = depth; + float dx = dFdx(depth); + float dy = dFdy(depth); + float m2 = m1*m1 + 0.25 * a * (dx*dx + dy*dy); + return vec4(m1, m2, a, max(dx, dy)); +} + +float vsmDirectionalSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix) +{ + vec4 lpos = shadowMatrix * stc; + vec4 moments = texture2D(shadowMap, lpos.xy); + return ChebyshevUpperBound(moments.rg, depth - shadow_bias * 256.0f, 0.125, 0.9); +} + +float vsmSpotSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix) +{ + vec4 lpos = shadowMatrix * stc; + vec4 moments = texture2D(shadowMap, lpos.xy); + lpos.xyz /= lpos.w; + lpos.xy *= 0.5; + lpos.xy += 0.5; + return ChebyshevUpperBound(moments.rg, depth - spot_shadow_bias * 16.0f, 0.125, 0.9); +} + +#if VSM_POINT_SHADOWS +float vsmPointSample(float lightDistance, vec3 lightDirection, samplerCube shadow_cube_map) +{ + vec4 moments = textureCube(shadow_cube_map, light_direction); + return ChebyshevUpperBound(moments.rg, light_distance, 0.01, 0.25); +} +#endif + +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) +{ + if (pos.z < -shadow_clip.w) + { + discard; + } + + float depth = getDepth(pos_screen); + + vec4 spos = vec4(pos,1.0); + vec4 near_split = shadow_clip*-0.75; + vec4 far_split = shadow_clip*-1.25; + + float shadow = 0.0f; + float weight = 1.0; + + if (spos.z < near_split.z) + { + shadow += vsmDirectionalSample(spos, depth, shadowMap3, shadow_matrix[3]); + weight += 1.0f; + } + if (spos.z < near_split.y) + { + shadow += vsmDirectionalSample(spos, depth, shadowMap2, shadow_matrix[2]); + weight += 1.0f; + } + if (spos.z < near_split.x) + { + shadow += vsmDirectionalSample(spos, depth, shadowMap1, shadow_matrix[1]); + weight += 1.0f; + } + if (spos.z > far_split.x) + { + shadow += vsmDirectionalSample(spos, depth, shadowMap0, shadow_matrix[0]); + weight += 1.0f; + } + + shadow /= weight; + + return shadow; +} + +float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) +{ + if (pos.z < -shadow_clip.w) + { + discard; + } + + float depth = getDepth(pos_screen); + + pos += norm * spot_shadow_offset; + return vsmSpotSample(vec4(pos, 1.0), depth, (index == 0) ? shadowMap4 : shadowMap5, shadow_matrix[4 + index]); +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl new file mode 100644 index 0000000000..9a5edaf091 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl @@ -0,0 +1,62 @@ +/** + * @file class3/deferred/shadowV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; +uniform float shadow_target_width; +uniform mat4 texture_matrix0; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING vec4 pos; +VARYING float target_pos_x; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void passTextureIndex(); + +void main() +{ + //transform vertex + vec4 pre_pos = vec4(position.xyz, 1.0); + + pos = modelview_projection_matrix * pre_pos; + + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + +#if !DEPTH_CLAMP + pos_zd2 = pos.z * 0.5; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index ecf6858136..b84d3efbaa 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -40,15 +40,13 @@ uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; uniform sampler2D lightFunc; -uniform float blur_size; uniform samplerCube environmentMap; - +uniform float blur_size; uniform float blur_fidelity; // Inputs uniform vec4 morphFactor; uniform vec3 camPosLocal; -uniform vec4 gamma; uniform float cloud_shadow; uniform float max_y; uniform vec4 glow; diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 5d01e7e584..2d4478bfdb 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -1021,6 +1021,11 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) } } + if (LLPipeline::sRenderDeferred && gAtmosphere && gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics")) + { + gPipeline.generateSkyIndirect(); + } + if (LLPipeline::sRenderDeferred) { gPipeline.renderDeferredLighting(&gPipeline.mScreen); diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp index eeb60f7549..1bbda04ae6 100644 --- a/indra/newview/llviewermenu.cpp +++ b/indra/newview/llviewermenu.cpp @@ -1211,6 +1211,20 @@ class LLAdvancedSelectedTextureInfo : public view_listener_t } }; +//////////////////////////// +// TOGGLE SH LIGHTING VIS // +//////////////////////////// + +class LLAdvancedToggleDebugSH : public view_listener_t +{ + bool handleEvent(const LLSD& userdata) + { + gPipeline.toggleRenderDebug(LLPipeline::RENDER_DEBUG_SH); + gSavedSettings.setBOOL("RenderDebugSH", gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SH)); + return true; + } +}; + ////////////////////// // TOGGLE WIREFRAME // ////////////////////// @@ -6101,12 +6115,7 @@ class LLAvatarResetSkeleton: public view_listener_t { bool handleEvent(const LLSD& userdata) { - LLVOAvatar* avatar = NULL; - LLViewerObject *obj = LLSelectMgr::getInstance()->getSelection()->getPrimaryObject(); - if (obj) - { - avatar = obj->getAvatar(); - } + LLVOAvatar* avatar = find_avatar_from_object( LLSelectMgr::getInstance()->getSelection()->getPrimaryObject() ); if(avatar) { avatar->resetSkeleton(false); @@ -8650,7 +8659,6 @@ class LLWorldEnableEnvPreset : public view_listener_t } }; - /// Post-Process callbacks class LLWorldPostProcess : public view_listener_t { @@ -8991,6 +8999,7 @@ void initialize_menus() commit.add("Advanced.SelectedMaterialInfo", boost::bind(&handle_selected_material_info)); view_listener_t::addMenu(new LLAdvancedToggleWireframe(), "Advanced.ToggleWireframe"); view_listener_t::addMenu(new LLAdvancedCheckWireframe(), "Advanced.CheckWireframe"); + view_listener_t::addMenu(new LLAdvancedToggleDebugSH(), "Advanced.ToggleDebugSH"); // Develop > Render view_listener_t::addMenu(new LLAdvancedEnableObjectObjectOcclusion(), "Advanced.EnableObjectObjectOcclusion"); view_listener_t::addMenu(new LLAdvancedEnableRenderFBO(), "Advanced.EnableRenderFBO"); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index bb3ad4bea6..9a62ab232d 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -242,6 +242,10 @@ LLGLSLShader gDeferredSkinnedFullbrightShinyProgram; LLGLSLShader gDeferredSkinnedFullbrightProgram; LLGLSLShader gNormalMapGenProgram; +LLGLSLShader gDeferredGenSkyShProgram; +LLGLSLShader gDeferredGatherSkyShProgram; +LLGLSLShader gDeferredShVisProgram; + // Deferred materials shaders LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2]; @@ -350,6 +354,9 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredWLCloudProgram); mShaderList.push_back(&gDeferredWLMoonProgram); mShaderList.push_back(&gDeferredWLSunProgram); + mShaderList.push_back(&gDeferredGenSkyShProgram); + mShaderList.push_back(&gDeferredGatherSkyShProgram); + mShaderList.push_back(&gDeferredShVisProgram); } LLViewerShaderMgr::~LLViewerShaderMgr() @@ -1276,6 +1283,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMaterialProgram[i].unload(); gDeferredMaterialWaterProgram[i].unload(); } + + gDeferredGenSkyShProgram.unload(); + gDeferredGatherSkyShProgram.unload(); + gDeferredShVisProgram.unload(); return TRUE; } @@ -2287,6 +2298,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredCoFProgram.mName = "Deferred CoF Shader"; gDeferredCoFProgram.mShaderFiles.clear(); + gDeferredCoFProgram.mFeatures.isDeferred = true; gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredCoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; @@ -2363,6 +2375,42 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() llassert(success); } + if (success && gAtmosphere && (mShaderLevel[SHADER_WINDLIGHT] > 2)) + { + gDeferredGenSkyShProgram.mName = "Deferred Generate Sky Indirect SH Program"; + gDeferredGenSkyShProgram.mFeatures.decodesNormal = true; + + gDeferredGenSkyShProgram.mShaderFiles.clear(); + gDeferredGenSkyShProgram.mShaderFiles.push_back(make_pair("deferred/genSkyShV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredGenSkyShProgram.mShaderFiles.push_back(make_pair("deferred/genSkyShF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredGenSkyShProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT]; + gDeferredGenSkyShProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink(); + success = gDeferredGenSkyShProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success && gAtmosphere && (mShaderLevel[SHADER_WINDLIGHT] > 2)) + { + gDeferredGatherSkyShProgram.mName = "Deferred Gather Sky Indirect SH Program"; + gDeferredGatherSkyShProgram.mShaderFiles.clear(); + gDeferredGatherSkyShProgram.mShaderFiles.push_back(make_pair("deferred/gatherSkyShV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredGatherSkyShProgram.mShaderFiles.push_back(make_pair("deferred/gatherSkyShF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredGatherSkyShProgram.mShaderLevel = 3; + success = gDeferredGatherSkyShProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredShVisProgram.mName = "Deferred SH Vis Program"; + gDeferredShVisProgram.mShaderFiles.clear(); + gDeferredShVisProgram.mShaderFiles.push_back(make_pair("deferred/shVisV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredShVisProgram.mShaderFiles.push_back(make_pair("deferred/shVisF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredShVisProgram.mShaderLevel = 3; + success = gDeferredShVisProgram.createShader(NULL, NULL); + llassert(success); + } + if (success) { gDeferredWLSunProgram.mName = "Deferred Windlight Sun Program"; @@ -3745,7 +3793,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() #if USE_ADVANCED_ATMOSPHERICS // disabled until we can determine why low-end machines crash during this init... - if (mVertexShaderLevel[SHADER_WINDLIGHT] > 1) + if (gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") && mShaderLevel[SHADER_WINDLIGHT] > 2) { // Prepare precomputed atmospherics textures using libatmosphere LLAtmosphere::initClass(); diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index ac2cfc1160..75438bcff7 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -325,6 +325,10 @@ extern LLGLSLShader gDeferredSkinnedFullbrightShinyProgram; extern LLGLSLShader gDeferredSkinnedFullbrightProgram; extern LLGLSLShader gNormalMapGenProgram; +extern LLGLSLShader gDeferredGenSkyShProgram; +extern LLGLSLShader gDeferredGatherSkyShProgram; +extern LLGLSLShader gDeferredShVisProgram; + // Deferred materials shaders extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; extern LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2]; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 08e4a27616..828910c9c0 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -885,7 +885,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) S32 shadow_detail = RenderShadowDetail; bool ssao = RenderDeferredSSAO; - const U32 occlusion_divisor = 3; + const U32 occlusion_divisor = 4; //allocate deferred rendering color buffers if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; @@ -966,6 +966,18 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) } } + // for EEP atmospherics + bool allocated_sh0 = mSkySH.allocate(64, 64, GL_RGBA16F_ARB, FALSE, FALSE, LLTexUnit::TT_TEXTURE); + if (!allocated_sh0) + { + return false; + } + else + { + mSkySH.addColorAttachment(GL_RGBA16F_ARB); + mSkySH.addColorAttachment(GL_RGBA16F_ARB); + } + U32 width = (U32) (resX*scale); U32 height = width; @@ -1009,6 +1021,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mWaterDeferredLight.release(); releaseShadowTargets(); + mFXAABuffer.release(); mScreen.release(); mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first @@ -2637,7 +2650,7 @@ void LLPipeline::downsampleMinMaxDepthBuffer(LLRenderTarget& source, LLRenderTar { scratch_space->copyContents(source, 0, 0, source.getWidth(), source.getHeight(), - 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); + 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), source.hasStencil() ? GL_DEPTH_BUFFER_BIT : GL_COLOR_BUFFER_BIT, GL_NEAREST); } dest.bindTarget(); @@ -2696,7 +2709,7 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d { scratch_space->copyContents(source, 0, 0, source.getWidth(), source.getHeight(), - 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), source.hasStencil() ? (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) : GL_COLOR_BUFFER_BIT, GL_NEAREST); } dest.bindTarget(); @@ -5369,6 +5382,55 @@ void LLPipeline::renderDebug() visible_selected_groups.clear(); + if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SH) && gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") && LLPipeline::sRenderDeferred) + { + bindDeferredShader(gDeferredShVisProgram); + + S32 l1r_channel = gDeferredShVisProgram.enableTexture(LLShaderMgr::SH_INPUT_L1R, gPipeline.mSkySH.getUsage()); + if (l1r_channel > -1) + { + gPipeline.mSkySH.bindTexture(0,l1r_channel); + gGL.getTexUnit(l1r_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + S32 l1b_channel = gDeferredShVisProgram.enableTexture(LLShaderMgr::SH_INPUT_L1G, gPipeline.mSkySH.getUsage()); + if (l1b_channel > -1) + { + gPipeline.mSkySH.bindTexture(1,l1b_channel); + gGL.getTexUnit(l1b_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + S32 l1g_channel = gDeferredShVisProgram.enableTexture(LLShaderMgr::SH_INPUT_L1B, gPipeline.mSkySH.getUsage()); + if (l1g_channel > -1) + { + gPipeline.mSkySH.bindTexture(2,l1g_channel); + gGL.getTexUnit(l1g_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_FALSE, GL_FALSE, GL_ALWAYS); + + LLVector3 pos = LLViewerCamera::instance().getOrigin(); + pos += LLViewerCamera::instance().getAtAxis() * 10.0f; + + gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); + + gGL.begin(LLRender::TRIANGLES); + gGL.texCoord2f(0.0f, 0.0f); + gGL.vertex2f(-1,-1); + + gGL.texCoord2f(0.0f, 1.0f); + gGL.vertex2f(-1,3); + + gGL.texCoord2f(1.0f, 0.0f); + gGL.vertex2f(3,-1); + + gGL.end(); + gGL.flush(); + + unbindDeferredShader(gDeferredShVisProgram); + } + if (LLGLSLShader::sNoFixedFunction) { gUIProgram.bind(); @@ -8377,6 +8439,34 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ } } + if (gAtmosphere) + { + // bind precomputed textures necessary for calculating sun and sky luminance + channel = shader.enableTexture(LLShaderMgr::TRANSMITTANCE_TEX, LLTexUnit::TT_TEXTURE); + if (channel > -1) + { + shader.bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance()); + } + + channel = shader.enableTexture(LLShaderMgr::SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D); + if (channel > -1) + { + shader.bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering()); + } + + channel = shader.enableTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D); + if (channel > -1) + { + shader.bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering()); + } + + channel = shader.enableTexture(LLShaderMgr::ILLUMINANCE_TEX, LLTexUnit::TT_TEXTURE); + if (channel > -1) + { + shader.bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance()); + } + } + shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV); shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash); shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise); @@ -8667,6 +8757,27 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) LLGLDepthTest depth(GL_FALSE); LLGLDisable blend(GL_BLEND); LLGLDisable test(GL_ALPHA_TEST); + + S32 l1r_channel = soften_shader.enableTexture(LLShaderMgr::SH_INPUT_L1R, mSkySH.getUsage()); + if (l1r_channel > -1) + { + mSkySH.bindTexture(0,l1r_channel); + gGL.getTexUnit(l1r_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + S32 l1b_channel = soften_shader.enableTexture(LLShaderMgr::SH_INPUT_L1G, mSkySH.getUsage()); + if (l1b_channel > -1) + { + mSkySH.bindTexture(1,l1b_channel); + gGL.getTexUnit(l1b_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + S32 l1g_channel = soften_shader.enableTexture(LLShaderMgr::SH_INPUT_L1B, mSkySH.getUsage()); + if (l1g_channel > -1) + { + mSkySH.bindTexture(2,l1g_channel); + gGL.getTexUnit(l1g_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } //full screen blit gGL.pushMatrix(); @@ -9753,8 +9864,15 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera } gGL.diffuseColor4f(1,1,1,1); - gGL.setColorMask(false, false); - + + S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); + + // if not using VSM, disable color writes + if (shadow_detail <= 2) + { + gGL.setColorMask(false, false); + } + LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE); gGL.getTexUnit(0)->disable(); @@ -10090,6 +10208,183 @@ LLRenderTarget* LLPipeline::getShadowTarget(U32 i) return &mShadow[i]; } +static LLTrace::BlockTimerStatHandle FTM_GEN_SKY_INDIRECT("Gen Sky Indirect"); + +void LLPipeline::generateSkyIndirect() +{ + if (!sRenderDeferred || !gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics")) + { + return; + } + + LL_RECORD_BLOCK_TIME(FTM_GEN_SKY_INDIRECT); + + gGL.setColorMask(true, true); + + LLVertexBuffer::unbind(); + + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + + mSkySH.bindTarget(); + + bindDeferredShader(gDeferredGenSkyShProgram, &mSkySH); + + gDeferredGenSkyShProgram.bind(); + + llassert(gAtmosphere); + + int channel = -1; + + if (gAtmosphere) + { + // bind precomputed textures necessary for calculating sun and sky luminance + channel = gDeferredGenSkyShProgram.enableTexture(LLShaderMgr::TRANSMITTANCE_TEX, LLTexUnit::TT_TEXTURE); + if (channel > -1) + { + gDeferredGenSkyShProgram.bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance()); + } + + channel = gDeferredGenSkyShProgram.enableTexture(LLShaderMgr::SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D); + if (channel > -1) + { + gDeferredGenSkyShProgram.bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering()); + } + + channel = gDeferredGenSkyShProgram.enableTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D); + if (channel > -1) + { + gDeferredGenSkyShProgram.bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering()); + } + + channel = gDeferredGenSkyShProgram.enableTexture(LLShaderMgr::ILLUMINANCE_TEX, LLTexUnit::TT_TEXTURE); + if (channel > -1) + { + gDeferredGenSkyShProgram.bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance()); + } + } + + gDeferredGenSkyShProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mSkySH.getWidth(), mSkySH.getHeight()); + + LLStrider vertices; + LLStrider texCoords; + LLStrider indices; + + if (!mDeferredVB->allocateBuffer(4, 6, TRUE)) + { + LL_WARNS() << "Failed to allocate Vertex Buffer on full screen sky update" << LL_ENDL; + } + + BOOL success = mDeferredVB->getVertexStrider(vertices) + && mDeferredVB->getTexCoord0Strider(texCoords) + && mDeferredVB->getIndexStrider(indices); + + if(!success) + { + LL_ERRS() << "Failed updating WindLight fullscreen sky geometry." << LL_ENDL; + } + + *vertices++ = LLVector3(-1.0f, -1.0f, 0.0f); + *vertices++ = LLVector3( 1.0f, -1.0f, 0.0f); + *vertices++ = LLVector3(-1.0f, 1.0f, 0.0f); + *vertices++ = LLVector3( 1.0f, 1.0f, 0.0f); + + *texCoords++ = LLVector2(0.0f, 0.0f); + *texCoords++ = LLVector2(1.0f, 0.0f); + *texCoords++ = LLVector2(0.0f, 1.0f); + *texCoords++ = LLVector2(1.0f, 1.0f); + + *indices++ = 0; + *indices++ = 1; + *indices++ = 2; + *indices++ = 1; + *indices++ = 3; + *indices++ = 2; + + mDeferredVB->flush(); + + glClearColor(0,0,0,0); + mSkySH.clear(GL_COLOR_BUFFER_BIT); + + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_FALSE, GL_FALSE, GL_ALWAYS); + + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0); + mDeferredVB->drawRange(LLRender::TRIANGLES, 0, mDeferredVB->getNumVerts() - 1, mDeferredVB->getNumIndices(), 0); + stop_glerror(); + + gDeferredGenSkyShProgram.disableTexture(LLShaderMgr::TRANSMITTANCE_TEX); + gDeferredGenSkyShProgram.disableTexture(LLShaderMgr::SCATTER_TEX); + gDeferredGenSkyShProgram.disableTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX); + gDeferredGenSkyShProgram.disableTexture(LLShaderMgr::ILLUMINANCE_TEX); + gDeferredGenSkyShProgram.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV); + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(0)->activate(); + gDeferredGenSkyShProgram.unbind(); + + mSkySH.flush(); + +#if GATHER_SKY_SH + gDeferredGatherSkyShProgram.bind(); + + S32 res = mSkySH[0].getWidth(); + S32 ping = 0; + + while (res > 1) + { + S32 pong = 1 - ping; + S32 l1r_channel = gDeferredGatherSkyShProgram.enableTexture(LLShaderMgr::SH_INPUT_L1R, mSkySH[ping].getUsage()); + if (l1r_channel > -1) + { + mSkySH[ping].bindTexture(0,l1r_channel); + gGL.getTexUnit(l1r_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + S32 l1b_channel = gDeferredGatherSkyShProgram.enableTexture(LLShaderMgr::SH_INPUT_L1G, mSkySH[ping].getUsage()); + if (l1b_channel > -1) + { + mSkySH[ping].bindTexture(1,l1b_channel); + gGL.getTexUnit(l1b_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + S32 l1g_channel = gDeferredGatherSkyShProgram.enableTexture(LLShaderMgr::SH_INPUT_L1B, mSkySH[ping].getUsage()); + if (l1g_channel > -1) + { + mSkySH[ping].bindTexture(2,l1g_channel); + gGL.getTexUnit(l1g_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + gDeferredGatherSkyShProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, res >> 1, res >> 1); + + glViewport(0, 0, res >> 1, res >> 1); + + mSkySH[pong].bindTarget(); + + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0); + mDeferredVB->drawRange(LLRender::TRIANGLES, 0, mDeferredVB->getNumVerts() - 1, mDeferredVB->getNumIndices(), 0); + stop_glerror(); + + mSkySH[pong].flush(); + + gGL.getTexUnit(l1r_channel)->unbind(mSkySH[ping].getUsage()); + gGL.getTexUnit(l1b_channel)->unbind(mSkySH[ping].getUsage()); + gGL.getTexUnit(l1g_channel)->unbind(mSkySH[ping].getUsage()); + + ping ^= 1; + res >>= 1; + } +#endif + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); +} + static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW("Gen Sun Shadow"); void LLPipeline::generateSunShadow(LLCamera& camera) @@ -10159,7 +10454,13 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE, END_RENDER_TYPES); - gGL.setColorMask(false, false); + S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); + + // if not using VSM, disable color writes + if (shadow_detail <= 2) + { + gGL.setColorMask(false, false); + } //get sun view matrix diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index b631d5bf6c..66cae8bf72 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -286,6 +286,7 @@ public: void generateSunShadow(LLCamera& camera); LLRenderTarget* getShadowTarget(U32 i); + void generateSkyIndirect(); void generateHighlight(LLCamera& camera); void renderHighlight(const LLViewerObject* obj, F32 fade); void setHighlightObject(LLDrawable* obj) { mHighlightObject = obj; } @@ -533,7 +534,8 @@ public: RENDER_DEBUG_ATTACHMENT_BYTES = 0x20000000, // not used RENDER_DEBUG_TEXEL_DENSITY = 0x40000000, RENDER_DEBUG_TRIANGLE_COUNT = 0x80000000, - RENDER_DEBUG_IMPOSTORS = 0x100000000 + RENDER_DEBUG_IMPOSTORS = 0x100000000, + RENDER_DEBUG_SH = 0x200000000, }; public: @@ -650,6 +652,9 @@ public: //texture for making the glow LLRenderTarget mGlow[3]; + // texture for SH indirect sky contribution + LLRenderTarget mSkySH; + //noise map U32 mNoiseMap; U32 mTrueNoiseMap; -- cgit v1.2.3