From 0d7fa932d579f3fb6140658db7efb01fcd8f5ceb Mon Sep 17 00:00:00 2001 From: "Graham Linden graham@lindenlab.com" Date: Fri, 20 Apr 2018 18:14:29 +0100 Subject: Move class3 sky/cloud shaders to where they need to be to get picked up by ALM. Modify autobuild.xml to use new libatmo w/ state save/restore fixes (addresses font render glitch). Put in nSight debug support. --- autobuild.xml | 16 +- indra/llappearance/lltexlayer.cpp | 5 + indra/llmath/llvolume.cpp | 8 +- indra/llrender/llatmosphere.cpp | 516 ++++++++++----------- indra/llrender/llshadermgr.cpp | 4 +- indra/llrender/llshadermgr.h | 2 +- indra/llwindow/llwindowwin32.cpp | 5 +- indra/newview/app_settings/settings.xml | 18 +- .../app_settings/shaders/class1/deferred/skyF.glsl | 2 +- .../shaders/class2/windlight/skyF.glsl | 2 +- .../shaders/class3/deferred/cloudsF.glsl | 104 +++++ .../shaders/class3/deferred/cloudsV.glsl | 190 ++++++++ .../app_settings/shaders/class3/deferred/skyF.glsl | 69 +++ .../app_settings/shaders/class3/deferred/skyV.glsl | 43 ++ .../shaders/class3/windlight/cloudsF.glsl | 104 ----- .../shaders/class3/windlight/cloudsV.glsl | 190 -------- .../shaders/class3/windlight/skyF.glsl | 71 --- .../shaders/class3/windlight/skyV.glsl | 43 -- indra/newview/llappviewer.cpp | 1 + indra/newview/llfasttimerview.cpp | 4 + 20 files changed, 715 insertions(+), 682 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/skyF.glsl create mode 100644 indra/newview/app_settings/shaders/class3/deferred/skyV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/windlight/cloudsF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/windlight/cloudsV.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/windlight/skyF.glsl delete mode 100644 indra/newview/app_settings/shaders/class3/windlight/skyV.glsl diff --git a/autobuild.xml b/autobuild.xml index 55ef3c2722..9e4466c6f8 100644 --- a/autobuild.xml +++ b/autobuild.xml @@ -64,9 +64,9 @@ archive hash - 7111aa4198ff296b56e63f62facc14f2 + b701ad7c573a79e4684345c3ad1e7b9b url - http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/14660/93991/libatmosphere-1.0.0.100-darwin-513164.tar.bz2 + http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/16995/112878/libatmosphere-1.0.0.100-darwin-514680.tar.bz2 name darwin @@ -76,9 +76,9 @@ archive hash - 7e81995a02ba99d406bcedf33cda3e95 + df40032b237843f1a9d46d0881961341 url - http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/14659/93990/libatmosphere-1.0.0.100-darwin64-513164.tar.bz2 + http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/16994/112877/libatmosphere-1.0.0.100-darwin64-514680.tar.bz2 name darwin64 @@ -88,9 +88,9 @@ archive hash - 738c6399c0c9e939f59998b15bb8cdeb + d3727abd5d423a64231706fafdfe771a url - http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/14661/93999/libatmosphere-1.0.0.100-windows-513164.tar.bz2 + http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/16996/112886/libatmosphere-1.0.0.100-windows-514680.tar.bz2 name windows @@ -100,9 +100,9 @@ archive hash - 226ab55f8020fc3749b75418cc3cc2ce + 03789c65de3d569a980d52a6c64b39cf url - http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/14657/93975/libatmosphere-1.0.0.100-windows64-513164.tar.bz2 + http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/16997/112892/libatmosphere-1.0.0.100-windows64-514680.tar.bz2 name windows64 diff --git a/indra/llappearance/lltexlayer.cpp b/indra/llappearance/lltexlayer.cpp index 3dbab22de1..47666deb76 100644 --- a/indra/llappearance/lltexlayer.cpp +++ b/indra/llappearance/lltexlayer.cpp @@ -1577,8 +1577,13 @@ void LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC } alpha_data = new U8[width * height]; mAlphaCache[cache_index] = alpha_data; + + // nSight doesn't support use of glReadPixels + if (!LLRender::sNsightDebugSupport) + { glReadPixels(x, y, width, height, GL_ALPHA, GL_UNSIGNED_BYTE, alpha_data); } + } getTexLayerSet()->getAvatarAppearance()->dirtyMesh(); diff --git a/indra/llmath/llvolume.cpp b/indra/llmath/llvolume.cpp index 24f46d720b..2bce4e9bd3 100644 --- a/indra/llmath/llvolume.cpp +++ b/indra/llmath/llvolume.cpp @@ -2191,6 +2191,12 @@ BOOL LLVolume::generate() LLVector4a* end_profile = profile+sizeT; LLVector4a offset = mPathp->mPath[s].mPos; + if (!offset.isFinite3()) + { // MAINT-5660; don't know why this happens, does not affect Release builds + LL_WARNS() << "LLVolume using path with non-finite points. Resetting them to 0,0,0" << LL_ENDL; + offset.clear(); + } + LLVector4a tmp; // Run along the profile. @@ -2198,7 +2204,7 @@ BOOL LLVolume::generate() { rot_mat.rotate(*profile++, tmp); dst->setAdd(tmp,offset); - llassert(dst->isFinite3()); // MAINT-5660; don't know why this happens, does not affect Release builds + ++dst; } } diff --git a/indra/llrender/llatmosphere.cpp b/indra/llrender/llatmosphere.cpp index eca129cfe9..29a5d4be08 100644 --- a/indra/llrender/llatmosphere.cpp +++ b/indra/llrender/llatmosphere.cpp @@ -1,105 +1,105 @@ -/** - * @file llatmosphere.cpp - * @brief LLAtmosphere integration impl - * - * $LicenseInfo:firstyear=2018&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2018, 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 - * $/LicenseInfo$ - */ - -#include "linden_common.h" - -#include "llatmosphere.h" -#include "llfasttimer.h" -#include "llsys.h" -#include "llglheaders.h" -#include "llrender.h" -#include "llshadermgr.h" -#include "llglslshader.h" - -LLAtmosphere* gAtmosphere = nullptr; - -// Values from "Reference Solar Spectral Irradiance: ASTM G-173", ETR column -// (see http://rredc.nrel.gov/solar/spectra/am1.5/ASTMG173/ASTMG173.html), -// summed and averaged in each bin (e.g. the value for 360nm is the average -// of the ASTM G-173 values for all wavelengths between 360 and 370nm). -// Values in W.m^-2. -const int kLambdaMin = 360; -const int kLambdaMax = 830; -const double kSolarIrradiance[48] = { - 1.11776, 1.14259, 1.01249, 1.14716, 1.72765, 1.73054, 1.6887, 1.61253, - 1.91198, 2.03474, 2.02042, 2.02212, 1.93377, 1.95809, 1.91686, 1.8298, - 1.8685, 1.8931, 1.85149, 1.8504, 1.8341, 1.8345, 1.8147, 1.78158, 1.7533, - 1.6965, 1.68194, 1.64654, 1.6048, 1.52143, 1.55622, 1.5113, 1.474, 1.4482, - 1.41018, 1.36775, 1.34188, 1.31429, 1.28303, 1.26758, 1.2367, 1.2082, - 1.18737, 1.14683, 1.12362, 1.1058, 1.07124, 1.04992 -}; - -// Values from http://www.iup.uni-bremen.de/gruppen/molspec/databases/ -// referencespectra/o3spectra2011/index.html for 233K, summed and averaged in -// each bin (e.g. the value for 360nm is the average of the original values -// for all wavelengths between 360 and 370nm). Values in m^2. -const double kOzoneCrossSection[48] = { - 1.18e-27, 2.182e-28, 2.818e-28, 6.636e-28, 1.527e-27, 2.763e-27, 5.52e-27, - 8.451e-27, 1.582e-26, 2.316e-26, 3.669e-26, 4.924e-26, 7.752e-26, 9.016e-26, - 1.48e-25, 1.602e-25, 2.139e-25, 2.755e-25, 3.091e-25, 3.5e-25, 4.266e-25, - 4.672e-25, 4.398e-25, 4.701e-25, 5.019e-25, 4.305e-25, 3.74e-25, 3.215e-25, - 2.662e-25, 2.238e-25, 1.852e-25, 1.473e-25, 1.209e-25, 9.423e-26, 7.455e-26, - 6.566e-26, 5.105e-26, 4.15e-26, 4.228e-26, 3.237e-26, 2.451e-26, 2.801e-26, - 2.534e-26, 1.624e-26, 1.465e-26, 2.078e-26, 1.383e-26, 7.105e-27 -}; - -// From https://en.wikipedia.org/wiki/Dobson_unit, in molecules.m^-2. -const double kDobsonUnit = 2.687e20; -// Maximum number density of ozone molecules, in m^-3 (computed so at to get -// 300 Dobson units of ozone - for this we divide 300 DU by the integral of -// the ozone density profile defined below, which is equal to 15km). -const double kMaxOzoneNumberDensity = 300.0 * kDobsonUnit / 15000.0; -const double kRayleigh = 1.24062e-6; -const double kRayleighScaleHeight = 8000.0; -const double kMieScaleHeight = 1200.0; -const double kMieAngstromAlpha = 0.0; -const double kMieAngstromBeta = 5.328e-3; -const double kMieSingleScatteringAlbedo = 0.9; -const double max_sun_zenith_angle = F_PI * 2.0 / 3.0; - -AtmosphericModelSettings::AtmosphericModelSettings() - : m_skyBottomRadius(6360.0f) - , m_skyTopRadius(6420.0f) - , m_sunArcRadians(0.00045f) - , m_mieAnisotropy(0.8f) -{ - atmosphere::DensityProfileLayer rayleigh_density(0.0, 1.0, -1.0 / kRayleighScaleHeight, 0.0, 0.0); - atmosphere::DensityProfileLayer mie_density(0.0, 1.0, -1.0 / kMieScaleHeight, 0.0, 0.0); - - m_rayleighProfile.push_back(rayleigh_density); - m_mieProfile.push_back(mie_density); - - // Density profile increasing linearly from 0 to 1 between 10 and 25km, and - // decreasing linearly from 1 to 0 between 25 and 40km. This is an approximate - // profile from http://www.kln.ac.lk/science/Chemistry/Teaching_Resources/ - // Documents/Introduction%20to%20atmospheric%20chemistry.pdf (page 10). - m_absorptionProfile.push_back(atmosphere::DensityProfileLayer(25000.0, 0.0, 0.0, 1.0 / 15000.0, -2.0 / 3.0)); - m_absorptionProfile.push_back(atmosphere::DensityProfileLayer(0.0, 0.0, 0.0, -1.0 / 15000.0, 8.0 / 3.0)); -} - +/** + * @file llatmosphere.cpp + * @brief LLAtmosphere integration impl + * + * $LicenseInfo:firstyear=2018&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2018, 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 + * $/LicenseInfo$ + */ + +#include "linden_common.h" + +#include "llatmosphere.h" +#include "llfasttimer.h" +#include "llsys.h" +#include "llglheaders.h" +#include "llrender.h" +#include "llshadermgr.h" +#include "llglslshader.h" + +LLAtmosphere* gAtmosphere = nullptr; + +// Values from "Reference Solar Spectral Irradiance: ASTM G-173", ETR column +// (see http://rredc.nrel.gov/solar/spectra/am1.5/ASTMG173/ASTMG173.html), +// summed and averaged in each bin (e.g. the value for 360nm is the average +// of the ASTM G-173 values for all wavelengths between 360 and 370nm). +// Values in W.m^-2. +const int kLambdaMin = 360; +const int kLambdaMax = 830; +const double kSolarIrradiance[48] = { + 1.11776, 1.14259, 1.01249, 1.14716, 1.72765, 1.73054, 1.6887, 1.61253, + 1.91198, 2.03474, 2.02042, 2.02212, 1.93377, 1.95809, 1.91686, 1.8298, + 1.8685, 1.8931, 1.85149, 1.8504, 1.8341, 1.8345, 1.8147, 1.78158, 1.7533, + 1.6965, 1.68194, 1.64654, 1.6048, 1.52143, 1.55622, 1.5113, 1.474, 1.4482, + 1.41018, 1.36775, 1.34188, 1.31429, 1.28303, 1.26758, 1.2367, 1.2082, + 1.18737, 1.14683, 1.12362, 1.1058, 1.07124, 1.04992 +}; + +// Values from http://www.iup.uni-bremen.de/gruppen/molspec/databases/ +// referencespectra/o3spectra2011/index.html for 233K, summed and averaged in +// each bin (e.g. the value for 360nm is the average of the original values +// for all wavelengths between 360 and 370nm). Values in m^2. +const double kOzoneCrossSection[48] = { + 1.18e-27, 2.182e-28, 2.818e-28, 6.636e-28, 1.527e-27, 2.763e-27, 5.52e-27, + 8.451e-27, 1.582e-26, 2.316e-26, 3.669e-26, 4.924e-26, 7.752e-26, 9.016e-26, + 1.48e-25, 1.602e-25, 2.139e-25, 2.755e-25, 3.091e-25, 3.5e-25, 4.266e-25, + 4.672e-25, 4.398e-25, 4.701e-25, 5.019e-25, 4.305e-25, 3.74e-25, 3.215e-25, + 2.662e-25, 2.238e-25, 1.852e-25, 1.473e-25, 1.209e-25, 9.423e-26, 7.455e-26, + 6.566e-26, 5.105e-26, 4.15e-26, 4.228e-26, 3.237e-26, 2.451e-26, 2.801e-26, + 2.534e-26, 1.624e-26, 1.465e-26, 2.078e-26, 1.383e-26, 7.105e-27 +}; + +// From https://en.wikipedia.org/wiki/Dobson_unit, in molecules.m^-2. +const double kDobsonUnit = 2.687e20; +// Maximum number density of ozone molecules, in m^-3 (computed so at to get +// 300 Dobson units of ozone - for this we divide 300 DU by the integral of +// the ozone density profile defined below, which is equal to 15km). +const double kMaxOzoneNumberDensity = 300.0 * kDobsonUnit / 15000.0; +const double kRayleigh = 1.24062e-6; +const double kRayleighScaleHeight = 8000.0; +const double kMieScaleHeight = 1200.0; +const double kMieAngstromAlpha = 0.0; +const double kMieAngstromBeta = 5.328e-3; +const double kMieSingleScatteringAlbedo = 0.9; +const double max_sun_zenith_angle = F_PI * 2.0 / 3.0; + +AtmosphericModelSettings::AtmosphericModelSettings() + : m_skyBottomRadius(6360.0f) + , m_skyTopRadius(6420.0f) + , m_sunArcRadians(0.00045f) + , m_mieAnisotropy(0.8f) +{ + atmosphere::DensityProfileLayer rayleigh_density(0.0, 1.0, -1.0 / kRayleighScaleHeight, 0.0, 0.0); + atmosphere::DensityProfileLayer mie_density(0.0, 1.0, -1.0 / kMieScaleHeight, 0.0, 0.0); + + m_rayleighProfile.push_back(rayleigh_density); + m_mieProfile.push_back(mie_density); + + // Density profile increasing linearly from 0 to 1 between 10 and 25km, and + // decreasing linearly from 1 to 0 between 25 and 40km. This is an approximate + // profile from http://www.kln.ac.lk/science/Chemistry/Teaching_Resources/ + // Documents/Introduction%20to%20atmospheric%20chemistry.pdf (page 10). + m_absorptionProfile.push_back(atmosphere::DensityProfileLayer(25000.0, 0.0, 0.0, 1.0 / 15000.0, -2.0 / 3.0)); + m_absorptionProfile.push_back(atmosphere::DensityProfileLayer(0.0, 0.0, 0.0, -1.0 / 15000.0, 8.0 / 3.0)); +} + AtmosphericModelSettings::AtmosphericModelSettings( DensityProfile& rayleighProfile, DensityProfile& mieProfile, @@ -130,159 +130,159 @@ AtmosphericModelSettings::AtmosphericModelSettings( , m_sunArcRadians(sunArcRadians) , m_mieAnisotropy(mieAniso) { -} - -void LLAtmosphere::initClass() -{ - if (!gAtmosphere) - { - gAtmosphere = new LLAtmosphere; - } -} - -void LLAtmosphere::cleanupClass() -{ - if(gAtmosphere) - { - delete gAtmosphere; - } - gAtmosphere = NULL; -} - -LLAtmosphere::LLAtmosphere() -{ - for (int l = kLambdaMin; l <= kLambdaMax; l += 10) - { - double lambda = static_cast(l) * 1e-3; // micro-meters - double mie = kMieAngstromBeta / kMieScaleHeight * pow(lambda, -kMieAngstromAlpha); - m_wavelengths.push_back(l); - m_solar_irradiance.push_back(kSolarIrradiance[(l - kLambdaMin) / 10]); - m_rayleigh_scattering.push_back(kRayleigh * pow(lambda, -4)); - m_mie_scattering.push_back(mie * kMieSingleScatteringAlbedo); - m_mie_extinction.push_back(mie); - m_absorption_extinction.push_back(kMaxOzoneNumberDensity * kOzoneCrossSection[(l - kLambdaMin) / 10]); - m_ground_albedo.push_back(0.6f); - } - - AtmosphericModelSettings defaults; - configureAtmosphericModel(defaults); -} - -LLAtmosphere::~LLAtmosphere() -{ - // Cease referencing textures from atmosphere::model from our LLGLTextures wrappers for same. - if (m_transmittance) - { - m_transmittance->setTexName(0); - } - - if (m_scattering) - { - m_scattering->setTexName(0); - } - - if (m_mie_scatter_texture) - { - m_mie_scatter_texture->setTexName(0); - } - - delete m_model; - m_model = nullptr; -} - -bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings) -{ -// Advanced Atmospherics TODO -// Make this store a hash of the precomputed data -// and avoid redundant calcs for identical settings - - if (m_model) - { - delete m_model; - } - m_model = nullptr; - getTransmittance()->setTexName(0); - getScattering()->setTexName(0); - getMieScattering()->setTexName(0); - - // Init libatmosphere model - m_config.num_scattering_orders = 4; - - m_model = new atmosphere::Model( - m_wavelengths, - m_solar_irradiance, - settings.m_sunArcRadians, - settings.m_skyBottomRadius * 1000.0f, - settings.m_skyTopRadius * 1000.0f, - settings.m_rayleighProfile, - m_rayleigh_scattering, - settings.m_mieProfile, - m_mie_scattering, - m_mie_extinction, - settings.m_mieAnisotropy, - settings.m_absorptionProfile, - m_absorption_extinction, - m_ground_albedo, - max_sun_zenith_angle, - 1000.0, - 15, - false, - true); - - if (m_model) - { - m_model->Init(m_config, m_textures); - getTransmittance()->setTexName(m_textures.transmittance_texture); - getScattering()->setTexName(m_textures.transmittance_texture); - getMieScattering()->setTexName(m_textures.transmittance_texture); - } - - return m_model != nullptr; -} - -LLGLTexture* LLAtmosphere::getTransmittance() -{ - if (!m_transmittance) - { - m_transmittance = new LLGLTexture; - m_transmittance->generateGLTexture(); - m_transmittance->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP); - m_transmittance->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR); - m_transmittance->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT); - m_transmittance->setTarget(GL_TEXTURE_2D, LLTexUnit::TT_TEXTURE); - } - return m_transmittance; -} - -LLGLTexture* LLAtmosphere::getScattering() -{ - if (!m_scattering) - { - m_scattering = new LLGLTexture; - m_scattering->generateGLTexture(); - m_scattering->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP); - m_scattering->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR); - m_scattering->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT); - m_scattering->setTarget(GL_TEXTURE_3D, LLTexUnit::TT_TEXTURE_3D); - } - return m_scattering; -} - -LLGLTexture* LLAtmosphere::getMieScattering() -{ - if (!m_mie_scatter_texture) - { - m_mie_scatter_texture = new LLGLTexture; - m_mie_scatter_texture->generateGLTexture(); - m_mie_scatter_texture->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP); - m_mie_scatter_texture->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR); - m_mie_scatter_texture->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT); - m_mie_scatter_texture->setTarget(GL_TEXTURE_3D, LLTexUnit::TT_TEXTURE_3D); - } - return m_mie_scatter_texture; -} - -GLhandleARB LLAtmosphere::getAtmosphericShaderForLink() const -{ - return m_model ? m_model->GetShader() : 0; -} +} + +void LLAtmosphere::initClass() +{ + if (!gAtmosphere) + { + gAtmosphere = new LLAtmosphere; + } +} + +void LLAtmosphere::cleanupClass() +{ + if(gAtmosphere) + { + delete gAtmosphere; + } + gAtmosphere = NULL; +} + +LLAtmosphere::LLAtmosphere() +{ + for (int l = kLambdaMin; l <= kLambdaMax; l += 10) + { + double lambda = static_cast(l) * 1e-3; // micro-meters + double mie = kMieAngstromBeta / kMieScaleHeight * pow(lambda, -kMieAngstromAlpha); + m_wavelengths.push_back(l); + m_solar_irradiance.push_back(kSolarIrradiance[(l - kLambdaMin) / 10]); + m_rayleigh_scattering.push_back(kRayleigh * pow(lambda, -4)); + m_mie_scattering.push_back(mie * kMieSingleScatteringAlbedo); + m_mie_extinction.push_back(mie); + m_absorption_extinction.push_back(kMaxOzoneNumberDensity * kOzoneCrossSection[(l - kLambdaMin) / 10]); + m_ground_albedo.push_back(0.6f); + } + + AtmosphericModelSettings defaults; + configureAtmosphericModel(defaults); +} + +LLAtmosphere::~LLAtmosphere() +{ + // Cease referencing textures from atmosphere::model from our LLGLTextures wrappers for same. + if (m_transmittance) + { + m_transmittance->setTexName(0); + } + + if (m_scattering) + { + m_scattering->setTexName(0); + } + + if (m_mie_scatter_texture) + { + m_mie_scatter_texture->setTexName(0); + } + + delete m_model; + m_model = nullptr; +} + +bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings) +{ +// Advanced Atmospherics TODO +// Make this store a hash of the precomputed data +// and avoid redundant calcs for identical settings + + if (m_model) + { + delete m_model; + } + m_model = nullptr; + getTransmittance()->setTexName(0); + getScattering()->setTexName(0); + getMieScattering()->setTexName(0); + + // Init libatmosphere model + m_config.num_scattering_orders = 4; + + m_model = new atmosphere::Model( + m_wavelengths, + m_solar_irradiance, + settings.m_sunArcRadians, + settings.m_skyBottomRadius * 1000.0f, + settings.m_skyTopRadius * 1000.0f, + settings.m_rayleighProfile, + m_rayleigh_scattering, + settings.m_mieProfile, + m_mie_scattering, + m_mie_extinction, + settings.m_mieAnisotropy, + settings.m_absorptionProfile, + m_absorption_extinction, + m_ground_albedo, + max_sun_zenith_angle, + 1000.0, + 15, + false, + true); + + if (m_model) + { + m_model->Init(m_config, m_textures); + getTransmittance()->setTexName(m_textures.transmittance_texture); + getScattering()->setTexName(m_textures.scattering_texture); + getMieScattering()->setTexName(m_textures.single_mie_scattering_texture); + } + + return m_model != nullptr; +} + +LLGLTexture* LLAtmosphere::getTransmittance() +{ + if (!m_transmittance) + { + m_transmittance = new LLGLTexture; + m_transmittance->generateGLTexture(); + m_transmittance->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP); + m_transmittance->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR); + m_transmittance->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT); + m_transmittance->setTarget(GL_TEXTURE_2D, LLTexUnit::TT_TEXTURE); + } + return m_transmittance; +} + +LLGLTexture* LLAtmosphere::getScattering() +{ + if (!m_scattering) + { + m_scattering = new LLGLTexture; + m_scattering->generateGLTexture(); + m_scattering->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP); + m_scattering->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR); + m_scattering->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT); + m_scattering->setTarget(GL_TEXTURE_3D, LLTexUnit::TT_TEXTURE_3D); + } + return m_scattering; +} + +LLGLTexture* LLAtmosphere::getMieScattering() +{ + if (!m_mie_scatter_texture) + { + m_mie_scatter_texture = new LLGLTexture; + m_mie_scatter_texture->generateGLTexture(); + m_mie_scatter_texture->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP); + m_mie_scatter_texture->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR); + m_mie_scatter_texture->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT); + m_mie_scatter_texture->setTarget(GL_TEXTURE_3D, LLTexUnit::TT_TEXTURE_3D); + } + return m_mie_scatter_texture; +} + +GLhandleARB LLAtmosphere::getAtmosphericShaderForLink() const +{ + return m_model ? m_model->GetShader() : 0; +} diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 60cbbd942f..0c1fbfb2d7 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -35,6 +35,8 @@ #include "OpenGL/OpenGL.h" #endif +#pragma optimize("", off) + #ifdef LL_RELEASE_FOR_DOWNLOAD #define UNIFORM_ERRS LL_WARNS_ONCE("Shader") #else @@ -1306,8 +1308,8 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("transmittance_texture"); mReservedUniforms.push_back("scattering_texture"); - mReservedUniforms.push_back("irradiance_texture"); mReservedUniforms.push_back("single_mie_scattering_texture"); + mReservedUniforms.push_back("irradiance_texture"); llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index ac3f7d58d5..9418849f32 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -229,8 +229,8 @@ public: // precomputed textures from libatmosphere TRANSMITTANCE_TEX, SCATTER_TEX, - ILLUMINANCE_TEX, SINGLE_MIE_SCATTER_TEX, + ILLUMINANCE_TEX, END_RESERVED_UNIFORMS } eGLSLReservedUniforms; diff --git a/indra/llwindow/llwindowwin32.cpp b/indra/llwindow/llwindowwin32.cpp index 9fa07d1d34..e9eccac65d 100644 --- a/indra/llwindow/llwindowwin32.cpp +++ b/indra/llwindow/llwindowwin32.cpp @@ -1545,7 +1545,10 @@ BOOL LLWindowWin32::switchContext(BOOL fullscreen, const LLCoordScreen &size, BO (LLRender::sGLCoreProfile ? " core" : " compatibility") << " context." << LL_ENDL; done = true; - if (LLRender::sGLCoreProfile) + // force sNoFixedFunction iff we're trying to use nsight debugging which does not support many legacy API uses + + // nSight doesn't support use of legacy API funcs in the fixed function pipe + if (LLRender::sGLCoreProfile || LLRender::sNsightDebugSupport) { LLGLSLShader::sNoFixedFunction = true; } diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 995855137f..c3097589ea 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -8631,7 +8631,19 @@ Value 0 - + RenderNsightDebugSupport + + Comment + + Disable features which prevent nVidia nSight from being usable with SL. Requires restart. + + Persist + 1 + Type + Boolean + Value + 1 + RenderLocalLights Comment @@ -12268,7 +12280,9 @@ Comment If TRUE, always load textures at full resolution (discard = 0) Persist - 1 + + 0 Type Boolean Value diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 46bf718270..4511237e4d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -1,5 +1,5 @@ /** - * @file WLSkyF.glsl + * @file class1/deferred/skyF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index e2a2367626..2a0ca35278 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -1,5 +1,5 @@ /** - * @file WLSkyF.glsl + * @file class2/windlight/skyF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl new file mode 100644 index 0000000000..96c70651b1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -0,0 +1,104 @@ +/** + * @file WLCloudsF.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_color; +#else +#define frag_color gl_FragColor +#endif + +///////////////////////////////////////////////////////////////////////// +// The fragment shader for the sky +///////////////////////////////////////////////////////////////////////// + +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; +VARYING float vary_CloudDensity; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; + +uniform sampler2D cloud_noise_texture; +uniform vec4 cloud_pos_density1; +uniform vec4 cloud_pos_density2; +uniform vec4 gamma; + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light) { + //soft clip effect: + light = 1. - clamp(light, vec3(0.), vec3(1.)); + light = 1. - pow(light, gamma.xxx); + + return light; +} + +void main() +{ + // Set variables + vec2 uv1 = vary_texcoord0.xy; + vec2 uv2 = vary_texcoord1.xy; + + vec4 cloudColorSun = vary_CloudColorSun; + vec4 cloudColorAmbient = vary_CloudColorAmbient; + float cloudDensity = vary_CloudDensity; + vec2 uv3 = vary_texcoord2.xy; + vec2 uv4 = vary_texcoord3.xy; + + // Offset texture coords + uv1 += cloud_pos_density1.xy; //large texture, visible density + uv2 += cloud_pos_density1.xy; //large texture, self shadow + uv3 += cloud_pos_density2.xy; //small texture, visible density + uv4 += cloud_pos_density2.xy; //small texture, self shadow + + + // Compute alpha1, the main cloud opacity + float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z; + alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); + + // And smooth + alpha1 = 1. - alpha1 * alpha1; + alpha1 = 1. - alpha1 * alpha1; + + + // Compute alpha2, for self shadowing effect + // (1 - alpha2) will later be used as percentage of incoming sunlight + float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + + // And smooth + alpha2 = 1. - alpha2; + alpha2 = 1. - alpha2 * alpha2; + + // Combine + vec4 color; + color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); + color *= 2.; + + /// Gamma correct for WL (soft clip effect). + frag_color.rgb = scaleSoftClip(color.rgb); + frag_color.a = alpha1; +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl new file mode 100644 index 0000000000..c1dd45cd67 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl @@ -0,0 +1,190 @@ +/** + * @file WLCloudsV.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 + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +////////////////////////////////////////////////////////////////////////// +// The vertex shader for creating the atmospheric sky +/////////////////////////////////////////////////////////////////////////////// + +// Output parameters +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; +VARYING float vary_CloudDensity; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; + +// Inputs +uniform vec3 camPosLocal; + +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform float haze_horizon; +uniform float haze_density; + +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; + +uniform vec4 glow; + +uniform vec4 cloud_color; + +uniform float cloud_scale; + +void main() +{ + + // World / view / projection + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + + vary_texcoord0 = texcoord0; + + // Get relative position + vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); + + // Set altitude + if (P.y > 0.) + { + P *= (max_y / P.y); + } + else + { + P *= (-32000. / P.y); + } + + // Can normalize then + vec3 Pn = normalize(P); + float Plen = length(P); + + // Initialize temp variables + vec4 temp1 = vec4(0.); + vec4 temp2 = vec4(0.); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + + // Calculate relative weights + temp1 = blue_density + haze_density; + blue_weight = blue_density / temp1; + haze_weight = haze_density / temp1; + + // Compute sunlight from P & lightnorm (for long rays like sky) + temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // Distance + temp2.z = Plen * density_multiplier; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z); + + + // Compute haze glow + temp2.x = dot(Pn, lightnorm.xyz); + temp2.x = 1. - temp2.x; + // temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // Add "minimum anti-solar illumination" + temp2.x += .25; + + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; + + // Dim sunlight by cloud shadow percentage + sunlight *= (1. - cloud_shadow); + + // Haze color below cloud + vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) + ); + + // CLOUDS + + sunlight = sunlight_color; + temp2.y = max(0., lightnorm.y * 2.); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // Cloud color out + vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; + vary_CloudColorAmbient = tmpAmbient * cloud_color; + + // Attenuate cloud color by atmosphere + temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds + vary_CloudColorSun *= temp1; + vary_CloudColorAmbient *= temp1; + vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); + + // Make a nice cloud density based on the cloud_shadow value that was passed in. + vary_CloudDensity = 2. * (cloud_shadow - 0.25); + + + // Texture coords + vary_texcoord0 = texcoord0; + vary_texcoord0.xy -= 0.5; + vary_texcoord0.xy /= cloud_scale; + vary_texcoord0.xy += 0.5; + + vary_texcoord1 = vary_texcoord0; + vary_texcoord1.x += lightnorm.x * 0.0125; + vary_texcoord1.y += lightnorm.z * 0.0125; + + vary_texcoord2 = vary_texcoord0 * 16.; + vary_texcoord3 = vary_texcoord1 * 16.; + + // Combine these to minimize register use + vary_CloudColorAmbient += oHazeColorBelowCloud; + + // needs this to compile on mac + //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); + + // END CLOUDS +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl new file mode 100644 index 0000000000..0223f94e55 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl @@ -0,0 +1,69 @@ +/** + * @file advancedAtmoF.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_color; +#else +#define frag_color gl_FragColor +#endif + +in vec3 view_dir; + +uniform vec3 cameraPosLocal; +uniform vec3 sun_direction; +uniform vec2 sun_size; + +uniform sampler2D cloud_noise_texture; +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler2D irradiance_texture; + +vec3 GetSolarLuminance(); +vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 sun_dir, out vec3 transmittance); +vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 sun_dir, out vec3 transmittance); +vec3 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 sun_dir, out vec3 sky_irradiance); + +void main() +{ + vec3 view_direction = normalize(view_dir); + + vec3 camPos = cameraPosLocal + vec3(0, 0, 6360.0f); + vec3 transmittance; + vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance); + + // If the view ray intersects the Sun, add the Sun radiance. + if (dot(view_direction, sun_direction) >= sun_size.y) + { + radiance = radiance + (transmittance * GetSolarLuminance()); + } + + vec3 color = vec3(1.0) - exp(-radiance); + color = pow(color, vec3(1.0 / 2.2)); + + frag_color.rgb = color; + frag_color.a = 1.0; +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl new file mode 100644 index 0000000000..52a7595379 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl @@ -0,0 +1,43 @@ +/** + * @file advancedAtmoV.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 + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +// Inputs +uniform vec3 camPosLocal; + +out vec3 view_dir; + +void main() +{ + // World / view / projection + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + + // this will be normalized in the frag shader... + view_dir = position.xyz - camPosLocal.xyz; +} + diff --git a/indra/newview/app_settings/shaders/class3/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/cloudsF.glsl deleted file mode 100644 index 96c70651b1..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/cloudsF.glsl +++ /dev/null @@ -1,104 +0,0 @@ -/** - * @file WLCloudsF.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_color; -#else -#define frag_color gl_FragColor -#endif - -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// - -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; - -uniform sampler2D cloud_noise_texture; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform vec4 gamma; - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} - -void main() -{ - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - - vec4 cloudColorSun = vary_CloudColorSun; - vec4 cloudColorAmbient = vary_CloudColorAmbient; - float cloudDensity = vary_CloudDensity; - vec2 uv3 = vary_texcoord2.xy; - vec2 uv4 = vary_texcoord3.xy; - - // Offset texture coords - uv1 += cloud_pos_density1.xy; //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - - // Compute alpha1, the main cloud opacity - float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - // Combine - vec4 color; - color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); - color *= 2.; - - /// Gamma correct for WL (soft clip effect). - frag_color.rgb = scaleSoftClip(color.rgb); - frag_color.a = alpha1; -} - diff --git a/indra/newview/app_settings/shaders/class3/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/cloudsV.glsl deleted file mode 100644 index c1dd45cd67..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/cloudsV.glsl +++ /dev/null @@ -1,190 +0,0 @@ -/** - * @file WLCloudsV.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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -////////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; - -// Inputs -uniform vec3 camPosLocal; - -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; - -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float max_y; - -uniform vec4 glow; - -uniform vec4 cloud_color; - -uniform float cloud_scale; - -void main() -{ - - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - vary_texcoord0 = texcoord0; - - // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); - - // Set altitude - if (P.y > 0.) - { - P *= (max_y / P.y); - } - else - { - P *= (-32000. / P.y); - } - - // Can normalize then - vec3 Pn = normalize(P); - float Plen = length(P); - - // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - temp1 = blue_density + haze_density; - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; - - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // Distance - temp2.z = Plen * density_multiplier; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); - - - // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - // Add "minimum anti-solar illumination" - temp2.x += .25; - - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; - - // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow); - - // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) - ); - - // CLOUDS - - sunlight = sunlight_color; - temp2.y = max(0., lightnorm.y * 2.); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // Cloud color out - vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; - vary_CloudColorAmbient = tmpAmbient * cloud_color; - - // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= temp1; - vary_CloudColorAmbient *= temp1; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); - - // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow - 0.25); - - - // Texture coords - vary_texcoord0 = texcoord0; - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; - - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; - - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; - - // Combine these to minimize register use - vary_CloudColorAmbient += oHazeColorBelowCloud; - - // needs this to compile on mac - //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); - - // END CLOUDS -} - diff --git a/indra/newview/app_settings/shaders/class3/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class3/windlight/skyF.glsl deleted file mode 100644 index 08b6ec3f97..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/skyF.glsl +++ /dev/null @@ -1,71 +0,0 @@ -/** - * @file advancedAtmoF.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_color; -#else -#define frag_color gl_FragColor -#endif - -in vec3 view_dir; - -uniform vec3 cameraPosLocal; -uniform vec3 sun_direction; -uniform vec2 sun_size; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D mie_scattering_texture; - -vec3 GetSolarLuminance(); -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 sun_dir, out vec3 transmittance); -vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 sun_dir, out vec3 transmittance); -vec3 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 sun_dir, out vec3 sky_irradiance); - -void main() -{ - vec3 view_direction = normalize(view_dir); - - vec3 camPos = cameraPosLocal + vec3(0, 0, 6360.0f); - vec3 transmittance; - vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance); - - //radiance *= transmittance; - - // If the view ray intersects the Sun, add the Sun radiance. - if (dot(view_direction, sun_direction) >= sun_size.y) - { - radiance = radiance + (transmittance * GetSolarLuminance()); - } - - vec3 color = vec3(1.0) - exp(-radiance); - color = pow(color, vec3(1.0 / 2.2)); - - frag_color.rgb = color; - - frag_color.a = 1.0; -} - diff --git a/indra/newview/app_settings/shaders/class3/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class3/windlight/skyV.glsl deleted file mode 100644 index 52a7595379..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/skyV.glsl +++ /dev/null @@ -1,43 +0,0 @@ -/** - * @file advancedAtmoV.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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -// Inputs -uniform vec3 camPosLocal; - -out vec3 view_dir; - -void main() -{ - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - // this will be normalized in the frag shader... - view_dir = position.xyz - camPosLocal.xyz; -} - diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 7e3bfe4b1b..f936cdc202 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -580,6 +580,7 @@ static void settings_to_globals() LLSurface::setTextureSize(gSavedSettings.getU32("RegionTextureSize")); LLRender::sGLCoreProfile = gSavedSettings.getBOOL("RenderGLCoreProfile"); + LLRender::sNsightDebugSupport = gSavedSettings.getBOOL("RenderNsightDebugSupport"); LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO"); LLImageGL::sGlobalUseAnisotropic = gSavedSettings.getBOOL("RenderAnisotropic"); LLImageGL::sCompressTextures = gSavedSettings.getBOOL("RenderCompressTextures"); diff --git a/indra/newview/llfasttimerview.cpp b/indra/newview/llfasttimerview.cpp index 9219dd0279..d42b0bf293 100644 --- a/indra/newview/llfasttimerview.cpp +++ b/indra/newview/llfasttimerview.cpp @@ -435,6 +435,9 @@ void LLFastTimerView::onClose(bool app_quitting) void saveChart(const std::string& label, const char* suffix, LLImageRaw* scratch) { + // disable use of glReadPixels which messes up nVidia nSight graphics debugging + if (!LLRender::sNsightDebugSupport) + { //read result back into raw image glReadPixels(0, 0, 1024, 512, GL_RGB, GL_UNSIGNED_BYTE, scratch->getData()); @@ -447,6 +450,7 @@ void saveChart(const std::string& label, const char* suffix, LLImageRaw* scratch std::string out_file = gDirUtilp->getExpandedFilename(LL_PATH_LOGS, filename); result->save(out_file); + } } //static -- cgit v1.2.3