From 0afe1fd41dbc3ec593931e6626b210a29130fa0b Mon Sep 17 00:00:00 2001 From: Palmer Date: Fri, 26 Mar 2010 13:19:01 -0700 Subject: Applied (manually in places) diff from svn.lindenlab.com/svn/linden/branches/render-pipeline/render-pipeline-7@135361 to get deferred rendering changes from the svn branch. Bleh! --- indra/llmath/llvolume.cpp | 11 +- .../shaders/class2/deferred/multiSpotLightF.glsl | 2 +- .../shaders/class2/deferred/sunLightF.glsl | 4 +- indra/newview/llviewerdisplay.cpp | 6 - indra/newview/llviewerwindow.cpp | 134 --------------------- indra/newview/pipeline.cpp | 34 +++--- 6 files changed, 33 insertions(+), 158 deletions(-) diff --git a/indra/llmath/llvolume.cpp b/indra/llmath/llvolume.cpp index 34348230b6..b70a27ba80 100644 --- a/indra/llmath/llvolume.cpp +++ b/indra/llmath/llvolume.cpp @@ -1688,7 +1688,7 @@ LLVolume::LLVolume(const LLVolumeParams ¶ms, const F32 detail, const BOOL ge mGenerateSingleFace = generate_single_face; generate(); - if (mParams.getSculptID().isNull()) + if (mParams.getSculptID().isNull() && params.getSculptType() == LL_SCULPT_TYPE_NONE) { createVolumeFaces(); } @@ -1864,6 +1864,11 @@ void LLVolume::createVolumeFaces() LLProfile::Face& face = mProfilep->mFaces[i]; vf.mBeginS = face.mIndex; vf.mNumS = face.mCount; + if (vf.mNumS < 0) + { + llerrs << "Volume face corruption detected." << llendl; + } + vf.mBeginT = 0; vf.mNumT= getPath().mPath.size(); vf.mID = i; @@ -1907,6 +1912,10 @@ void LLVolume::createVolumeFaces() if (face.mFlat && vf.mNumS > 2) { //flat inner faces have to copy vert normals vf.mNumS = vf.mNumS*2; + if (vf.mNumS < 0) + { + llerrs << "Volume face corruption detected." << llendl; + } } } else diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 651959413c..45884d5732 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -137,7 +137,7 @@ void main() } //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, proj_ambient_lod); + vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, proj_lod); amb_da += (da*da*0.5+0.5)*proj_ambiance; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index a0026edcd2..4333cc64a7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -224,11 +224,11 @@ void main() //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.1).x; + gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8).x; //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.1).x; + gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8).x; //gl_FragColor.rgb = pos.xyz; //gl_FragColor.b = shadow; diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 5a2b901bd7..f09ae1f8f4 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -869,12 +869,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) } } - /// We copy the frame buffer straight into a texture here, - /// and then display it again with compositor effects. - /// Using render to texture would be faster/better, but I don't have a - /// grasp of their full display stack just yet. - // gPostProcess->apply(gViewerWindow->getWindowWidthRaw(), gViewerWindow->getWindowHeightRaw()); - if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) { gPipeline.renderDeferredLighting(); diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 6d2bbb27ee..11f9261297 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -3892,140 +3892,6 @@ void LLViewerWindow::playSnapshotAnimAndSound() BOOL LLViewerWindow::thumbnailSnapshot(LLImageRaw *raw, S32 preview_width, S32 preview_height, BOOL show_ui, BOOL do_rebuild, ESnapshotType type) { return rawSnapshot(raw, preview_width, preview_height, FALSE, FALSE, show_ui, do_rebuild, type); - - // *TODO below code was broken in deferred pipeline - /* - if ((!raw) || preview_width < 10 || preview_height < 10) - { - return FALSE; - } - - if(gResizeScreenTexture) //the window is resizing - { - return FALSE ; - } - - setCursor(UI_CURSOR_WAIT); - - // Hide all the UI widgets first and draw a frame - BOOL prev_draw_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI); - - if ( prev_draw_ui != show_ui) - { - LLPipeline::toggleRenderDebugFeature((void*)LLPipeline::RENDER_DEBUG_FEATURE_UI); - } - - BOOL hide_hud = !gSavedSettings.getBOOL("RenderHUDInSnapshot") && LLPipeline::sShowHUDAttachments; - if (hide_hud) - { - LLPipeline::sShowHUDAttachments = FALSE; - } - - S32 render_name = gSavedSettings.getS32("RenderName"); - gSavedSettings.setS32("RenderName", 0); - LLVOAvatar::updateFreezeCounter(1) ; //pause avatar updating for one frame - - S32 w = preview_width ; - S32 h = preview_height ; - LLVector2 display_scale = mDisplayScale ; - mDisplayScale.setVec((F32)w / mWindowRectRaw.getWidth(), (F32)h / mWindowRectRaw.getHeight()) ; - LLRect window_rect = mWindowRectRaw; - mWindowRectRaw.set(0, h, w, 0); - - gDisplaySwapBuffers = FALSE; - gDepthDirty = TRUE; - glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - setup3DRender(); - - LLFontGL::setFontDisplay(FALSE) ; - LLHUDText::setDisplayText(FALSE) ; - if (type == SNAPSHOT_TYPE_OBJECT_ID) - { - gObjectList.renderPickList(gViewerWindow->getWindowRectScaled(), FALSE, FALSE); - } - else - { - display(do_rebuild, 1.0f, 0, TRUE); - render_ui(); - } - - S32 glformat, gltype, glpixel_length ; - if(SNAPSHOT_TYPE_DEPTH == type) - { - glpixel_length = 4 ; - glformat = GL_DEPTH_COMPONENT ; - gltype = GL_FLOAT ; - } - else - { - glpixel_length = 3 ; - glformat = GL_RGB ; - gltype = GL_UNSIGNED_BYTE ; - } - - raw->resize(w, h, glpixel_length); - glReadPixels(0, 0, w, h, glformat, gltype, raw->getData()); - - if(SNAPSHOT_TYPE_DEPTH == type) - { - LLViewerCamera* camerap = LLViewerCamera::getInstance(); - F32 depth_conversion_factor_1 = (camerap->getFar() + camerap->getNear()) / (2.f * camerap->getFar() * camerap->getNear()); - F32 depth_conversion_factor_2 = (camerap->getFar() - camerap->getNear()) / (2.f * camerap->getFar() * camerap->getNear()); - - //calculate the depth - for (S32 y = 0 ; y < h ; y++) - { - for(S32 x = 0 ; x < w ; x++) - { - S32 i = (w * y + x) << 2 ; - - F32 depth_float_i = *(F32*)(raw->getData() + i); - - F32 linear_depth_float = 1.f / (depth_conversion_factor_1 - (depth_float_i * depth_conversion_factor_2)); - U8 depth_byte = F32_to_U8(linear_depth_float, camerap->getNear(), camerap->getFar()); - *(raw->getData() + i + 0) = depth_byte; - *(raw->getData() + i + 1) = depth_byte; - *(raw->getData() + i + 2) = depth_byte; - *(raw->getData() + i + 3) = 255; - } - } - } - - LLFontGL::setFontDisplay(TRUE) ; - LLHUDText::setDisplayText(TRUE) ; - mDisplayScale.setVec(display_scale) ; - mWindowRectRaw = window_rect; - setup3DRender(); - gDisplaySwapBuffers = FALSE; - gDepthDirty = TRUE; - - // POST SNAPSHOT - if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) - { - LLPipeline::toggleRenderDebugFeature((void*)LLPipeline::RENDER_DEBUG_FEATURE_UI); - } - - if (hide_hud) - { - LLPipeline::sShowHUDAttachments = TRUE; - } - - setCursor(UI_CURSOR_ARROW); - - if (do_rebuild) - { - // If we had to do a rebuild, that means that the lists of drawables to be rendered - // was empty before we started. - // Need to reset these, otherwise we call state sort on it again when render gets called the next time - // and we stand a good chance of crashing on rebuild because the render drawable arrays have multiple copies of - // objects on them. - gPipeline.resetDrawOrders(); - } - - gSavedSettings.setS32("RenderName", render_name); - - return TRUE;*/ } // Saves the image from the screen to the specified filename and path. diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 685be043fc..8b48dd10d3 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3404,26 +3404,14 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); - renderHighlights(); - mHighlightFaces.clear(); - - renderDebug(); - - LLVertexBuffer::unbind(); - - if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) - { - // Render debugging beacons. - gObjectList.renderObjectBeacons(); - gObjectList.resetObjectBeacons(); - } - if (occlude) { occlude = FALSE; gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); doOcclusion(camera); + gGLLastMatrix = NULL; + glLoadMatrix(gGLModelView); } } @@ -6893,6 +6881,24 @@ void LLPipeline::renderDeferredLighting() mRenderTypeMask = render_mask; } + { + //render highlights, etc. + renderHighlights(); + mHighlightFaces.clear(); + + renderDebug(); + + LLVertexBuffer::unbind(); + + if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + { + // Render debugging beacons. + gObjectList.renderObjectBeacons(); + LLHUDObject::renderAll(); + gObjectList.resetObjectBeacons(); + } + } + mScreen.flush(); } -- cgit v1.2.3 From eb35a7e167c6facaca8fd2596ae9fff8c8611d33 Mon Sep 17 00:00:00 2001 From: Palmer Date: Fri, 26 Mar 2010 13:55:35 -0700 Subject: Davep's LLDrawPoolBump changes from svn/linden/branches/viewer-mesh @ 114046 for deferred rendering --- indra/newview/lldrawpoolbump.cpp | 12 ++++++++++++ indra/newview/lldrawpoolbump.h | 2 +- 2 files changed, 13 insertions(+), 1 deletion(-) diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index d09d4a412f..a4a8dc80b5 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -701,6 +701,18 @@ void LLDrawPoolBump::endBump() gGL.setSceneBlendType(LLRender::BT_ALPHA); } +S32 LLDrawPoolBump::getNumDeferredPasses() +{ + if (gSavedSettings.getBOOL("RenderObjectBump")) + { + return 1; + } + else + { + return 0; + } +} + void LLDrawPoolBump::beginDeferredPass(S32 pass) { if (!gPipeline.hasRenderBatches(LLRenderPass::PASS_BUMP)) diff --git a/indra/newview/lldrawpoolbump.h b/indra/newview/lldrawpoolbump.h index bf940cf1e4..2019f1df26 100644 --- a/indra/newview/lldrawpoolbump.h +++ b/indra/newview/lldrawpoolbump.h @@ -79,7 +79,7 @@ public: void renderBump(); void endBump(); - virtual S32 getNumDeferredPasses() { return 1; } + virtual S32 getNumDeferredPasses(); /*virtual*/ void beginDeferredPass(S32 pass); /*virtual*/ void endDeferredPass(S32 pass); /*virtual*/ void renderDeferred(S32 pass); -- cgit v1.2.3 From 1aa0161b230f01eea3f62b8baacce8a7acc18187 Mon Sep 17 00:00:00 2001 From: Palmer Date: Mon, 5 Apr 2010 16:53:44 -0700 Subject: One last small change from svn//branches/viewer-mesh @ 114046 for render bump --- indra/newview/llvovolume.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index cb362d557c..346fc0c4e4 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3839,7 +3839,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: } else { - if (LLPipeline::sRenderDeferred && te->getBumpmap()) + if (LLPipeline::sRenderDeferred && LLPipeline::sRenderBump && te->getBumpmap()) { registerFace(group, facep, LLRenderPass::PASS_BUMP); } -- cgit v1.2.3 From b5e12269e18bc9074b96f115085d5540ef1d7545 Mon Sep 17 00:00:00 2001 From: Palmer Date: Mon, 5 Apr 2010 19:37:09 -0700 Subject: applied render-pipeline-7 @ 137608. This fixes empty depth buffer during highlight render --- indra/newview/llviewerdisplay.cpp | 2 +- indra/newview/pipeline.cpp | 6 ++++++ 2 files changed, 7 insertions(+), 1 deletion(-) diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index f09ae1f8f4..f796fb5451 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -1112,7 +1112,7 @@ void render_ui(F32 zoom_factor, int subfield) { gPipeline.renderBloom(gSnapshot, zoom_factor, subfield); } - + render_hud_elements(); render_hud_attachments(); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 8b48dd10d3..5e54d4ab78 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -5803,6 +5803,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + + if (LLRenderTarget::sUseFBO) + { //copy depth buffer from mScreen to framebuffer + LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), + 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); + } } -- cgit v1.2.3 From 3892a84cfc1c9f7c99b3d1838b9d574a47b77900 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 16 Dec 2009 12:31:24 -0600 Subject: Tracking down stalls in llpumpio and agent updates. --- indra/llmessage/llpumpio.cpp | 7 +++++-- indra/newview/llappviewer.cpp | 33 ++++++++++++++++++++++++++------- 2 files changed, 31 insertions(+), 9 deletions(-) diff --git a/indra/llmessage/llpumpio.cpp b/indra/llmessage/llpumpio.cpp index 5e9dfd81fa..e3ce2c5ad3 100644 --- a/indra/llmessage/llpumpio.cpp +++ b/indra/llmessage/llpumpio.cpp @@ -444,13 +444,13 @@ void LLPumpIO::pump() pump(DEFAULT_POLL_TIMEOUT); } -static LLFastTimer::DeclareTimer FTM_PUMP("Pump"); +static LLFastTimer::DeclareTimer FTM_PUMP_IO("Pump IO"); //timeout is in microseconds void LLPumpIO::pump(const S32& poll_timeout) { LLMemType m1(LLMemType::MTYPE_IO_PUMP); - LLFastTimer t1(FTM_PUMP); + LLFastTimer t1(FTM_PUMP_IO); //llinfos << "LLPumpIO::pump()" << llendl; // Run any pending runners. @@ -778,6 +778,8 @@ bool LLPumpIO::respond( return true; } +static LLFastTimer::DeclareTimer FTM_PUMP_CALLBACK_CHAIN("Chain"); + void LLPumpIO::callback() { LLMemType m1(LLMemType::MTYPE_IO_PUMP); @@ -799,6 +801,7 @@ void LLPumpIO::callback() callbacks_t::iterator end = mCallbacks.end(); for(; it != end; ++it) { + LLFastTimer t(FTM_PUMP_CALLBACK_CHAIN); // it's always the first and last time for respone chains (*it).mHead = (*it).mChainLinks.begin(); (*it).mInit = true; diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 43c8c679c6..6ec4266925 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -922,6 +922,11 @@ static LLFastTimer::DeclareTimer FTM_LFS("LFS Thread"); static LLFastTimer::DeclareTimer FTM_PAUSE_THREADS("Pause Threads"); static LLFastTimer::DeclareTimer FTM_IDLE("Idle"); static LLFastTimer::DeclareTimer FTM_PUMP("Pump"); +static LLFastTimer::DeclareTimer FTM_PUMP_ARES("Ares"); +static LLFastTimer::DeclareTimer FTM_PUMP_SERVICE("Service"); +static LLFastTimer::DeclareTimer FTM_SERVICE_CALLBACK("Callback"); +static LLFastTimer::DeclareTimer FTM_AGENT_AUTOPILOT("Autopilot"); +static LLFastTimer::DeclareTimer FTM_AGENT_UPDATE("Update"); bool LLAppViewer::mainLoop() { @@ -1033,10 +1038,20 @@ bool LLAppViewer::mainLoop() LLMemType mt_ip(LLMemType::MTYPE_IDLE_PUMP); pingMainloopTimeout("Main:ServicePump"); LLFastTimer t4(FTM_PUMP); - gAres->process(); - // this pump is necessary to make the login screen show up - gServicePump->pump(); - gServicePump->callback(); + { + LLFastTimer t(FTM_PUMP_ARES); + gAres->process(); + } + { + LLFastTimer t(FTM_PUMP_SERVICE); + // this pump is necessary to make the login screen show up + gServicePump->pump(); + + { + LLFastTimer t(FTM_SERVICE_CALLBACK); + gServicePump->callback(); + } + } } resumeMainloopTimeout(); @@ -3495,9 +3510,12 @@ void LLAppViewer::idle() gAgent.moveYaw(-1.f); } - // Handle automatic walking towards points - gAgentPilot.updateTarget(); - gAgent.autoPilot(&yaw); + { + LLFastTimer t(FTM_AGENT_AUTOPILOT); + // Handle automatic walking towards points + gAgentPilot.updateTarget(); + gAgent.autoPilot(&yaw); + } static LLFrameTimer agent_update_timer; static U32 last_control_flags; @@ -3508,6 +3526,7 @@ void LLAppViewer::idle() if (flags_changed || (agent_update_time > (1.0f / (F32) AGENT_UPDATES_PER_SECOND))) { + LLFastTimer t(FTM_AGENT_UPDATE); // Send avatar and camera info last_control_flags = gAgent.getControlFlags(); send_agent_update(TRUE); -- cgit v1.2.3 From 26b2556802c74fc5e480c497b905b45cc3636e1d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 18 Dec 2009 13:21:55 -0600 Subject: Timers to track time spent waiting on message system. --- indra/newview/llviewermessage.cpp | 2 ++ indra/newview/llworld.cpp | 2 ++ 2 files changed, 4 insertions(+) diff --git a/indra/newview/llviewermessage.cpp b/indra/newview/llviewermessage.cpp index c542459cdb..cb3f3c8edd 100644 --- a/indra/newview/llviewermessage.cpp +++ b/indra/newview/llviewermessage.cpp @@ -3316,6 +3316,7 @@ const F32 THRESHOLD_HEAD_ROT_QDOT = 0.9997f; // ~= 2.5 degrees -- if its less th const F32 MAX_HEAD_ROT_QDOT = 0.99999f; // ~= 0.5 degrees -- if its greater than this then no need to update head_rot // between these values we delay the updates (but no more than one second) +static LLFastTimer::DeclareTimer FTM_AGENT_UPDATE_SEND("Send Message"); void send_agent_update(BOOL force_send, BOOL send_reliable) { @@ -3474,6 +3475,7 @@ void send_agent_update(BOOL force_send, BOOL send_reliable) if (duplicate_count < DUP_MSGS && !gDisconnected) { + LLFastTimer t(FTM_AGENT_UPDATE_SEND); // Build the message msg->newMessageFast(_PREHASH_AgentUpdate); msg->nextBlockFast(_PREHASH_AgentData); diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp index 0b63f5efbd..c7148f8826 100644 --- a/indra/newview/llworld.cpp +++ b/indra/newview/llworld.cpp @@ -1028,9 +1028,11 @@ void LLWorld::disconnectRegions() } } +static LLFastTimer::DeclareTimer FTM_ENABLE_SIMULATOR("Enable Sim"); void process_enable_simulator(LLMessageSystem *msg, void **user_data) { + LLFastTimer t(FTM_ENABLE_SIMULATOR); // enable the appropriate circuit for this simulator and // add its values into the gSimulator structure U64 handle; -- cgit v1.2.3 From ce7eb236fc3f0ed708899e2aa65dd9b876769850 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 4 Jan 2010 11:50:04 -0600 Subject: CTS-54 Fix for SSAO artifacts far away. --- .../shaders/class1/deferred/sunLightF.glsl | 82 ++++++++++++---------- .../shaders/class2/deferred/sunLightF.glsl | 82 ++++++++++++---------- 2 files changed, 92 insertions(+), 72 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index 22bdd2c7f3..fafc2ae3cc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -53,51 +53,61 @@ vec4 getPosition(vec2 pos_screen) //calculate decreases in ambient lighting when crowded out (SSAO) float calcAmbientOcclusion(vec4 pos, vec3 norm) { - vec2 kern[8]; - // exponentially (^2) distant occlusion samples spread around origin - kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; - kern[1] = vec2(1.0, 0.0) * 0.250*0.250; - kern[2] = vec2(0.0, 1.0) * 0.375*0.375; - kern[3] = vec2(0.0, -1.0) * 0.500*0.500; - kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; - kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; - kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; - kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - - vec2 pos_screen = vary_fragcoord.xy; - vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; + float ret = 1.0; - float angle_hidden = 0.0; - int points = 0; + float dist = dot(pos.xyz,pos.xyz); - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) - for (int i = 0; i < 8; i++) + if (dist < 64.0*64.0) { - vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); - vec3 samppos_world = getPosition(samppos_screen).xyz; + vec2 kern[8]; + // exponentially (^2) distant occlusion samples spread around origin + kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; + kern[1] = vec2(1.0, 0.0) * 0.250*0.250; + kern[2] = vec2(0.0, 1.0) * 0.375*0.375; + kern[3] = vec2(0.0, -1.0) * 0.500*0.500; + kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; + kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; + kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; + kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; + + vec2 pos_screen = vary_fragcoord.xy; + vec3 pos_world = pos.xyz; + vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; - vec3 diff = pos_world - samppos_world; - float dist2 = dot(diff, diff); + float angle_hidden = 0.0; + int points = 0; - // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area - // --> solid angle shrinking by the square of distance - //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 - //(k should vary inversely with # of samples, but this is taken care of later) + float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces - // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) - angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); + // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) + for (int i = 0; i < 8; i++) + { + vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); + vec3 samppos_world = getPosition(samppos_screen).xyz; + + vec3 diff = pos_world - samppos_world; + float dist2 = dot(diff, diff); + + // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area + // --> solid angle shrinking by the square of distance + //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 + //(k should vary inversely with # of samples, but this is taken care of later) + + //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces + // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) + angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); + + // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" + points = points + int(diff.z > -1.0); + } - // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - points = points + int(diff.z > -1.0); + angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); + + ret = (1.0 - (float(points != 0) * angle_hidden)); + ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0); } - angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - - return (1.0 - (float(points != 0) * angle_hidden)); + return min(ret, 1.0); } void main() diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 4333cc64a7..74a948f584 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -55,51 +55,61 @@ vec4 getPosition(vec2 pos_screen) //calculate decreases in ambient lighting when crowded out (SSAO) float calcAmbientOcclusion(vec4 pos, vec3 norm) { - vec2 kern[8]; - // exponentially (^2) distant occlusion samples spread around origin - kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; - kern[1] = vec2(1.0, 0.0) * 0.250*0.250; - kern[2] = vec2(0.0, 1.0) * 0.375*0.375; - kern[3] = vec2(0.0, -1.0) * 0.500*0.500; - kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; - kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; - kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; - kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - - vec2 pos_screen = vary_fragcoord.xy; - vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; - - float angle_hidden = 0.0; - int points = 0; + float ret = 1.0; - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); + float dist = dot(pos.xyz,pos.xyz); - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) - for (int i = 0; i < 8; i++) + if (dist < 64.0*64.0) { - vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); - vec3 samppos_world = getPosition(samppos_screen).xyz; + vec2 kern[8]; + // exponentially (^2) distant occlusion samples spread around origin + kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; + kern[1] = vec2(1.0, 0.0) * 0.250*0.250; + kern[2] = vec2(0.0, 1.0) * 0.375*0.375; + kern[3] = vec2(0.0, -1.0) * 0.500*0.500; + kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; + kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; + kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; + kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; + + vec2 pos_screen = vary_fragcoord.xy; + vec3 pos_world = pos.xyz; + vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; - vec3 diff = pos_world - samppos_world; - float dist2 = dot(diff, diff); + float angle_hidden = 0.0; + int points = 0; - // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area - // --> solid angle shrinking by the square of distance - //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 - //(k should vary inversely with # of samples, but this is taken care of later) + float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces - // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) - angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); + // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) + for (int i = 0; i < 8; i++) + { + vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); + vec3 samppos_world = getPosition(samppos_screen).xyz; + + vec3 diff = pos_world - samppos_world; + float dist2 = dot(diff, diff); + + // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area + // --> solid angle shrinking by the square of distance + //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 + //(k should vary inversely with # of samples, but this is taken care of later) + + //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces + // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) + angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); + + // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" + points = points + int(diff.z > -1.0); + } - // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - points = points + int(diff.z > -1.0); + angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); + + ret = (1.0 - (float(points != 0) * angle_hidden)); + ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0); } - angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - - return (1.0 - (float(points != 0) * angle_hidden)); + return min(ret, 1.0); } float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) -- cgit v1.2.3 From 5afb4373c4be036bd2f8e8aa7c3a192fbdf91c20 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 8 Jan 2010 13:31:04 -0600 Subject: Cleaned up visible edges of projector frustum in diffuse/specular/ambient lighting from projectors. --- .../shaders/class1/deferred/multiSpotLightF.glsl | 102 +++++++++++++++------ .../shaders/class2/deferred/multiSpotLightF.glsl | 58 +++++++++++- .../shaders/class2/deferred/spotLightF.glsl | 11 --- 3 files changed, 128 insertions(+), 43 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 28bcd720c0..2c8d90d1a6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -5,7 +5,6 @@ * $License$ */ - #version 120 #extension GL_ARB_texture_rectangle : enable @@ -15,6 +14,7 @@ uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform samplerCube environmentMap; +uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2D projectionMap; @@ -26,12 +26,15 @@ uniform vec3 proj_n; uniform float proj_focus; //distance from plane to begin blurring uniform float proj_lod; //(number of mips in proj map) uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod; uniform float proj_ambiance; uniform float near_clip; uniform float far_clip; uniform vec3 proj_origin; //origin of projection to be used for angular attenuation uniform float sun_wash; +uniform int proj_shadow_idx; +uniform float shadow_fade; varying vec4 vary_light; @@ -40,6 +43,52 @@ uniform vec2 screen_res; uniform mat4 inv_proj; +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); + + return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + + float det = min(lod/(proj_lod*0.5), 1.0); + + float d = min(dist.x, dist.y); + + float edge = 0.25*det; + + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); + + return ret; +} + + vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -68,7 +117,7 @@ void main() { discard; } - + vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; norm = normalize(norm); @@ -83,7 +132,11 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = gl_Color.a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + if (dist_atten <= 0.0) + { + discard; + } lv = proj_origin-pos.xyz; lv = normalize(lv); @@ -101,32 +154,32 @@ void main() proj_tc.y > 0.0) { float lit = 0.0; + float amb_da = proj_ambiance; + if (da > 0.0) { float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); float lod = diff * proj_lod; - vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; col = lcol*lit*diff_tex; + amb_da += (da*0.5)*proj_ambiance; } - float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); - //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); - float amb_da = proj_ambiance; - + //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); + vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); + amb_da += (da*da*0.5+0.5)*proj_ambiance; - + amb_da *= dist_atten * noise; - + amb_da = min(amb_da, 1.0-lit); - + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } @@ -144,35 +197,28 @@ void main() { vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); if (stc.z > 0.0) { - stc.xy /= stc.z+proj_near; - + stc.xy /= stc.w; + + float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + if (stc.x < 1.0 && stc.y < 1.0 && stc.x > 0.0 && stc.y > 0.0) { - vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; } } } } - /*if (spec.a > 0.0) - { - //vec3 ref = reflect(normalize(pos), norm); - float sa = dot(normalize(lv-normalize(pos)),norm);; - //sa = max(sa, 0.0); - //sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); - sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*lcol*spec.rgb; - }*/ - gl_FragColor.rgb = col; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 45884d5732..3e29c684e8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -43,6 +43,52 @@ uniform vec2 screen_res; uniform mat4 inv_proj; +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); + + return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + + float det = min(lod/(proj_lod*0.5), 1.0); + + float d = min(dist.x, dist.y); + + float edge = 0.25*det; + + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); + + return ret; +} + + vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -126,7 +172,7 @@ void main() float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); float lod = diff * proj_lod; - vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; @@ -137,7 +183,7 @@ void main() } //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, proj_lod); + vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); amb_da += (da*da*0.5+0.5)*proj_ambiance; @@ -167,13 +213,17 @@ void main() if (stc.z > 0.0) { stc.xy /= stc.w; - + + float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + if (stc.x < 1.0 && stc.y < 1.0 && stc.x > 0.0 && stc.y > 0.0) { - vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index d6534083cf..6617e33c0d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -179,17 +179,6 @@ void main() } } - /*if (spec.a > 0.0) - { - //vec3 ref = reflect(normalize(pos), norm); - float sa = dot(normalize(lv-normalize(pos)),norm);; - //sa = max(sa, 0.0); - //sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); - sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*lcol*spec.rgb; - }*/ - //attenuate point light contribution by SSAO component col *= texture2DRect(lightMap, frag.xy).g; -- cgit v1.2.3 From adcfdfd8c00a04759833ef2ae9bb9d1f5084dc85 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Thu, 28 Jan 2010 16:20:06 -0800 Subject: first dribble of directional lights for shaderless path. --- indra/newview/pipeline.cpp | 18 ++++++++++++++++-- 1 file changed, 16 insertions(+), 2 deletions(-) diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 5940b354f4..060e8545ab 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4567,8 +4567,22 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f); glLightf (gllight, GL_LINEAR_ATTENUATION, atten); glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad); - glLightf (gllight, GL_SPOT_EXPONENT, 0.0f); - glLightf (gllight, GL_SPOT_CUTOFF, 180.0f); + if (light->getLightTexture()) // directional (spot-)light + { + LLVector3 spotparams = light->getSpotLightParams(); + LLQuaternion quat = light->getRenderRotation(); + LLVector3 at_axis(0,0,-1); // todo: verify against deferred + at_axis *= quat; + llinfos << "SPOT!!!!!!! fov: " << spotparams.mV[0] << " focus: " << spotparams.mV[1] << " dir: " << at_axis << llendl; + glLightfv(gllight, GL_SPOT_DIRECTION, at_axis.mV); + glLightf (gllight, GL_SPOT_EXPONENT, 0.0f); // fixme - focus + glLightf (gllight, GL_SPOT_CUTOFF, 22.0f); // fixme - fov + } + else // omnidirectional (point) light + { + glLightf (gllight, GL_SPOT_EXPONENT, 0.0f); + glLightf (gllight, GL_SPOT_CUTOFF, 180.0f); + } cur_light++; if (cur_light >= 8) { -- cgit v1.2.3 From 0467d0a62916f045c50c53e12719ca692271326c Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Thu, 28 Jan 2010 18:01:12 -0800 Subject: enable basic directional lighting for basic/atmospheric shaders - yay. next, needs the non-shader GL lighting model to be equally dumb (it's too smart - kill the spot angle. --- .../shaders/class1/lighting/lightFuncV.glsl | 21 +++++++++++++++++++++ .../shaders/class2/lighting/sumLightsV.glsl | 8 +++++--- 2 files changed, 26 insertions(+), 3 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index 3e8fdfb3e4..211de830fa 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -28,7 +28,28 @@ float calcPointLight(vec3 v, vec3 n, vec4 lp, float la) //angular attenuation da *= calcDirectionalLight(n, lv); + + return da; +} + + +float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la) +{ + //get light vector + vec3 lv = lp.xyz-v; + //get distance + float d = length(lv); + + //normalize light vector + lv *= 1.0/d; + + //distance attenuation + float da = clamp(1.0/(la * d), 0.0, 1.0); + + //angular attenuation + da *= dot(lv, -ln) * calcDirectionalLight(n, lv); + return da; } diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index f4c59734a4..fd264b9e74 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -7,6 +7,7 @@ float calcDirectionalLight(vec3 n, vec3 l); float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -18,9 +19,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz); - col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); + + col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation); + col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation); + //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation); col.rgb = scaleDownLight(col.rgb); // Add windlight lights -- cgit v1.2.3 From f00e311756bf499cde3d5273d0f2de39b1f21636 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Thu, 28 Jan 2010 18:21:33 -0800 Subject: woo, dumb GL lights now match up to our dumb shader model pretty well. next: shader model needs to grok point vs directional, shader model needs to resurrect ambient which I seem to have broken --- indra/newview/pipeline.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 060e8545ab..891f83e877 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4255,7 +4255,7 @@ void LLPipeline::setupAvatarLights(BOOL for_edit) glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f); glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f); glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f); - glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f); + glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f); } else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini) { @@ -4571,12 +4571,12 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) { LLVector3 spotparams = light->getSpotLightParams(); LLQuaternion quat = light->getRenderRotation(); - LLVector3 at_axis(0,0,-1); // todo: verify against deferred + LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction at_axis *= quat; llinfos << "SPOT!!!!!!! fov: " << spotparams.mV[0] << " focus: " << spotparams.mV[1] << " dir: " << at_axis << llendl; glLightfv(gllight, GL_SPOT_DIRECTION, at_axis.mV); - glLightf (gllight, GL_SPOT_EXPONENT, 0.0f); // fixme - focus - glLightf (gllight, GL_SPOT_CUTOFF, 22.0f); // fixme - fov + glLightf (gllight, GL_SPOT_EXPONENT, 1.0f); // 1.0 = good old dot product + glLightf (gllight, GL_SPOT_CUTOFF, 90.0f); // hemisphere } else // omnidirectional (point) light { -- cgit v1.2.3 From 3e1cd883d59d93218edad7e8f3932d42bb9f0f82 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Thu, 28 Jan 2010 18:36:04 -0800 Subject: fix the shader dp light going negative! --- indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index 211de830fa..0f03e336be 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -48,7 +48,7 @@ float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la) float da = clamp(1.0/(la * d), 0.0, 1.0); //angular attenuation - da *= dot(lv, -ln) * calcDirectionalLight(n, lv); + da *= calcDirectionalLight(-ln, lv) * calcDirectionalLight(n, lv); return da; } -- cgit v1.2.3 From c1ae6160a5f277176063f10d5cde39673aedd419 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Thu, 28 Jan 2010 18:50:10 -0800 Subject: cheaply resurrect the difference between spotlight and omnidirectional, as far as the shader is concerned. not complete. --- indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl | 4 ++-- indra/newview/pipeline.cpp | 6 +++++- 2 files changed, 7 insertions(+), 3 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index 0f03e336be..b2d6d23b1e 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -33,7 +33,7 @@ float calcPointLight(vec3 v, vec3 n, vec4 lp, float la) } -float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la) +float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnidirectional) { //get light vector vec3 lv = lp.xyz-v; @@ -48,7 +48,7 @@ float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la) float da = clamp(1.0/(la * d), 0.0, 1.0); //angular attenuation - da *= calcDirectionalLight(-ln, lv) * calcDirectionalLight(n, lv); + da *= clamp(dot(-ln, lv)+is_omnidirectional, 0.0, 1.0) * calcDirectionalLight(n, lv); return da; } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 891f83e877..2a1ed1b5ab 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4563,7 +4563,6 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) glLightfv(gllight, GL_POSITION, light_pos_gl.mV); glLightfv(gllight, GL_DIFFUSE, light_color.mV); glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV); - glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f); glLightf (gllight, GL_LINEAR_ATTENUATION, atten); glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad); @@ -4577,11 +4576,16 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) glLightfv(gllight, GL_SPOT_DIRECTION, at_axis.mV); glLightf (gllight, GL_SPOT_EXPONENT, 1.0f); // 1.0 = good old dot product glLightf (gllight, GL_SPOT_CUTOFF, 90.0f); // hemisphere + glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); } else // omnidirectional (point) light { glLightf (gllight, GL_SPOT_EXPONENT, 0.0f); glLightf (gllight, GL_SPOT_CUTOFF, 180.0f); + + // we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight + const float specular = {0.f, 0.f, 0.f, 1.f}, + glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); } cur_light++; if (cur_light >= 8) -- cgit v1.2.3 From c67c7ddd63c06e4e4f0a25a2ef23b941b85dd7bf Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Thu, 28 Jan 2010 21:48:22 -0800 Subject: getting closer to point/spot interchangability --- indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl | 6 +++--- indra/newview/pipeline.cpp | 4 ++-- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index fd264b9e74..e5bf76db55 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -20,9 +20,9 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz); - col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation); - //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); col.rgb = scaleDownLight(col.rgb); // Add windlight lights diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 2a1ed1b5ab..3dc175d723 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4584,8 +4584,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) glLightf (gllight, GL_SPOT_CUTOFF, 180.0f); // we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight - const float specular = {0.f, 0.f, 0.f, 1.f}, - glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); + const float specular[] = {0.f, 0.f, 0.f, 1.f}; + glLightfv(gllight, GL_SPECULAR, specular); } cur_light++; if (cur_light >= 8) -- cgit v1.2.3 From c086f06be69e156c49a61bec1d13062cc50cfd09 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Thu, 28 Jan 2010 21:49:31 -0800 Subject: cheaper, cuter way to deal with spot vs point in the shader --- indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index b2d6d23b1e..4525bf80b2 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -48,7 +48,7 @@ float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnid float da = clamp(1.0/(la * d), 0.0, 1.0); //angular attenuation - da *= clamp(dot(-ln, lv)+is_omnidirectional, 0.0, 1.0) * calcDirectionalLight(n, lv); + da *= max(dot(-ln, lv),is_omnidirectional) * calcDirectionalLight(n, lv); return da; } -- cgit v1.2.3 From 817d1d755b72b531b4107a259e618131fad94c50 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Thu, 28 Jan 2010 23:58:50 -0800 Subject: cheap no-branch goodness for rendering both spotlights and pointlights with the same shader code. kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon. --- .../shaders/class1/lighting/lightFuncV.glsl | 6 +++- .../shaders/class2/lighting/sumLightsV.glsl | 2 +- indra/newview/pipeline.cpp | 42 ++++++++-------------- 3 files changed, 21 insertions(+), 29 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index 4525bf80b2..2e41f24afe 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -47,8 +47,12 @@ float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnid //distance attenuation float da = clamp(1.0/(la * d), 0.0, 1.0); + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_omnidirectional); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + //angular attenuation - da *= max(dot(-ln, lv),is_omnidirectional) * calcDirectionalLight(n, lv); + da *= calcDirectionalLight(n, lv); return da; } diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index e5bf76db55..4577b4be55 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -7,7 +7,7 @@ float calcDirectionalLight(vec3 n, vec3 l); float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); -float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la); +float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnidirectional); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 3dc175d723..1ef5b5ded1 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4543,40 +4543,30 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) LLVector4 light_pos_gl(light_pos, 1.0f); F32 light_radius = llmax(light->getLightRadius(), 0.001f); - F32 atten, quad; -#if 0 //1.9.1 - if (pool->getVertexShaderLevel() > 0) - { - atten = light_radius; - quad = llmax(light->getLightFalloff(), 0.0001f); - } - else -#endif - { - F32 x = (3.f * (1.f + light->getLightFalloff())); - atten = x / (light_radius); // % of brightness at radius - quad = 0.0f; - } + F32 x = (3.f * (1.f + light->getLightFalloff())); + float linatten = x / (light_radius); // % of brightness at radius + mHWLightColors[cur_light] = light_color; S32 gllight = GL_LIGHT0+cur_light; glLightfv(gllight, GL_POSITION, light_pos_gl.mV); glLightfv(gllight, GL_DIFFUSE, light_color.mV); glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV); glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f); - glLightf (gllight, GL_LINEAR_ATTENUATION, atten); - glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad); + glLightf (gllight, GL_LINEAR_ATTENUATION, linatten); + glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f); if (light->getLightTexture()) // directional (spot-)light { LLVector3 spotparams = light->getSpotLightParams(); LLQuaternion quat = light->getRenderRotation(); LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction at_axis *= quat; - llinfos << "SPOT!!!!!!! fov: " << spotparams.mV[0] << " focus: " << spotparams.mV[1] << " dir: " << at_axis << llendl; + //llinfos << "SPOT!!!!!!! fov: " << spotparams.mV[0] << " focus: " << spotparams.mV[1] << " dir: " << at_axis << llendl; glLightfv(gllight, GL_SPOT_DIRECTION, at_axis.mV); - glLightf (gllight, GL_SPOT_EXPONENT, 1.0f); // 1.0 = good old dot product + glLightf (gllight, GL_SPOT_EXPONENT, 2.0f); // 2.0 = good old dot product ^ 2 glLightf (gllight, GL_SPOT_CUTOFF, 90.0f); // hemisphere - glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); + const float specular[] = {0.f, 0.f, 0.f, 0.f}; + glLightfv(gllight, GL_SPECULAR, specular); } else // omnidirectional (point) light { @@ -4586,6 +4576,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) // we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight const float specular[] = {0.f, 0.f, 0.f, 1.f}; glLightfv(gllight, GL_SPECULAR, specular); + //llinfos << "boring light" << llendl; } cur_light++; if (cur_light >= 8) @@ -4613,13 +4604,10 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) LLVector4 light_pos_gl(light_pos, 1.0f); F32 light_radius = 16.f; - F32 atten, quad; - { - F32 x = 3.f; - atten = x / (light_radius); // % of brightness at radius - quad = 0.0f; - } + F32 x = 3.f; + float linatten = x / (light_radius); // % of brightness at radius + mHWLightColors[2] = light_color; S32 gllight = GL_LIGHT2; glLightfv(gllight, GL_POSITION, light_pos_gl.mV); @@ -4627,8 +4615,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV); glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f); - glLightf (gllight, GL_LINEAR_ATTENUATION, atten); - glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad); + glLightf (gllight, GL_LINEAR_ATTENUATION, linatten); + glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f); glLightf (gllight, GL_SPOT_EXPONENT, 0.0f); glLightf (gllight, GL_SPOT_CUTOFF, 180.0f); } -- cgit v1.2.3 From 0fcdf05366c604c66e11cf0b6cc26c5fdbe3265f Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Fri, 29 Jan 2010 00:22:13 -0800 Subject: spot-aware light func usage in ALL shaders. --- .../shaders/class1/deferred/alphaV.glsl | 14 +++++++------- .../shaders/class1/deferred/avatarAlphaV.glsl | 14 +++++++------- .../shaders/class1/lighting/lightFuncV.glsl | 22 +--------------------- .../shaders/class2/deferred/alphaV.glsl | 14 +++++++------- .../shaders/class2/deferred/avatarAlphaV.glsl | 14 +++++++------- .../shaders/class2/lighting/sumLightsV.glsl | 9 ++++----- .../shaders/class3/lighting/sumLightsV.glsl | 15 ++++++++------- 7 files changed, 41 insertions(+), 61 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 1a7d58b07b..91793a29d3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -9,7 +9,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -49,12 +49,12 @@ void main() col.rgb = scaleUpLight(col.rgb); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index c1988d3c78..e36564df10 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -10,7 +10,7 @@ mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -55,12 +55,12 @@ void main() col.rgb = scaleUpLight(col.rgb); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index 2e41f24afe..d0f58cc1a4 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -12,28 +12,8 @@ float calcDirectionalLight(vec3 n, vec3 l) return a; } -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = length(lv); - - //normalize light vector - lv *= 1.0/d; - - //distance attenuation - float da = clamp(1.0/(la * d), 0.0, 1.0); - - //angular attenuation - da *= calcDirectionalLight(n, lv); - - return da; -} - -float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnidirectional) +float calcPointlightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 5991e1f3b5..eec655e3df 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -9,7 +9,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -50,12 +50,12 @@ void main() col.rgb = scaleUpLight(col.rgb); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index a939499b17..488bd677e1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -10,7 +10,7 @@ mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -61,12 +61,12 @@ void main() col.rgb = scaleUpLight(col.rgb); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index 4577b4be55..19800d96dc 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -6,8 +6,7 @@ */ float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); -float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnidirectional); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -20,9 +19,9 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz); - col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); - //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); col.rgb = scaleDownLight(col.rgb); // Add windlight lights diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 1c5234c450..0fdfdf2dde 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -6,7 +6,7 @@ */ float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -24,12 +24,13 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) col.rgb = scaleUpLight(col.rgb); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); -- cgit v1.2.3 From 35ed9dd2986aac6471a9c089bad6ff6062e34177 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Fri, 29 Jan 2010 00:31:39 -0800 Subject: Don't scale windlight lights up just to scale them down again later. avoid this with rearrangement. not tested. --- .../app_settings/shaders/class1/deferred/alphaV.glsl | 10 ++++------ .../app_settings/shaders/class1/deferred/avatarAlphaV.glsl | 10 ++++------ .../app_settings/shaders/class2/deferred/alphaV.glsl | 10 ++++------ .../app_settings/shaders/class2/deferred/avatarAlphaV.glsl | 10 ++++------ .../app_settings/shaders/class3/lighting/sumLightsV.glsl | 14 +++++--------- 5 files changed, 21 insertions(+), 33 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 91793a29d3..cb0d7b797b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -41,12 +41,7 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col; - col.a = gl_Color.a; - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - col.rgb = scaleUpLight(col.rgb); + vec4 col(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); @@ -58,6 +53,9 @@ void main() col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + vary_light = gl_LightSource[0].position.xyz; vary_ambient = col.rgb*gl_Color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index e36564df10..e34f6ba552 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -47,12 +47,7 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col; - col.a = gl_Color.a; - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - col.rgb = scaleUpLight(col.rgb); + vec4 col(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); @@ -64,6 +59,9 @@ void main() col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + vary_ambient = col.rgb*gl_Color.rgb; vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index eec655e3df..05a32578c1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -42,12 +42,7 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col; - col.a = gl_Color.a; - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - col.rgb = scaleUpLight(col.rgb); + vec4 col(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); @@ -59,6 +54,9 @@ void main() col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + vary_light = gl_LightSource[0].position.xyz; vary_ambient = col.rgb*gl_Color.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 488bd677e1..d63baeb913 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -53,12 +53,7 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col; - col.a = gl_Color.a; - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - col.rgb = scaleUpLight(col.rgb); + vec4 col(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); @@ -70,6 +65,9 @@ void main() col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + vary_ambient = col.rgb*gl_Color.rgb; vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 0fdfdf2dde..371d6b526c 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -15,16 +15,9 @@ vec3 scaleUpLight(vec3 light); vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { - vec4 col; - col.a = color.a; + vec4 col(0.0, 0.0, 0.0, color.a); - // Add windlight lights - col.rgb = atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); - col.rgb += atmosAmbient(baseLight.rgb); - col.rgb = scaleUpLight(col.rgb); - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); @@ -33,7 +26,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); - + + // Add windlight lights + col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); + col.rgb += atmosAmbient(baseLight.rgb); col.rgb = min(col.rgb*color.rgb, 1.0); -- cgit v1.2.3 From 8be10456e8b92828ea95a41bea2cd297303b26c0 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Fri, 29 Jan 2010 00:57:28 -0800 Subject: duh, use the proper param name. --- indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index d0f58cc1a4..2b7e8b125b 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -28,7 +28,7 @@ float calcPointlightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa float da = clamp(1.0/(la * d), 0.0, 1.0); // spotlight coefficient. - float spot = max(dot(-ln, lv), is_omnidirectional); + float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation -- cgit v1.2.3 From a857a71e097f3778a167c88980dc59c6960958bd Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Fri, 29 Jan 2010 01:45:13 -0800 Subject: fix a variety of shader errors, mostly due to my confusing glsl with C++... again --- indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 3 ++- indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl | 3 ++- indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl | 3 ++- indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl | 2 +- 6 files changed, 9 insertions(+), 6 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index cb0d7b797b..04e556c11a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -41,7 +41,8 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col(0.0, 0.0, 0.0, gl_Color.a); + + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index e34f6ba552..650fbcc3f5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -47,7 +47,8 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col(0.0, 0.0, 0.0, gl_Color.a); + + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index 2b7e8b125b..da49e59b89 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -13,7 +13,7 @@ float calcDirectionalLight(vec3 n, vec3 l) } -float calcPointlightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 05a32578c1..1fae8c4da3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -42,7 +42,7 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col(0.0, 0.0, 0.0, gl_Color.a); + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index d63baeb913..f8dd1b7431 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -53,7 +53,8 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col(0.0, 0.0, 0.0, gl_Color.a); + + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 371d6b526c..f129a1517b 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -15,7 +15,7 @@ vec3 scaleUpLight(vec3 light); vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { - vec4 col(0.0, 0.0, 0.0, color.a); + vec4 col = vec4(0.0, 0.0, 0.0, color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); -- cgit v1.2.3 From 2581f9ba0a78416575e48a09616a0d5a8d0a360c Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Mon, 1 Feb 2010 17:29:08 +0000 Subject: start to abstract-out the 'is a spotlight' question so one day we can perhaps make the UI hurt less. --- indra/llprimitive/llprimitive.h | 1 + indra/newview/llpanelvolume.cpp | 4 ++-- indra/newview/llvovolume.cpp | 7 +++++++ indra/newview/llvovolume.h | 1 + indra/newview/pipeline.cpp | 6 +++--- 5 files changed, 14 insertions(+), 5 deletions(-) diff --git a/indra/llprimitive/llprimitive.h b/indra/llprimitive/llprimitive.h index 4f828186cb..59697d1ebd 100644 --- a/indra/llprimitive/llprimitive.h +++ b/indra/llprimitive/llprimitive.h @@ -286,6 +286,7 @@ public: void setLightTexture(const LLUUID& id) { mLightTexture = id; } LLUUID getLightTexture() const { return mLightTexture; } + bool isLightSpotlight() const { return !mLightTexture.isNull(); } void setParams(const LLVector3& params) { mParams = params; } LLVector3 getParams() const { return mParams; } diff --git a/indra/newview/llpanelvolume.cpp b/indra/newview/llpanelvolume.cpp index fbe68b4d92..8b01637239 100644 --- a/indra/newview/llpanelvolume.cpp +++ b/indra/newview/llpanelvolume.cpp @@ -574,7 +574,7 @@ void LLPanelVolume::onCommitLight( LLUICtrl* ctrl, void* userdata ) LLUUID id = LightTextureCtrl->getImageAssetID(); if (id.notNull()) { - if (volobjp->getLightTextureID().isNull()) + if (!volobjp->isLightSpotlight()) { //this commit is making this a spot light, set UI to default params volobjp->setLightTextureID(id); LLVector3 spot_params = volobjp->getSpotLightParams(); @@ -591,7 +591,7 @@ void LLPanelVolume::onCommitLight( LLUICtrl* ctrl, void* userdata ) volobjp->setSpotLightParams(spot_params); } } - else if (volobjp->getLightTextureID().notNull()) + else if (volobjp->isLightSpotlight()) { //no longer a spot light volobjp->setLightTextureID(id); //self->childDisable("Light FOV"); diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index e6de33c459..b7b024fa1d 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -2451,6 +2451,13 @@ void LLVOVolume::updateSpotLightPriority() } +bool LLVOVolume::isLightSpotlight() +{ + LLLightImageParams* params = (LLLightImageParams*) getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE); + return params->isLightSpotlight(); +} + + LLViewerTexture* LLVOVolume::getLightTexture() { LLUUID id = getLightTextureID(); diff --git a/indra/newview/llvovolume.h b/indra/newview/llvovolume.h index a8bb597f93..fbae011ffc 100644 --- a/indra/newview/llvovolume.h +++ b/indra/newview/llvovolume.h @@ -215,6 +215,7 @@ public: LLColor3 getLightBaseColor() const; // not scaled by intensity LLColor3 getLightColor() const; // scaled by intensity LLUUID getLightTextureID() const; + bool isLightSpotlight() const; LLVector3 getSpotLightParams() const; void updateSpotLightPriority(); F32 getSpotLightPriority() const; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 1ef5b5ded1..cceb417634 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4555,7 +4555,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f); glLightf (gllight, GL_LINEAR_ATTENUATION, linatten); glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f); - if (light->getLightTexture()) // directional (spot-)light + if (light->isLightSpotlight()) // directional (spot-)light { LLVector3 spotparams = light->getSpotLightParams(); LLQuaternion quat = light->getRenderRotation(); @@ -6647,7 +6647,7 @@ void LLPipeline::renderDeferredLighting() { //draw box if camera is outside box if (render_local) { - if (volume->getLightTexture()) + if (volume->isLightSpotlight()) { drawablep->getVOVolume()->updateSpotLightPriority(); spot_lights.push_back(drawablep); @@ -6664,7 +6664,7 @@ void LLPipeline::renderDeferredLighting() } else if (render_fullscreen) { - if (volume->getLightTexture()) + if (volume->isLightSpotlight()) { drawablep->getVOVolume()->updateSpotLightPriority(); fullscreen_spot_lights.push_back(drawablep); -- cgit v1.2.3 From ec05d08ed907755cce300f95e9f4ba75a782f582 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Mon, 1 Feb 2010 17:50:55 +0000 Subject: const fix. --- indra/newview/llvovolume.cpp | 2 +- indra/newview/pipeline.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index b7b024fa1d..10160a4208 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -2451,7 +2451,7 @@ void LLVOVolume::updateSpotLightPriority() } -bool LLVOVolume::isLightSpotlight() +bool LLVOVolume::isLightSpotlight() const { LLLightImageParams* params = (LLLightImageParams*) getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE); return params->isLightSpotlight(); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index cceb417634..3d700abd01 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4544,7 +4544,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) F32 light_radius = llmax(light->getLightRadius(), 0.001f); - F32 x = (3.f * (1.f + light->getLightFalloff())); + F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic? probably trying to match a historic behavior. float linatten = x / (light_radius); // % of brightness at radius mHWLightColors[cur_light] = light_color; -- cgit v1.2.3 From ad51a5855f22ecd8d6064093c6c755c0a87638d1 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Tue, 2 Feb 2010 22:38:39 +0000 Subject: Trying to resolve a strange crash in LLUUID::isNull()... by avoiding it for now. --- indra/llprimitive/llprimitive.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/llprimitive/llprimitive.h b/indra/llprimitive/llprimitive.h index 59697d1ebd..e67d436887 100644 --- a/indra/llprimitive/llprimitive.h +++ b/indra/llprimitive/llprimitive.h @@ -286,7 +286,7 @@ public: void setLightTexture(const LLUUID& id) { mLightTexture = id; } LLUUID getLightTexture() const { return mLightTexture; } - bool isLightSpotlight() const { return !mLightTexture.isNull(); } + bool isLightSpotlight() const { return mLightTexture.notNull(); } void setParams(const LLVector3& params) { mParams = params; } LLVector3 getParams() const { return mParams; } -- cgit v1.2.3 From fa95084dd3e5af99d7a0944e8e3323b91ea85ee1 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Tue, 2 Feb 2010 22:45:30 +0000 Subject: Probably the real fix for isLightSpotlight() - PARAMS_LIGHT_IMAGE isn't guaranteed, duh. --- indra/newview/llvovolume.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 10160a4208..8a77461369 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -2454,7 +2454,11 @@ void LLVOVolume::updateSpotLightPriority() bool LLVOVolume::isLightSpotlight() const { LLLightImageParams* params = (LLLightImageParams*) getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE); - return params->isLightSpotlight(); + if (params) + { + return params->isLightSpotlight(); + } + return false; } -- cgit v1.2.3 From ddc403aec0cf1c78f7206e4706e810b8659627a2 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Fri, 2 Apr 2010 14:40:15 +0100 Subject: ssreflections: reflect sunlight direction for reflection. dunno how I feel about this yet. --- .../newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 155f03fdcf..51d737f10b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -310,8 +310,11 @@ void main() // darken reflections from points which face away from the reflected ray - our guess was a back-face //refapprop *= step(dot(refnorm, refn), 0.0); refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant - // get appropriate light strength for guess-point - float reflit = max(dot(refn, lightnorm.xyz), 0.0); + // get appropriate light strength for guess-point. + // reflect light direction to increase the illusion that + // these are reflections. + vec3 reflight = reflect(lightnorm.xyz, norm.xyz); + float reflit = max(dot(refn, reflight.xyz), 0.0); // apply sun color to guess-point, dampen according to inappropriateness of guess vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; vec3 ssshiny = (refprod * spec.a); -- cgit v1.2.3 From 1841fa97279aa08cbdfbce200586bad2fae328e4 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Fri, 2 Apr 2010 14:50:24 +0100 Subject: ssreflections: use the minimum of the lighting dp and the appropriateness. not the product. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 ++ 1 file changed, 2 insertions(+) diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 51d737f10b..8b2b983ba4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -317,6 +317,8 @@ void main() float reflit = max(dot(refn, reflight.xyz), 0.0); // apply sun color to guess-point, dampen according to inappropriateness of guess vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; + float refmod = min(refapprop, reflit); + vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; vec3 ssshiny = (refprod * spec.a); // add the two types of shiny together -- cgit v1.2.3 From ca1313e329dc01193fa771a0718a3c058b19819c Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Fri, 2 Apr 2010 15:20:35 +0100 Subject: ssreflections: water reflections strongly imply that the non-perspective reflection from eye is the right one. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 8b2b983ba4..25733e80d1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -282,7 +282,8 @@ void main() { // the old infinite-sky shiny reflection // - vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); + vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); + //vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(refnorm, vary_light.xyz); vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; -- cgit v1.2.3 From cb689a7bdf674cf76b96efaa651a58dcf1f84d30 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Fri, 2 Apr 2010 15:46:47 +0100 Subject: ssreflections: perspective reflection for sunlight, planar reflection for ssreflection --- .../newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 25733e80d1..d00d3ed412 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -282,13 +282,13 @@ void main() { // the old infinite-sky shiny reflection // - vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); - //vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnorm, vary_light.xyz); + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, vary_light.xyz); vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; // screen-space cheap fakey reflection map // + vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); depth -= 0.5; // unbias depth // first figure out where we'll make our 2D guess from vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; -- cgit v1.2.3 From f9256879c77eca885b478267d9ba3baf3354bfa1 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Fri, 2 Apr 2010 15:59:11 +0100 Subject: clean-up transplant --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 1 - 1 file changed, 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index d00d3ed412..503c7d0b83 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -317,7 +317,6 @@ void main() vec3 reflight = reflect(lightnorm.xyz, norm.xyz); float reflit = max(dot(refn, reflight.xyz), 0.0); // apply sun color to guess-point, dampen according to inappropriateness of guess - vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; float refmod = min(refapprop, reflit); vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; vec3 ssshiny = (refprod * spec.a); -- cgit v1.2.3 From e9d8427d0542ebd147ad9680deba61e283f032ac Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Fri, 2 Apr 2010 16:03:20 +0100 Subject: apply ssreflection changes to class2 and class3 too. --- .../shaders/class2/deferred/softenLightF.glsl | 13 +++++++++---- .../shaders/class3/deferred/softenLightF.glsl | 15 ++++++++++----- 2 files changed, 19 insertions(+), 9 deletions(-) diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 922a07c306..d6fbae7b22 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -281,12 +281,13 @@ void main() { // the old infinite-sky shiny reflection // - vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnorm, vary_light.xyz); + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, vary_light.xyz); vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; // screen-space cheap fakey reflection map // + vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); depth -= 0.5; // unbias depth // first figure out where we'll make our 2D guess from vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; @@ -311,9 +312,13 @@ void main() //refapprop *= step(dot(refnorm, refn), 0.0); refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant // get appropriate light strength for guess-point - float reflit = min(max(dot(refn, lightnorm.xyz), 0.0), refshad); + // reflect light direction to increase the illusion that + // these are reflections. + vec3 reflight = reflect(lightnorm.xyz, norm.xyz); + float reflit = max(dot(refn, reflight.xyz), 0.0); // apply sun color to guess-point, dampen according to inappropriateness of guess - vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; + float refmod = min(refapprop, reflit); + vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; vec3 ssshiny = (refprod * spec.a); // add the two types of shiny together diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index ddd69befc3..ecfd9bef52 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -284,12 +284,13 @@ void main() { // the old infinite-sky shiny reflection // - vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnorm, vary_light.xyz); + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, vary_light.xyz); vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a; // screen-space cheap fakey reflection map // + vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); depth -= 0.5; // unbias depth // first figure out where we'll make our 2D guess from vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; @@ -313,10 +314,14 @@ void main() // darken reflections from points which face away from the reflected ray - our guess was a back-face //refapprop *= step(dot(refnorm, refn), 0.0); refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant - // get appropriate light strength for guess-point - float reflit = min(max(dot(refn, lightnorm.xyz), 0.0), refshad); + // get appropriate light strength for guess-point. + // reflect light direction to increase the illusion that + // these are reflections. + vec3 reflight = reflect(lightnorm.xyz, norm.xyz); + float reflit = max(dot(refn, reflight.xyz), 0.0); // apply sun color to guess-point, dampen according to inappropriateness of guess - vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; + float refmod = min(refapprop, reflit); + vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; vec3 ssshiny = (refprod * spec.a); // add the two types of shiny together -- cgit v1.2.3 From 45a99b8d0d061e5c703141e51f19579b0de00f02 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Fri, 2 Apr 2010 16:09:31 +0100 Subject: ssreflection: restore the shadow factor I accidentally removed with the last update. --- indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 2 +- indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index d6fbae7b22..00a6a9dcb5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -315,7 +315,7 @@ void main() // reflect light direction to increase the illusion that // these are reflections. vec3 reflight = reflect(lightnorm.xyz, norm.xyz); - float reflit = max(dot(refn, reflight.xyz), 0.0); + float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); // apply sun color to guess-point, dampen according to inappropriateness of guess float refmod = min(refapprop, reflit); vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index ecfd9bef52..aaa74eb7df 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -318,7 +318,7 @@ void main() // reflect light direction to increase the illusion that // these are reflections. vec3 reflight = reflect(lightnorm.xyz, norm.xyz); - float reflit = max(dot(refn, reflight.xyz), 0.0); + float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); // apply sun color to guess-point, dampen according to inappropriateness of guess float refmod = min(refapprop, reflit); vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; -- cgit v1.2.3 From 368d930b3fd80a180b3403337fdc2a7dba860a3f Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Tue, 6 Apr 2010 22:24:57 +0100 Subject: extra diffuse sample in ssreflection to decrease aliasing. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 503c7d0b83..3f4425a0b2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -298,13 +298,18 @@ void main() // of the diffuse map. LOD would be better in that regard. // The goal of the blur is to soften reflections in surfaces // with low shinyness, and also to disguise our lameness. + // --------------------- + // ^ ^ ^ ^ ^ + // a . b o c . d check=0:avg(a,b) check=1:avg(c,d) float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5); + vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5); + ref2d += checkoffset; ref2d += tc.xy; // use as offset from destination // get attributes from the 2D guess point float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; + vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb + + texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb); vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); // figure out how appropriate our guess actually was float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); -- cgit v1.2.3 From 09f2898df7956d3c6ad0a04af53e0e71b63b4bde Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Wed, 7 Apr 2010 09:45:20 +0100 Subject: tidy up ssreflections comments and structure a bit. --- .../app_settings/shaders/class1/deferred/softenLightF.glsl | 14 ++++++++------ 1 file changed, 8 insertions(+), 6 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 3f4425a0b2..158eef9319 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -298,18 +298,20 @@ void main() // of the diffuse map. LOD would be better in that regard. // The goal of the blur is to soften reflections in surfaces // with low shinyness, and also to disguise our lameness. - // --------------------- - // ^ ^ ^ ^ ^ - // a . b o c . d check=0:avg(a,b) check=1:avg(c,d) float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5); ref2d += checkoffset; ref2d += tc.xy; // use as offset from destination - // get attributes from the 2D guess point - float refdepth = texture2DRect(depthMap, ref2d).a; - vec3 refpos = getPosition_d(ref2d, refdepth).xyz; + // Get attributes from the 2D guess point. + // We average two samples of diffuse (not of anything else) per + // pixel to try to reduce aliasing some more. + // --------------------- + // ^ ^ ^ ^ ^ + // a . b o c . d check=0:avg(a,b) check=1:avg(c,d) vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb + texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb); + float refdepth = texture2DRect(depthMap, ref2d).a; + vec3 refpos = getPosition_d(ref2d, refdepth).xyz; vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); // figure out how appropriate our guess actually was float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); -- cgit v1.2.3 From 429beb3049dd0bac811de2faf4501f2fab597d2f Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Wed, 7 Apr 2010 10:31:56 +0100 Subject: apply latest ssreflections tweaks to class2 and class3. --- .../app_settings/shaders/class2/deferred/softenLightF.glsl | 13 ++++++++++--- .../app_settings/shaders/class3/deferred/softenLightF.glsl | 13 ++++++++++--- 2 files changed, 20 insertions(+), 6 deletions(-) diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 00a6a9dcb5..dbccb7fb8b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -298,12 +298,19 @@ void main() // The goal of the blur is to soften reflections in surfaces // with low shinyness, and also to disguise our lameness. float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5); + vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5); + ref2d += checkoffset; ref2d += tc.xy; // use as offset from destination - // get attributes from the 2D guess point + // Get attributes from the 2D guess point. + // We average two samples of diffuse (not of anything else) per + // pixel to try to reduce aliasing some more. + // --------------------- + // ^ ^ ^ ^ ^ + // a . b o c . d check=0:avg(a,b) check=1:avg(c,d) + vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb + + texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb); float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; float refshad = texture2DRect(lightMap, ref2d).r; vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); // figure out how appropriate our guess actually was diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index aaa74eb7df..ef81ed1308 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -301,12 +301,19 @@ void main() // The goal of the blur is to soften reflections in surfaces // with low shinyness, and also to disguise our lameness. float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5); + vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5); + ref2d += checkoffset; ref2d += tc.xy; // use as offset from destination - // get attributes from the 2D guess point + // Get attributes from the 2D guess point. + // We average two samples of diffuse (not of anything else) per + // pixel to try to reduce aliasing some more. + // --------------------- + // ^ ^ ^ ^ ^ + // a . b o c . d check=0:avg(a,b) check=1:avg(c,d) + vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb + + texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb); float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; float refshad = texture2DRect(lightMap, ref2d).r; vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); // figure out how appropriate our guess actually was -- cgit v1.2.3 From 6a3c28395343e8ac767c9d66198762fc6e9197c5 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Wed, 7 Apr 2010 16:06:13 +0100 Subject: merge fix. --- indra/newview/pipeline.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 21052775bd..efb99061ab 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3420,7 +3420,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) glLoadMatrixd(gGLModelView); doOcclusion(camera); gGLLastMatrix = NULL; - glLoadMatrix(gGLModelView); + glLoadMatrixd(gGLModelView); } } -- cgit v1.2.3 From 83d9b25e2c030242e1e4e14a7036330bd4fe4d74 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 8 Feb 2010 20:03:02 -0600 Subject: Switching to 10.5 SDK --- indra/cmake/Variables.cmake | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/cmake/Variables.cmake b/indra/cmake/Variables.cmake index db0b44eb8f..9b1f7024bf 100644 --- a/indra/cmake/Variables.cmake +++ b/indra/cmake/Variables.cmake @@ -79,7 +79,7 @@ if (${CMAKE_SYSTEM_NAME} MATCHES "Darwin") # NOTE: wont have a distributable build unless you add this on the configure line with: # -DCMAKE_OSX_ARCHITECTURES:STRING='i386;ppc' #set(CMAKE_OSX_ARCHITECTURES i386;ppc) - set(CMAKE_OSX_SYSROOT /Developer/SDKs/MacOSX10.4u.sdk) + set(CMAKE_OSX_SYSROOT /Developer/SDKs/MacOSX10.5.sdk) if (CMAKE_OSX_ARCHITECTURES MATCHES "i386" AND CMAKE_OSX_ARCHITECTURES MATCHES "ppc") set(ARCH universal) else (CMAKE_OSX_ARCHITECTURES MATCHES "i386" AND CMAKE_OSX_ARCHITECTURES MATCHES "ppc") -- cgit v1.2.3 From dc8f5a7b03a7ab19d134b4da9060028fd7db1cce Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Sat, 13 Feb 2010 12:50:28 +0000 Subject: Backed out changeset f196197a816a --- indra/newview/app_settings/settings.xml | 2 +- indra/newview/llviewercontrol.cpp | 1 + indra/newview/llviewerwindow.cpp | 13 +++++++------ 3 files changed, 9 insertions(+), 7 deletions(-) diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index c570578e63..ef1a7b670f 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7430,7 +7430,7 @@ Type Boolean Value - 0 + 1 RenderUIBuffer diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index 0a1108c3c3..d14b8595eb 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -512,6 +512,7 @@ void settings_setup_listeners() gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("VertexShaderEnable")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("RenderUIBuffer")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); + gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 96d9f2713e..35632a745e 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -1377,7 +1377,7 @@ LLViewerWindow::LLViewerWindow( gSavedSettings.getBOOL("DisableVerticalSync"), !gNoRender, ignore_pixel_depth, - gSavedSettings.getU32("RenderFSAASamples")); + 0); //gSavedSettings.getU32("RenderFSAASamples")); if (!LLAppViewer::instance()->restoreErrorTrap()) { @@ -4594,8 +4594,9 @@ BOOL LLViewerWindow::changeDisplaySettings(BOOL fullscreen, LLCoordScreen size, return TRUE; } - U32 fsaa = gSavedSettings.getU32("RenderFSAASamples"); - U32 old_fsaa = mWindow->getFSAASamples(); + //U32 fsaa = gSavedSettings.getU32("RenderFSAASamples"); + //U32 old_fsaa = mWindow->getFSAASamples(); + // going from windowed to windowed if (!old_fullscreen && !fullscreen) { @@ -4605,7 +4606,7 @@ BOOL LLViewerWindow::changeDisplaySettings(BOOL fullscreen, LLCoordScreen size, mWindow->setSize(size); } - if (fsaa == old_fsaa) + //if (fsaa == old_fsaa) { return TRUE; } @@ -4634,13 +4635,13 @@ BOOL LLViewerWindow::changeDisplaySettings(BOOL fullscreen, LLCoordScreen size, gSavedSettings.setS32("WindowY", old_pos.mY); } - mWindow->setFSAASamples(fsaa); + //mWindow->setFSAASamples(fsaa); result_first_try = mWindow->switchContext(fullscreen, size, disable_vsync); if (!result_first_try) { // try to switch back - mWindow->setFSAASamples(old_fsaa); + //mWindow->setFSAASamples(old_fsaa); result_second_try = mWindow->switchContext(old_fullscreen, old_size, disable_vsync); if (!result_second_try) -- cgit v1.2.3 From 93b74186a37b8baf995be8400794ccc56250e40e Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Fri, 19 Feb 2010 09:45:30 +0000 Subject: EXT-5553 improve alpha mask ('fast alpha') heuristic rev'd by davep --- indra/llrender/llimagegl.cpp | 62 ++++++++++++++++++++++++++++++++++++-------- indra/llrender/llimagegl.h | 2 +- 2 files changed, 52 insertions(+), 12 deletions(-) diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index 3d8bd21609..2ab6e327b7 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -1639,7 +1639,7 @@ void LLImageGL::calcAlphaChannelOffsetAndStride() } } -void LLImageGL::analyzeAlpha(const void* data_in, S32 w, S32 h) +void LLImageGL::analyzeAlpha(const void* data_in, U32 w, U32 h) { if(!mNeedsAlphaAndPickMask) { @@ -1647,24 +1647,64 @@ void LLImageGL::analyzeAlpha(const void* data_in, S32 w, S32 h) } U32 length = w * h; - const GLubyte* current = ((const GLubyte*) data_in) + mAlphaOffset ; - S32 sample[16]; - memset(sample, 0, sizeof(S32)*16); - - for (U32 i = 0; i < length; i++) + U32 sample[16]; + memset(sample, 0, sizeof(U32)*16); + + // generate histogram of quantized alpha. + // also add-in the histogram of a 2x2 box-sampled version. The idea is + // this will mid-skew the data (and thus increase the chances of not + // being used as a mask) from high-frequency alpha maps which + // suffer the worst from aliasing when used as alpha masks. + if (w >= 2 && h >= 2) + { + llassert(w%2 == 0); + llassert(h%2 == 0); + const GLubyte* rowstart = ((const GLubyte*) data_in) + mAlphaOffset; + for (U32 y = 0; y < h; y+=2) + { + const GLubyte* current = rowstart; + for (U32 x = 0; x < w; x+=2) + { + U32 s1 = current[0]; + U32 s2 = current[w * mAlphaStride]; + current += mAlphaStride; + U32 s3 = current[0]; + U32 s4 = current[w * mAlphaStride]; + current += mAlphaStride; + + ++sample[s1/16]; + ++sample[s2/16]; + ++sample[s3/16]; + ++sample[s4/16]; + + sample[(s1+s2+s3+s4)/(16 * 4)] += 4; + } + + rowstart += 2 * w * mAlphaStride; + } + length += length; + } + else { - ++sample[*current/16]; - current += mAlphaStride ; + const GLubyte* current = ((const GLubyte*) data_in) + mAlphaOffset; + for (U32 i = 0; i < length; i++) + { + ++sample[*current/16]; + current += mAlphaStride; + } } + + // if more than 1/16th of alpha samples are mid-range, this + // shouldn't be treated as a 1-bit mask - U32 total = 0; + U32 midrangetotal = 0; for (U32 i = 4; i < 11; i++) { - total += sample[i]; + midrangetotal += sample[i]; } - if (total > length/16) + if (midrangetotal > length/16) { mIsMask = FALSE; } diff --git a/indra/llrender/llimagegl.h b/indra/llrender/llimagegl.h index f0870c3fc4..1b303307f6 100644 --- a/indra/llrender/llimagegl.h +++ b/indra/llrender/llimagegl.h @@ -91,7 +91,7 @@ public: protected: virtual ~LLImageGL(); - void analyzeAlpha(const void* data_in, S32 w, S32 h); + void analyzeAlpha(const void* data_in, U32 w, U32 h); void calcAlphaChannelOffsetAndStride(); public: -- cgit v1.2.3 From f841d1499a6d3589c86ad4dcba6b138949f5dabc Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Sat, 20 Feb 2010 17:50:18 +0000 Subject: raise RenderDeferredSSAOMaxScale from 60 to 200. This is fine. --- indra/newview/app_settings/settings.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 8b66cce8a3..6bfa42785f 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -6094,7 +6094,7 @@ Type U32 Value - 60 + 200 RenderSSAOFactor -- cgit v1.2.3 From 65bd49f15fff33c574b599aac76335dcf74b1c74 Mon Sep 17 00:00:00 2001 From: Palmer Truelson Date: Thu, 25 Feb 2010 16:02:23 -0800 Subject: Turn of FBOs on x1600 on mac --- indra/newview/featuretable_mac.txt | 1 + 1 file changed, 1 insertion(+) diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index 12d47a904c..db0252d2e7 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -366,6 +366,7 @@ list ATI_Radeon_X1500 Disregard128DefaultDrawDistance 1 0 list ATI_Radeon_X1600 Disregard128DefaultDrawDistance 1 0 +RenderUseFBO 0 0 list ATI_Radeon_X1700 Disregard128DefaultDrawDistance 1 0 list ATI_Mobility_Radeon_X1xxx -- cgit v1.2.3 From eb5b0f2542c16aaac2283d4050a4cc2a3c6691f8 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 4 Mar 2010 15:30:15 -0600 Subject: Optimiziation pass. Added RenderUseStreamVBO to enable/disable usage of VBO's for streaming buffers. Faster traversal of LLCullResult members. Removal of llpushcallstacks from inner loops. Sprinkling in fast timers. --- indra/llrender/llglslshader.cpp | 6 ++ indra/llrender/llvertexbuffer.cpp | 6 ++ indra/llrender/llvertexbuffer.h | 2 + indra/newview/app_settings/settings.xml | 11 +++ indra/newview/lldrawable.cpp | 7 ++ indra/newview/lldrawpool.cpp | 2 +- indra/newview/lldrawpoolalpha.cpp | 132 ++++++++++++++++---------------- indra/newview/lldrawpoolbump.cpp | 4 +- indra/newview/llface.cpp | 4 +- indra/newview/llspatialpartition.cpp | 36 +++++++-- indra/newview/llspatialpartition.h | 7 ++ indra/newview/llviewercontrol.cpp | 1 + indra/newview/llvovolume.cpp | 6 +- indra/newview/pipeline.cpp | 21 ++++- 14 files changed, 160 insertions(+), 85 deletions(-) diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index ca92cb6580..2b3179116d 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -343,8 +343,11 @@ BOOL LLGLSLShader::link(BOOL suppress_errors) return LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors); } +static LLFastTimer::DeclareTimer FTM_BIND_SHADER("Bind Shader"); + void LLGLSLShader::bind() { + LLFastTimer ftm(FTM_BIND_SHADER); if (gGLManager.mHasShaderObjects) { glUseProgramObjectARB(mProgramObject); @@ -357,8 +360,11 @@ void LLGLSLShader::bind() } } +static LLFastTimer::DeclareTimer FTM_UNBIND_SHADER("Unbind Shader"); + void LLGLSLShader::unbind() { + LLFastTimer ftm(FTM_UNBIND_SHADER); if (gGLManager.mHasShaderObjects) { stop_glerror(); diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index bf5eda21eb..ae43915a9d 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -61,6 +61,7 @@ BOOL LLVertexBuffer::sVBOActive = FALSE; BOOL LLVertexBuffer::sIBOActive = FALSE; U32 LLVertexBuffer::sAllocatedBytes = 0; BOOL LLVertexBuffer::sMapped = FALSE; +BOOL LLVertexBuffer::sUseStreamDraw = TRUE; std::vector LLVertexBuffer::sDeleteList; @@ -381,6 +382,11 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) : { mUsage = 0 ; } + + if (mUsage == GL_STREAM_DRAW_ARB && !sUseStreamDraw) + { + mUsage = 0; + } S32 stride = calcStride(typemask, mOffsets); diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index b785a22976..e2fecdffef 100644 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -83,6 +83,8 @@ public: static LLVBOPool sDynamicVBOPool; static LLVBOPool sStreamIBOPool; static LLVBOPool sDynamicIBOPool; + + static BOOL sUseStreamDraw; static void initClass(bool use_vbo); static void cleanupClass(); diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 6bfa42785f..1dc90280a2 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7542,6 +7542,17 @@ Value 1 + RenderUseStreamVBO + + Comment + Use VBO's for stream buffers + Persist + 1 + Type + Boolean + Value + 1 + RenderVolumeLODFactor Comment diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp index 38eda5bd2e..013577261c 100644 --- a/indra/newview/lldrawable.cpp +++ b/indra/newview/lldrawable.cpp @@ -673,8 +673,11 @@ BOOL LLDrawable::updateMoveDamped() return done_moving; } +static LLFastTimer::DeclareTimer FTM_UPDATE_DISTANCE("Update Distance"); + void LLDrawable::updateDistance(LLCamera& camera, bool force_update) { + LLFastTimer t(FTM_UPDATE_DISTANCE); if (LLViewerCamera::sCurCameraID != LLViewerCamera::CAMERA_WORLD) { llerrs << "WTF?" << llendl; @@ -1307,8 +1310,12 @@ void LLSpatialBridge::setVisible(LLCamera& camera_in, std::vector* } } +static LLFastTimer::DeclareTimer FTM_BRIDGE_DISTANCE_UPDATE("Bridge Distance"); + void LLSpatialBridge::updateDistance(LLCamera& camera_in, bool force_update) { + LLFastTimer t(FTM_BRIDGE_DISTANCE_UPDATE); + if (mDrawable == NULL) { markDead(); diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index ef946ac49e..ae30af3647 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -442,7 +442,6 @@ void LLRenderPass::renderTexture(U32 type, U32 mask) void LLRenderPass::pushBatches(U32 type, U32 mask, BOOL texture) { - llpushcallstacks ; for (LLCullResult::drawinfo_list_t::iterator i = gPipeline.beginRenderMap(type); i != gPipeline.endRenderMap(type); ++i) { LLDrawInfo* pparams = *i; @@ -475,6 +474,7 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture) { if (params.mTexture.notNull()) { + params.mTexture->addTextureStats(params.mVSize); gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ; if (params.mTextureMatrix) { diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 875c9ac6a9..75973cfa54 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -294,96 +294,98 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) LLRenderPass::applyModelMatrix(params); - if (params.mFullbright) { - // Turn off lighting if it hasn't already been so. - if (light_enabled || !initialized_lighting) + if (params.mFullbright) + { + // Turn off lighting if it hasn't already been so. + if (light_enabled || !initialized_lighting) + { + initialized_lighting = TRUE; + if (use_shaders) + { + target_shader = fullbright_shader; + } + else + { + gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + } + light_enabled = FALSE; + } + } + // Turn on lighting if it isn't already. + else if (!light_enabled || !initialized_lighting) { initialized_lighting = TRUE; if (use_shaders) { - target_shader = fullbright_shader; + target_shader = simple_shader; } else { - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + gPipeline.enableLightsDynamic(); } - light_enabled = FALSE; + light_enabled = TRUE; } - } - // Turn on lighting if it isn't already. - else if (!light_enabled || !initialized_lighting) - { - initialized_lighting = TRUE; - if (use_shaders) - { - target_shader = simple_shader; - } - else - { - gPipeline.enableLightsDynamic(); - } - light_enabled = TRUE; - } - // If we need shaders, and we're not ALREADY using the proper shader, then bind it - // (this way we won't rebind shaders unnecessarily). - if(use_shaders && (current_shader != target_shader)) - { - llassert(target_shader != NULL); - if (deferred_render && current_shader != NULL) - { - gPipeline.unbindDeferredShader(*current_shader); - diffuse_channel = 0; - } - current_shader = target_shader; - if (deferred_render) - { - gPipeline.bindDeferredShader(*current_shader); - diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - } - else + // If we need shaders, and we're not ALREADY using the proper shader, then bind it + // (this way we won't rebind shaders unnecessarily). + if(use_shaders && (current_shader != target_shader)) { - current_shader->bind(); + llassert(target_shader != NULL); + if (deferred_render && current_shader != NULL) + { + gPipeline.unbindDeferredShader(*current_shader); + diffuse_channel = 0; + } + current_shader = target_shader; + if (deferred_render) + { + gPipeline.bindDeferredShader(*current_shader); + diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); + } + else + { + current_shader->bind(); + } } - } - else if (!use_shaders && current_shader != NULL) - { - if (deferred_render) + else if (!use_shaders && current_shader != NULL) { - gPipeline.unbindDeferredShader(*current_shader); - diffuse_channel = 0; + if (deferred_render) + { + gPipeline.unbindDeferredShader(*current_shader); + diffuse_channel = 0; + } + LLGLSLShader::bindNoShader(); + current_shader = NULL; } - LLGLSLShader::bindNoShader(); - current_shader = NULL; - } - - if (params.mGroup) - { - params.mGroup->rebuildMesh(); - } - - if (params.mTexture.notNull()) - { - gGL.getTexUnit(diffuse_channel)->bind(params.mTexture.get()); - if(params.mTexture.notNull()) + if (params.mGroup) { - params.mTexture->addTextureStats(params.mVSize); + params.mGroup->rebuildMesh(); } - if (params.mTextureMatrix) + + + if (params.mTexture.notNull()) { - gGL.getTexUnit(0)->activate(); - glMatrixMode(GL_TEXTURE); - glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); - gPipeline.mTextureMatrixOps++; + gGL.getTexUnit(diffuse_channel)->bind(params.mTexture.get()); + if(params.mTexture.notNull()) + { + params.mTexture->addTextureStats(params.mVSize); + } + if (params.mTextureMatrix) + { + gGL.getTexUnit(0)->activate(); + glMatrixMode(GL_TEXTURE); + glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); + gPipeline.mTextureMatrixOps++; + } } } params.mVertexBuffer->setBuffer(mask); params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); - + if (params.mTextureMatrix && params.mTexture.notNull()) { gGL.getTexUnit(0)->activate(); diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index a4a8dc80b5..8f3e775976 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -837,7 +837,6 @@ void LLBumpImageList::addTextureStats(U8 bump, const LLUUID& base_image_id, F32 void LLBumpImageList::updateImages() { - llpushcallstacks ; for (bump_image_map_t::iterator iter = mBrightnessEntries.begin(); iter != mBrightnessEntries.end(); ) { bump_image_map_t::iterator curiter = iter++; @@ -864,7 +863,7 @@ void LLBumpImageList::updateImages() } } } - llpushcallstacks ; + for (bump_image_map_t::iterator iter = mDarknessEntries.begin(); iter != mDarknessEntries.end(); ) { bump_image_map_t::iterator curiter = iter++; @@ -891,7 +890,6 @@ void LLBumpImageList::updateImages() } } } - llpushcallstacks ; } diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index 9de69a8173..8d86070bdf 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -862,12 +862,14 @@ void LLFace::updateRebuildFlags() } } +static LLFastTimer::DeclareTimer FTM_FACE_GET_GEOM("Face Geom"); + BOOL LLFace::getGeometryVolume(const LLVolume& volume, const S32 &f, const LLMatrix4& mat_vert, const LLMatrix3& mat_normal, const U16 &index_offset) { - llpushcallstacks ; + LLFastTimer t(FTM_FACE_GET_GEOM); const LLVolumeFace &vf = volume.getVolumeFace(f); S32 num_vertices = (S32)vf.mVertices.size(); S32 num_indices = LLPipeline::sUseTriStrips ? (S32)vf.mTriStrip.size() : (S32) vf.mIndices.size(); diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index d6e9256fee..cf1e3bf186 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -1513,6 +1513,7 @@ void LLSpatialGroup::checkOcclusion() { if (LLPipeline::sUseOcclusion > 1) { + LLFastTimer t(FTM_OCCLUSION_READBACK); LLSpatialGroup* parent = getParent(); if (parent && parent->isOcclusionState(LLSpatialGroup::OCCLUDED)) { //if the parent has been marked as occluded, the child is implicitly occluded @@ -1520,7 +1521,6 @@ void LLSpatialGroup::checkOcclusion() } else if (isOcclusionState(QUERY_PENDING)) { //otherwise, if a query is pending, read it back - LLFastTimer t(FTM_OCCLUSION_READBACK); GLuint res = 1; if (!isOcclusionState(DISCARD_QUERY) && mOcclusionQuery[LLViewerCamera::sCurCameraID]) { @@ -3423,11 +3423,23 @@ LLCullResult::LLCullResult() void LLCullResult::clear() { mVisibleGroupsSize = 0; + mVisibleGroupsEnd = mVisibleGroups.begin(); + mAlphaGroupsSize = 0; + mAlphaGroupsEnd = mAlphaGroups.begin(); + mOcclusionGroupsSize = 0; + mOcclusionGroupsEnd = mOcclusionGroups.begin(); + mDrawableGroupsSize = 0; + mDrawableGroupsEnd = mDrawableGroups.begin(); + mVisibleListSize = 0; + mVisibleListEnd = mVisibleList.begin(); + mVisibleBridgeSize = 0; + mVisibleBridgeEnd = mVisibleBridge.begin(); + for (U32 i = 0; i < LLRenderPass::NUM_RENDER_TYPES; i++) { @@ -3436,6 +3448,7 @@ void LLCullResult::clear() mRenderMap[i][j] = 0; } mRenderMapSize[i] = 0; + mRenderMapEnd[i] = mRenderMap[i].begin(); } } @@ -3446,7 +3459,7 @@ LLCullResult::sg_list_t::iterator LLCullResult::beginVisibleGroups() LLCullResult::sg_list_t::iterator LLCullResult::endVisibleGroups() { - return mVisibleGroups.begin() + mVisibleGroupsSize; + return mVisibleGroupsEnd; } LLCullResult::sg_list_t::iterator LLCullResult::beginAlphaGroups() @@ -3456,7 +3469,7 @@ LLCullResult::sg_list_t::iterator LLCullResult::beginAlphaGroups() LLCullResult::sg_list_t::iterator LLCullResult::endAlphaGroups() { - return mAlphaGroups.begin() + mAlphaGroupsSize; + return mAlphaGroupsEnd; } LLCullResult::sg_list_t::iterator LLCullResult::beginOcclusionGroups() @@ -3466,7 +3479,7 @@ LLCullResult::sg_list_t::iterator LLCullResult::beginOcclusionGroups() LLCullResult::sg_list_t::iterator LLCullResult::endOcclusionGroups() { - return mOcclusionGroups.begin() + mOcclusionGroupsSize; + return mOcclusionGroupsEnd; } LLCullResult::sg_list_t::iterator LLCullResult::beginDrawableGroups() @@ -3476,7 +3489,7 @@ LLCullResult::sg_list_t::iterator LLCullResult::beginDrawableGroups() LLCullResult::sg_list_t::iterator LLCullResult::endDrawableGroups() { - return mDrawableGroups.begin() + mDrawableGroupsSize; + return mDrawableGroupsEnd; } LLCullResult::drawable_list_t::iterator LLCullResult::beginVisibleList() @@ -3486,7 +3499,7 @@ LLCullResult::drawable_list_t::iterator LLCullResult::beginVisibleList() LLCullResult::drawable_list_t::iterator LLCullResult::endVisibleList() { - return mVisibleList.begin() + mVisibleListSize; + return mVisibleListEnd; } LLCullResult::bridge_list_t::iterator LLCullResult::beginVisibleBridge() @@ -3496,7 +3509,7 @@ LLCullResult::bridge_list_t::iterator LLCullResult::beginVisibleBridge() LLCullResult::bridge_list_t::iterator LLCullResult::endVisibleBridge() { - return mVisibleBridge.begin() + mVisibleBridgeSize; + return mVisibleBridgeEnd; } LLCullResult::drawinfo_list_t::iterator LLCullResult::beginRenderMap(U32 type) @@ -3506,7 +3519,7 @@ LLCullResult::drawinfo_list_t::iterator LLCullResult::beginRenderMap(U32 type) LLCullResult::drawinfo_list_t::iterator LLCullResult::endRenderMap(U32 type) { - return mRenderMap[type].begin() + mRenderMapSize[type]; + return mRenderMapEnd[type]; } void LLCullResult::pushVisibleGroup(LLSpatialGroup* group) @@ -3520,6 +3533,7 @@ void LLCullResult::pushVisibleGroup(LLSpatialGroup* group) mVisibleGroups.push_back(group); } ++mVisibleGroupsSize; + mVisibleGroupsEnd = mVisibleGroups.begin()+mVisibleGroupsSize; } void LLCullResult::pushAlphaGroup(LLSpatialGroup* group) @@ -3533,6 +3547,7 @@ void LLCullResult::pushAlphaGroup(LLSpatialGroup* group) mAlphaGroups.push_back(group); } ++mAlphaGroupsSize; + mAlphaGroupsEnd = mAlphaGroups.begin()+mAlphaGroupsSize; } void LLCullResult::pushOcclusionGroup(LLSpatialGroup* group) @@ -3546,6 +3561,7 @@ void LLCullResult::pushOcclusionGroup(LLSpatialGroup* group) mOcclusionGroups.push_back(group); } ++mOcclusionGroupsSize; + mOcclusionGroupsEnd = mOcclusionGroups.begin()+mOcclusionGroupsSize; } void LLCullResult::pushDrawableGroup(LLSpatialGroup* group) @@ -3559,6 +3575,7 @@ void LLCullResult::pushDrawableGroup(LLSpatialGroup* group) mDrawableGroups.push_back(group); } ++mDrawableGroupsSize; + mDrawableGroupsEnd = mDrawableGroups.begin()+mDrawableGroupsSize; } void LLCullResult::pushDrawable(LLDrawable* drawable) @@ -3572,6 +3589,7 @@ void LLCullResult::pushDrawable(LLDrawable* drawable) mVisibleList.push_back(drawable); } ++mVisibleListSize; + mVisibleListEnd = mVisibleList.begin()+mVisibleListSize; } void LLCullResult::pushBridge(LLSpatialBridge* bridge) @@ -3585,6 +3603,7 @@ void LLCullResult::pushBridge(LLSpatialBridge* bridge) mVisibleBridge.push_back(bridge); } ++mVisibleBridgeSize; + mVisibleBridgeEnd = mVisibleBridge.begin()+mVisibleBridgeSize; } void LLCullResult::pushDrawInfo(U32 type, LLDrawInfo* draw_info) @@ -3598,6 +3617,7 @@ void LLCullResult::pushDrawInfo(U32 type, LLDrawInfo* draw_info) mRenderMap[type].push_back(draw_info); } ++mRenderMapSize[type]; + mRenderMapEnd[type] = mRenderMap[type].begin() + mRenderMapSize[type]; } diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h index 7896488379..de3745a1a3 100644 --- a/indra/newview/llspatialpartition.h +++ b/indra/newview/llspatialpartition.h @@ -534,12 +534,19 @@ private: U32 mRenderMapSize[LLRenderPass::NUM_RENDER_TYPES]; sg_list_t mVisibleGroups; + sg_list_t::iterator mVisibleGroupsEnd; sg_list_t mAlphaGroups; + sg_list_t::iterator mAlphaGroupsEnd; sg_list_t mOcclusionGroups; + sg_list_t::iterator mOcclusionGroupsEnd; sg_list_t mDrawableGroups; + sg_list_t::iterator mDrawableGroupsEnd; drawable_list_t mVisibleList; + drawable_list_t::iterator mVisibleListEnd; bridge_list_t mVisibleBridge; + bridge_list_t::iterator mVisibleBridgeEnd; drawinfo_list_t mRenderMap[LLRenderPass::NUM_RENDER_TYPES]; + drawinfo_list_t::iterator mRenderMapEnd[LLRenderPass::NUM_RENDER_TYPES]; }; diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index 6f037177fa..51a1ae901e 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -576,6 +576,7 @@ void settings_setup_listeners() gSavedSettings.getControl("MuteAmbient")->getSignal()->connect(boost::bind(&handleAudioVolumeChanged, _2)); gSavedSettings.getControl("MuteUI")->getSignal()->connect(boost::bind(&handleAudioVolumeChanged, _2)); gSavedSettings.getControl("RenderVBOEnable")->getSignal()->connect(boost::bind(&handleRenderUseVBOChanged, _2)); + gSavedSettings.getControl("RenderUseStreamVBO")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("WLSkyDetail")->getSignal()->connect(boost::bind(&handleWLSkyDetailChanged, _2)); gSavedSettings.getControl("RenderLightingDetail")->getSignal()->connect(boost::bind(&handleRenderLightingDetailChanged, _2)); gSavedSettings.getControl("NumpadControl")->getSignal()->connect(boost::bind(&handleNumpadControlChanged, _2)); diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 8a77461369..073d7c2b91 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3304,7 +3304,6 @@ static LLFastTimer::DeclareTimer FTM_REBUILD_VBO("VBO Rebuilt"); void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) { - llpushcallstacks ; if (group->changeLOD()) { group->mLastUpdateDistance = group->mDistance; @@ -3533,9 +3532,10 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) } static LLFastTimer::DeclareTimer FTM_VOLUME_GEOM("Volume Geometry"); +static LLFastTimer::DeclareTimer FTM_VOLUME_GEOM_PARTIAL("Terse Rebuild"); + void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) { - llpushcallstacks ; llassert(group); if (group && group->isState(LLSpatialGroup::MESH_DIRTY) && !group->isState(LLSpatialGroup::GEOM_DIRTY)) { @@ -3546,6 +3546,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) for (LLSpatialGroup::element_iter drawable_iter = group->getData().begin(); drawable_iter != group->getData().end(); ++drawable_iter) { + LLFastTimer t(FTM_VOLUME_GEOM_PARTIAL); LLDrawable* drawablep = *drawable_iter; if (drawablep->isDead() || drawablep->isState(LLDrawable::FORCE_INVISIBLE) ) @@ -3627,7 +3628,6 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::vector& faces, BOOL distance_sort) { - llpushcallstacks ; //calculate maximum number of vertices to store in a single buffer U32 max_vertices = (gSavedSettings.getS32("RenderMaxVBOSize")*1024)/LLVertexBuffer::calcStride(group->mSpatialPartition->mVertexDataMask); max_vertices = llmin(max_vertices, (U32) 65535); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 3d700abd01..1ae8bc5481 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -361,6 +361,7 @@ void LLPipeline::init() sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD"); sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); + LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); @@ -1725,8 +1726,12 @@ void LLPipeline::markOccluder(LLSpatialGroup* group) } } +static LLFastTimer::DeclareTimer FTM_DO_OCCLUSION("Do Occlusion"); + void LLPipeline::doOcclusion(LLCamera& camera) { + LLFastTimer t(FTM_DO_OCCLUSION); + LLVertexBuffer::unbind(); if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION)) @@ -1799,7 +1804,6 @@ void LLPipeline::rebuildPriorityGroups() void LLPipeline::rebuildGroups() { - llpushcallstacks ; // Iterate through some drawables on the non-priority build queue S32 size = (S32) mGroupQ2.size(); S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size); @@ -1944,9 +1948,13 @@ void LLPipeline::updateGeom(F32 max_dtime) updateMovedList(mMovedBridge); } +static LLFastTimer::DeclareTimer FTM_MARK_VISIBLE("Mark Visible"); + void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera) { LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_VISIBLE); + LLFastTimer t(FTM_MARK_VISIBLE); + if(!drawablep || drawablep->isDead()) { return; @@ -4630,8 +4638,12 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) mLightMask = 0; } +static LLFastTimer::DeclareTimer FTM_ENABLE_LIGHTS("Enable Lights"); + void LLPipeline::enableLights(U32 mask) { + LLFastTimer ftm(FTM_ENABLE_LIGHTS); + assertInitialized(); if (mLightingDetail == 0) @@ -4737,16 +4749,16 @@ void LLPipeline::enableLightsFullbright(const LLColor4& color) enableLights(mask); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV); - if (mLightingDetail >= 2) + /*if (mLightingDetail >= 2) { glColor4f(0.f, 0.f, 0.f, 1.f); // no local lighting by default - } + }*/ } void LLPipeline::disableLights() { enableLights(0); // no lighting (full bright) - glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default + //glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default } //============================================================================ @@ -5349,6 +5361,7 @@ void LLPipeline::resetVertexBuffers() { sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); + LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) -- cgit v1.2.3 From f6b16271b5c2b957bcd945287b718d5457c68fcd Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 5 Mar 2010 10:48:25 -0600 Subject: Tweak LLDynamicArrayIndexed to not abuse its std::vector. --- indra/llcommon/lldarray.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/llcommon/lldarray.h b/indra/llcommon/lldarray.h index 0e56a11d53..af647c7e7a 100644 --- a/indra/llcommon/lldarray.h +++ b/indra/llcommon/lldarray.h @@ -202,7 +202,7 @@ public: { U32 n = mVector.size(); mIndexMap[k] = n; - mVector.resize(n+1); + mVector.push_back(Type()); llassert(mVector.size() == mIndexMap.size()); return mVector[n]; } -- cgit v1.2.3 From c52ed438fb84c59435867c8752e04095a2a598ef Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 5 Mar 2010 10:49:05 -0600 Subject: Remove some fast timers that were being futzy. --- indra/llrender/llglslshader.cpp | 6 ------ indra/newview/lldrawable.cpp | 7 ------- indra/newview/pipeline.cpp | 13 ++----------- 3 files changed, 2 insertions(+), 24 deletions(-) diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 2b3179116d..ca92cb6580 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -343,11 +343,8 @@ BOOL LLGLSLShader::link(BOOL suppress_errors) return LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors); } -static LLFastTimer::DeclareTimer FTM_BIND_SHADER("Bind Shader"); - void LLGLSLShader::bind() { - LLFastTimer ftm(FTM_BIND_SHADER); if (gGLManager.mHasShaderObjects) { glUseProgramObjectARB(mProgramObject); @@ -360,11 +357,8 @@ void LLGLSLShader::bind() } } -static LLFastTimer::DeclareTimer FTM_UNBIND_SHADER("Unbind Shader"); - void LLGLSLShader::unbind() { - LLFastTimer ftm(FTM_UNBIND_SHADER); if (gGLManager.mHasShaderObjects) { stop_glerror(); diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp index 013577261c..38eda5bd2e 100644 --- a/indra/newview/lldrawable.cpp +++ b/indra/newview/lldrawable.cpp @@ -673,11 +673,8 @@ BOOL LLDrawable::updateMoveDamped() return done_moving; } -static LLFastTimer::DeclareTimer FTM_UPDATE_DISTANCE("Update Distance"); - void LLDrawable::updateDistance(LLCamera& camera, bool force_update) { - LLFastTimer t(FTM_UPDATE_DISTANCE); if (LLViewerCamera::sCurCameraID != LLViewerCamera::CAMERA_WORLD) { llerrs << "WTF?" << llendl; @@ -1310,12 +1307,8 @@ void LLSpatialBridge::setVisible(LLCamera& camera_in, std::vector* } } -static LLFastTimer::DeclareTimer FTM_BRIDGE_DISTANCE_UPDATE("Bridge Distance"); - void LLSpatialBridge::updateDistance(LLCamera& camera_in, bool force_update) { - LLFastTimer t(FTM_BRIDGE_DISTANCE_UPDATE); - if (mDrawable == NULL) { markDead(); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 1ae8bc5481..2f4314f7e5 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -510,6 +510,7 @@ void LLPipeline::destroyGL() } static LLFastTimer::DeclareTimer FTM_RESIZE_SCREEN_TEXTURE("Resize Screen Texture"); + void LLPipeline::resizeScreenTexture() { LLFastTimer ft(FTM_RESIZE_SCREEN_TEXTURE); @@ -1726,12 +1727,8 @@ void LLPipeline::markOccluder(LLSpatialGroup* group) } } -static LLFastTimer::DeclareTimer FTM_DO_OCCLUSION("Do Occlusion"); - void LLPipeline::doOcclusion(LLCamera& camera) { - LLFastTimer t(FTM_DO_OCCLUSION); - LLVertexBuffer::unbind(); if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION)) @@ -1948,12 +1945,9 @@ void LLPipeline::updateGeom(F32 max_dtime) updateMovedList(mMovedBridge); } -static LLFastTimer::DeclareTimer FTM_MARK_VISIBLE("Mark Visible"); - void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera) { LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_VISIBLE); - LLFastTimer t(FTM_MARK_VISIBLE); if(!drawablep || drawablep->isDead()) { @@ -4638,12 +4632,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) mLightMask = 0; } -static LLFastTimer::DeclareTimer FTM_ENABLE_LIGHTS("Enable Lights"); - void LLPipeline::enableLights(U32 mask) { - LLFastTimer ftm(FTM_ENABLE_LIGHTS); - assertInitialized(); if (mLightingDetail == 0) @@ -5497,6 +5487,7 @@ void LLPipeline::bindScreenToTexture() } static LLFastTimer::DeclareTimer FTM_RENDER_BLOOM("Bloom"); + void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) { LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM); -- cgit v1.2.3 From 69befdfb34db1a18170de5e75f3076e4cbe5dc53 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 5 Mar 2010 10:49:52 -0600 Subject: Fix for sun specular highlights showing up in shadow when diffuse ambiance greater than 0. --- indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 531f7376a3..249ac7ef9b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -275,7 +275,7 @@ void main() { vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(ref, vary_light.xyz); - col.rgb += vary_SunlitColor*scol*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; + col.rgb += vary_SunlitColor*scol_ambocc.r*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; } col = atmosLighting(col); -- cgit v1.2.3 From c986e5c86343da17cf9565ee14ff1cf7d83770b4 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 5 Mar 2010 10:50:29 -0600 Subject: Fix for avatar eyes not showing up when deferred rendering enabled. --- indra/newview/lldrawpoolavatar.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 546b60f286..012e41383f 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -157,6 +157,8 @@ void LLDrawPoolAvatar::beginDeferredPass(S32 pass) { LLFastTimer t(FTM_RENDER_CHARACTERS); + sSkipTransparent = TRUE; + if (LLPipeline::sImpostorRender) { beginDeferredSkinned(); @@ -181,6 +183,8 @@ void LLDrawPoolAvatar::endDeferredPass(S32 pass) { LLFastTimer t(FTM_RENDER_CHARACTERS); + sSkipTransparent = FALSE; + if (LLPipeline::sImpostorRender) { endDeferredSkinned(); @@ -564,7 +568,6 @@ void LLDrawPoolAvatar::endSkinned() void LLDrawPoolAvatar::beginDeferredSkinned() { - sSkipTransparent = TRUE; sShaderLevel = mVertexShaderLevel; sVertexProgram = &gDeferredAvatarProgram; @@ -579,7 +582,6 @@ void LLDrawPoolAvatar::beginDeferredSkinned() void LLDrawPoolAvatar::endDeferredSkinned() { - sSkipTransparent = FALSE; // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done sRenderingSkinned = FALSE; disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]); -- cgit v1.2.3 From c66e2b16fe0463f5b0df265e9d8c3471a3b590b1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 5 Mar 2010 14:33:14 -0600 Subject: COMMENTS! --- indra/newview/llspatialpartition.h | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h index de3745a1a3..929f2adc1a 100644 --- a/indra/newview/llspatialpartition.h +++ b/indra/newview/llspatialpartition.h @@ -346,11 +346,11 @@ public: F32 mBuilt; OctreeNode* mOctreeNode; LLSpatialPartition* mSpatialPartition; - LLVector3 mBounds[2]; - LLVector3 mExtents[2]; + LLVector3 mBounds[2]; // bounding box (center, size) of this node and all its children (tight fit to objects) + LLVector3 mExtents[2]; // extents (min, max) of this node and all its children - LLVector3 mObjectExtents[2]; - LLVector3 mObjectBounds[2]; + LLVector3 mObjectExtents[2]; // extents (min, max) of objects in this node + LLVector3 mObjectBounds[2]; // bounding box (center, size) of objects in this node LLPointer mVertexBuffer; F32* mOcclusionVerts; -- cgit v1.2.3 From 3af97238f315b421bea057c02353b858d7e02f12 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Sun, 7 Mar 2010 09:40:11 +0000 Subject: Remove the class2/class3 water shaders, which aren't materially different from class1 except for some minor const tweaks (I've migrated class3's tweaks into class1 on the assumption that this was what davep sees all the time) --- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index d21575119d..5cb8bbba0f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -131,11 +131,11 @@ void main() //color.rgb = scaleSoftClip(color.rgb); //color.a = spec * sunAngle2; - //wavef.z = -0.25f; + //wavef.z *= 0.1f; wavef = normalize(wavef); wavef = (norm_mat*vec4(wavef, 1.0)).xyz; - gl_FragData[0] = vec4(color.rgb, 0.75); - gl_FragData[1] = vec4(1,1,1, 0.8); + gl_FragData[0] = vec4(color.rgb, 0.5); + gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0); } -- cgit v1.2.3 From 7b1eac159730ae3d43b4336a41372ac342f18995 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Sun, 7 Mar 2010 09:41:47 +0000 Subject: Remove an extraneous normalize() from the water fragment shader - the last thing we did to this vector was normalize it anyway. --- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 5cb8bbba0f..411c4bc1c3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -132,7 +132,7 @@ void main() //color.a = spec * sunAngle2; //wavef.z *= 0.1f; - wavef = normalize(wavef); + //wavef = normalize(wavef); wavef = (norm_mat*vec4(wavef, 1.0)).xyz; gl_FragData[0] = vec4(color.rgb, 0.5); -- cgit v1.2.3 From f612453d84737fd5940647c8d5d1bba21f4b9658 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Sun, 7 Mar 2010 10:09:06 +0000 Subject: trivial comment typo fix. --- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 411c4bc1c3..1fc5811382 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -115,7 +115,7 @@ void main() vec4 fb = texture2D(screenTex, distort2); //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug + // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); float shadow = 1.0; -- cgit v1.2.3 From 44289977dc36f0a83dd5734d506240b278774efc Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Sun, 7 Mar 2010 10:15:07 +0000 Subject: Some extra comments to help me get things straight. --- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 1fc5811382..55c893d73b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -135,7 +135,7 @@ void main() //wavef = normalize(wavef); wavef = (norm_mat*vec4(wavef, 1.0)).xyz; - gl_FragData[0] = vec4(color.rgb, 0.5); - gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); - gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0); + gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse + gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec + gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0); // normal } -- cgit v1.2.3 From 18432d1bc5bdab244b6054af73c5e4cf3d855164 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Sun, 7 Mar 2010 11:34:31 +0000 Subject: Add a touch of fakey ripple to shadows on the surface of water, as if the water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup. --- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 4 ++-- indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 8 +++++--- 2 files changed, 7 insertions(+), 5 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 55c893d73b..ceb7e0fb56 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -133,9 +133,9 @@ void main() //wavef.z *= 0.1f; //wavef = normalize(wavef); - wavef = (norm_mat*vec4(wavef, 1.0)).xyz; + vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz; gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0); // normal + gl_FragData[2] = vec4(screenspacewavef*0.5+0.5, screenspacewavef.z*0.5); // normal, displace } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 74a948f584..50502dbdad 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -159,7 +159,9 @@ void main() vec4 pos = getPosition(pos_screen); - vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; + vec4 nmap4 = texture2DRect(normalMap, pos_screen); + float displace = nmap4.w; + vec3 norm = nmap4.xyz*2.0-1.0; /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { @@ -168,9 +170,9 @@ void main() }*/ float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); - vec4 spos = vec4(pos.xyz + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0); + vec4 spos = vec4(pos.xyz + displace*norm + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0); if (spos.z > -shadow_clip.w) { -- cgit v1.2.3 From 0604715af6eaaa415cfae5a76e918abeb10e9eff Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Sun, 7 Mar 2010 18:31:32 +0000 Subject: Add support for glBlendFuncSeparate(). I want it to fix glow-through-alpha, but this checkin doesn't includes any of those changes. --- indra/llrender/llgl.cpp | 28 +++++++++++++++++++++++++++- indra/llrender/llgl.h | 1 + indra/llrender/llglheaders.h | 22 +++++++++++++++++++++- indra/llrender/llrender.cpp | 41 ++++++++++++++++++++++++++++++++++++----- indra/llrender/llrender.h | 10 ++++++++-- 5 files changed, 93 insertions(+), 9 deletions(-) diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index a3f7a946ec..4c256f4b06 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -185,6 +185,9 @@ PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT = // GL_EXT_framebuffer_blit PFNGLBLITFRAMEBUFFEREXTPROC glBlitFramebufferEXT = NULL; +// GL_EXT_blend_func_separate +PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT = NULL; + // GL_ARB_draw_buffers PFNGLDRAWBUFFERSARBPROC glDrawBuffersARB = NULL; @@ -324,6 +327,7 @@ LLGLManager::LLGLManager() : mHasCompressedTextures(FALSE), mHasFramebufferObject(FALSE), mHasFramebufferMultisample(FALSE), + mHasBlendFuncSeparate(FALSE), mHasVertexBufferObject(FALSE), mHasPBuffer(FALSE), @@ -632,6 +636,12 @@ void LLGLManager::initExtensions() mHasDrawBuffers = TRUE; #else mHasDrawBuffers = FALSE; +# endif +# if GL_EXT_blend_func_separate + mHasBlendFuncSeparate = TRUE; +#else +#error XXXXXX + mHasBlendFuncSeparate = FALSE; # endif mHasMipMapGeneration = FALSE; mHasSeparateSpecularColor = FALSE; @@ -659,6 +669,7 @@ void LLGLManager::initExtensions() && ExtensionExists("GL_EXT_packed_depth_stencil", gGLHExts.mSysExts); mHasFramebufferMultisample = mHasFramebufferObject && ExtensionExists("GL_EXT_framebuffer_multisample", gGLHExts.mSysExts); mHasDrawBuffers = ExtensionExists("GL_ARB_draw_buffers", gGLHExts.mSysExts); + mHasBlendFuncSeparate = ExtensionExists("GL_EXT_blend_func_separate", gGLHExts.mSysExts); mHasTextureRectangle = ExtensionExists("GL_ARB_texture_rectangle", gGLHExts.mSysExts); #if !LL_DARWIN mHasPointParameters = !mIsATI && ExtensionExists("GL_ARB_point_parameters", gGLHExts.mSysExts); @@ -682,6 +693,7 @@ void LLGLManager::initExtensions() mHasFramebufferObject = FALSE; mHasFramebufferMultisample = FALSE; mHasDrawBuffers = FALSE; + mHasBlendFuncSeparate = FALSE; mHasMipMapGeneration = FALSE; mHasSeparateSpecularColor = FALSE; mHasAnisotropic = FALSE; @@ -706,6 +718,7 @@ void LLGLManager::initExtensions() mHasShaderObjects = FALSE; mHasVertexShader = FALSE; mHasFragmentShader = FALSE; + mHasBlendFuncSeparate = FALSE; LL_WARNS("RenderInit") << "GL extension support forced to SIMPLE level via LL_GL_BASICEXT" << LL_ENDL; } if (getenv("LL_GL_BLACKLIST")) /* Flawfinder: ignore */ @@ -734,7 +747,8 @@ void LLGLManager::initExtensions() if (strchr(blacklist,'r')) mHasDrawBuffers = FALSE;//S if (strchr(blacklist,'s')) mHasFramebufferMultisample = FALSE; if (strchr(blacklist,'t')) mHasTextureRectangle = FALSE; - + if (strchr(blacklist,'u')) mHasBlendFuncSeparate = FALSE;//S + } #endif // LL_LINUX || LL_SOLARIS @@ -782,6 +796,14 @@ void LLGLManager::initExtensions() { LL_INFOS("RenderInit") << "Couldn't initialize GL_ARB_fragment_shader" << LL_ENDL; } + if (!mHasBlendFuncSeparate) + { + LL_INFOS("RenderInit") << "Couldn't initialize GL_EXT_blend_func_separate" << LL_ENDL; + } + if (!mHasDrawBuffers) + { + LL_INFOS("RenderInit") << "Couldn't initialize GL_ARB_draw_buffers" << LL_ENDL; + } // Disable certain things due to known bugs if (mIsIntel && mHasMipMapGeneration) @@ -852,6 +874,10 @@ void LLGLManager::initExtensions() { glDrawBuffersARB = (PFNGLDRAWBUFFERSARBPROC) GLH_EXT_GET_PROC_ADDRESS("glDrawBuffersARB"); } + if (mHasBlendFuncSeparate) + { + glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC) GLH_EXT_GET_PROC_ADDRESS("glBlendFuncSeparateEXT"); + } #if (!LL_LINUX && !LL_SOLARIS) || LL_LINUX_NV_GL_HEADERS // This is expected to be a static symbol on Linux GL implementations, except if we use the nvidia headers - bah glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)GLH_EXT_GET_PROC_ADDRESS("glDrawRangeElements"); diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 91421f3c95..0c2da7dd08 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -87,6 +87,7 @@ public: BOOL mHasCompressedTextures; BOOL mHasFramebufferObject; BOOL mHasFramebufferMultisample; + BOOL mHasBlendFuncSeparate; // ARB Extensions BOOL mHasVertexBufferObject; diff --git a/indra/llrender/llglheaders.h b/indra/llrender/llglheaders.h index f33ae7d8f0..f6d35bc766 100644 --- a/indra/llrender/llglheaders.h +++ b/indra/llrender/llglheaders.h @@ -216,6 +216,9 @@ extern PFNGLGETCOMPRESSEDTEXIMAGEARBPROC glGetCompressedTexImageARB; extern PFNGLCOLORTABLEEXTPROC glColorTableEXT; +//GL_EXT_blend_func_separate +extern PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT; + //GL_EXT_framebuffer_object extern PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT; extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT; @@ -249,7 +252,10 @@ extern PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT; # include "GL/glh_extensions.h" # undef __APPLE__ -#elif LL_LINUX +#elif LL_LINUX +//---------------------------------------------------------------------------- +// LL_LINUX + //---------------------------------------------------------------------------- // Linux, MESA headers, but not necessarily assuming MESA runtime. // quotes so we get libraries/.../GL/ version @@ -285,6 +291,7 @@ extern PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT; # define LL_LINUX_NV_GL_HEADERS 0 #endif // LL_LINUX && defined(WINGDIAPI) + #if LL_LINUX_NV_GL_HEADERS // Missing functions when using nvidia headers: extern PFNGLACTIVETEXTUREARBPROC glActiveTextureARB; @@ -445,6 +452,9 @@ extern PFNGLGETATTRIBLOCATIONARBPROC glGetAttribLocationARB; extern PFNGLCOMPRESSEDTEXIMAGE2DARBPROC glCompressedTexImage2DARB; extern PFNGLGETCOMPRESSEDTEXIMAGEARBPROC glGetCompressedTexImageARB; +//GL_EXT_blend_func_separate +extern PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT; + //GL_EXT_framebuffer_object extern PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT; extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT; @@ -473,7 +483,10 @@ extern PFNGLBLITFRAMEBUFFEREXTPROC glBlitFramebufferEXT; //GL_ARB_draw_buffers extern PFNGLDRAWBUFFERSARBPROC glDrawBuffersARB; + #elif LL_WINDOWS +//---------------------------------------------------------------------------- +// LL_WINDOWS // windows gl headers depend on things like APIENTRY, so include windows. #define WIN32_LEAN_AND_MEAN @@ -641,6 +654,9 @@ extern PFNGLBINDATTRIBLOCATIONARBPROC glBindAttribLocationARB; extern PFNGLGETACTIVEATTRIBARBPROC glGetActiveAttribARB; extern PFNGLGETATTRIBLOCATIONARBPROC glGetAttribLocationARB; +//GL_EXT_blend_func_separate +extern PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT; + //GL_EXT_framebuffer_object extern PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT; extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT; @@ -669,6 +685,7 @@ extern PFNGLBLITFRAMEBUFFEREXTPROC glBlitFramebufferEXT; //GL_ARB_draw_buffers extern PFNGLDRAWBUFFERSARBPROC glDrawBuffersARB; + #elif LL_DARWIN //---------------------------------------------------------------------------- // LL_DARWIN @@ -685,6 +702,9 @@ extern PFNGLDRAWBUFFERSARBPROC glDrawBuffersARB; // Note that they also must not be called on 10.3.9. This should be taken care of by a runtime check for the existence of the GL extension. #include +//GL_EXT_blend_func_separate +extern void glBlendFuncSeparateEXT(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) AVAILABLE_MAC_OS_X_VERSION_10_4_AND_LATER; + // GL_EXT_framebuffer_object extern GLboolean glIsRenderbufferEXT(GLuint renderbuffer) AVAILABLE_MAC_OS_X_VERSION_10_4_AND_LATER; extern void glBindRenderbufferEXT(GLenum target, GLuint renderbuffer) AVAILABLE_MAC_OS_X_VERSION_10_4_AND_LATER; diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index c3540a717c..5597b23c69 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -778,8 +778,10 @@ LLRender::LLRender() mCurrAlphaFunc = CF_DEFAULT; mCurrAlphaFuncVal = 0.01f; - mCurrBlendSFactor = BF_UNDEF; - mCurrBlendDFactor = BF_UNDEF; + mCurrBlendColorSFactor = BF_UNDEF; + mCurrBlendAlphaSFactor = BF_UNDEF; + mCurrBlendColorDFactor = BF_UNDEF; + mCurrBlendAlphaDFactor = BF_UNDEF; } LLRender::~LLRender() @@ -995,15 +997,44 @@ void LLRender::blendFunc(eBlendFactor sfactor, eBlendFactor dfactor) { llassert(sfactor < BF_UNDEF); llassert(dfactor < BF_UNDEF); - if (mCurrBlendSFactor != sfactor || mCurrBlendDFactor != dfactor) + if (mCurrBlendColorSFactor != sfactor || mCurrBlendColorDFactor != dfactor || + mCurrBlendAlphaSFactor != sfactor || mCurrBlendAlphaDFactor != dfactor) { - mCurrBlendSFactor = sfactor; - mCurrBlendDFactor = dfactor; + mCurrBlendColorSFactor = sfactor; + mCurrBlendAlphaSFactor = sfactor; + mCurrBlendColorDFactor = dfactor; + mCurrBlendAlphaDFactor = dfactor; flush(); glBlendFunc(sGLBlendFactor[sfactor], sGLBlendFactor[dfactor]); } } +void LLRender::blendFunc(eBlendFactor color_sfactor, eBlendFactor color_dfactor, + eBlendFactor alpha_sfactor, eBlendFactor alpha_dfactor) +{ + llassert(color_sfactor < BF_UNDEF); + llassert(color_dfactor < BF_UNDEF); + llassert(alpha_sfactor < BF_UNDEF); + llassert(alpha_dfactor < BF_UNDEF); + if (!gGLManager.mHasBlendFuncSeparate) + { + LL_WARNS_ONCE("render") << "no glBlendFuncSeparateEXT(), using color-only blend func" << llendl; + blendFunc(color_sfactor, color_dfactor); + return; + } + if (mCurrBlendColorSFactor != color_sfactor || mCurrBlendColorDFactor != color_dfactor || + mCurrBlendAlphaSFactor != alpha_sfactor || mCurrBlendAlphaDFactor != alpha_dfactor) + { + mCurrBlendColorSFactor = color_sfactor; + mCurrBlendAlphaSFactor = alpha_sfactor; + mCurrBlendColorDFactor = color_dfactor; + mCurrBlendAlphaDFactor = alpha_dfactor; + flush(); + glBlendFuncSeparateEXT(sGLBlendFactor[color_sfactor], sGLBlendFactor[color_dfactor], + sGLBlendFactor[alpha_sfactor], sGLBlendFactor[alpha_dfactor]); + } +} + LLTexUnit* LLRender::getTexUnit(U32 index) { if (index < mTexUnits.size()) diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index a90fbd4a5c..f6c87aa1db 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -323,7 +323,11 @@ public: void setAlphaRejectSettings(eCompareFunc func, F32 value = 0.01f); + // applies blend func to both color and alpha void blendFunc(eBlendFactor sfactor, eBlendFactor dfactor); + // applies separate blend functions to color and alpha + void blendFunc(eBlendFactor color_sfactor, eBlendFactor color_dfactor, + eBlendFactor alpha_sfactor, eBlendFactor alpha_dfactor); LLTexUnit* getTexUnit(U32 index); @@ -362,8 +366,10 @@ private: std::vector mTexUnits; LLTexUnit* mDummyTexUnit; - eBlendFactor mCurrBlendSFactor; - eBlendFactor mCurrBlendDFactor; + eBlendFactor mCurrBlendColorSFactor; + eBlendFactor mCurrBlendColorDFactor; + eBlendFactor mCurrBlendAlphaSFactor; + eBlendFactor mCurrBlendAlphaDFactor; F32 mMaxAnisotropy; -- cgit v1.2.3 From 6286dad2e98e6737afaad405a5e9d4a009d6218b Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Mon, 8 Mar 2010 12:28:33 +0000 Subject: fixes VWR-4214 Glow effect passes through alpha textures where alpha is actually "solid" and its many many dupes. In summary this does the following: * When laying down alpha, uses the new separated color-and-alpha blend func support to suppress existing glow in proportion to the opacity of the incoming fragments * Moves glowing-alpha support from the glow pool to the alpha pool, ensures that the glow pass for a vertex buffer happens after the alpha pass for the vertex buffer so that it doesn't suppress its *own* glow. Tested with all shader modes, FBO on/off, and deferred rendering. Tested with every permutation of alpha/non-alpha/glow/non-glow/fullbright/waterglow/particle interaction I could contrive so far. :) --- indra/newview/lldrawpoolalpha.cpp | 37 ++++++++++++++++++++++++++++++++++++- indra/newview/llvovolume.cpp | 16 +++++----------- 2 files changed, 41 insertions(+), 12 deletions(-) diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 75973cfa54..9a778a063d 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -204,7 +204,12 @@ void LLDrawPoolAlpha::render(S32 pass) } LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ? GL_TRUE : GL_FALSE); + + gGL.setColorMask(true, true); + gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA, + LLRender::BF_ZERO, LLRender::BF_ONE_MINUS_SOURCE_ALPHA); renderAlpha(getVertexDataMask()); + gGL.setColorMask(true, false); if (deferred_render && current_shader != NULL) { @@ -283,9 +288,18 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i) { LLSpatialGroup* group = *i; + llassert(group); + llassert(group->mSpatialPartition); + if (group->mSpatialPartition->mRenderByGroup && - !group->isDead()) + !group->isDead()) { + bool draw_glow_for_this_partition = mVertexShaderLevel > 0 && // no shaders = no glow. + // All particle systems seem to come off the wire with texture entries which claim that they glow. This is probably a bug in the data. Suppress. + group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_PARTICLE && + group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_CLOUD && + group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD_PARTICLE; + LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA]; for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k) @@ -385,6 +399,27 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) params.mVertexBuffer->setBuffer(mask); params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + + // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha. + if (draw_glow_for_this_partition && + params.mGlowColor.mV[3] > 0) + { + // install glow-accumulating blend mode + gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color + LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow) + + // glow doesn't use vertex colors from the mesh data + params.mVertexBuffer->setBuffer(mask & ~LLVertexBuffer::MAP_COLOR); + glColor4ubv(params.mGlowColor.mV); + + // do the actual drawing, again + params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); + gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + + // restore our alpha blend mode + gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA, + LLRender::BF_ZERO, LLRender::BF_ONE_MINUS_SOURCE_ALPHA); + } if (params.mTextureMatrix && params.mTexture.notNull()) { diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 073d7c2b91..c92af140da 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3199,11 +3199,10 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, S32 idx = draw_vec.size()-1; - BOOL fullbright = (type == LLRenderPass::PASS_FULLBRIGHT) || - (type == LLRenderPass::PASS_INVISIBLE) || - (type == LLRenderPass::PASS_ALPHA ? facep->isState(LLFace::FULLBRIGHT) : FALSE); - + (type == LLRenderPass::PASS_INVISIBLE) || + (type == LLRenderPass::PASS_ALPHA ? facep->isState(LLFace::FULLBRIGHT) : FALSE); + if (!fullbright && type != LLRenderPass::PASS_GLOW && !facep->mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL)) { llwarns << "Non fullbright face has no normals!" << llendl; @@ -3232,12 +3231,7 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, LLViewerTexture* tex = facep->getTexture(); - U8 glow = 0; - - if (type == LLRenderPass::PASS_GLOW) - { - glow = (U8) (facep->getTextureEntry()->getGlow() * 255); - } + U8 glow = (U8) (facep->getTextureEntry()->getGlow() * 255); if (facep->mVertexBuffer.isNull()) { @@ -3878,7 +3872,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: } } - if (LLPipeline::sRenderGlow && te->getGlow() > 0.f) + if (!is_alpha && LLPipeline::sRenderGlow && te->getGlow() > 0.f) { registerFace(group, facep, LLRenderPass::PASS_GLOW); } -- cgit v1.2.3 From e2fb574d786bbea03883a6f4c1146a82798c013d Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Mon, 8 Mar 2010 14:51:27 +0000 Subject: VWR-4214 followup Make the fix work for alpha masks ('fast alpha') too - ironically this hasn't ever worked either AFAICT. --- indra/newview/lldrawpoolalpha.cpp | 26 +++++++++++++++++++------- indra/newview/lldrawpoolalpha.h | 7 +++++++ 2 files changed, 26 insertions(+), 7 deletions(-) diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 9a778a063d..7fd7cd3910 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -60,7 +60,9 @@ static BOOL deferred_render = FALSE; LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) : LLRenderPass(type), current_shader(NULL), target_shader(NULL), - simple_shader(NULL), fullbright_shader(NULL) + simple_shader(NULL), fullbright_shader(NULL), + mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF), + mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF) { } @@ -178,9 +180,16 @@ void LLDrawPoolAlpha::render(S32 pass) LLGLSPipelineAlpha gls_pipeline_alpha; + gGL.setColorMask(true, true); + if (LLPipeline::sFastAlpha && !deferred_render) { - LLGLDisable blend_disable(GL_BLEND); + mColorSFactor = LLRender::BF_ONE; // } + mColorDFactor = LLRender::BF_ZERO; // } these are like disabling blend on the color channels, but we're still blending on the alpha channel so that we can suppress glow + mAlphaSFactor = LLRender::BF_ZERO; + mAlphaDFactor = LLRender::BF_ZERO; // block (zero-out) glow where the alpha test succeeds + gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.33f); if (mVertexShaderLevel > 0) { @@ -205,10 +214,14 @@ void LLDrawPoolAlpha::render(S32 pass) LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ? GL_TRUE : GL_FALSE); - gGL.setColorMask(true, true); - gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA, - LLRender::BF_ZERO, LLRender::BF_ONE_MINUS_SOURCE_ALPHA); + mColorSFactor = LLRender::BF_SOURCE_ALPHA; // } regular alpha blend + mColorDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // } + mAlphaSFactor = LLRender::BF_ZERO; // } glow suppression + mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // } + gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + renderAlpha(getVertexDataMask()); + gGL.setColorMask(true, false); if (deferred_render && current_shader != NULL) @@ -417,8 +430,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); // restore our alpha blend mode - gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA, - LLRender::BF_ZERO, LLRender::BF_ONE_MINUS_SOURCE_ALPHA); + gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); } if (params.mTextureMatrix && params.mTexture.notNull()) diff --git a/indra/newview/lldrawpoolalpha.h b/indra/newview/lldrawpoolalpha.h index 3aa752f72c..61f73d0b31 100644 --- a/indra/newview/lldrawpoolalpha.h +++ b/indra/newview/lldrawpoolalpha.h @@ -34,6 +34,7 @@ #define LL_LLDRAWPOOLALPHA_H #include "lldrawpool.h" +#include "llrender.h" #include "llframetimer.h" class LLFace; @@ -83,6 +84,12 @@ private: LLGLSLShader* target_shader; LLGLSLShader* simple_shader; LLGLSLShader* fullbright_shader; + + // our 'normal' alpha blend function for this pass + LLRender::eBlendFactor mColorSFactor; + LLRender::eBlendFactor mColorDFactor; + LLRender::eBlendFactor mAlphaSFactor; + LLRender::eBlendFactor mAlphaDFactor; }; class LLDrawPoolAlphaPostWater : public LLDrawPoolAlpha -- cgit v1.2.3 From 1cb8dd7253821823e628c042fcd39c8c9f9f300e Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Mon, 8 Mar 2010 15:48:27 +0000 Subject: Remove a '#error XXX' I was using to test ifdef-hell. --- indra/llrender/llgl.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 4c256f4b06..97019d48c4 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -640,7 +640,6 @@ void LLGLManager::initExtensions() # if GL_EXT_blend_func_separate mHasBlendFuncSeparate = TRUE; #else -#error XXXXXX mHasBlendFuncSeparate = FALSE; # endif mHasMipMapGeneration = FALSE; -- cgit v1.2.3 From 4f4fc07eb12066dcb65a3c2274160ffa0bfd52ef Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Tue, 9 Mar 2010 13:28:23 +0000 Subject: Disable alpha-masking for glowing surfaces. It seems beyond my ability to get right. Refactor some replicated and/or strangely-expressed logic. --- indra/newview/llspatialpartition.h | 5 +++-- indra/newview/llvovolume.cpp | 24 ++++++++++++++---------- 2 files changed, 17 insertions(+), 12 deletions(-) diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h index 929f2adc1a..2c09a25e04 100644 --- a/indra/newview/llspatialpartition.h +++ b/indra/newview/llspatialpartition.h @@ -613,14 +613,15 @@ public: //class for wrangling geometry out of volumes (implemented in LLVOVolume.cpp) class LLVolumeGeometryManager: public LLGeometryManager { -public: + public: virtual ~LLVolumeGeometryManager() { } virtual void rebuildGeom(LLSpatialGroup* group); virtual void rebuildMesh(LLSpatialGroup* group); virtual void getGeometry(LLSpatialGroup* group); void genDrawInfo(LLSpatialGroup* group, U32 mask, std::vector& faces, BOOL distance_sort = FALSE); void registerFace(LLSpatialGroup* group, LLFace* facep, U32 type); - + private: + bool canRenderAsMask(LLFace* facep); // logic helper }; //spatial partition that uses volume geometry manager (implemented in LLVOVolume.cpp) diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index c92af140da..ea493d4798 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3201,7 +3201,7 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, BOOL fullbright = (type == LLRenderPass::PASS_FULLBRIGHT) || (type == LLRenderPass::PASS_INVISIBLE) || - (type == LLRenderPass::PASS_ALPHA ? facep->isState(LLFace::FULLBRIGHT) : FALSE); + (type == LLRenderPass::PASS_ALPHA && facep->isState(LLFace::FULLBRIGHT)); if (!fullbright && type != LLRenderPass::PASS_GLOW && !facep->mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL)) { @@ -3296,6 +3296,16 @@ void LLVolumeGeometryManager::getGeometry(LLSpatialGroup* group) static LLFastTimer::DeclareTimer FTM_REBUILD_VOLUME_VB("Volume"); static LLFastTimer::DeclareTimer FTM_REBUILD_VBO("VBO Rebuilt"); +bool LLVolumeGeometryManager::canRenderAsMask(LLFace* facep) +{ + const LLTextureEntry* te = facep->getTextureEntry(); + return (LLPipeline::sFastAlpha && + (te->getColor().mV[3] == 1.0f) && + (!te->getFullbright()) && // hack: alpha masking renders fullbright faces invisible, need to figure out why - for now, avoid + (te->getGlow() == 0.f) && // glowing masks are hard to implement - don't mask + facep->getTexture()->getIsAlphaMask()); +} + void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) { if (group->changeLOD()) @@ -3421,10 +3431,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) if (type == LLDrawPool::POOL_ALPHA) { - if (LLPipeline::sFastAlpha && - (te->getColor().mV[VW] == 1.0f) && - (!te->getFullbright()) && // hack: alpha masking renders fullbright faces invisible, need to figure out why - for now, avoid - facep->getTexture()->getIsAlphaMask()) + if (canRenderAsMask(facep)) { //can be treated as alpha mask simple_faces.push_back(facep); } @@ -3768,15 +3775,12 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: const LLTextureEntry* te = facep->getTextureEntry(); - BOOL is_alpha = facep->getPoolType() == LLDrawPool::POOL_ALPHA ? TRUE : FALSE; + BOOL is_alpha = (facep->getPoolType() == LLDrawPool::POOL_ALPHA) ? TRUE : FALSE; if (is_alpha) { // can we safely treat this as an alpha mask? - if (LLPipeline::sFastAlpha && - (te->getColor().mV[VW] == 1.0f) && - (!te->getFullbright()) && // hack: alpha masking renders fullbright faces invisible, need to figure out why - for now, avoid - facep->getTexture()->getIsAlphaMask()) + if (canRenderAsMask(facep)) { if (te->getFullbright()) { -- cgit v1.2.3 From b64b0c1b777419d210d16a378b6957de65dc3932 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Tue, 9 Mar 2010 13:45:53 +0000 Subject: We can enable alpha masking for fullbright faces as long as we're not in deferred mode. Deferred masked fullbrights are still broken (we fall back to blending instead of masking as a workaround), but they always have been. :/ --- indra/newview/llvovolume.cpp | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index ea493d4798..49c0c4d4e0 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3299,11 +3299,15 @@ static LLFastTimer::DeclareTimer FTM_REBUILD_VBO("VBO Rebuilt"); bool LLVolumeGeometryManager::canRenderAsMask(LLFace* facep) { const LLTextureEntry* te = facep->getTextureEntry(); - return (LLPipeline::sFastAlpha && - (te->getColor().mV[3] == 1.0f) && - (!te->getFullbright()) && // hack: alpha masking renders fullbright faces invisible, need to figure out why - for now, avoid + return ( + LLPipeline::sFastAlpha && // do we want masks at all? + + (te->getColor().mV[3] == 1.0f) && // can't treat as mask if we have face alpha + !(LLPipeline::sRenderDeferred && te->getFullbright()) && // hack: alpha masking renders fullbright faces invisible in deferred rendering mode, need to figure out why - for now, avoid (te->getGlow() == 0.f) && // glowing masks are hard to implement - don't mask - facep->getTexture()->getIsAlphaMask()); + + facep->getTexture()->getIsAlphaMask() // texture actually qualifies for masking (lazily calculated but expensive) + ); } void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) -- cgit v1.2.3 From 5287c1781962a895955694b0b1660624b8aadc1d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 17 Mar 2010 21:17:01 -0500 Subject: Fix for impostors being fullbright when deferred rendering enabled. --- indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 8c140a7b4f..508bbf415e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -11,7 +11,8 @@ uniform sampler2D specularMap; void main() { - gl_FragData[0] = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); + gl_FragData[0] = vec4(col.rgb, col.a <= 0.5 ? 0.0 : 0.005); gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy); gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0); } -- cgit v1.2.3 From 3de4396aa4e96ae5ad1b9384b57d19caf8e674ac Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 17 Mar 2010 22:22:02 -0500 Subject: CTS-110 Remove soft alpha in deferred pipeline (breaks some content). Will revisit soft alpha in materials project. --- .../newview/app_settings/shaders/class1/deferred/alphaF.glsl | 11 ----------- .../app_settings/shaders/class1/deferred/fullbrightF.glsl | 11 ----------- .../newview/app_settings/shaders/class2/deferred/alphaF.glsl | 11 ----------- indra/newview/pipeline.cpp | 1 - 4 files changed, 34 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 4fb109d687..fea2e16090 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -24,8 +24,6 @@ varying vec3 vary_fragcoord; varying vec3 vary_position; varying vec3 vary_light; -uniform float alpha_soften; - uniform mat4 inv_proj; vec4 getPosition(vec2 pos_screen) @@ -57,15 +55,6 @@ void main() color.rgb = scaleSoftClip(color.rgb); - if (samp_pos.z != 0.0 && gl_Color.a < 1.0) - { - float dist_factor = alpha_soften; - float a = gl_Color.a; - a *= a; - dist_factor *= 1.0/(1.0-a); - color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); - } - //gl_FragColor = gl_Color; gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index e518bddb98..0db9586a88 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -23,8 +23,6 @@ varying vec4 vary_position; varying vec3 vary_normal; varying vec3 vary_fragcoord; -uniform float alpha_soften; - uniform mat4 inv_proj; vec4 getPosition(vec2 pos_screen) @@ -56,15 +54,6 @@ void main() color.rgb = fullbrightScaleSoftClip(color.rgb); - if (samp_pos.z != 0.0 && color.a < 1.0) - { - float dist_factor = alpha_soften; - float a = color.a; - a *= a; - dist_factor *= 1.0/(1.0-a); - color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); - } - //gl_FragColor = gl_Color; gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index ad16de6d81..665fe16b43 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -29,8 +29,6 @@ varying vec3 vary_fragcoord; varying vec3 vary_position; varying vec3 vary_light; -uniform float alpha_soften; - uniform float shadow_bias; uniform mat4 inv_proj; @@ -115,15 +113,6 @@ void main() color.rgb = scaleSoftClip(color.rgb); - if (samp_pos.z != 0.0 && gl_Color.a < 1.0) - { - float dist_factor = alpha_soften; - float a = gl_Color.a; - a *= a; - dist_factor *= 1.0/(1.0-a); - color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); - } - //gl_FragColor = gl_Color; gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1)*shadow; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 2f4314f7e5..674f2fe58c 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6173,7 +6173,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f); - shader.uniform1f("alpha_soften", gSavedSettings.getF32("RenderDeferredAlphaSoften")); shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")); shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")); shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale")); -- cgit v1.2.3 From 9710f634b5d6b1692b0784aef88b9bce420e5ea2 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 18 Mar 2010 15:43:37 -0500 Subject: XML changes for new graphics preferences --- indra/newview/app_settings/settings.xml | 26 +- .../default/xui/en/panel_preferences_graphics1.xml | 285 ++++++++++----------- 2 files changed, 163 insertions(+), 148 deletions(-) diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 1dc90280a2..c8a6db89ed 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -6679,6 +6679,18 @@ 1 + RenderDeferredSSAO + + Comment + Execute screen space ambient occlusion shader in deferred renderer. + Persist + 1 + Type + Boolean + Value + 1 + + RenderDeferredBlurLight Comment @@ -7311,7 +7323,19 @@ Value 2 - RenderReflectionRes + RenderShadowDetail + + Comment + Detail of shadows. + Persist + 1 + Type + S32 + Value + 2 + + + RenderReflectionRes Comment Reflection map resolution. diff --git a/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml b/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml index 44c44f5f59..8d43adb545 100644 --- a/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml +++ b/indra/newview/skins/default/xui/en/panel_preferences_graphics1.xml @@ -155,12 +155,12 @@ visiblity_control="ShowAdvancedGraphicsSettings" border="false" follows="top|left" - height="260" + height="283" label="CustomGraphics" layout="topleft" left="5" name="CustomGraphics Panel" - top="124" + top="101" width="485"> - - - - - Reflection detail: - - - - - - - - - Avatar rendering: - - - - - - + + width="256"/> + + Water Reflections: + + + + + + + + + + + Shadows: + + + + + + + Low @@ -599,46 +585,51 @@ width="128"> Low - - Lighting detail: - - - - - + + Avatar rendering: + + + + + + Terrain detail: @@ -676,7 +667,7 @@ name="2" top_delta="16" width="315" /> - + -->