From e88910e9de27a6024534b3ba9ceb7f200f02fc64 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 13 Jun 2013 14:16:41 -0500 Subject: NORSPEC-261 Fix for bad legacy shiny values. --- .../app_settings/shaders/class1/deferred/diffuseIndexedF.glsl | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index a2c3ec3355..adc361d7a2 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -43,10 +43,12 @@ vec2 encode_normal(vec3 n) void main() { vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; + + vec3 spec; + spec.rgb = vec3(vertex_color.a); frag_data[0] = vec4(col, 0.0); - frag_data[1] = vertex_color.aaaa; // spec - frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested + frag_data[1] = vec4(spec, vertex_color.a); // spec vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); } -- cgit v1.2.3 From c7479098f5a60de0e14e18d427067338f0f6c6a6 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 13 Jun 2013 14:33:59 -0500 Subject: NORSPEC-261 Better blending of environment map. --- .../shaders/class1/deferred/softenLightF.glsl | 790 ++++++++++----------- .../shaders/class2/deferred/softenLightF.glsl | 80 +-- 2 files changed, 433 insertions(+), 437 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index f7920f7595..4cae08b0b9 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -1,396 +1,394 @@ -/** - * @file softenLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect positionMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap; -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; - -uniform float blur_size; -uniform float blur_fidelity; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; -uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; -uniform vec4 glow; -uniform float global_gamma; -uniform float scene_light_strength; -uniform mat3 env_mat; -uniform mat3 ssao_effect_mat; - -uniform vec3 sun_dir; -VARYING vec2 vary_fragcoord; - -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} -#endif - -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; - return getPosition_d(pos_screen, depth); -} - -vec3 getPositionEye() -{ - return vary_PositionEye; -} -vec3 getSunlitColor() -{ - return vary_SunlitColor; -} -vec3 getAmblitColor() -{ - return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ - return vary_AtmosAttenuation; -} - -void setPositionEye(vec3 v) -{ - vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ - vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ - vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ - vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ - vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - - vec3 P = inPositionEye; - setPositionEye(P); - - vec3 tmpLightnorm = lightnorm.xyz; - - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - //I had thought blue_density and haze_density should have equal weighting, - //but attenuation due to haze_density tends to seem too strong - - temp1 = blue_density + vec4(haze_density); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density) / temp1; - - //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier); - - //final atmosphere attenuation factor - setAtmosAttenuation(temp1.rgb); - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .03); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; - - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - - //haze color - setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - + tmpAmbient))); - - //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); - setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); -} - -vec3 atmosLighting(vec3 light) -{ - light *= getAtmosAttenuation().r; - light += getAdditiveColor(); - return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { - light *= getAtmosAttenuation().r; - light += getAdditiveColor() * 2.0; - return light; -} - -vec3 fullbrightAtmosTransport(vec3 light) { - float brightness = dot(light.rgb, vec3(0.33333)); - - return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} - - - -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ - return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) -{ - //soft clip effect: - light = 1. - clamp(light, vec3(0.), vec3(1.)); - light = 1. - pow(light, gamma.xxx); - - return light; -} - - -vec3 fullbrightScaleSoftClip(vec3 light) -{ - //soft clip effect: - return light; -} - -void main() -{ - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPosition_d(tc, depth).xyz; - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); // unpack norm - - float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); - - vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec3 col; - float bloom = 0.0; - { - calcAtmospherics(pos.xyz, 1.0); - - col = atmosAmbient(vec3(0)); - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0-ambient); - - col.rgb *= ambient; - - col += atmosAffectDirectionalLight(max(min(da, 1.0) * 2.6, 0.0)); - - col *= diffuse.rgb; - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r); - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - col += spec_contrib; - } - - - col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a); - - - if (envIntensity > 0.0) - { //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - - float exponent = mix(2.2, 1.0, diffuse.a); - vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent; - - col = mix(col.rgb, refcol, - envIntensity); - - } - - float exponent = mix(1.0, 2.2, diffuse.a); - col = pow(col, vec3(exponent)); - - if (norm.w < 0.5) - { - col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); - col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); - } - - //col = vec3(1,0,1); - //col.g = envIntensity; - } - - frag_color.rgb = col; - - frag_color.a = bloom; -} +/** + * @file softenLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect positionMap; +uniform sampler2DRect normalMap; +uniform sampler2DRect lightMap; +uniform sampler2DRect depthMap; +uniform samplerCube environmentMap; +uniform sampler2D lightFunc; + +uniform float blur_size; +uniform float blur_fidelity; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +//uniform vec4 camPosWorld; +uniform vec4 gamma; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; +uniform vec4 glow; +uniform float global_gamma; +uniform float scene_light_strength; +uniform mat3 env_mat; +uniform mat3 ssao_effect_mat; + +uniform vec3 sun_dir; +VARYING vec2 vary_fragcoord; + +vec3 vary_PositionEye; + +vec3 vary_SunlitColor; +vec3 vary_AmblitColor; +vec3 vary_AdditiveColor; +vec3 vary_AtmosAttenuation; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +#ifdef SINGLE_FP_ONLY +vec2 encode_normal(vec3 n) +{ + vec2 sn; + sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); + return sn; +} + +vec3 decode_normal (vec2 enc) +{ + vec3 n; + n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); + n.z = sqrt(1.0f - dot(n.xy,n.xy)); + return n; +} +#else +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} +#endif + +vec4 getPosition_d(vec2 pos_screen, float depth) +{ + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map + float depth = texture2DRect(depthMap, pos_screen.xy).a; + return getPosition_d(pos_screen, depth); +} + +vec3 getPositionEye() +{ + return vary_PositionEye; +} +vec3 getSunlitColor() +{ + return vary_SunlitColor; +} +vec3 getAmblitColor() +{ + return vary_AmblitColor; +} +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ + return vary_AtmosAttenuation; +} + +void setPositionEye(vec3 v) +{ + vary_PositionEye = v; +} + +void setSunlitColor(vec3 v) +{ + vary_SunlitColor = v; +} + +void setAmblitColor(vec3 v) +{ + vary_AmblitColor = v; +} + +void setAdditiveColor(vec3 v) +{ + vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ + vary_AtmosAttenuation = v; +} + +void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + + vec3 P = inPositionEye; + setPositionEye(P); + + vec3 tmpLightnorm = lightnorm.xyz; + + vec3 Pn = normalize(P); + float Plen = length(P); + + vec4 temp1 = vec4(0); + vec3 temp2 = vec3(0); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + //sunlight attenuation effect (hue and brightness) due to atmosphere + //this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + //I had thought blue_density and haze_density should have equal weighting, + //but attenuation due to haze_density tends to seem too strong + + temp1 = blue_density + vec4(haze_density); + blue_weight = blue_density / temp1; + haze_weight = vec4(haze_density) / temp1; + + //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) + temp2.y = max(0.0, tmpLightnorm.y); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // main atmospheric scattering line integral + temp2.z = Plen * density_multiplier; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z * distance_multiplier); + + //final atmosphere attenuation factor + setAtmosAttenuation(temp1.rgb); + + //compute haze glow + //(can use temp2.x as temp because we haven't used it yet) + temp2.x = dot(Pn, tmpLightnorm.xyz); + temp2.x = 1. - temp2.x; + //temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .03); //was glow.y + //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + //higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + //glow.z should be negative, so we're doing a sort of (1 / "angle") function + + //add "minimum anti-solar illumination" + temp2.x += .25; + + //increase ambient when there are more clouds + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; + + /* decrease value and saturation (that in HSV, not HSL) for occluded areas + * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html + * // The following line of code performs the equivalent of: + * float ambAlpha = tmpAmbient.a; + * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis + * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); + * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); + */ + tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + + //haze color + setAdditiveColor( + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + + tmpAmbient))); + + //brightness of surface both sunlight and ambient + setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); + setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); +} + +vec3 atmosLighting(vec3 light) +{ + light *= getAtmosAttenuation().r; + light += getAdditiveColor(); + return (2.0 * light); +} + +vec3 atmosTransport(vec3 light) { + light *= getAtmosAttenuation().r; + light += getAdditiveColor() * 2.0; + return light; +} + +vec3 fullbrightAtmosTransport(vec3 light) { + float brightness = dot(light.rgb, vec3(0.33333)); + + return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); +} + + + +vec3 atmosGetDiffuseSunlightColor() +{ + return getSunlitColor(); +} + +vec3 scaleDownLight(vec3 light) +{ + return (light / scene_light_strength ); +} + +vec3 scaleUpLight(vec3 light) +{ + return (light * scene_light_strength); +} + +vec3 atmosAmbient(vec3 light) +{ + return getAmblitColor() + light / 2.0; +} + +vec3 atmosAffectDirectionalLight(float lightIntensity) +{ + return getSunlitColor() * lightIntensity; +} + +vec3 scaleSoftClip(vec3 light) +{ + //soft clip effect: + light = 1. - clamp(light, vec3(0.), vec3(1.)); + light = 1. - pow(light, gamma.xxx); + + return light; +} + + +vec3 fullbrightScaleSoftClip(vec3 light) +{ + //soft clip effect: + return light; +} + +void main() +{ + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec3 pos = getPosition_d(tc, depth).xyz; + vec4 norm = texture2DRect(normalMap, tc); + float envIntensity = norm.z; + norm.xyz = decode_normal(norm.xy); // unpack norm + + float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + + vec4 diffuse = texture2DRect(diffuseRect, tc); + + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec3 col; + float bloom = 0.0; + { + calcAtmospherics(pos.xyz, 1.0); + + col = atmosAmbient(vec3(0)); + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0-ambient); + + //col.rgb *= ambient; + + col += atmosAffectDirectionalLight(max(min(da, 1.0) * 2.8, 0.0)); + + col *= diffuse.rgb; + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + + if (spec.a > 0.0) // specular reflection + { + // the old infinite-sky shiny reflection + // + + float sa = dot(refnormpersp, sun_dir.xyz); + vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r); + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + col += spec_contrib; + } + + + col = mix(col.rgb, diffuse.rgb, diffuse.a); + + if (envIntensity > 0.0) + { //add environmentmap + vec3 env_vec = env_mat * refnormpersp; + + + vec3 refcol = textureCube(environmentMap, env_vec).rgb; + + col = mix(pow(col.rgb, vec3(1.0/2.2)), refcol, + envIntensity); + + col = pow(col, vec3(2.2)); + } + + if (norm.w < 0.5) + { + col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); + col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + } + + //col = vec3(1,0,1); + //col.g = envIntensity; + } + + frag_color.rgb = col; + + frag_color.a = bloom; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 520b3bbd47..eb83fab6b5 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -78,38 +78,38 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} +#ifdef SINGLE_FP_ONLY +vec2 encode_normal(vec3 n) +{ + vec2 sn; + sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); + return sn; +} + +vec3 decode_normal (vec2 enc) +{ + vec3 n; + n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); + n.z = sqrt(1.0f - dot(n.xy,n.xy)); + return n; +} +#else +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} #endif vec4 getPosition_d(vec2 pos_screen, float depth) @@ -374,23 +374,21 @@ void main() } - col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a); - - + col = mix(col.rgb, diffuse.rgb, diffuse.a); + if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - float exponent = mix(2.2, 1.0, diffuse.a); - vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent; + + vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(col.rgb, refcol, + col = mix(pow(col.rgb, vec3(1.0/2.2)), refcol, envIntensity); - } + col = pow(col, vec3(2.2)); - float exponent = mix(1.0, 2.2, diffuse.a); - col = pow(col, vec3(exponent)); + } if (norm.w < 0.5) { -- cgit v1.2.3 From dc6ec6ee151905a8d1fbcf9da1ba2ddc7729081b Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 13 Jun 2013 14:37:51 -0500 Subject: NORSPEC-261 Put back directional ambient. --- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 4cae08b0b9..3cfa7f2334 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -340,7 +340,7 @@ void main() ambient *= ambient; ambient = (1.0-ambient); - //col.rgb *= ambient; + col.rgb *= ambient; col += atmosAffectDirectionalLight(max(min(da, 1.0) * 2.8, 0.0)); -- cgit v1.2.3 From 7b28a9a541464ece86e6d09fe7a85f307a710ddb Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 13 Jun 2013 14:38:51 -0500 Subject: Remove some now useless assertions. --- indra/llmath/llvolume.cpp | 8 -------- 1 file changed, 8 deletions(-) (limited to 'indra') diff --git a/indra/llmath/llvolume.cpp b/indra/llmath/llvolume.cpp index 1932272afb..a8f4c52c5c 100755 --- a/indra/llmath/llvolume.cpp +++ b/indra/llmath/llvolume.cpp @@ -7299,14 +7299,6 @@ void CalculateTangentArray(U32 vertexCount, const LLVector4a *vertex, const LLVe tsubn.getF32ptr()[3] = handedness; tangent[a] = tsubn; - - llassert(llfinite(tangent[a].getF32ptr()[0])); - llassert(llfinite(tangent[a].getF32ptr()[1])); - llassert(llfinite(tangent[a].getF32ptr()[2])); - - llassert(!llisnan(tangent[a].getF32ptr()[0])); - llassert(!llisnan(tangent[a].getF32ptr()[1])); - llassert(!llisnan(tangent[a].getF32ptr()[2])); } else { //degenerate, make up a value -- cgit v1.2.3 From 9261d069ef96c96f69d07b14c36a2d4182d6543c Mon Sep 17 00:00:00 2001 From: Nat Goodspeed Date: Thu, 13 Jun 2013 15:40:59 -0400 Subject: MAINT-2787: Expand viewer_manifest.py's "Release" recognition viewer_manifest.py currently detects specifically the channel name "Second Life Release" as a release viewer (affecting the icon and other things). The Amazon viewer uses channel name "Second Life Release - Amazon", which is currently not recognized at all, therefore uses a developer-build icon with the caution tape and the word "TEST" stamped onto it. Detect any channel name *starting* with "Second Life Release" as a release viewer. --- indra/newview/viewer_manifest.py | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'indra') diff --git a/indra/newview/viewer_manifest.py b/indra/newview/viewer_manifest.py index 35451c9621..53a3e732ca 100755 --- a/indra/newview/viewer_manifest.py +++ b/indra/newview/viewer_manifest.py @@ -172,7 +172,7 @@ class ViewerManifest(LLManifest): def app_name(self): app_suffix='Test' channel_type=self.channel_lowerword() - if channel_type == 'release' : + if channel_type.startswith('release') : app_suffix='Viewer' elif re.match('^(beta|project).*',channel_type) : app_suffix=self.channel_unique() @@ -182,8 +182,8 @@ class ViewerManifest(LLManifest): icon_path="icons/" channel_type=self.channel_lowerword() print "Icon channel type '%s'" % channel_type - if channel_type == 'release' : - icon_path += channel_type + if channel_type.startswith('release') : + icon_path += 'release' elif re.match('^beta.*',channel_type) : icon_path += 'beta' elif re.match('^project.*',channel_type) : @@ -242,7 +242,7 @@ class WindowsManifest(ViewerManifest): def final_exe(self): app_suffix="Test" channel_type=self.channel_lowerword() - if channel_type == 'release' : + if channel_type.startswith('release') : app_suffix='' elif re.match('^(beta|project).*',channel_type) : app_suffix=''.join(self.channel_unique().split()) -- cgit v1.2.3 From 8d67ad3d86cbc57631c4b56926ff9a0ea5b82897 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 13 Jun 2013 18:13:30 -0500 Subject: NORSPEC-261 No more magic numbers, parity between forward and deferred rendering WRT to windlight and legacy shininess. Reviewed by Graham (a little bit). --- .../shaders/class1/deferred/alphaF.glsl | 21 +- .../shaders/class1/deferred/alphaV.glsl | 10 +- .../shaders/class1/deferred/materialF.glsl | 1391 ++++++++++---------- .../shaders/class1/deferred/multiPointLightF.glsl | 11 +- .../shaders/class1/deferred/multiSpotLightF.glsl | 76 +- .../shaders/class1/deferred/pointLightF.glsl | 76 +- .../shaders/class1/deferred/pointLightV.glsl | 2 +- .../shaders/class1/deferred/softenLightF.glsl | 20 +- .../shaders/class1/deferred/spotLightF.glsl | 81 +- .../shaders/class2/deferred/multiSpotLightF.glsl | 75 +- .../shaders/class2/deferred/softenLightF.glsl | 35 +- .../shaders/class2/deferred/spotLightF.glsl | 76 +- .../shaders/class2/deferred/sunLightF.glsl | 64 +- .../shaders/class2/windlight/atmosphericsV.glsl | 7 +- indra/newview/pipeline.cpp | 47 +- 15 files changed, 1008 insertions(+), 984 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 77a53a71aa..0899caa2af 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -78,6 +78,7 @@ uniform vec2 screen_res; vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); + a = pow(a, 1.0/1.3); return vec3(a,a,a); } @@ -87,7 +88,7 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float vec3 lv = lp.xyz-v; //get distance - float d = dot(lv,lv); + float d = length(lv); float da = 0.0; @@ -97,9 +98,11 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float lv = normalize(lv); //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - da = pow(da, 2.2) * 2.2; + float dist = d/la; + da = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + da *= da; + da *= 1.4; + // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); @@ -212,6 +215,7 @@ void main() #else vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif + vec4 gamma_diff = diff; diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f)); @@ -224,7 +228,7 @@ void main() vec3 normal = vary_norm; vec3 l = light_position[0].xyz; - vec3 dlight = calcDirectionalLight(normal, l) * 2.6; + vec3 dlight = calcDirectionalLight(normal, l); dlight = dlight * vary_directional.rgb * vary_pointlight_col; #if HAS_SHADOW @@ -233,13 +237,16 @@ void main() vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha); #endif - vec4 color = diff * col; + vec4 color = gamma_diff * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); + + color.rgb = pow(color.rgb, vec3(2.2)); col = vec4(0,0,0,0); + #define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); LIGHT_LOOP(1) @@ -250,7 +257,7 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) - color.rgb += diff.rgb * vary_pointlight_col * col.rgb; + color.rgb += diff.rgb * pow(vary_pointlight_col, vec3(2.2)) * col.rgb; color.rgb = pow(color.rgb, vec3(1.0/2.2)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 247ee0a34f..9d3ba564cd 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -58,8 +58,6 @@ mat4 getSkinnedTransform(); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); -vec3 calcDirectionalLight(vec3 n, vec3 l); - vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); @@ -88,12 +86,6 @@ uniform vec3 light_diffuse[8]; uniform vec3 sun_dir; -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return vec3(a,a,a); -} - vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector @@ -184,7 +176,7 @@ void main() //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - vec3 diff = pow(diffuse_color.rgb, vec3(2.2)); + vec3 diff = diffuse_color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index f2decdfa7d..618ea747f5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -1,695 +1,696 @@ -/** - * @file materialF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#define DIFFUSE_ALPHA_MODE_IGNORE 0 -#define DIFFUSE_ALPHA_MODE_BLEND 1 -#define DIFFUSE_ALPHA_MODE_MASK 2 -#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 - -uniform float emissive_brightness; - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -#if HAS_SUN_SHADOW - -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform vec2 shadow_res; -uniform float shadow_bias; - -float pcfShadow(sampler2DShadow shadowMap, vec4 stc) -{ - stc.xyz /= stc.w; - stc.z += shadow_bias; - - stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here - - float cs = shadow2D(shadowMap, stc.xyz).x; - float shadow = cs; - - shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - - return shadow*0.2; -} - -#endif - -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; -uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; -uniform vec4 glow; -uniform float scene_light_strength; -uniform mat3 env_mat; -uniform mat3 ssao_effect_mat; - -uniform vec3 sun_dir; -VARYING vec2 vary_fragcoord; - -VARYING vec3 vary_position; - -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return vec3(a,a,a); -} - - -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 1.0; - - vec3 col = vec3(0,0,0); - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(dot(n, lv), 0.0); - - float lit = max(da * dist_atten, 0.0); - - col = light_col*lit*diffuse; - - if (spec.a > 0.0) - { - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(n, h); - float nv = dot(n, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = lit*scol*light_col.rgb*spec.rgb; - col += speccol; - - float cur_glare = max(speccol.r, speccol.g); - cur_glare = max(cur_glare, speccol.b); - glare = max(glare, speccol.r); - glare += max(cur_glare, 0.0); - //col += spec.rgb; - } - } - } - - return max(col, vec3(0.0,0.0,0.0)); - -} - -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec3 getPositionEye() -{ - return vary_PositionEye; -} -vec3 getSunlitColor() -{ - return vary_SunlitColor; -} -vec3 getAmblitColor() -{ - return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ - return vary_AtmosAttenuation; -} - -void setPositionEye(vec3 v) -{ - vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ - vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ - vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ - vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ - vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - - vec3 P = inPositionEye; - setPositionEye(P); - - vec3 tmpLightnorm = lightnorm.xyz; - - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - //I had thought blue_density and haze_density should have equal weighting, - //but attenuation due to haze_density tends to seem too strong - - temp1 = blue_density + vec4(haze_density); - blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density) / temp1; - - //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier); - - //final atmosphere attenuation factor - setAtmosAttenuation(temp1.rgb); - - //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .03); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function - - //add "minimum anti-solar illumination" - temp2.x += .25; - - //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; - - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); - */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - - //haze color - setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - + tmpAmbient))); - - //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(2.2)) * 2.2); - setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(2.2)) * 2.2); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(2.2)) * 2.2); -} - -vec3 atmosLighting(vec3 light) -{ - light *= getAtmosAttenuation().r; - light += getAdditiveColor(); - return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { - light *= getAtmosAttenuation().r; - light += getAdditiveColor() * 2.0; - return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} - -vec3 atmosAmbient(vec3 light) -{ - return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f)); -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity); -} - -vec3 scaleSoftClip(vec3 light) -{ - //soft clip effect: - vec3 zeroes = vec3(0.0f, 0.0f, 0.0f); - vec3 ones = vec3(1.0f, 1.0f, 1.0f); - - light = ones - clamp(light, zeroes, ones); - light = ones - pow(light, gamma.xxx); - - return light; -} - -vec3 fullbrightAtmosTransport(vec3 light) { - float brightness = dot(light.rgb, vec3(0.33333)); - - return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} - -vec3 fullbrightScaleSoftClip(vec3 light) -{ - //soft clip effect: - return light; -} - -#else -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif -#endif - -uniform sampler2D diffuseMap; - -#if HAS_NORMAL_MAP -uniform sampler2D bumpMap; -#endif - -#if HAS_SPECULAR_MAP -uniform sampler2D specularMap; - -VARYING vec2 vary_texcoord2; -#endif - -uniform float env_intensity; -uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) -uniform float minimum_alpha; -#endif - -#if HAS_NORMAL_MAP -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; -VARYING vec2 vary_texcoord1; -#else -VARYING vec3 vary_normal; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} -#endif - -void main() -{ - vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); - diffcol.rgb *= vertex_color.rgb; - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) - if (diffcol.a < minimum_alpha) - { - discard; - } -#endif - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec3 old_diffcol = diffcol.rgb; - diffcol.rgb = pow(diffcol.rgb, vec3(2.2)); -#endif - -#if HAS_SPECULAR_MAP - vec4 spec = texture2D(specularMap, vary_texcoord2.xy); - spec.rgb *= specular_color.rgb; -#else - vec4 spec = vec4(specular_color.rgb, 1.0); -#endif - -#if HAS_NORMAL_MAP - vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); - - norm.xyz = norm.xyz * 2 - 1; - - vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), - dot(norm.xyz,vary_mat1), - dot(norm.xyz,vary_mat2)); -#else - vec4 norm = vec4(0,0,0,1.0); - vec3 tnorm = vary_normal; -#endif - - norm.xyz = tnorm; - norm.xyz = normalize(norm.xyz); - - vec4 final_color = diffcol; - -#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) - final_color.a = emissive_brightness; -#else - final_color.a = max(final_color.a, emissive_brightness); -#endif - - vec4 final_specular = spec; -#if HAS_SPECULAR_MAP - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); - final_specular.a = specular_color.a * norm.a; -#else - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); - final_specular.a = specular_color.a; -#endif - - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - //forward rendering, output just lit RGBA - vec3 pos = vary_position; - -#if HAS_SUN_SHADOW - float shadow = 0.0; - - vec4 spos = vec4(pos,1.0); - - if (spos.z > -shadow_clip.w) - { - vec4 lpos; - - vec4 near_split = shadow_clip*-0.75; - vec4 far_split = shadow_clip*-1.25; - vec4 transition_domain = near_split-far_split; - float weight = 0.0; - - if (spos.z < near_split.z) - { - lpos = shadow_matrix[3]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos)*w; - weight += w; - shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); - } - - if (spos.z < near_split.y && spos.z > far_split.z) - { - lpos = shadow_matrix[2]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; - w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos)*w; - weight += w; - } - - if (spos.z < near_split.x && spos.z > far_split.y) - { - lpos = shadow_matrix[1]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; - w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos)*w; - weight += w; - } - - if (spos.z > far_split.x) - { - lpos = shadow_matrix[0]*spos; - - float w = 1.0; - w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - - shadow += pcfShadow(shadowMap0, lpos)*w; - weight += w; - } - - - shadow /= weight; - } - else - { - shadow = 1.0; - } -#else - float shadow = 1.0; -#endif - - spec = final_specular; - vec4 diffuse = final_color; - float envIntensity = final_normal.z; - - vec3 col = vec3(0.0f,0.0f,0.0f); - - float bloom = 0.0; - calcAtmospherics(pos.xyz, 1.0); - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - float da =dot(norm.xyz, sun_dir.xyz); - float final_da = da; - final_da = min(final_da, shadow); - final_da = max(final_da, diffuse.a); - final_da = max(final_da, 0.0f); - - col.rgb = atmosAmbient(col); - - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0-ambient); - - col.rgb *= ambient; - - col.rgb = col.rgb + atmosAffectDirectionalLight(final_da * 2.6); - col.rgb *= diffuse.rgb; - - - float glare = 0.0; - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - - glare = max(spec_contrib.r, spec_contrib.g); - glare = max(glare, spec_contrib.b); - - col += spec_contrib; - } - - col = mix(col.rgb, old_diffcol.rgb, diffuse.a); - - if (envIntensity > 0.0) - { - //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - float exponent = mix(2.2, 1.0, diffuse.a); - - vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent; - - col = mix(col.rgb, refcol, - envIntensity); - - float cur_glare = max(refcol.r, refcol.g); - cur_glare = max(cur_glare, refcol.b); - cur_glare *= envIntensity*4.0; - glare += cur_glare; - } - - float exponent = mix(1.0, 2.2, diffuse.a); - col = pow(col, vec3(exponent)); - - - col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); - col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); - - - vec3 npos = normalize(-pos.xyz); - - #define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - - col.rgb = pow(col.rgb, vec3(1.0/2.2)); - - frag_color.rgb = col.rgb; - glare = min(glare, 1.0); - frag_color.a = max(diffcol.a,glare)*vertex_color.a; - -#else - frag_data[0] = final_color; - frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. - frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. -#endif -} +/** + * @file materialF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#define DIFFUSE_ALPHA_MODE_IGNORE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +uniform float emissive_brightness; + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +#if HAS_SUN_SHADOW + +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 shadow_res; +uniform float shadow_bias; + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias; + + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + + float cs = shadow2D(shadowMap, stc.xyz).x; + float shadow = cs; + + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + + return shadow*0.2; +} + +#endif + +uniform samplerCube environmentMap; +uniform sampler2D lightFunc; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +//uniform vec4 camPosWorld; +uniform vec4 gamma; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; +uniform vec4 glow; +uniform float scene_light_strength; +uniform mat3 env_mat; +uniform mat3 ssao_effect_mat; + +uniform vec3 sun_dir; +VARYING vec2 vary_fragcoord; + +VARYING vec3 vary_position; + +vec3 vary_PositionEye; + +vec3 vary_SunlitColor; +vec3 vary_AmblitColor; +vec3 vary_AdditiveColor; +vec3 vary_AtmosAttenuation; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + +vec3 calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return vec3(a,a,a); +} + + +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare) +{ + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float d = length(lv); + + float da = 1.0; + + vec3 col = vec3(0,0,0); + + if (d > 0.0 && la > 0.0 && fa > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist = d/la; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 1.4; + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= max(dot(n, lv), 0.0); + + float lit = max(da * dist_atten, 0.0); + + col = light_col*lit*diffuse; + + if (spec.a > 0.0) + { + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv+npos); + float nh = dot(n, h); + float nv = dot(n, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); + vec3 speccol = lit*scol*light_col.rgb*spec.rgb; + col += speccol; + + float cur_glare = max(speccol.r, speccol.g); + cur_glare = max(cur_glare, speccol.b); + glare = max(glare, speccol.r); + glare += max(cur_glare, 0.0); + //col += spec.rgb; + } + } + } + + return max(col, vec3(0.0,0.0,0.0)); + +} + +vec4 getPosition_d(vec2 pos_screen, float depth) +{ + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +vec3 getPositionEye() +{ + return vary_PositionEye; +} +vec3 getSunlitColor() +{ + return vary_SunlitColor; +} +vec3 getAmblitColor() +{ + return vary_AmblitColor; +} +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ + return vary_AtmosAttenuation; +} + +void setPositionEye(vec3 v) +{ + vary_PositionEye = v; +} + +void setSunlitColor(vec3 v) +{ + vary_SunlitColor = v; +} + +void setAmblitColor(vec3 v) +{ + vary_AmblitColor = v; +} + +void setAdditiveColor(vec3 v) +{ + vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ + vary_AtmosAttenuation = v; +} + +void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + + vec3 P = inPositionEye; + setPositionEye(P); + + vec3 tmpLightnorm = lightnorm.xyz; + + vec3 Pn = normalize(P); + float Plen = length(P); + + vec4 temp1 = vec4(0); + vec3 temp2 = vec3(0); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + //sunlight attenuation effect (hue and brightness) due to atmosphere + //this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + //I had thought blue_density and haze_density should have equal weighting, + //but attenuation due to haze_density tends to seem too strong + + temp1 = blue_density + vec4(haze_density); + blue_weight = blue_density / temp1; + haze_weight = vec4(haze_density) / temp1; + + //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) + temp2.y = max(0.0, tmpLightnorm.y); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // main atmospheric scattering line integral + temp2.z = Plen * density_multiplier; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z * distance_multiplier); + + //final atmosphere attenuation factor + setAtmosAttenuation(temp1.rgb); + + //compute haze glow + //(can use temp2.x as temp because we haven't used it yet) + temp2.x = dot(Pn, tmpLightnorm.xyz); + temp2.x = 1. - temp2.x; + //temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .03); //was glow.y + //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + //higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + //glow.z should be negative, so we're doing a sort of (1 / "angle") function + + //add "minimum anti-solar illumination" + temp2.x += .25; + + //increase ambient when there are more clouds + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; + + /* decrease value and saturation (that in HSV, not HSL) for occluded areas + * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html + * // The following line of code performs the equivalent of: + * float ambAlpha = tmpAmbient.a; + * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis + * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); + * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); + */ + tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + + //haze color + setAdditiveColor( + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + + tmpAmbient))); + + //brightness of surface both sunlight and ambient + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); +} + +vec3 atmosLighting(vec3 light) +{ + light *= getAtmosAttenuation().r; + light += getAdditiveColor(); + return (2.0 * light); +} + +vec3 atmosTransport(vec3 light) { + light *= getAtmosAttenuation().r; + light += getAdditiveColor() * 2.0; + return light; +} +vec3 atmosGetDiffuseSunlightColor() +{ + return getSunlitColor(); +} + +vec3 scaleDownLight(vec3 light) +{ + return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength)); +} + +vec3 scaleUpLight(vec3 light) +{ + return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength)); +} + +vec3 atmosAmbient(vec3 light) +{ + return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f)); +} + +vec3 atmosAffectDirectionalLight(float lightIntensity) +{ + return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity); +} + +vec3 scaleSoftClip(vec3 light) +{ + //soft clip effect: + vec3 zeroes = vec3(0.0f, 0.0f, 0.0f); + vec3 ones = vec3(1.0f, 1.0f, 1.0f); + + light = ones - clamp(light, zeroes, ones); + light = ones - pow(light, gamma.xxx); + + return light; +} + +vec3 fullbrightAtmosTransport(vec3 light) { + float brightness = dot(light.rgb, vec3(0.33333)); + + return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); +} + +vec3 fullbrightScaleSoftClip(vec3 light) +{ + //soft clip effect: + return light; +} + +#else +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif +#endif + +uniform sampler2D diffuseMap; + +#if HAS_NORMAL_MAP +uniform sampler2D bumpMap; +#endif + +#if HAS_SPECULAR_MAP +uniform sampler2D specularMap; + +VARYING vec2 vary_texcoord2; +#endif + +uniform float env_intensity; +uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) +uniform float minimum_alpha; +#endif + +#if HAS_NORMAL_MAP +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; +VARYING vec2 vary_texcoord1; +#else +VARYING vec3 vary_normal; +#endif + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +#ifdef SINGLE_FP_ONLY +vec2 encode_normal(vec3 n) +{ + vec2 sn; + sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); + return sn; +} + +vec3 decode_normal (vec2 enc) +{ + vec3 n; + n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); + n.z = sqrt(1.0f - dot(n.xy,n.xy)); + return n; +} +#else +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} +#endif + +void main() +{ + vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); + diffcol.rgb *= vertex_color.rgb; + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) + if (diffcol.a < minimum_alpha) + { + discard; + } +#endif + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + vec3 old_diffcol = diffcol.rgb; + diffcol.rgb = pow(diffcol.rgb, vec3(2.2)); +#endif + +#if HAS_SPECULAR_MAP + vec4 spec = texture2D(specularMap, vary_texcoord2.xy); + spec.rgb *= specular_color.rgb; +#else + vec4 spec = vec4(specular_color.rgb, 1.0); +#endif + +#if HAS_NORMAL_MAP + vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); + + norm.xyz = norm.xyz * 2 - 1; + + vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), + dot(norm.xyz,vary_mat1), + dot(norm.xyz,vary_mat2)); +#else + vec4 norm = vec4(0,0,0,1.0); + vec3 tnorm = vary_normal; +#endif + + norm.xyz = tnorm; + norm.xyz = normalize(norm.xyz); + + vec4 final_color = diffcol; + +#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) + final_color.a = emissive_brightness; +#else + final_color.a = max(final_color.a, emissive_brightness); +#endif + + vec4 final_specular = spec; +#if HAS_SPECULAR_MAP + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); + final_specular.a = specular_color.a * norm.a; +#else + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); + final_specular.a = specular_color.a; +#endif + + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + //forward rendering, output just lit RGBA + vec3 pos = vary_position; + +#if HAS_SUN_SHADOW + float shadow = 0.0; + + vec4 spos = vec4(pos,1.0); + + if (spos.z > -shadow_clip.w) + { + vec4 lpos; + + vec4 near_split = shadow_clip*-0.75; + vec4 far_split = shadow_clip*-1.25; + vec4 transition_domain = near_split-far_split; + float weight = 0.0; + + if (spos.z < near_split.z) + { + lpos = shadow_matrix[3]*spos; + + float w = 1.0; + w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; + shadow += pcfShadow(shadowMap3, lpos)*w; + weight += w; + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + + if (spos.z < near_split.y && spos.z > far_split.z) + { + lpos = shadow_matrix[2]*spos; + + float w = 1.0; + w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; + w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; + shadow += pcfShadow(shadowMap2, lpos)*w; + weight += w; + } + + if (spos.z < near_split.x && spos.z > far_split.y) + { + lpos = shadow_matrix[1]*spos; + + float w = 1.0; + w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; + w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; + shadow += pcfShadow(shadowMap1, lpos)*w; + weight += w; + } + + if (spos.z > far_split.x) + { + lpos = shadow_matrix[0]*spos; + + float w = 1.0; + w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; + + shadow += pcfShadow(shadowMap0, lpos)*w; + weight += w; + } + + + shadow /= weight; + } + else + { + shadow = 1.0; + } +#else + float shadow = 1.0; +#endif + + spec = final_specular; + vec4 diffuse = final_color; + float envIntensity = final_normal.z; + + vec3 col = vec3(0.0f,0.0f,0.0f); + + float bloom = 0.0; + calcAtmospherics(pos.xyz, 1.0); + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + + float da =dot(norm.xyz, sun_dir.xyz); + float final_da = da; + final_da = min(final_da, shadow); + final_da = max(final_da, diffuse.a); + final_da = max(final_da, 0.0f); + + col.rgb = atmosAmbient(col); + + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0-ambient); + + col.rgb *= ambient; + + col.rgb = col.rgb + atmosAffectDirectionalLight(pow(final_da, 1.0/1.3)); + col.rgb *= old_diffcol.rgb; + + + float glare = 0.0; + + if (spec.a > 0.0) // specular reflection + { + // the old infinite-sky shiny reflection + // + + float sa = dot(refnormpersp, sun_dir.xyz); + vec3 dumbshiny = vary_SunlitColor*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib) / 6; + + glare = max(spec_contrib.r, spec_contrib.g); + glare = max(glare, spec_contrib.b); + + col += spec_contrib; + } + + col = mix(col.rgb, old_diffcol.rgb, diffuse.a); + + if (envIntensity > 0.0) + { + //add environmentmap + vec3 env_vec = env_mat * refnormpersp; + + vec3 refcol = textureCube(environmentMap, env_vec).rgb; + + col = mix(col.rgb, refcol, + envIntensity); + + float cur_glare = max(refcol.r, refcol.g); + cur_glare = max(cur_glare, refcol.b); + cur_glare *= envIntensity*4.0; + glare += cur_glare; + } + + col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); + col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + + //convert to linear space before adding local lights + col = pow(col, vec3(2.2)); + + + vec3 npos = normalize(-pos.xyz); + + #define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + + //convert to gamma space for display on screen + col.rgb = pow(col.rgb, vec3(1.0/2.2)); + + frag_color.rgb = col.rgb; + glare = min(glare, 1.0); + frag_color.a = max(diffcol.a,glare)*vertex_color.a; + +#else + frag_data[0] = final_color; + frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. + frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. +#endif +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index b35ba549f6..7a79668d65 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -127,9 +127,9 @@ void main() bool light_contrib = (i < light_count); vec3 lv = light[i].xyz-pos; - float dist2 = dot(lv,lv); - dist2 /= light[i].w; - if (dist2 > 1.0) + float dist = length(lv); + dist /= light[i].w; + if (dist > 1.0) { light_contrib = false; } @@ -146,10 +146,9 @@ void main() da = dot(norm, lv); float fa = light_col[i].a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten* 1.4; - dist_atten = pow(dist_atten, 2.2) * 2.2; - dist_atten *= noise; float lit = da * dist_atten; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index e99d7ee626..f53bba08c9 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -67,38 +67,38 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} +#ifdef SINGLE_FP_ONLY +vec2 encode_normal(vec3 n) +{ + vec2 sn; + sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); + return sn; +} + +vec3 decode_normal (vec2 enc) +{ + vec3 n; + n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); + n.z = sqrt(1.0f - dot(n.xy,n.xy)); + return n; +} +#else +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} #endif vec4 correctWithGamma(vec4 col) @@ -177,9 +177,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -201,8 +201,10 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 1.4; + if (dist_atten <= 0.0) { discard; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 77d59c6ecf..0118296f11 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -54,38 +54,38 @@ uniform vec2 screen_res; uniform mat4 inv_proj; uniform vec4 viewport; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} +#ifdef SINGLE_FP_ONLY +vec2 encode_normal(vec3 n) +{ + vec2 sn; + sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); + return sn; +} + +vec3 decode_normal (vec2 enc) +{ + vec3 n; + n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); + n.z = sqrt(1.0f - dot(n.xy,n.xy)); + return n; +} +#else +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} #endif vec4 getPosition(vec2 pos_screen) @@ -110,9 +110,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -133,8 +133,10 @@ void main() vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; float fa = falloff+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 1.4; + float lit = da * dist_atten * noise; col = color.rgb*lit*col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index 9491421236..a5625fbc16 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -37,7 +37,7 @@ VARYING vec3 trans_center; void main() { //transform vertex - vec3 p = position*sqrt(size)+center; + vec3 p = position*size+center; vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0); vary_fragcoord = pos; trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 3cfa7f2334..08583ad0f2 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -248,9 +248,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); - setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); } vec3 atmosLighting(vec3 light) @@ -325,9 +325,13 @@ void main() norm.xyz = decode_normal(norm.xy); // unpack norm float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + da = pow(da, 1.0/1.3); vec4 diffuse = texture2DRect(diffuseRect, tc); - + + //convert to gamma space + diffuse.rgb = pow(diffuse.rgb, vec3(1.0/2.2)); + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 col; float bloom = 0.0; @@ -342,7 +346,7 @@ void main() col.rgb *= ambient; - col += atmosAffectDirectionalLight(max(min(da, 1.0) * 2.8, 0.0)); + col += atmosAffectDirectionalLight(max(min(da, 1.0), 0.0)); col *= diffuse.rgb; @@ -372,10 +376,8 @@ void main() vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(pow(col.rgb, vec3(1.0/2.2)), refcol, + col = mix(col.rgb, refcol, envIntensity); - - col = pow(col, vec3(2.2)); } if (norm.w < 0.5) @@ -384,6 +386,8 @@ void main() col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } + col = pow(col, vec3(2.2)); + //col = vec3(1,0,1); //col.g = envIntensity; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 4e1add3e56..72476a4ed0 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -65,38 +65,38 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} +#ifdef SINGLE_FP_ONLY +vec2 encode_normal(vec3 n) +{ + vec2 sn; + sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); + return sn; +} + +vec3 decode_normal (vec2 enc) +{ + vec3 n; + n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); + n.z = sqrt(1.0f - dot(n.xy,n.xy)); + return n; +} +#else +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} #endif vec4 correctWithGamma(vec4 col) @@ -175,9 +175,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -199,8 +199,10 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 1.4; + if (dist_atten <= 0.0) { discard; @@ -279,10 +281,7 @@ void main() //col += spec.rgb; } } - - - - + if (envIntensity > 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 2300487a90..527d72a1cd 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -68,38 +68,38 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} +#ifdef SINGLE_FP_ONLY +vec2 encode_normal(vec3 n) +{ + vec2 sn; + sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); + return sn; +} + +vec3 decode_normal (vec2 enc) +{ + vec3 n; + n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); + n.z = sqrt(1.0f - dot(n.xy,n.xy)); + return n; +} +#else +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} #endif vec4 correctWithGamma(vec4 col) @@ -179,9 +179,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -215,8 +215,9 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 1.4; if (dist_atten <= 0.0) { discard; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index eb83fab6b5..67bac1f7c2 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -254,9 +254,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); + /*setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma);*/ + + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); } vec3 atmosLighting(vec3 light) @@ -332,7 +336,14 @@ void main() float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + float light_gamma = 1.0/1.3; + da = pow(da, light_gamma); + + vec4 diffuse = texture2DRect(diffuseRect, tc); + + //convert to gamma space + diffuse.rgb = pow(diffuse.rgb, vec3(1.0/2.2)); vec3 col; float bloom = 0.0; @@ -340,7 +351,12 @@ void main() vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); + float scol = max(scol_ambocc.r, diffuse.a); + + + float ambocc = scol_ambocc.g; calcAtmospherics(pos.xyz, ambocc); @@ -353,7 +369,7 @@ void main() col.rgb *= ambient; - col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, 0.0)); + col += atmosAffectDirectionalLight(max(min(da, scol), 0.0)); col *= diffuse.rgb; @@ -374,28 +390,27 @@ void main() } - col = mix(col.rgb, diffuse.rgb, diffuse.a); - + col = mix(col, diffuse.rgb, diffuse.a); + if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(pow(col.rgb, vec3(1.0/2.2)), refcol, + col = mix(col.rgb, refcol, envIntensity); - col = pow(col, vec3(2.2)); - } - + if (norm.w < 0.5) { col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } + col = pow(col, vec3(2.2)); + //col = vec3(1,0,1); //col.g = envIntensity; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 9e062e46d7..f9560ea992 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -68,38 +68,38 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} +#ifdef SINGLE_FP_ONLY +vec2 encode_normal(vec3 n) +{ + vec2 sn; + sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); + return sn; +} + +vec3 decode_normal (vec2 enc) +{ + vec3 n; + n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); + n.z = sqrt(1.0f - dot(n.xy,n.xy)); + return n; +} +#else +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} #endif vec4 correctWithGamma(vec4 col) @@ -178,9 +178,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -212,8 +212,10 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 1.4; + if (dist_atten <= 0.0) { discard; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 334baad8b4..7b09dd29dd 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -65,38 +65,38 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} +#ifdef SINGLE_FP_ONLY +vec2 encode_normal(vec3 n) +{ + vec2 sn; + sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); + return sn; +} + +vec3 decode_normal (vec2 enc) +{ + vec3 n; + n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); + n.z = sqrt(1.0f - dot(n.xy,n.xy)); + return n; +} +#else +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} #endif vec4 getPosition(vec2 pos_screen) diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 8fd06c7e2f..d174805cc0 100755 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -54,7 +54,6 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; -uniform float global_gamma; void calcAtmospherics(vec3 inPositionEye) { @@ -132,9 +131,9 @@ void calcAtmospherics(vec3 inPositionEye) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); - setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); // vary_SunlitColor = vec3(0); // vary_AmblitColor = vec3(0); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index b5fbf08786..9a4a233b54 100755 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1401,7 +1401,8 @@ void LLPipeline::createLUTBuffers() LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R16F, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false); //LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_UNSIGNED_BYTE, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, ls, false); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); delete [] ls; } @@ -5825,9 +5826,9 @@ void LLPipeline::setupAvatarLights(BOOL for_edit) if (LLPipeline::sRenderDeferred) { - diffuse.mV[0] = powf(diffuse.mV[0], 2.2f); + /*diffuse.mV[0] = powf(diffuse.mV[0], 2.2f); diffuse.mV[1] = powf(diffuse.mV[1], 2.2f); - diffuse.mV[2] = powf(diffuse.mV[2], 2.2f); + diffuse.mV[2] = powf(diffuse.mV[2], 2.2f);*/ } mHWLightColors[1] = diffuse; @@ -5872,9 +5873,9 @@ void LLPipeline::setupAvatarLights(BOOL for_edit) if (LLPipeline::sRenderDeferred) { - backlight_diffuse.mV[0] = powf(backlight_diffuse.mV[0], 2.2f); + /*backlight_diffuse.mV[0] = powf(backlight_diffuse.mV[0], 2.2f); backlight_diffuse.mV[1] = powf(backlight_diffuse.mV[1], 2.2f); - backlight_diffuse.mV[2] = powf(backlight_diffuse.mV[2], 2.2f); + backlight_diffuse.mV[2] = powf(backlight_diffuse.mV[2], 2.2f);*/ } mHWLightColors[1] = backlight_diffuse; @@ -6086,9 +6087,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) if (LLPipeline::sRenderDeferred) { - light_diffuse.mV[0] = powf(light_diffuse.mV[0], 2.2f); + /*light_diffuse.mV[0] = powf(light_diffuse.mV[0], 2.2f); light_diffuse.mV[1] = powf(light_diffuse.mV[1], 2.2f); - light_diffuse.mV[2] = powf(light_diffuse.mV[2], 2.2f); + light_diffuse.mV[2] = powf(light_diffuse.mV[2], 2.2f);*/ } mHWLightColors[0] = light_diffuse; @@ -6161,9 +6162,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) if (LLPipeline::sRenderDeferred) { - light_color.mV[0] = powf(light_color.mV[0], 2.2f); + /*light_color.mV[0] = powf(light_color.mV[0], 2.2f); light_color.mV[1] = powf(light_color.mV[1], 2.2f); - light_color.mV[2] = powf(light_color.mV[2], 2.2f); + light_color.mV[2] = powf(light_color.mV[2], 2.2f);*/ } mHWLightColors[cur_light] = light_color; @@ -6176,7 +6177,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) if (sRenderDeferred) { F32 size = light_radius*1.5f; - light_state->setLinearAttenuation(size*size); + light_state->setLinearAttenuation(size); light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f); } else @@ -6241,9 +6242,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) if (LLPipeline::sRenderDeferred) { - light_color.mV[0] = powf(light_color.mV[0], 2.2f); + /*light_color.mV[0] = powf(light_color.mV[0], 2.2f); light_color.mV[1] = powf(light_color.mV[1], 2.2f); - light_color.mV[2] = powf(light_color.mV[2], 2.2f); + light_color.mV[2] = powf(light_color.mV[2], 2.2f);*/ } mHWLightColors[2] = light_color; @@ -8489,7 +8490,7 @@ void LLPipeline::renderDeferredLighting() LLFastTimer ftm(FTM_LOCAL_LIGHTS); gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); - gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); gGL.syncMatrices(); @@ -8510,7 +8511,7 @@ void LLPipeline::renderDeferredLighting() glh::vec3f tc(c); mat.mult_matrix_vec(tc); - fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s*s)); + fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f)); } } @@ -8543,12 +8544,12 @@ void LLPipeline::renderDeferredLighting() setupSpotLight(gDeferredSpotLightProgram, drawablep); LLColor3 col = volume->getLightColor(); - col.mV[0] = powf(col.mV[0], 2.2f); + /*col.mV[0] = powf(col.mV[0], 2.2f); col.mV[1] = powf(col.mV[1], 2.2f); - col.mV[2] = powf(col.mV[2], 2.2f); + col.mV[2] = powf(col.mV[2], 2.2f);*/ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); - gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); gGL.syncMatrices(); @@ -8595,11 +8596,11 @@ void LLPipeline::renderDeferredLighting() col[count] = light_colors.front(); light_colors.pop_front(); - col[count].mV[0] = powf(col[count].mV[0], 2.2f); + /*col[count].mV[0] = powf(col[count].mV[0], 2.2f); col[count].mV[1] = powf(col[count].mV[1], 2.2f); - col[count].mV[2] = powf(col[count].mV[2], 2.2f); + col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/ - far_z = llmin(light[count].mV[2]-sqrtf(light[count].mV[3]), far_z); + far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z); //col[count] = pow4fsrgb(col[count], 2.2f); count++; if (count == max_count || fullscreen_lights.empty()) @@ -8642,12 +8643,12 @@ void LLPipeline::renderDeferredLighting() LLColor3 col = volume->getLightColor(); - col.mV[0] = powf(col.mV[0], 2.2f); + /*col.mV[0] = powf(col.mV[0], 2.2f); col.mV[1] = powf(col.mV[1], 2.2f); - col.mV[2] = powf(col.mV[2], 2.2f); + col.mV[2] = powf(col.mV[2], 2.2f);*/ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); - gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); -- cgit v1.2.3 From ccd04cd66c0a550694fefe41042ef47466780a92 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 18 Jun 2013 17:24:21 -0500 Subject: Occlusion culling overhaul. --- indra/llmath/llvolume.cpp | 3 - indra/llrender/llglslshader.cpp | 65 ++++++++ indra/llrender/llglslshader.h | 7 + indra/llrender/llrendertarget.cpp | 36 ++++- indra/llrender/llrendertarget.h | 6 + indra/newview/app_settings/settings.xml | 3 +- .../shaders/class1/deferred/blurLightF.glsl | 94 +++++------ .../shaders/class1/interface/downsampleDepthF.glsl | 67 ++++++++ .../class1/interface/downsampleDepthRectF.glsl | 67 ++++++++ .../shaders/class1/interface/downsampleDepthV.glsl | 59 +++++++ indra/newview/llmeshrepository.cpp | 1 + indra/newview/llspatialpartition.cpp | 180 +++++++++++++++++++-- indra/newview/llviewerdisplay.cpp | 3 +- indra/newview/llviewershadermgr.cpp | 24 +++ indra/newview/llviewershadermgr.h | 4 +- indra/newview/llvovolume.cpp | 7 +- indra/newview/pipeline.cpp | 145 +++++++++++++++-- indra/newview/pipeline.h | 10 +- 18 files changed, 699 insertions(+), 82 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl (limited to 'indra') diff --git a/indra/llmath/llvolume.cpp b/indra/llmath/llvolume.cpp index a8f4c52c5c..14cebfe5aa 100755 --- a/indra/llmath/llvolume.cpp +++ b/indra/llmath/llvolume.cpp @@ -7277,9 +7277,6 @@ void CalculateTangentArray(U32 vertexCount, const LLVector4a *vertex, const LLVe const LLVector4a& t = tan1[a]; - llassert(tan1[a].getLength3().getF32() >= 0.f); - llassert(tan2[a].getLength3().getF32() >= 0.f); - LLVector4a ncrosst; ncrosst.setCross3(n,t); diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 62191b4c1a..ac16e30796 100755 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -149,6 +149,9 @@ void LLGLSLShader::clearStats() mTimeElapsed = 0; mSamplesDrawn = 0; mDrawCalls = 0; + mTextureStateFetched = false; + mTextureMagFilter.clear(); + mTextureMinFilter.clear(); } void LLGLSLShader::dumpStats() @@ -161,6 +164,16 @@ void LLGLSLShader::dumpStats() { llinfos << mShaderFiles[i].first << llendl; } + for (U32 i = 0; i < mTexture.size(); ++i) + { + GLint idx = mTexture[i]; + + if (idx >= 0) + { + GLint uniform_idx = getUniformLocation(i); + llinfos << mUniformNameMap[uniform_idx] << " - " << std::hex << mTextureMagFilter[i] << "/" << mTextureMinFilter[i] << std::dec << llendl; + } + } llinfos << "=============================================" << llendl; F32 ms = mTimeElapsed/1000000.f; @@ -211,6 +224,39 @@ void LLGLSLShader::placeProfileQuery() glGenQueriesARB(1, &mTimerQuery); } + if (!mTextureStateFetched) + { + mTextureStateFetched = true; + mTextureMagFilter.resize(mTexture.size()); + mTextureMinFilter.resize(mTexture.size()); + + U32 cur_active = gGL.getCurrentTexUnitIndex(); + + for (U32 i = 0; i < mTexture.size(); ++i) + { + GLint idx = mTexture[i]; + + if (idx >= 0) + { + gGL.getTexUnit(idx)->activate(); + + U32 mag = 0xFFFFFFFF; + U32 min = 0xFFFFFFFF; + + U32 type = LLTexUnit::getInternalType(gGL.getTexUnit(idx)->getCurrType()); + + glGetTexParameteriv(type, GL_TEXTURE_MAG_FILTER, (GLint*) &mag); + glGetTexParameteriv(type, GL_TEXTURE_MIN_FILTER, (GLint*) &min); + + mTextureMagFilter[i] = mag; + mTextureMinFilter[i] = min; + } + } + + gGL.getTexUnit(cur_active)->activate(); + } + + glBeginQueryARB(GL_SAMPLES_PASSED, 1); glBeginQueryARB(GL_TIME_ELAPSED, mTimerQuery); #endif @@ -573,6 +619,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector * uniforms) } mUniformMap[name] = location; + mUniformNameMap[location] = name; LL_DEBUGS("ShaderLoading") << "Uniform " << name << " is at location " << location << LL_ENDL; //find the index of this uniform @@ -635,6 +682,7 @@ BOOL LLGLSLShader::mapUniforms(const vector * uniforms) mActiveTextureChannels = 0; mUniform.clear(); mUniformMap.clear(); + mUniformNameMap.clear(); mTexture.clear(); mValue.clear(); //initialize arrays @@ -1152,6 +1200,23 @@ void LLGLSLShader::uniform1i(const string& uniform, GLint v) } } +void LLGLSLShader::uniform2i(const string& uniform, GLint i, GLint j) +{ + GLint location = getUniformLocation(uniform); + + if (location >= 0) + { + std::map::iterator iter = mValue.find(location); + LLVector4 vec(i,j,0.f,0.f); + if (iter == mValue.end() || shouldChange(iter->second,vec)) + { + glUniform2iARB(location, i, j); + mValue[location] = vec; + } + } +} + + void LLGLSLShader::uniform1f(const string& uniform, GLfloat v) { GLint location = getUniformLocation(uniform); diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 3c775cde27..eabdb9fc92 100755 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -111,6 +111,7 @@ public: void uniform3fv(U32 index, U32 count, const GLfloat* v); void uniform4fv(U32 index, U32 count, const GLfloat* v); void uniform1i(const std::string& uniform, GLint i); + void uniform2i(const std::string& uniform, GLint i, GLint j); void uniform1f(const std::string& uniform, GLfloat v); void uniform2f(const std::string& uniform, GLfloat x, GLfloat y); void uniform3f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z); @@ -170,6 +171,7 @@ public: U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask()) std::vector mUniform; //lookup table of uniform enum to uniform location std::map mUniformMap; //lookup map of uniform name to uniform location + std::map mUniformNameMap; //lookup map of uniform location to uniform name std::map mValue; //lookup map of uniform location to last known value std::vector mTexture; S32 mTotalUniformSize; @@ -192,6 +194,11 @@ public: static U64 sTotalSamplesDrawn; U32 mDrawCalls; static U32 sTotalDrawCalls; + + bool mTextureStateFetched; + std::vector mTextureMagFilter; + std::vector mTextureMinFilter; + }; //UI shader (declared here so llui_libtest will link properly) diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index 5fb4fc8e52..752486fdde 100755 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -53,11 +53,23 @@ void check_framebuffer_status() bool LLRenderTarget::sUseFBO = false; U32 LLRenderTarget::sCurFBO = 0; + +extern S32 gGLViewport[4]; + +//HEY DAVE HOOK THESE UP +U32 LLRenderTarget::sCurResX = 0; +U32 LLRenderTarget::sCurResY = 0; + + +/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + LLRenderTarget::LLRenderTarget() : mResX(0), mResY(0), mFBO(0), mPreviousFBO(0), + mPreviousResX(0), + mPreviousResY(0), mDepth(0), mStencil(0), mUseDepth(false), @@ -390,13 +402,12 @@ void LLRenderTarget::bindTarget() { if (mFBO) { - mPreviousFBO = sCurFBO; - stop_glerror(); + mPreviousFBO = sCurFBO; glBindFramebuffer(GL_FRAMEBUFFER, mFBO); sCurFBO = mFBO; - + stop_glerror(); if (gGLManager.mHasDrawBuffers) { //setup multiple render targets @@ -418,7 +429,12 @@ void LLRenderTarget::bindTarget() stop_glerror(); } + mPreviousResX = sCurResX; + mPreviousResY = sCurResY; glViewport(0, 0, mResX, mResY); + sCurResX = mResX; + sCurResY = mResY; + sBoundTarget = this; } @@ -489,6 +505,20 @@ void LLRenderTarget::flush(bool fetch_depth) stop_glerror(); glBindFramebuffer(GL_FRAMEBUFFER, mPreviousFBO); sCurFBO = mPreviousFBO; + + if (mPreviousFBO) + { + glViewport(0, 0, mPreviousResX, mPreviousResY); + sCurResX = mPreviousResX; + sCurResY = mPreviousResY; + } + else + { + glViewport(gGLViewport[0],gGLViewport[1],gGLViewport[2],gGLViewport[3]); + sCurResX = gGLViewport[2]; + sCurResY = gGLViewport[3]; + } + stop_glerror(); } } diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h index 765a727b5b..66a9874a6b 100755 --- a/indra/llrender/llrendertarget.h +++ b/indra/llrender/llrendertarget.h @@ -63,6 +63,9 @@ public: static bool sUseFBO; static U32 sBytesAllocated; static U32 sCurFBO; + static U32 sCurResX; + static U32 sCurResY; + LLRenderTarget(); ~LLRenderTarget(); @@ -146,6 +149,9 @@ protected: std::vector mInternalFormat; U32 mFBO; U32 mPreviousFBO; + U32 mPreviousResX; + U32 mPreviousResY; + U32 mDepth; bool mStencil; bool mUseDepth; diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 12ca902c59..344079b640 100755 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7732,7 +7732,7 @@ Type S32 Value - 4 + 3 OctreeAlphaDistanceFactor @@ -8504,7 +8504,6 @@ Value 1.0 - RenderDeferredTreeShadowBias Comment diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 589ace086d..968a5f6b3d 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -46,11 +46,6 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 getKern(int i) -{ - return kern[i]; -} - vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).r; @@ -64,38 +59,38 @@ vec4 getPosition(vec2 pos_screen) return pos; } -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else -vec2 encode_normal(vec3 n) -{ - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ - vec2 fenc = enc*4-2; - float f = dot(fenc,fenc); - float g = sqrt(1-f/4); - vec3 n; - n.xy = fenc*g; - n.z = 1-f/2; - return n; -} +#ifdef SINGLE_FP_ONLY +vec2 encode_normal(vec3 n) +{ + vec2 sn; + sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); + return sn; +} + +vec3 decode_normal (vec2 enc) +{ + vec3 n; + n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); + n.z = sqrt(1.0f - dot(n.xy,n.xy)); + return n; +} +#else +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} #endif void main() @@ -110,7 +105,7 @@ void main() vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); - vec2 defined_weight = getKern(0).xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' + vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' vec4 col = defined_weight.xyxx * ccol; // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances @@ -120,28 +115,33 @@ void main() float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2) tc_mod -= floor(tc_mod); tc_mod *= 2.0; - tc += ( (tc_mod - 0.5) * getKern(1).z * dlt * 0.5 ); + tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); for (int i = 1; i < 4; i++) { - vec2 samptc = tc + getKern(i).z*dlt; - vec3 samppos = getPosition(samptc).xyz; + vec2 samptc = tc + kern[i].z*dlt; + vec3 samppos = getPosition(samptc).xyz; + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*getKern(i).xyxx; - defined_weight += getKern(i).xy; + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; + defined_weight += kern[i].xy; } } + for (int i = 1; i < 4; i++) { - vec2 samptc = tc - getKern(i).z*dlt; - vec3 samppos = getPosition(samptc).xyz; + vec2 samptc = tc - kern[i].z*dlt; + vec3 samppos = getPosition(samptc).xyz; + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*getKern(i).xyxx; - defined_weight += getKern(i).xy; + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; + defined_weight += kern[i].xy; } } diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl new file mode 100644 index 0000000000..6523a06d22 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl @@ -0,0 +1,67 @@ +/** + * @file debugF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D depthMap; + +uniform float delta; + +VARYING vec2 tc0; +VARYING vec2 tc1; +VARYING vec2 tc2; +VARYING vec2 tc3; +VARYING vec2 tc4; +VARYING vec2 tc5; +VARYING vec2 tc6; +VARYING vec2 tc7; +VARYING vec2 tc8; + +void main() +{ + vec4 depth1 = + vec4(texture2D(depthMap, tc0).r, + texture2D(depthMap, tc1).r, + texture2D(depthMap, tc2).r, + texture2D(depthMap, tc3).r); + + vec4 depth2 = + vec4(texture2D(depthMap, tc4).r, + texture2D(depthMap, tc5).r, + texture2D(depthMap, tc6).r, + texture2D(depthMap, tc7).r); + + depth1 = min(depth1, depth2); + float depth = min(depth1.x, depth1.y); + depth = min(depth, depth1.z); + depth = min(depth, depth1.w); + depth = min(depth, texture2D(depthMap, tc8).r); + + gl_FragDepth = depth; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl new file mode 100644 index 0000000000..2f89b8ed72 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl @@ -0,0 +1,67 @@ +/** + * @file debugF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2DRect depthMap; + +uniform float delta; + +VARYING vec2 tc0; +VARYING vec2 tc1; +VARYING vec2 tc2; +VARYING vec2 tc3; +VARYING vec2 tc4; +VARYING vec2 tc5; +VARYING vec2 tc6; +VARYING vec2 tc7; +VARYING vec2 tc8; + +void main() +{ + vec4 depth1 = + vec4(texture2DRect(depthMap, tc0).r, + texture2DRect(depthMap, tc1).r, + texture2DRect(depthMap, tc2).r, + texture2DRect(depthMap, tc3).r); + + vec4 depth2 = + vec4(texture2DRect(depthMap, tc4).r, + texture2DRect(depthMap, tc5).r, + texture2DRect(depthMap, tc6).r, + texture2DRect(depthMap, tc7).r); + + depth1 = min(depth1, depth2); + float depth = min(depth1.x, depth1.y); + depth = min(depth, depth1.z); + depth = min(depth, depth1.w); + depth = min(depth, texture2DRect(depthMap, tc8).r); + + gl_FragDepth = depth; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl new file mode 100644 index 0000000000..71d80911d6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl @@ -0,0 +1,59 @@ +/** + * @file debugV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +uniform vec2 screen_res; + +uniform vec2 delta; + +VARYING vec2 tc0; +VARYING vec2 tc1; +VARYING vec2 tc2; +VARYING vec2 tc3; +VARYING vec2 tc4; +VARYING vec2 tc5; +VARYING vec2 tc6; +VARYING vec2 tc7; +VARYING vec2 tc8; + +void main() +{ + gl_Position = vec4(position, 1.0); + + vec2 tc = (position.xy*0.5+0.5)*screen_res; + tc0 = tc+vec2(-delta.x,-delta.y); + tc1 = tc+vec2(0,-delta.y); + tc2 = tc+vec2(delta.x,-delta.y); + tc3 = tc+vec2(-delta.x,0); + tc4 = tc+vec2(0,0); + tc5 = tc+vec2(delta.x,0); + tc6 = tc+vec2(-delta.x,delta.y); + tc7 = tc+vec2(0,delta.y); + tc8 = tc+vec2(delta.x,delta.y); +} + diff --git a/indra/newview/llmeshrepository.cpp b/indra/newview/llmeshrepository.cpp index b47fe9d4b1..8d3539d297 100755 --- a/indra/newview/llmeshrepository.cpp +++ b/indra/newview/llmeshrepository.cpp @@ -1,3 +1,4 @@ + /** * @file llmeshrepository.cpp * @brief Mesh repository implementation. diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 78401020a6..941c578783 100755 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -1498,6 +1498,8 @@ BOOL LLSpatialGroup::rebound() if (mOctreeNode->getChildCount() == 1 && mOctreeNode->getElementCount() == 0) { LLSpatialGroup* group = (LLSpatialGroup*) mOctreeNode->getChild(0)->getListener(0); + + //rebound single child group->rebound(); //copy single child's bounding box @@ -1506,10 +1508,11 @@ BOOL LLSpatialGroup::rebound() mExtents[0] = group->mExtents[0]; mExtents[1] = group->mExtents[1]; + //treat this node as a "chute" to a deeper level of the tree group->setState(SKIP_FRUSTUM_CHECK); } else if (mOctreeNode->isLeaf()) - { //copy object bounding box if this is a leaf + { //copy object bounding box if this is a leaf boundObjects(TRUE, mExtents[0], mExtents[1]); mBounds[0] = mObjectBounds[0]; mBounds[1] = mObjectBounds[1]; @@ -1518,14 +1521,17 @@ BOOL LLSpatialGroup::rebound() { LLVector4a& newMin = mExtents[0]; LLVector4a& newMax = mExtents[1]; + + //get bounding box of first child LLSpatialGroup* group = (LLSpatialGroup*) mOctreeNode->getChild(0)->getListener(0); group->clearState(SKIP_FRUSTUM_CHECK); group->rebound(); + //initialize to first child newMin = group->mExtents[0]; newMax = group->mExtents[1]; - //first, rebound children + //rebound remaining children, expanding bounding box to encompass children for (U32 i = 1; i < mOctreeNode->getChildCount(); i++) { group = (LLSpatialGroup*) mOctreeNode->getChild(i)->getListener(0); @@ -2506,7 +2512,7 @@ void pushBufferVerts(LLVertexBuffer* buffer, U32 mask) } } -void pushBufferVerts(LLSpatialGroup* group, U32 mask) +void pushBufferVerts(LLSpatialGroup* group, U32 mask, bool push_alpha = true) { if (group->mSpatialPartition->mRenderByGroup) { @@ -2515,7 +2521,10 @@ void pushBufferVerts(LLSpatialGroup* group, U32 mask) LLDrawInfo* params = *(group->mDrawMap.begin()->second.begin()); LLRenderPass::applyModelMatrix(*params); - pushBufferVerts(group->mVertexBuffer, mask); + if (push_alpha) + { + pushBufferVerts(group->mVertexBuffer, mask); + } for (LLSpatialGroup::buffer_map_t::iterator i = group->mBufferMap.begin(); i != group->mBufferMap.end(); ++i) { @@ -2529,10 +2538,10 @@ void pushBufferVerts(LLSpatialGroup* group, U32 mask) } } } - else + /*else { - drawBox(group->mBounds[0], group->mBounds[1]); - } + //drawBox(group->mBounds[0], group->mBounds[1]); + }*/ } void pushVertsColorCoded(LLSpatialGroup* group, U32 mask) @@ -2705,17 +2714,53 @@ void renderOctree(LLSpatialGroup* group) // drawBoxOutline(LLVector3(node->getCenter()), LLVector3(node->getSize())); } +std::set visible_selected_groups; + void renderVisibility(LLSpatialGroup* group, LLCamera* camera) { - LLGLEnable blend(GL_BLEND); + /*LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ALPHA); LLGLEnable cull(GL_CULL_FACE); - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);*/ - BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && group->isVisible() && + /*BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && group->isVisible() && !group->isEmpty(); + if (render_objects) + { + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + + LLGLDisable blend(GL_BLEND); + gGL.diffuseColor4f(0.f, 0.75f, 0.f,0.5f); + pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX, false); + + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + glLineWidth(4.f); + gGL.diffuseColor4f(0.f, 0.5f, 0.f, 1.f); + pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX, false); + glLineWidth(1.f); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + bool selected = false; + + for (LLSpatialGroup::element_iter iter = group->getDataBegin(); iter != group->getDataEnd(); ++iter) + { + LLDrawable* drawable = *iter; + if (drawable->getVObj().notNull() && drawable->getVObj()->isSelected()) + { + selected = true; + break; + } + } + + if (selected) + { //store for rendering occlusion volume as overlay + visible_selected_groups.insert(group); + } + }*/ + + /*if (render_objects) { LLGLDepthTest depth_under(GL_TRUE, GL_FALSE, GL_GREATER); gGL.diffuseColor4f(0, 0.5f, 0, 0.5f); @@ -2740,6 +2785,59 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera) gGL.diffuseColor4f(0.f, 0.75f, 0.f,0.5f); gGL.diffuseColor4f(0.f, 0.75f, 0.f, 0.5f); pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX); + + bool selected = false; + + for (LLSpatialGroup::element_iter iter = group->getDataBegin(); iter != group->getDataEnd(); ++iter) + { + LLDrawable* drawable = *iter; + if (drawable->getVObj().notNull() && drawable->getVObj()->isSelected()) + { + selected = true; + break; + } + } + + if (selected) + { //store for rendering occlusion volume as overlay + visible_selected_groups.insert(group); + } + } + }*/ +} + +void renderXRay(LLSpatialGroup* group, LLCamera* camera) +{ + BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && group->isVisible() && + !group->isEmpty(); + + if (render_objects) + { + pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX, false); + + bool selected = false; + + for (LLSpatialGroup::element_iter iter = group->getDataBegin(); iter != group->getDataEnd(); ++iter) + { + LLDrawable* drawable = *iter; + if (drawable->getVObj().notNull() && drawable->getVObj()->isSelected()) + { + selected = true; + break; + } + } + + if (selected) + { //store for rendering occlusion volume as overlay + + if (!group->mSpatialPartition->isBridge()) + { + visible_selected_groups.insert(group); + } + else + { + visible_selected_groups.insert(group->mSpatialPartition->asBridge()->getSpatialGroup()); + } } } } @@ -4210,6 +4308,48 @@ public: } }; +class LLOctreeRenderXRay : public LLOctreeTraveler +{ +public: + LLCamera* mCamera; + LLOctreeRenderXRay(LLCamera* camera): mCamera(camera) {} + + virtual void traverse(const LLSpatialGroup::OctreeNode* node) + { + LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0); + + if (!mCamera || mCamera->AABBInFrustumNoFarClip(group->mBounds[0], group->mBounds[1])) + { + node->accept(this); + stop_glerror(); + + for (U32 i = 0; i < node->getChildCount(); i++) + { + traverse(node->getChild(i)); + stop_glerror(); + } + + //render visibility wireframe + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION)) + { + group->rebuildGeom(); + group->rebuildMesh(); + + gGL.flush(); + gGL.pushMatrix(); + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + renderXRay(group, mCamera); + stop_glerror(); + gGLLastMatrix = NULL; + gGL.popMatrix(); + } + } + } + + virtual void visit(const LLSpatialGroup::OctreeNode* node) {} + +}; class LLOctreeRenderPhysicsShapes : public LLOctreeTraveler { @@ -4437,6 +4577,26 @@ void LLSpatialPartition::renderDebug() LLOctreeRenderNonOccluded render_debug(camera); render_debug.traverse(mOctree); + + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION)) + { + { + LLGLEnable cull(GL_CULL_FACE); + + LLGLEnable blend(GL_BLEND); + LLGLDepthTest depth_under(GL_TRUE, GL_FALSE, GL_GREATER); + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + gGL.diffuseColor4f(0.5f, 0.0f, 0, 0.25f); + + LLGLEnable offset(GL_POLYGON_OFFSET_LINE); + glPolygonOffset(-1.f, -1.f); + + LLOctreeRenderXRay xray(camera); + xray.traverse(mOctree); + + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } + } if (LLGLSLShader::sNoFixedFunction) { gDebugProgram.unbind(); diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 9117bf1c01..23038e529b 100755 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -661,6 +661,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) static LLCullResult result; LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; + LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE; gPipeline.updateCull(*LLViewerCamera::getInstance(), result, water_clip); stop_glerror(); @@ -867,7 +868,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) //} LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE; - + LLGLState::checkStates(); LLGLState::checkClientArrays(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index b9e0847935..e24237522a 100755 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -93,6 +93,8 @@ LLGLSLShader gTwoTextureAddProgram; LLGLSLShader gOneTextureNoColorProgram; LLGLSLShader gDebugProgram; LLGLSLShader gClipProgram; +LLGLSLShader gDownsampleDepthProgram; +LLGLSLShader gDownsampleDepthRectProgram; LLGLSLShader gAlphaMaskProgram; //object shaders @@ -702,6 +704,8 @@ void LLViewerShaderMgr::unloadShaders() gOcclusionCubeProgram.unload(); gDebugProgram.unload(); gClipProgram.unload(); + gDownsampleDepthProgram.unload(); + gDownsampleDepthRectProgram.unload(); gAlphaMaskProgram.unload(); gUIProgram.unload(); gPathfindingProgram.unload(); @@ -3001,6 +3005,26 @@ BOOL LLViewerShaderMgr::loadShadersInterface() success = gClipProgram.createShader(NULL, NULL); } + if (success) + { + gDownsampleDepthProgram.mName = "DownsampleDepth Shader"; + gDownsampleDepthProgram.mShaderFiles.clear(); + gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB)); + gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDownsampleDepthProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gDownsampleDepthProgram.createShader(NULL, NULL); + } + + if (success) + { + gDownsampleDepthRectProgram.mName = "DownsampleDepthRect Shader"; + gDownsampleDepthRectProgram.mShaderFiles.clear(); + gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB)); + gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDownsampleDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gDownsampleDepthRectProgram.createShader(NULL, NULL); + } + if (success) { gAlphaMaskProgram.mName = "Alpha Mask Shader"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 8c7de05062..438853cd6f 100755 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -230,6 +230,8 @@ extern LLGLSLShader gSplatTextureRectProgram; extern LLGLSLShader gGlowCombineFXAAProgram; extern LLGLSLShader gDebugProgram; extern LLGLSLShader gClipProgram; +extern LLGLSLShader gDownsampleDepthProgram; +extern LLGLSLShader gDownsampleDepthRectProgram; //output tex0[tc0] + tex1[tc1] extern LLGLSLShader gTwoTextureAddProgram; @@ -322,6 +324,7 @@ extern LLGLSLShader gWLCloudProgram; extern LLGLSLShader gPostColorFilterProgram; extern LLGLSLShader gPostNightVisionProgram; + // Deferred rendering shaders extern LLGLSLShader gDeferredImpostorProgram; extern LLGLSLShader gDeferredWaterProgram; @@ -369,7 +372,6 @@ extern LLGLSLShader gDeferredSkinnedFullbrightShinyProgram; extern LLGLSLShader gDeferredSkinnedFullbrightProgram; extern LLGLSLShader gNormalMapGenProgram; - // Deferred materials shaders extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index bd3be5b9cf..f41057fd1f 100755 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3515,7 +3515,12 @@ F32 LLVOVolume::getBinRadius() } else if (mDrawable->isStatic()) { - radius = llmax((S32) mDrawable->getRadius(), 1)*size_factor; + F32 szf = size_factor; + + radius = llmax(mDrawable->getRadius(), szf); + + radius = powf(radius, 1.f+szf/radius); + radius *= 1.f + mDrawable->mDistanceWRTCamera * distance_factor[1]; radius += mDrawable->mDistanceWRTCamera * distance_factor[0]; } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 9a4a233b54..6efdf47ec5 100755 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -279,7 +279,7 @@ std::string gPoolNames[] = "POOL_ALPHA" }; -void drawBox(const LLVector3& c, const LLVector3& r); +void drawBox(const LLVector4a& c, const LLVector4a& r); void drawBoxOutline(const LLVector3& pos, const LLVector3& size); U32 nhpo2(U32 v); LLVertexBuffer* ll_create_cube_vb(U32 type_mask, U32 usage); @@ -929,9 +929,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) S32 shadow_detail = RenderShadowDetail; BOOL ssao = RenderDeferredSSAO; + const U32 occlusion_divisor = 3; + //allocate deferred rendering color buffers if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; + if (!mOcclusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; if (!addDeferredAttachments(mDeferredScreen)) return false; GLuint screenFormat = GL_RGBA16; @@ -972,6 +975,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) for (U32 i = 0; i < 4; i++) { if (!mShadow[i].allocate(sun_shadow_map_width,U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false; + if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false; } } else @@ -979,6 +983,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) for (U32 i = 0; i < 4; i++) { mShadow[i].release(); + mShadowOcclusion[i].release(); } } @@ -991,6 +996,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) for (U32 i = 4; i < 6; i++) { if (!mShadow[i].allocate(spot_shadow_map_width, height, 0, TRUE, FALSE)) return false; + if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE)) return false; } } else @@ -998,6 +1004,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) for (U32 i = 4; i < 6; i++) { mShadow[i].release(); + mShadowOcclusion[i].release(); } } @@ -1014,11 +1021,13 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) for (U32 i = 0; i < 6; i++) { mShadow[i].release(); + mShadowOcclusion[i].release(); } mFXAABuffer.release(); mScreen.release(); mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first mDeferredDepth.release(); + mOcclusionDepth.release(); if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } @@ -2433,7 +2442,14 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl if (to_texture) { - mScreen.bindTarget(); + if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) + { + mOcclusionDepth.bindTarget(); + } + else + { + mScreen.bindTarget(); + } } if (sUseOcclusion > 1) @@ -2571,7 +2587,14 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl if (to_texture) { - mScreen.flush(); + if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) + { + mOcclusionDepth.flush(); + } + else + { + mScreen.flush(); + } } } @@ -2639,6 +2662,75 @@ void LLPipeline::markOccluder(LLSpatialGroup* group) } } +void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space) +{ + LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr; + + LLGLSLShader* shader = NULL; + + if (scratch_space) + { + scratch_space->copyContents(source, + 0, 0, source.getWidth(), source.getHeight(), + 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); + } + + dest.bindTarget(); + + + gDownsampleDepthProgram.bind(); + + LLStrider vert; + mDeferredVB->getVertexStrider(vert); + LLStrider tc0; + + vert[0].set(-1,1,0); + vert[1].set(-1,-3,0); + vert[2].set(3,1,0); + + if (source.getUsage() == LLTexUnit::TT_RECT_TEXTURE) + { + shader = &gDownsampleDepthRectProgram; + shader->bind(); + shader->uniform2f("delta", 1.f, 1.f); + shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight()); + } + else + { + shader = &gDownsampleDepthProgram; + shader->bind(); + shader->uniform2f("delta", 1.f/source.getWidth(), 1.f/source.getHeight()); + shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f); + } + + gGL.getTexUnit(0)->bind(scratch_space ? scratch_space : &source, TRUE); + + { + LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + dest.flush(); + + if (last_shader) + { + last_shader->bind(); + } + else + { + gDownsampleDepthProgram.unbind(); + } +} + +void LLPipeline::doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space) +{ + downsampleDepthBuffer(source, dest, scratch_space); + dest.bindTarget(); + doOcclusion(camera); + dest.flush(); +} + void LLPipeline::doOcclusion(LLCamera& camera) { if (LLPipeline::sUseOcclusion > 1 && sCull->hasOcclusionGroups()) @@ -4551,7 +4643,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) gGL.setColorMask(true, false); } -void LLPipeline::renderGeomPostDeferred(LLCamera& camera) +void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) { LLFastTimer t(FTM_POST_DEFERRED_POOLS); U32 cur_type = 0; @@ -4566,7 +4658,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) gGL.setColorMask(true, false); pool_set_t::iterator iter1 = mPools.begin(); - BOOL occlude = LLPipeline::sUseOcclusion > 1; + BOOL occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion; while ( iter1 != mPools.end() ) { @@ -4580,7 +4672,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); LLGLSLShader::bindNoShader(); - doOcclusion(camera); + doOcclusion(camera, mScreen, mOcclusionDepth, &mDeferredDepth); gGL.setColorMask(true, false); } @@ -4798,6 +4890,7 @@ void LLPipeline::renderPhysicsDisplay() mPhysicsDisplay.flush(); } +extern std::set visible_selected_groups; void LLPipeline::renderDebug() { @@ -5208,6 +5301,27 @@ void LLPipeline::renderDebug() } } + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION) && LLGLSLShader::sNoFixedFunction) + { //render visible selected group occlusion geometry + gDebugProgram.bind(); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + gGL.diffuseColor3f(1,0,1); + for (std::set::iterator iter = visible_selected_groups.begin(); iter != visible_selected_groups.end(); ++iter) + { + LLSpatialGroup* group = *iter; + + LLVector4a fudge; + fudge.splat(0.25f); //SG_OCCLUSION_FUDGE + + LLVector4a size; + size.setAdd(fudge, group->mBounds[1]); + + drawBox(group->mBounds[0], size); + } + } + + visible_selected_groups.clear(); + if (LLGLSLShader::sNoFixedFunction) { gUIProgram.bind(); @@ -8205,11 +8319,7 @@ void LLPipeline::renderDeferredLighting() LLStrider vert; mDeferredVB->getVertexStrider(vert); - LLStrider tc0; - LLStrider tc1; - mDeferredVB->getTexCoord0Strider(tc0); - mDeferredVB->getTexCoord1Strider(tc1); - + vert[0].set(-1,1,0); vert[1].set(-1,-3,0); vert[2].set(3,1,0); @@ -8390,7 +8500,7 @@ void LLPipeline::renderDeferredLighting() LLPipeline::END_RENDER_TYPES); - renderGeomPostDeferred(*LLViewerCamera::getInstance()); + renderGeomPostDeferred(*LLViewerCamera::getInstance(), false); gPipeline.popRenderTypeMask(); } @@ -9324,9 +9434,15 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gDeferredShadowCubeProgram.bind(); } + LLRenderTarget& occlusion_target = mShadowOcclusion[LLViewerCamera::sCurCameraID-1]; + + occlusion_target.bindTarget(); updateCull(shadow_cam, result); + occlusion_target.flush(); + stateSort(shadow_cam, result); + //generate shadow map gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); @@ -9414,7 +9530,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gDeferredShadowCubeProgram.bind(); gGLLastMatrix = NULL; gGL.loadMatrix(gGLModelView); - doOcclusion(shadow_cam); + + LLRenderTarget& occlusion_source = mShadow[LLViewerCamera::sCurCameraID-1]; + + doOcclusion(shadow_cam, occlusion_source, occlusion_target); if (use_shader) { diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 2c023a6f70..70dcf80407 100755 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -176,6 +176,12 @@ public: // Object related methods void markVisible(LLDrawable *drawablep, LLCamera& camera); void markOccluder(LLSpatialGroup* group); + + //downsample source to dest, taking the maximum depth value per pixel in source and writing to dest + // if source's depth buffer cannot be bound for reading, a scratch space depth buffer must be provided + void downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL); + + void doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL); void doOcclusion(LLCamera& camera); void markNotCulled(LLSpatialGroup* group, LLCamera &camera); void markMoved(LLDrawable *drawablep, BOOL damped_motion = FALSE); @@ -275,7 +281,7 @@ public: void renderGeom(LLCamera& camera, BOOL forceVBOUpdate = FALSE); void renderGeomDeferred(LLCamera& camera); - void renderGeomPostDeferred(LLCamera& camera); + void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true); void renderGeomShadow(LLCamera& camera); void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF); void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep); @@ -603,6 +609,7 @@ public: LLRenderTarget mFXAABuffer; LLRenderTarget mEdgeMap; LLRenderTarget mDeferredDepth; + LLRenderTarget mOcclusionDepth; LLRenderTarget mDeferredLight; LLRenderTarget mHighlight; LLRenderTarget mPhysicsDisplay; @@ -615,6 +622,7 @@ public: //sun shadow map LLRenderTarget mShadow[6]; + LLRenderTarget mShadowOcclusion[6]; std::vector mShadowFrustPoints[4]; LLVector4 mShadowError; LLVector4 mShadowFOV; -- cgit v1.2.3 From 45b1466de60dc1788353508debbb321b59875884 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 18 Jun 2013 19:51:02 -0500 Subject: Review cleanup --- indra/llrender/llrendertarget.cpp | 4 ---- indra/newview/pipeline.cpp | 6 ++---- 2 files changed, 2 insertions(+), 8 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index 752486fdde..6e22712b94 100755 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -56,13 +56,9 @@ U32 LLRenderTarget::sCurFBO = 0; extern S32 gGLViewport[4]; -//HEY DAVE HOOK THESE UP U32 LLRenderTarget::sCurResX = 0; U32 LLRenderTarget::sCurResY = 0; - -/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! - LLRenderTarget::LLRenderTarget() : mResX(0), mResY(0), diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 6efdf47ec5..30c726f76a 100755 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -2676,9 +2676,7 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d } dest.bindTarget(); - - - gDownsampleDepthProgram.bind(); + dest.clear(GL_DEPTH_BUFFER_BIT); LLStrider vert; mDeferredVB->getVertexStrider(vert); @@ -2719,7 +2717,7 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d } else { - gDownsampleDepthProgram.unbind(); + shader->unbind(); } } -- cgit v1.2.3 From b49594662573959e0d7ccc08a2b266b3abc8130e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 19 Jun 2013 11:30:32 -0500 Subject: Point light color (de)correction. --- .../app_settings/shaders/class1/deferred/multiPointLightF.glsl | 3 ++- .../newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl | 2 +- .../newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl | 2 +- indra/newview/pipeline.cpp | 4 ++-- 7 files changed, 9 insertions(+), 8 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 7a79668d65..868526d457 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -147,7 +147,8 @@ void main() float fa = light_col[i].a+1.0; float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten* 1.4; + dist_atten *= dist_atten; + dist_atten *= 2.0; dist_atten *= noise; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index f53bba08c9..97bf49a605 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -203,7 +203,7 @@ void main() float fa = falloff+1.0; float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); dist_atten *= dist_atten; - dist_atten *= 1.4; + dist_atten *= 2.0; if (dist_atten <= 0.0) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 0118296f11..caf20ce707 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -135,7 +135,7 @@ void main() float fa = falloff+1.0; float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= dist_atten; - dist_atten *= 1.4; + dist_atten *= 2.0; float lit = da * dist_atten * noise; diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 72476a4ed0..1975b18652 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -201,7 +201,7 @@ void main() float fa = falloff+1.0; float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); dist_atten *= dist_atten; - dist_atten *= 1.4; + dist_atten *= 2.0; if (dist_atten <= 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 527d72a1cd..780df9ed1a 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -217,7 +217,7 @@ void main() float fa = falloff+1.0; float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); dist_atten *= dist_atten; - dist_atten *= 1.4; + dist_atten *= 2.0; if (dist_atten <= 0.0) { discard; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index f9560ea992..fc0e6b2388 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -214,7 +214,7 @@ void main() float fa = falloff+1.0; float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); dist_atten *= dist_atten; - dist_atten *= 1.4; + dist_atten *= 2.0; if (dist_atten <= 0.0) { diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 30c726f76a..1e66c40e87 100755 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -8592,9 +8592,9 @@ void LLPipeline::renderDeferredLighting() continue; } - col.mV[0] = powf(col.mV[0], 2.2f); + /*col.mV[0] = powf(col.mV[0], 2.2f); col.mV[1] = powf(col.mV[1], 2.2f); - col.mV[2] = powf(col.mV[2], 2.2f); + col.mV[2] = powf(col.mV[2], 2.2f);*/ LLFastTimer ftm(FTM_LOCAL_LIGHTS); gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); -- cgit v1.2.3 From a29a18eb97e93a2bb2749dca322e99b1180c4a91 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 19 Jun 2013 13:04:26 -0700 Subject: NORSPEC-272 make sure the tex filtering fix stays put --- indra/newview/pipeline.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'indra') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 4801c52209..c25d22bbdf 100755 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1404,6 +1404,7 @@ void LLPipeline::createLUTBuffers() LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R16F, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false); //LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_UNSIGNED_BYTE, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, ls, false); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); -- cgit v1.2.3 From 8817ecc1e305c5f692f4d2f47d8b2090ee001d31 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 21 Jun 2013 15:57:59 -0500 Subject: NORSPEC-280 Fix for shader compilation error on OpenGL 3.3 --- .../app_settings/shaders/class1/interface/downsampleDepthRectF.glsl | 2 ++ 1 file changed, 2 insertions(+) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl index 2f89b8ed72..0e5dc08183 100644 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ +#extension GL_ARB_texture_rectangle : enable + #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -- cgit v1.2.3 From 6060e5e46acbeb20a301070a0fd0efea029d33d0 Mon Sep 17 00:00:00 2001 From: Oz Linden Date: Thu, 27 Jun 2013 18:10:18 -0400 Subject: increment viewer version to 3.6.2 --- indra/newview/VIEWER_VERSION.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/VIEWER_VERSION.txt b/indra/newview/VIEWER_VERSION.txt index 9575d51bad..b72762837e 100644 --- a/indra/newview/VIEWER_VERSION.txt +++ b/indra/newview/VIEWER_VERSION.txt @@ -1 +1 @@ -3.6.1 +3.6.2 -- cgit v1.2.3