From 26a2e4ba1e69fafac350ae2f1dd9be2ad8f4c0f6 Mon Sep 17 00:00:00 2001 From: ruslantproductengine Date: Fri, 9 Aug 2019 20:46:38 +0300 Subject: SL-11614 Rotating objects flicker if Render type Avatar is disabled SL-1232 Derendering Avatar type also derenders some rezzed mesh objects SL-10357 [LOVE ME RENDER] Screen Artifacts in Specific Region(s) - Fixed --- indra/newview/llviewerdisplay.cpp | 4 ++-- indra/newview/pipeline.cpp | 8 ++++---- indra/newview/pipeline.h | 4 ++-- 3 files changed, 8 insertions(+), 8 deletions(-) (limited to 'indra') diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 64f6123f5d..7fc9d5d8e7 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -1,4 +1,4 @@ -/** +/** * @file llviewerdisplay.cpp * @brief LLViewerDisplay class implementation * @@ -1128,7 +1128,7 @@ void render_hud_attachments() LLSpatialGroup::sNoDelete = TRUE; LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; - gPipeline.updateCull(hud_cam, result); + gPipeline.updateCull(hud_cam, result, 0, NULL, true); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_BUMP); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_SIMPLE); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index a72244929e..63dc3f899e 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1,4 +1,4 @@ -/** +/** * @file pipeline.cpp * @brief Rendering pipeline. * @@ -2396,7 +2396,7 @@ bool LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& static LLTrace::BlockTimerStatHandle FTM_CULL("Object Culling"); -void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip, LLPlane* planep) +void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip, LLPlane* planep, bool hud_attachments) { static LLCachedControl use_occlusion(gSavedSettings,"UseOcclusion"); static bool can_use_occlusion = LLGLSLShader::sNoFixedFunction @@ -2514,9 +2514,9 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { - if (hasRenderType(part->mDrawableType)) + if (!hud_attachments ? LLViewerRegion::PARTITION_BRIDGE == i || hasRenderType(part->mDrawableType) : hasRenderType(part->mDrawableType)) { - part->cull(camera); + part->cull(camera); } } } diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 29fe1cbd33..abce1e46a6 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -1,4 +1,4 @@ -/** +/** * @file pipeline.h * @brief Rendering pipeline definitions * @@ -237,7 +237,7 @@ public: bool visibleObjectsInFrustum(LLCamera& camera); bool getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max); bool getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector& fp, LLVector3 light_dir = LLVector3(0,0,0)); - void updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip = 0, LLPlane* plane = NULL); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane + void updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip = 0, LLPlane* plane = NULL, bool hud_attachments = false); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane void createObjects(F32 max_dtime); void createObject(LLViewerObject* vobj); void processPartitionQ(); -- cgit v1.2.3 From d21917338e7e465a5e2ccc87ecca1e75c7e2903b Mon Sep 17 00:00:00 2001 From: ruslantproductengine Date: Fri, 20 Sep 2019 17:34:38 +0300 Subject: SL-6531 Objects rotating with llTargetOmega now "vibrate" on spin axis when the camera is focused on them --- indra/newview/pipeline.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 8133c1c6f3..ad8a24ca96 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -2010,7 +2010,7 @@ void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list) drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED); if (done) { - if (drawablep->isRoot()) + if (drawablep->isRoot() && !drawablep->isState(LLDrawable::ACTIVE)) { drawablep->makeStatic(); } -- cgit v1.2.3 From 2ec0ccb628e8fa2e8affe27dde4e4dab0906b5c5 Mon Sep 17 00:00:00 2001 From: ruslantproductengine Date: Wed, 25 Sep 2019 18:39:08 +0300 Subject: SL-11656 Alpha textures with Alpha mask cutoff of 255 look glitchy while ALM is off. --- .../newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index cad5b9ff04..bc403bf9af 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -41,12 +41,12 @@ void default_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy); - color *= vertex_color; - if (color.a < minimum_alpha) { discard; } + + color *= vertex_color; color.rgb = atmosLighting(color.rgb); -- cgit v1.2.3 From 2b8acfea0e29fd4604fc7ed677b4bfc01d10252f Mon Sep 17 00:00:00 2001 From: ruslantproductengine Date: Fri, 18 Oct 2019 22:38:33 +0300 Subject: SL-11840 [Bakes on Mesh] Enable bake textures to be applied to non-attached editable items - Now bake texture channel's available for assign for non attached objects --- indra/newview/llpanelface.cpp | 33 +++------------------------------ indra/newview/lltexturectrl.cpp | 8 +++----- indra/newview/lltexturectrl.h | 1 - 3 files changed, 6 insertions(+), 36 deletions(-) (limited to 'indra') diff --git a/indra/newview/llpanelface.cpp b/indra/newview/llpanelface.cpp index c686aab821..2d300ecf9f 100644 --- a/indra/newview/llpanelface.cpp +++ b/indra/newview/llpanelface.cpp @@ -1027,21 +1027,7 @@ void LLPanelFace::updateUI(bool force_set_values /*false*/) getChildView("maskcutoff")->setEnabled(editable && mIsAlpha); getChildView("label maskcutoff")->setEnabled(editable && mIsAlpha); - bool allAttachments = true; - for (LLObjectSelection::iterator iter = LLSelectMgr::getInstance()->getSelection()->begin(); - iter != LLSelectMgr::getInstance()->getSelection()->end();iter++) - { - LLSelectNode* node = *iter; - LLViewerObject* object = node->getObject(); - if (!object->isAttachment()) - { - allAttachments = false; - break; - } - } - - texture_ctrl->setBakeTextureEnabled(allAttachments); - + texture_ctrl->setBakeTextureEnabled(TRUE); } else if (id.isNull()) { @@ -1066,21 +1052,8 @@ void LLPanelFace::updateUI(bool force_set_values /*false*/) getChildView("label alphamode")->setEnabled(editable && mIsAlpha); getChildView("maskcutoff")->setEnabled(editable && mIsAlpha); getChildView("label maskcutoff")->setEnabled(editable && mIsAlpha); - - bool allAttachments = true; - for (LLObjectSelection::iterator iter = LLSelectMgr::getInstance()->getSelection()->begin(); - iter != LLSelectMgr::getInstance()->getSelection()->end();iter++) - { - LLSelectNode* node = *iter; - LLViewerObject* object = node->getObject(); - if (!object->isAttachment()) - { - allAttachments = false; - break; - } - } - - texture_ctrl->setBakeTextureEnabled(allAttachments); + + texture_ctrl->setBakeTextureEnabled(TRUE); } } diff --git a/indra/newview/lltexturectrl.cpp b/indra/newview/lltexturectrl.cpp index 8a2fc881a9..2f94d59217 100644 --- a/indra/newview/lltexturectrl.cpp +++ b/indra/newview/lltexturectrl.cpp @@ -435,7 +435,7 @@ BOOL LLFloaterTexturePicker::postBuild() getChild("l_bake_use_texture_combo_box")->setCommitCallback(onBakeTextureSelect, this); getChild("hide_base_mesh_region")->setCommitCallback(onHideBaseMeshRegionCheck, this); - setBakeTextureEnabled(FALSE); + setBakeTextureEnabled(TRUE); return TRUE; } @@ -1211,8 +1211,7 @@ LLTextureCtrl::LLTextureCtrl(const LLTextureCtrl::Params& p) mImageAssetID(p.image_id), mDefaultImageAssetID(p.default_image_id), mDefaultImageName(p.default_image_name), - mFallbackImage(p.fallback_image), - mBakeTextureEnabled(FALSE) + mFallbackImage(p.fallback_image) { // Default of defaults is white image for diff tex @@ -1405,7 +1404,7 @@ void LLTextureCtrl::showPicker(BOOL take_focus) } if (texture_floaterp) { - texture_floaterp->setBakeTextureEnabled(mBakeTextureEnabled); + texture_floaterp->setBakeTextureEnabled(TRUE); } LLFloater* root_floater = gFloaterView->getParentFloater(this); @@ -1584,7 +1583,6 @@ void LLTextureCtrl::setImageAssetID( const LLUUID& asset_id ) void LLTextureCtrl::setBakeTextureEnabled(BOOL enabled) { - mBakeTextureEnabled = enabled; LLFloaterTexturePicker* floaterp = (LLFloaterTexturePicker*)mFloaterHandle.get(); if (floaterp) { diff --git a/indra/newview/lltexturectrl.h b/indra/newview/lltexturectrl.h index b2a34a37c4..06e8101177 100644 --- a/indra/newview/lltexturectrl.h +++ b/indra/newview/lltexturectrl.h @@ -239,7 +239,6 @@ private: BOOL mShowLoadingPlaceholder; std::string mLoadingPlaceholderString; S32 mLabelWidth; - BOOL mBakeTextureEnabled; }; ////////////////////////////////////////////////////////////////////////////////////////// -- cgit v1.2.3 From 6f4692bac2736bc38828911a52e657df6fa13a07 Mon Sep 17 00:00:00 2001 From: AndreyL ProductEngine Date: Tue, 22 Oct 2019 17:56:12 +0300 Subject: SL-1130 Fixed crash in LLRender::loadMatrix() --- indra/newview/lldrawpool.cpp | 2 +- indra/newview/lldrawpoolavatar.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'indra') diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 82888b2df6..71b0f32a4f 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -449,10 +449,10 @@ void LLRenderPass::applyModelMatrix(const LLDrawInfo& params) if (params.mModelMatrix != gGLLastMatrix) { gGLLastMatrix = params.mModelMatrix; + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix(gGLModelView); if (params.mModelMatrix) { - llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW); gGL.multMatrix((GLfloat*) params.mModelMatrix->mMatrix); } gPipeline.mMatrixOpCount++; diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 63abadbcf4..9bb5d4a6bf 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -2083,8 +2083,8 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix); buff->setBuffer(data_mask); buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); + gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); } else { -- cgit v1.2.3 From 62ce96a77b4305ead8fdde7644805b1cbf069597 Mon Sep 17 00:00:00 2001 From: andreykproductengine Date: Fri, 25 Oct 2019 19:29:36 +0300 Subject: Backed out changeset: cb9915554e9f (SL-1232/SL-11614) --- indra/newview/llviewerdisplay.cpp | 4 ++-- indra/newview/pipeline.cpp | 8 ++++---- indra/newview/pipeline.h | 4 ++-- 3 files changed, 8 insertions(+), 8 deletions(-) (limited to 'indra') diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index efdf6aad86..5924dbc260 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -1,4 +1,4 @@ -/** +/** * @file llviewerdisplay.cpp * @brief LLViewerDisplay class implementation * @@ -1130,7 +1130,7 @@ void render_hud_attachments() LLSpatialGroup::sNoDelete = TRUE; LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; - gPipeline.updateCull(hud_cam, result, 0, NULL, true); + gPipeline.updateCull(hud_cam, result); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_BUMP); gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_SIMPLE); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index ad8a24ca96..4647e7e84e 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1,4 +1,4 @@ -/** +/** * @file pipeline.cpp * @brief Rendering pipeline. * @@ -2396,7 +2396,7 @@ bool LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& static LLTrace::BlockTimerStatHandle FTM_CULL("Object Culling"); -void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip, LLPlane* planep, bool hud_attachments) +void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip, LLPlane* planep) { static LLCachedControl use_occlusion(gSavedSettings,"UseOcclusion"); static bool can_use_occlusion = LLGLSLShader::sNoFixedFunction @@ -2514,9 +2514,9 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { - if (!hud_attachments ? LLViewerRegion::PARTITION_BRIDGE == i || hasRenderType(part->mDrawableType) : hasRenderType(part->mDrawableType)) + if (hasRenderType(part->mDrawableType)) { - part->cull(camera); + part->cull(camera); } } } diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index abce1e46a6..29fe1cbd33 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -1,4 +1,4 @@ -/** +/** * @file pipeline.h * @brief Rendering pipeline definitions * @@ -237,7 +237,7 @@ public: bool visibleObjectsInFrustum(LLCamera& camera); bool getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max); bool getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector& fp, LLVector3 light_dir = LLVector3(0,0,0)); - void updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip = 0, LLPlane* plane = NULL, bool hud_attachments = false); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane + void updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip = 0, LLPlane* plane = NULL); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane void createObjects(F32 max_dtime); void createObject(LLViewerObject* vobj); void processPartitionQ(); -- cgit v1.2.3 From 4f5d78522632920586e7e4bf7acbc908f9492edb Mon Sep 17 00:00:00 2001 From: andreykproductengine Date: Fri, 25 Oct 2019 17:32:19 +0300 Subject: SL-12014 Animesh is now a separate rendering type --- indra/newview/lldrawable.cpp | 31 +++++++++++++++++++--- indra/newview/lldrawpool.cpp | 13 ++------- indra/newview/lldrawpool.h | 3 +-- indra/newview/lldrawpoolavatar.cpp | 21 ++++++--------- indra/newview/lldrawpoolavatar.h | 4 +-- indra/newview/lldrawpoolground.cpp | 5 ---- indra/newview/lldrawpoolground.h | 2 -- indra/newview/lldrawpoolsky.cpp | 5 ---- indra/newview/lldrawpoolsky.h | 2 -- indra/newview/lldrawpoolterrain.cpp | 7 ----- indra/newview/lldrawpoolterrain.h | 2 -- indra/newview/lldrawpooltree.cpp | 5 ---- indra/newview/lldrawpooltree.h | 2 -- indra/newview/lldrawpoolwater.cpp | 7 ----- indra/newview/lldrawpoolwater.h | 1 - indra/newview/lldrawpoolwlsky.cpp | 5 ---- indra/newview/lldrawpoolwlsky.h | 2 -- indra/newview/llface.cpp | 2 +- indra/newview/llspatialpartition.cpp | 3 ++- indra/newview/llspatialpartition.h | 12 +++++++++ indra/newview/lltoolpie.cpp | 2 +- indra/newview/llviewermenu.cpp | 4 +++ indra/newview/llviewerregion.cpp | 1 + indra/newview/llviewerregion.h | 1 + indra/newview/llvoavatar.cpp | 10 +++---- indra/newview/llvovolume.cpp | 17 ++++++++++-- indra/newview/pipeline.cpp | 7 ++++- indra/newview/pipeline.h | 1 + indra/newview/skins/default/xui/en/menu_viewer.xml | 11 ++++++++ 29 files changed, 99 insertions(+), 89 deletions(-) (limited to 'indra') diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp index 8c6cbc020b..61524bcc6e 100644 --- a/indra/newview/lldrawable.cpp +++ b/indra/newview/lldrawable.cpp @@ -1178,11 +1178,23 @@ LLSpatialPartition* LLDrawable::getSpatialPartition() } else if (isRoot()) { - if (mSpatialBridge && (mSpatialBridge->asPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD) != mVObjp->isHUDAttachment()) + if (mSpatialBridge) { - // remove obsolete bridge - mSpatialBridge->markDead(); - setSpatialBridge(NULL); + U32 partition_type = mSpatialBridge->asPartition()->mPartitionType; + if ((partition_type == LLViewerRegion::PARTITION_HUD) != mVObjp->isHUDAttachment()) + { + // Was/became HUD + // remove obsolete bridge + mSpatialBridge->markDead(); + setSpatialBridge(NULL); + } + else if ((partition_type == LLViewerRegion::PARTITION_CONTROL_AV) != (mVObjp->isAnimatedObject() && mVObjp->getControlAvatar() != NULL)) + { + // Was/became part of animesh + // remove obsolete bridge + mSpatialBridge->markDead(); + setSpatialBridge(NULL); + } } //must be an active volume if (!mSpatialBridge) @@ -1191,6 +1203,10 @@ LLSpatialPartition* LLDrawable::getSpatialPartition() { setSpatialBridge(new LLHUDBridge(this, getRegion())); } + else if (mVObjp->isAnimatedObject() && mVObjp->getControlAvatar()) + { + setSpatialBridge(new LLControlAVBridge(this, getRegion())); + } else { setSpatialBridge(new LLVolumeBridge(this, getRegion())); @@ -1704,6 +1720,13 @@ LLBridgePartition::LLBridgePartition(LLViewerRegion* regionp) mSlopRatio = 0.25f; } +LLControlAVPartition::LLControlAVPartition(LLViewerRegion* regionp) + : LLBridgePartition(regionp) +{ + mDrawableType = LLPipeline::RENDER_TYPE_CONTROL_AV; + mPartitionType = LLViewerRegion::PARTITION_CONTROL_AV; +} + LLHUDBridge::LLHUDBridge(LLDrawable* drawablep, LLViewerRegion* regionp) : LLVolumeBridge(drawablep, regionp) { diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 71b0f32a4f..f6f6d4fb40 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -86,7 +86,8 @@ LLDrawPool *LLDrawPool::createPool(const U32 type, LLViewerTexture *tex0) poolp = new LLDrawPoolAlpha(); break; case POOL_AVATAR: - poolp = new LLDrawPoolAvatar(); + case POOL_CONTROL_AV: + poolp = new LLDrawPoolAvatar(type); break; case POOL_TREE: poolp = new LLDrawPoolTree(tex0); @@ -383,16 +384,6 @@ LLRenderPass::~LLRenderPass() } -LLDrawPool* LLRenderPass::instancePool() -{ -#if LL_RELEASE_FOR_DOWNLOAD - LL_WARNS() << "Attempting to instance a render pass. Invalid operation." << LL_ENDL; -#else - LL_ERRS() << "Attempting to instance a render pass. Invalid operation." << LL_ENDL; -#endif - return NULL; -} - void LLRenderPass::renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture) { LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type]; diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index bc299cc89f..e526930ec1 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -60,6 +60,7 @@ public: POOL_GRASS, POOL_INVISIBLE, // see below * POOL_AVATAR, + POOL_CONTROL_AV, // Animesh POOL_VOIDWATER, POOL_WATER, POOL_GLOW, @@ -110,7 +111,6 @@ public: virtual S32 getVertexShaderLevel() const { return mVertexShaderLevel; } static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL); - virtual LLDrawPool *instancePool() = 0; // Create an empty new instance of the pool. virtual LLViewerTexture* getTexture() = 0; virtual BOOL isFacePool() { return FALSE; } virtual void resetDrawOrders() = 0; @@ -162,7 +162,6 @@ public: LLRenderPass(const U32 type); virtual ~LLRenderPass(); - /*virtual*/ LLDrawPool* instancePool(); /*virtual*/ LLViewerTexture* getDebugTexture() { return NULL; } LLViewerTexture* getTexture() { return NULL; } BOOL isDead() { return FALSE; } diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 9bb5d4a6bf..a858c81395 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -105,8 +105,8 @@ S32 cube_channel = -1; static LLTrace::BlockTimerStatHandle FTM_SHADOW_AVATAR("Avatar Shadow"); -LLDrawPoolAvatar::LLDrawPoolAvatar() : - LLFacePool(POOL_AVATAR) +LLDrawPoolAvatar::LLDrawPoolAvatar(U32 type) : + LLFacePool(type) { } @@ -135,15 +135,6 @@ BOOL LLDrawPoolAvatar::isDead() } return TRUE; } - -//----------------------------------------------------------------------------- -// instancePool() -//----------------------------------------------------------------------------- -LLDrawPool *LLDrawPoolAvatar::instancePool() -{ - return new LLDrawPoolAvatar(); -} - S32 LLDrawPoolAvatar::getVertexShaderLevel() const { @@ -1671,6 +1662,10 @@ void LLDrawPoolAvatar::getRiggedGeometry( { face->setPoolType(LLDrawPool::POOL_ALPHA); } + else if (type == LLDrawPool::POOL_CONTROL_AV) + { + face->setPoolType(LLDrawPool::POOL_CONTROL_AV); + } else { face->setPoolType(LLDrawPool::POOL_AVATAR); @@ -2267,7 +2262,7 @@ LLColor3 LLDrawPoolAvatar::getDebugColor() const void LLDrawPoolAvatar::addRiggedFace(LLFace* facep, U32 type) { llassert (facep->isState(LLFace::RIGGED)); - llassert(getType() == LLDrawPool::POOL_AVATAR); + llassert(getType() == LLDrawPool::POOL_AVATAR || getType() == LLDrawPool::POOL_CONTROL_AV); if (facep->getPool() && facep->getPool() != this) { LL_ERRS() << "adding rigged face that's already in another pool" << LL_ENDL; @@ -2289,7 +2284,7 @@ void LLDrawPoolAvatar::addRiggedFace(LLFace* facep, U32 type) void LLDrawPoolAvatar::removeRiggedFace(LLFace* facep) { llassert (facep->isState(LLFace::RIGGED)); - llassert(getType() == LLDrawPool::POOL_AVATAR); + llassert(getType() == LLDrawPool::POOL_AVATAR || getType() == LLDrawPool::POOL_CONTROL_AV); if (facep->getPool() != this) { LL_ERRS() << "Tried to remove a rigged face from the wrong pool" << LL_ENDL; diff --git a/indra/newview/lldrawpoolavatar.h b/indra/newview/lldrawpoolavatar.h index 8c1bc70c8e..6732a93b0f 100644 --- a/indra/newview/lldrawpoolavatar.h +++ b/indra/newview/lldrawpoolavatar.h @@ -177,12 +177,10 @@ typedef enum virtual S32 getVertexShaderLevel() const; - LLDrawPoolAvatar(); + LLDrawPoolAvatar(U32 type); static LLMatrix4& getModelView(); - /*virtual*/ LLDrawPool *instancePool(); - /*virtual*/ S32 getNumPasses(); /*virtual*/ void beginRenderPass(S32 pass); /*virtual*/ void endRenderPass(S32 pass); diff --git a/indra/newview/lldrawpoolground.cpp b/indra/newview/lldrawpoolground.cpp index 59c3fbf7a1..5f8d492d08 100644 --- a/indra/newview/lldrawpoolground.cpp +++ b/indra/newview/lldrawpoolground.cpp @@ -46,11 +46,6 @@ LLDrawPoolGround::LLDrawPoolGround() : { } -LLDrawPool *LLDrawPoolGround::instancePool() -{ - return new LLDrawPoolGround(); -} - void LLDrawPoolGround::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT); diff --git a/indra/newview/lldrawpoolground.h b/indra/newview/lldrawpoolground.h index a4f8a3fcf5..15b1dc60a2 100644 --- a/indra/newview/lldrawpoolground.h +++ b/indra/newview/lldrawpoolground.h @@ -43,8 +43,6 @@ public: LLDrawPoolGround(); - /*virtual*/ LLDrawPool *instancePool(); - /*virtual*/ void prerender(); /*virtual*/ void render(S32 pass = 0); }; diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp index bdb16abc78..ebb30c955f 100644 --- a/indra/newview/lldrawpoolsky.cpp +++ b/indra/newview/lldrawpoolsky.cpp @@ -48,11 +48,6 @@ LLDrawPoolSky::LLDrawPoolSky() { } -LLDrawPool *LLDrawPoolSky::instancePool() -{ - return new LLDrawPoolSky(); -} - void LLDrawPoolSky::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT); diff --git a/indra/newview/lldrawpoolsky.h b/indra/newview/lldrawpoolsky.h index 098bd2134a..6817cd023e 100644 --- a/indra/newview/lldrawpoolsky.h +++ b/indra/newview/lldrawpoolsky.h @@ -49,8 +49,6 @@ public: LLDrawPoolSky(); - /*virtual*/ LLDrawPool *instancePool(); - /*virtual*/ S32 getNumPostDeferredPasses() { return getNumPasses(); } /*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); } /*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); } diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 3eefcef7aa..38b01a7561 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -85,13 +85,6 @@ LLDrawPoolTerrain::~LLDrawPoolTerrain() llassert( gPipeline.findPool( getType(), getTexture() ) == NULL ); } - -LLDrawPool *LLDrawPoolTerrain::instancePool() -{ - return new LLDrawPoolTerrain(mTexturep); -} - - U32 LLDrawPoolTerrain::getVertexDataMask() { if (LLPipeline::sShadowRender) diff --git a/indra/newview/lldrawpoolterrain.h b/indra/newview/lldrawpoolterrain.h index 484820491a..17409e961a 100644 --- a/indra/newview/lldrawpoolterrain.h +++ b/indra/newview/lldrawpoolterrain.h @@ -49,8 +49,6 @@ public: LLDrawPoolTerrain(LLViewerTexture *texturep); virtual ~LLDrawPoolTerrain(); - /*virtual*/ LLDrawPool *instancePool(); - /*virtual*/ S32 getNumDeferredPasses() { return 1; } /*virtual*/ void beginDeferredPass(S32 pass); /*virtual*/ void endDeferredPass(S32 pass); diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index b1f40781f7..8a5073397e 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -50,11 +50,6 @@ LLDrawPoolTree::LLDrawPoolTree(LLViewerTexture *texturep) : mTexturep->setAddressMode(LLTexUnit::TAM_WRAP); } -LLDrawPool *LLDrawPoolTree::instancePool() -{ - return new LLDrawPoolTree(mTexturep); -} - void LLDrawPoolTree::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); diff --git a/indra/newview/lldrawpooltree.h b/indra/newview/lldrawpooltree.h index e7e25453cf..1b11469d9f 100644 --- a/indra/newview/lldrawpooltree.h +++ b/indra/newview/lldrawpooltree.h @@ -44,8 +44,6 @@ public: LLDrawPoolTree(LLViewerTexture *texturep); - /*virtual*/ LLDrawPool *instancePool(); - /*virtual*/ void prerender(); /*virtual*/ S32 getNumDeferredPasses() { return 1; } diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index df06ad31e6..49954e7f24 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -96,13 +96,6 @@ void LLDrawPoolWater::restoreGL() } -LLDrawPool *LLDrawPoolWater::instancePool() -{ - LL_ERRS() << "Should never be calling instancePool on a water pool!" << LL_ENDL; - return NULL; -} - - void LLDrawPoolWater::prerender() { mVertexShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ? diff --git a/indra/newview/lldrawpoolwater.h b/indra/newview/lldrawpoolwater.h index aeeba179d6..10e0849016 100644 --- a/indra/newview/lldrawpoolwater.h +++ b/indra/newview/lldrawpoolwater.h @@ -63,7 +63,6 @@ public: LLDrawPoolWater(); /*virtual*/ ~LLDrawPoolWater(); - /*virtual*/ LLDrawPool *instancePool(); static void restoreGL(); /*virtual*/ S32 getNumPostDeferredPasses() { return 0; } //getNumPasses(); } diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 309f535c39..d79d04b271 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -394,11 +394,6 @@ void LLDrawPoolWLSky::prerender() //LL_INFOS() << "wlsky prerendering pass." << LL_ENDL; } -LLDrawPoolWLSky *LLDrawPoolWLSky::instancePool() -{ - return new LLDrawPoolWLSky(); -} - LLViewerTexture* LLDrawPoolWLSky::getTexture() { return NULL; diff --git a/indra/newview/lldrawpoolwlsky.h b/indra/newview/lldrawpoolwlsky.h index cd15c991ee..50d29b7558 100644 --- a/indra/newview/lldrawpoolwlsky.h +++ b/indra/newview/lldrawpoolwlsky.h @@ -61,8 +61,6 @@ public: //static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL); - // Create an empty new instance of the pool. - /*virtual*/ LLDrawPoolWLSky *instancePool(); ///< covariant override /*virtual*/ LLViewerTexture* getTexture(); /*virtual*/ BOOL isFacePool() { return FALSE; } /*virtual*/ void resetDrawOrders(); diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index 912bde9986..ebdd0c61d5 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -194,7 +194,7 @@ void LLFace::destroy() if (mDrawPoolp) { - if (this->isState(LLFace::RIGGED) && mDrawPoolp->getType() == LLDrawPool::POOL_AVATAR) + if (this->isState(LLFace::RIGGED) && (mDrawPoolp->getType() == LLDrawPool::POOL_CONTROL_AV || mDrawPoolp->getType() == LLDrawPool::POOL_AVATAR)) { ((LLDrawPoolAvatar*) mDrawPoolp)->removeRiggedFace(this); } diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 1dc1e65fe5..8fcfe9d386 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -558,7 +558,8 @@ void LLSpatialGroup::shift(const LLVector4a &offset) if (!getSpatialPartition()->mRenderByGroup && getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_TREE && getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_TERRAIN && - getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_BRIDGE) + getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_BRIDGE && + getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_CONTROL_AV) { setState(GEOM_DIRTY); gPipeline.markRebuild(this, TRUE); diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h index 7e65da42f7..7947b2c908 100644 --- a/indra/newview/llspatialpartition.h +++ b/indra/newview/llspatialpartition.h @@ -685,6 +685,12 @@ public: virtual void addGeometryCount(LLSpatialGroup* group, U32 &vertex_count, U32& index_count) { LLVolumeGeometryManager::addGeometryCount(group, vertex_count, index_count); } }; +class LLControlAVBridge : public LLVolumeBridge +{ +public: + LLControlAVBridge(LLDrawable* drawablep, LLViewerRegion* regionp); +}; + class LLHUDBridge : public LLVolumeBridge { public: @@ -702,6 +708,12 @@ public: virtual void addGeometryCount(LLSpatialGroup* group, U32 &vertex_count, U32& index_count) { } }; +class LLControlAVPartition : public LLBridgePartition +{ +public: + LLControlAVPartition(LLViewerRegion* regionp); +}; + class LLHUDPartition : public LLBridgePartition { public: diff --git a/indra/newview/lltoolpie.cpp b/indra/newview/lltoolpie.cpp index 2a87bce134..4a9cc36ac5 100644 --- a/indra/newview/lltoolpie.cpp +++ b/indra/newview/lltoolpie.cpp @@ -649,7 +649,7 @@ BOOL LLToolPie::handleHover(S32 x, S32 y, MASK mask) else { // perform a separate pick that detects transparent objects since they respond to 1-click actions - LLPickInfo click_action_pick = gViewerWindow->pickImmediate(x, y, TRUE, pick_rigged); + LLPickInfo click_action_pick = gViewerWindow->pickImmediate(x, y, FALSE, pick_rigged); LLViewerObject* click_action_object = click_action_pick.getObject(); diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp index 52b2c631fa..aec8ba1656 100644 --- a/indra/newview/llviewermenu.cpp +++ b/indra/newview/llviewermenu.cpp @@ -745,6 +745,10 @@ U32 render_type_from_string(std::string render_type) { return LLPipeline::RENDER_TYPE_AVATAR; } + else if ("controlAV" == render_type) // Animesh + { + return LLPipeline::RENDER_TYPE_CONTROL_AV; + } else if ("surfacePatch" == render_type) { return LLPipeline::RENDER_TYPE_TERRAIN; diff --git a/indra/newview/llviewerregion.cpp b/indra/newview/llviewerregion.cpp index 5b227c641b..a5a4c877b9 100644 --- a/indra/newview/llviewerregion.cpp +++ b/indra/newview/llviewerregion.cpp @@ -607,6 +607,7 @@ LLViewerRegion::LLViewerRegion(const U64 &handle, mImpl->mObjectPartition.push_back(new LLGrassPartition(this)); //PARTITION_GRASS mImpl->mObjectPartition.push_back(new LLVolumePartition(this)); //PARTITION_VOLUME mImpl->mObjectPartition.push_back(new LLBridgePartition(this)); //PARTITION_BRIDGE + mImpl->mObjectPartition.push_back(new LLControlAVPartition(this)); //PARTITION_CONTROL_AV mImpl->mObjectPartition.push_back(new LLHUDParticlePartition(this));//PARTITION_HUD_PARTICLE mImpl->mObjectPartition.push_back(new LLVOCachePartition(this)); //PARTITION_VO_CACHE mImpl->mObjectPartition.push_back(NULL); //PARTITION_NONE diff --git a/indra/newview/llviewerregion.h b/indra/newview/llviewerregion.h index 2548ff1423..d9b08d4548 100644 --- a/indra/newview/llviewerregion.h +++ b/indra/newview/llviewerregion.h @@ -86,6 +86,7 @@ public: PARTITION_GRASS, PARTITION_VOLUME, PARTITION_BRIDGE, + PARTITION_CONTROL_AV, // Animesh PARTITION_HUD_PARTICLE, PARTITION_VO_CACHE, PARTITION_NONE, diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index b5db5d4a48..6644654a1c 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -2448,7 +2448,7 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time) return; } - if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_AVATAR)) + if (!(gPipeline.hasRenderType(mIsControlAvatar ? LLPipeline::RENDER_TYPE_CONTROL_AV : LLPipeline::RENDER_TYPE_AVATAR)) && !(gSavedSettings.getBOOL("DisableAllRenderTypes")) && !isSelf()) { return; @@ -6793,13 +6793,13 @@ LLDrawable *LLVOAvatar::createDrawable(LLPipeline *pipeline) pipeline->allocDrawable(this); mDrawable->setLit(FALSE); - LLDrawPoolAvatar *poolp = (LLDrawPoolAvatar*) gPipeline.getPool(LLDrawPool::POOL_AVATAR); + LLDrawPoolAvatar *poolp = (LLDrawPoolAvatar*)gPipeline.getPool(mIsControlAvatar ? LLDrawPool::POOL_CONTROL_AV : LLDrawPool::POOL_AVATAR); // Only a single face (one per avatar) //this face will be splitted into several if its vertex buffer is too long. mDrawable->setState(LLDrawable::ACTIVE); mDrawable->addFace(poolp, NULL); - mDrawable->setRenderType(LLPipeline::RENDER_TYPE_AVATAR); + mDrawable->setRenderType(mIsControlAvatar ? LLPipeline::RENDER_TYPE_CONTROL_AV : LLPipeline::RENDER_TYPE_AVATAR); mNumInitFaces = mDrawable->getNumFaces() ; @@ -6824,7 +6824,7 @@ static LLTrace::BlockTimerStatHandle FTM_UPDATE_AVATAR("Update Avatar"); BOOL LLVOAvatar::updateGeometry(LLDrawable *drawable) { LL_RECORD_BLOCK_TIME(FTM_UPDATE_AVATAR); - if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_AVATAR))) + if (!(gPipeline.hasRenderType(mIsControlAvatar ? LLPipeline::RENDER_TYPE_CONTROL_AV : LLPipeline::RENDER_TYPE_AVATAR))) { return TRUE; } @@ -9963,7 +9963,7 @@ void LLVOAvatar::onActiveOverrideMeshesChanged() U32 LLVOAvatar::getPartitionType() const { // Avatars merely exist as drawables in the bridge partition - return LLViewerRegion::PARTITION_BRIDGE; + return mIsControlAvatar ? LLViewerRegion::PARTITION_CONTROL_AV : LLViewerRegion::PARTITION_BRIDGE; } //static diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 33a9c771ea..83f7f6a5e9 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4850,6 +4850,10 @@ U32 LLVOVolume::getPartitionType() const { return LLViewerRegion::PARTITION_HUD; } + if (isAnimatedObject() && getControlAvatar()) + { + return LLViewerRegion::PARTITION_CONTROL_AV; + } return LLViewerRegion::PARTITION_VOLUME; } @@ -4880,6 +4884,13 @@ LLVolumeGeometryManager() mSlopRatio = 0.25f; } +LLControlAVBridge::LLControlAVBridge(LLDrawable* drawablep, LLViewerRegion* regionp) + : LLVolumeBridge(drawablep, regionp) +{ + mDrawableType = LLPipeline::RENDER_TYPE_CONTROL_AV; + mPartitionType = LLViewerRegion::PARTITION_CONTROL_AV; +} + bool can_batch_texture(LLFace* facep) { if (facep->getTextureEntry()->getBumpmap()) @@ -5224,7 +5235,8 @@ static LLDrawPoolAvatar* get_avatar_drawpool(LLViewerObject* vobj) LLDrawPool* drawpool = face->getPool(); if (drawpool) { - if (drawpool->getType() == LLDrawPool::POOL_AVATAR) + if (drawpool->getType() == LLDrawPool::POOL_AVATAR + || drawpool->getType() == LLDrawPool::POOL_CONTROL_AV) { return (LLDrawPoolAvatar*) drawpool; } @@ -5503,7 +5515,8 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) //remove face from old pool if it exists LLDrawPool* old_pool = facep->getPool(); - if (old_pool && old_pool->getType() == LLDrawPool::POOL_AVATAR) + if (old_pool + && (old_pool->getType() == LLDrawPool::POOL_AVATAR || old_pool->getType() == LLDrawPool::POOL_CONTROL_AV)) { ((LLDrawPoolAvatar*) old_pool)->removeRiggedFace(facep); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 4647e7e84e..927ed5528f 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1624,6 +1624,7 @@ LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0) break; case LLDrawPool::POOL_AVATAR: + case LLDrawPool::POOL_CONTROL_AV: break; // Do nothing case LLDrawPool::POOL_SKY: @@ -3401,6 +3402,7 @@ static LLTrace::BlockTimerStatHandle FTM_RESET_DRAWORDER("Reset Draw Order"); void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) { if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, LLPipeline::RENDER_TYPE_GROUND, LLPipeline::RENDER_TYPE_TERRAIN, LLPipeline::RENDER_TYPE_TREE, @@ -5799,6 +5801,7 @@ void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp ) break; case LLDrawPool::POOL_AVATAR: + case LLDrawPool::POOL_CONTROL_AV: break; // Do nothing case LLDrawPool::POOL_SKY: @@ -5947,6 +5950,7 @@ void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp ) break; case LLDrawPool::POOL_AVATAR: + case LLDrawPool::POOL_CONTROL_AV: break; // Do nothing case LLDrawPool::POOL_SKY: @@ -7142,7 +7146,8 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++) { if ((j == LLViewerRegion::PARTITION_VOLUME) || - (j == LLViewerRegion::PARTITION_BRIDGE) || + (j == LLViewerRegion::PARTITION_BRIDGE) || + (j == LLViewerRegion::PARTITION_CONTROL_AV) || (j == LLViewerRegion::PARTITION_TERRAIN) || (j == LLViewerRegion::PARTITION_TREE) || (j == LLViewerRegion::PARTITION_GRASS)) // only check these partitions for now diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 29fe1cbd33..462d4836ac 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -442,6 +442,7 @@ public: RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP, RENDER_TYPE_MATERIALS = LLDrawPool::POOL_MATERIALS, RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR, + RENDER_TYPE_CONTROL_AV = LLDrawPool::POOL_CONTROL_AV, // Animesh RENDER_TYPE_TREE = LLDrawPool::POOL_TREE, RENDER_TYPE_INVISIBLE = LLDrawPool::POOL_INVISIBLE, RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER, diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml index 7bb7b5d62c..96996156c0 100644 --- a/indra/newview/skins/default/xui/en/menu_viewer.xml +++ b/indra/newview/skins/default/xui/en/menu_viewer.xml @@ -1749,6 +1749,17 @@ function="Advanced.ToggleRenderType" parameter="character" /> + + + + Date: Fri, 25 Oct 2019 18:12:47 +0300 Subject: SL-12026, SL-1232 and SL-11614 --- indra/newview/lldrawable.cpp | 25 +++++++++++++++++++++++-- indra/newview/llspatialpartition.cpp | 1 + indra/newview/llspatialpartition.h | 12 ++++++++++++ indra/newview/llviewerobject.cpp | 26 +++++++++++++------------- indra/newview/llviewerobject.h | 1 + indra/newview/llviewerregion.cpp | 1 + indra/newview/llviewerregion.h | 1 + indra/newview/llvoavatar.cpp | 2 +- indra/newview/llvovolume.cpp | 11 +++++++++++ indra/newview/pipeline.cpp | 2 +- 10 files changed, 65 insertions(+), 17 deletions(-) (limited to 'indra') diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp index 61524bcc6e..ad19574b44 100644 --- a/indra/newview/lldrawable.cpp +++ b/indra/newview/lldrawable.cpp @@ -1181,7 +1181,9 @@ LLSpatialPartition* LLDrawable::getSpatialPartition() if (mSpatialBridge) { U32 partition_type = mSpatialBridge->asPartition()->mPartitionType; - if ((partition_type == LLViewerRegion::PARTITION_HUD) != mVObjp->isHUDAttachment()) + bool is_hud = mVObjp->isHUDAttachment(); + bool is_attachment = mVObjp->isAttachment() && !is_hud; + if ((partition_type == LLViewerRegion::PARTITION_HUD) != is_hud) { // Was/became HUD // remove obsolete bridge @@ -1195,6 +1197,13 @@ LLSpatialPartition* LLDrawable::getSpatialPartition() mSpatialBridge->markDead(); setSpatialBridge(NULL); } + else if ((partition_type == LLViewerRegion::PARTITION_AVATAR) != is_attachment) + { + // Was/became part of avatar + // remove obsolete bridge + mSpatialBridge->markDead(); + setSpatialBridge(NULL); + } } //must be an active volume if (!mSpatialBridge) @@ -1207,6 +1216,11 @@ LLSpatialPartition* LLDrawable::getSpatialPartition() { setSpatialBridge(new LLControlAVBridge(this, getRegion())); } + // check HUD first, because HUD is also attachment + else if (mVObjp->isAttachment()) + { + setSpatialBridge(new LLAvatarBridge(this, getRegion())); + } else { setSpatialBridge(new LLVolumeBridge(this, getRegion())); @@ -1714,12 +1728,19 @@ void LLDrawable::updateFaceSize(S32 idx) LLBridgePartition::LLBridgePartition(LLViewerRegion* regionp) : LLSpatialPartition(0, FALSE, 0, regionp) { - mDrawableType = LLPipeline::RENDER_TYPE_AVATAR; + mDrawableType = LLPipeline::RENDER_TYPE_VOLUME; mPartitionType = LLViewerRegion::PARTITION_BRIDGE; mLODPeriod = 16; mSlopRatio = 0.25f; } +LLAvatarPartition::LLAvatarPartition(LLViewerRegion* regionp) + : LLBridgePartition(regionp) +{ + mDrawableType = LLPipeline::RENDER_TYPE_AVATAR; + mPartitionType = LLViewerRegion::PARTITION_AVATAR; +} + LLControlAVPartition::LLControlAVPartition(LLViewerRegion* regionp) : LLBridgePartition(regionp) { diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 8fcfe9d386..ab95076ab5 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -559,6 +559,7 @@ void LLSpatialGroup::shift(const LLVector4a &offset) getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_TREE && getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_TERRAIN && getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_BRIDGE && + getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_AVATAR && getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_CONTROL_AV) { setState(GEOM_DIRTY); diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h index 7947b2c908..919f386d29 100644 --- a/indra/newview/llspatialpartition.h +++ b/indra/newview/llspatialpartition.h @@ -685,6 +685,12 @@ public: virtual void addGeometryCount(LLSpatialGroup* group, U32 &vertex_count, U32& index_count) { LLVolumeGeometryManager::addGeometryCount(group, vertex_count, index_count); } }; +class LLAvatarBridge : public LLVolumeBridge +{ +public: + LLAvatarBridge(LLDrawable* drawablep, LLViewerRegion* regionp); +}; + class LLControlAVBridge : public LLVolumeBridge { public: @@ -708,6 +714,12 @@ public: virtual void addGeometryCount(LLSpatialGroup* group, U32 &vertex_count, U32& index_count) { } }; +class LLAvatarPartition : public LLBridgePartition +{ +public: + LLAvatarPartition(LLViewerRegion* regionp); +}; + class LLControlAVPartition : public LLBridgePartition { public: diff --git a/indra/newview/llviewerobject.cpp b/indra/newview/llviewerobject.cpp index 1353a27982..0cbfa7d31a 100644 --- a/indra/newview/llviewerobject.cpp +++ b/indra/newview/llviewerobject.cpp @@ -279,6 +279,7 @@ LLViewerObject::LLViewerObject(const LLUUID &id, const LLPCode pcode, LLViewerRe mOnActiveList(FALSE), mOnMap(FALSE), mStatic(FALSE), + mSeatCount(0), mNumFaces(0), mRotTime(0.f), mAngularVelocityRot(), @@ -890,7 +891,12 @@ void LLViewerObject::addChild(LLViewerObject *childp) if(childp->setParent(this)) { mChildList.push_back(childp); - childp->afterReparent(); + childp->afterReparent(); + + if (childp->isAvatar()) + { + mSeatCount++; + } } } @@ -919,6 +925,11 @@ void LLViewerObject::removeChild(LLViewerObject *childp) { childp->setParent(NULL); } + + if (childp->isAvatar()) + { + mSeatCount--; + } break; } } @@ -976,21 +987,10 @@ BOOL LLViewerObject::isChild(LLViewerObject *childp) const return FALSE; } - // returns TRUE if at least one avatar is sitting on this object BOOL LLViewerObject::isSeat() const { - for (child_list_t::const_iterator iter = mChildList.begin(); - iter != mChildList.end(); iter++) - { - LLViewerObject* child = *iter; - if (child->isAvatar()) - { - return TRUE; - } - } - return FALSE; - + return mSeatCount > 0; } BOOL LLViewerObject::setDrawableParent(LLDrawable* parentp) diff --git a/indra/newview/llviewerobject.h b/indra/newview/llviewerobject.h index 873b300489..5322dbfe89 100644 --- a/indra/newview/llviewerobject.h +++ b/indra/newview/llviewerobject.h @@ -822,6 +822,7 @@ protected: BOOL mOnActiveList; BOOL mOnMap; // On the map. BOOL mStatic; // Object doesn't move. + S32 mSeatCount; S32 mNumFaces; F32 mRotTime; // Amount (in seconds) that object has rotated according to angular velocity (llSetTargetOmega) diff --git a/indra/newview/llviewerregion.cpp b/indra/newview/llviewerregion.cpp index a5a4c877b9..dbe9cdb13b 100644 --- a/indra/newview/llviewerregion.cpp +++ b/indra/newview/llviewerregion.cpp @@ -607,6 +607,7 @@ LLViewerRegion::LLViewerRegion(const U64 &handle, mImpl->mObjectPartition.push_back(new LLGrassPartition(this)); //PARTITION_GRASS mImpl->mObjectPartition.push_back(new LLVolumePartition(this)); //PARTITION_VOLUME mImpl->mObjectPartition.push_back(new LLBridgePartition(this)); //PARTITION_BRIDGE + mImpl->mObjectPartition.push_back(new LLAvatarPartition(this)); //PARTITION_AVATAR mImpl->mObjectPartition.push_back(new LLControlAVPartition(this)); //PARTITION_CONTROL_AV mImpl->mObjectPartition.push_back(new LLHUDParticlePartition(this));//PARTITION_HUD_PARTICLE mImpl->mObjectPartition.push_back(new LLVOCachePartition(this)); //PARTITION_VO_CACHE diff --git a/indra/newview/llviewerregion.h b/indra/newview/llviewerregion.h index d9b08d4548..6e96b98a2d 100644 --- a/indra/newview/llviewerregion.h +++ b/indra/newview/llviewerregion.h @@ -86,6 +86,7 @@ public: PARTITION_GRASS, PARTITION_VOLUME, PARTITION_BRIDGE, + PARTITION_AVATAR, PARTITION_CONTROL_AV, // Animesh PARTITION_HUD_PARTICLE, PARTITION_VO_CACHE, diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 6644654a1c..706927d81e 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -9963,7 +9963,7 @@ void LLVOAvatar::onActiveOverrideMeshesChanged() U32 LLVOAvatar::getPartitionType() const { // Avatars merely exist as drawables in the bridge partition - return mIsControlAvatar ? LLViewerRegion::PARTITION_CONTROL_AV : LLViewerRegion::PARTITION_BRIDGE; + return mIsControlAvatar ? LLViewerRegion::PARTITION_CONTROL_AV : LLViewerRegion::PARTITION_AVATAR; } //static diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 83f7f6a5e9..25e9b425b4 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4854,6 +4854,10 @@ U32 LLVOVolume::getPartitionType() const { return LLViewerRegion::PARTITION_CONTROL_AV; } + if (isAttachment()) + { + return LLViewerRegion::PARTITION_AVATAR; + } return LLViewerRegion::PARTITION_VOLUME; } @@ -4884,6 +4888,13 @@ LLVolumeGeometryManager() mSlopRatio = 0.25f; } +LLAvatarBridge::LLAvatarBridge(LLDrawable* drawablep, LLViewerRegion* regionp) + : LLVolumeBridge(drawablep, regionp) +{ + mDrawableType = LLPipeline::RENDER_TYPE_AVATAR; + mPartitionType = LLViewerRegion::PARTITION_AVATAR; +} + LLControlAVBridge::LLControlAVBridge(LLDrawable* drawablep, LLViewerRegion* regionp) : LLVolumeBridge(drawablep, regionp) { diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 927ed5528f..7c0ba51dd3 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -7209,7 +7209,7 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, { LLViewerRegion* region = *iter; - LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE); + LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_AVATAR); if (part && hasRenderType(part->mDrawableType)) { LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, face_hit, &position, tex_coord, normal, tangent); -- cgit v1.2.3 From eeb0a79d7a0242a9b697b367017ddbb84dc7157f Mon Sep 17 00:00:00 2001 From: andreykproductengine Date: Fri, 25 Oct 2019 20:13:58 +0300 Subject: SL-12014 Removed dupplicate shortcut --- indra/newview/skins/default/xui/en/menu_viewer.xml | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'indra') diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml index 96996156c0..be2317b313 100644 --- a/indra/newview/skins/default/xui/en/menu_viewer.xml +++ b/indra/newview/skins/default/xui/en/menu_viewer.xml @@ -1751,8 +1751,7 @@ + name="Rendering Type Control Avatar"> -- cgit v1.2.3 From 3b7a89322e5b0b3e177f4ea2faf5f061db17b37f Mon Sep 17 00:00:00 2001 From: andreykproductengine Date: Fri, 29 Nov 2019 18:21:21 +0200 Subject: SL-1130 Reverted part of d9dc1e2 --- indra/newview/lldrawpoolavatar.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index a858c81395..9800a4e189 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -2078,8 +2078,8 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix); buff->setBuffer(data_mask); buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); - gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); } else { -- cgit v1.2.3 From 74904f39e15961ada40221be418bbd758a5969ef Mon Sep 17 00:00:00 2001 From: andreykproductengine Date: Fri, 29 Nov 2019 18:31:50 +0200 Subject: SL-1130 Prevent crash on mMatrix --- indra/llrender/llrender.cpp | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 65d6181920..5bcccb35af 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1458,9 +1458,15 @@ void LLRender::matrixMode(U32 mode) if (mode == MM_TEXTURE) { mode = MM_TEXTURE0 + gGL.getCurrentTexUnitIndex(); + if (mode > MM_TEXTURE3) + { + // getCurrentTexUnitIndex() can go as high as 32 (LL_NUM_TEXTURE_LAYERS) + // Large value will result in a crash at mMatrix + LL_WARNS_ONCE() << "Attempted to assign matrix mode out of bounds: " << mode << LL_ENDL; + mode = MM_TEXTURE0; + } } - llassert(mode < NUM_MATRIX_MODES); mMatrixMode = mode; } -- cgit v1.2.3 From 4c006e76e39a8b59dc6f9c890e5a27d38b5ece50 Mon Sep 17 00:00:00 2001 From: ruslantproductengine Date: Mon, 30 Sep 2019 21:01:22 +0300 Subject: SL-8191 RenderUseVAO with Basic Shaders turned off caused textures not to show - Disable VAO for fixed pipeline + UI --- indra/newview/llappviewer.cpp | 2 +- indra/newview/llfloatersettingsdebug.cpp | 19 +++++++++++++++++++ indra/newview/pipeline.cpp | 4 ++-- 3 files changed, 22 insertions(+), 3 deletions(-) (limited to 'indra') diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index ff897ef962..cf6e31fa4d 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -568,7 +568,7 @@ static void settings_to_globals() LLRender::sGLCoreProfile = gSavedSettings.getBOOL("RenderGLCoreProfile"); LLRender::sNsightDebugSupport = gSavedSettings.getBOOL("RenderNsightDebugSupport"); - LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO"); + LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; LLImageGL::sGlobalUseAnisotropic = gSavedSettings.getBOOL("RenderAnisotropic"); LLImageGL::sCompressTextures = gSavedSettings.getBOOL("RenderCompressTextures"); LLVOVolume::sLODFactor = llclamp(gSavedSettings.getF32("RenderVolumeLODFactor"), 0.01f, MAX_LOD_FACTOR); diff --git a/indra/newview/llfloatersettingsdebug.cpp b/indra/newview/llfloatersettingsdebug.cpp index fb202b4c40..73269d0531 100644 --- a/indra/newview/llfloatersettingsdebug.cpp +++ b/indra/newview/llfloatersettingsdebug.cpp @@ -34,6 +34,7 @@ #include "llcolorswatch.h" #include "llviewercontrol.h" #include "lltexteditor.h" +#include "llviewershadermgr.h" LLFloaterSettingsDebug::LLFloaterSettingsDebug(const LLSD& key) @@ -207,6 +208,11 @@ void LLFloaterSettingsDebug::updateControl(LLControlVariable* controlp) getChildView("val_text")->setVisible( FALSE); mComment->setText(LLStringUtil::null); + getChild("boolean_combo")->setEnabled(true); + getChild("TRUE")->setEnabled(true); + getChild("FALSE")->setEnabled(true); + getChild("default_btn")->setEnabled(true); + if (controlp) { eControlType type = controlp->type(); @@ -288,6 +294,19 @@ void LLFloaterSettingsDebug::updateControl(LLControlVariable* controlp) { getChild("boolean_combo")->setValue(LLSD("")); } + + bool bUseVAO = controlp->getName() == "RenderUseVAO"; + if (bUseVAO) + { + bool use_shaders = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; + getChild("boolean_combo")->setEnabled(use_shaders); + getChild("TRUE")->setEnabled(use_shaders); + getChild("FALSE")->setEnabled(use_shaders); + getChild("default_btn")->setEnabled(use_shaders); + if (!use_shaders) { + getChild("boolean_combo")->setValue(LLSD(false)); + } + } } break; case TYPE_STRING: diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 7c0ba51dd3..54e1ad10b8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -481,7 +481,7 @@ void LLPipeline::init() sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); - LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO"); + LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); @@ -7430,7 +7430,7 @@ void LLPipeline::doResetVertexBuffers(bool forced) sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); - LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO"); + LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable"); LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ; -- cgit v1.2.3 From dd2c12b15809c3448ed4c8e7e9f3072a7bab414f Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Tue, 24 Mar 2020 17:29:40 +0200 Subject: SL-12237 Small adjustment to render complexity performance --- indra/newview/llvoavatar.cpp | 41 +++++++++++++++++++++++++++++++++++++++-- indra/newview/llvoavatar.h | 1 + 2 files changed, 40 insertions(+), 2 deletions(-) (limited to 'indra') diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 959d7df038..4976846790 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -2410,6 +2410,7 @@ S32 LLVOAvatar::setTETexture(const U8 te, const LLUUID& uuid) } static LLTrace::BlockTimerStatHandle FTM_AVATAR_UPDATE("Avatar Update"); +static LLTrace::BlockTimerStatHandle FTM_AVATAR_UPDATE_COMPLEXITY("Avatar Update Complexity"); static LLTrace::BlockTimerStatHandle FTM_JOINT_UPDATE("Update Joints"); //------------------------------------------------------------------------ @@ -2459,7 +2460,6 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time) } // Update should be happening max once per frame. - const S32 upd_freq = 4; // force update every upd_freq frames. if ((mLastAnimExtents[0]==LLVector3())|| (mLastAnimExtents[1])==LLVector3()) { @@ -2467,6 +2467,7 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time) } else { + const S32 upd_freq = 4; // force update every upd_freq frames. mNeedsExtentUpdate = ((LLDrawable::getCurrentFrame()+mID.mData[0])%upd_freq==0); } @@ -2551,7 +2552,39 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time) } idleUpdateNameTag( mLastRootPos ); - idleUpdateRenderComplexity(); + + // Complexity has stale mechanics, but updates still can be very rapid + // so spread avatar complexity calculations over frames to lesen load from + // rapid updates and to make sure all avatars are not calculated at once. + S32 compl_upd_freq = 20; + if (isControlAvatar()) + { + // animeshes do not (or won't) have impostors nor change outfis, + // no need for high frequency + compl_upd_freq = 100; + } + else if (mLastRezzedStatus <= 0) //cloud or init + { + compl_upd_freq = 60; + } + else if (isSelf()) + { + compl_upd_freq = 5; + } + else if (mLastRezzedStatus == 1) //'grey', not fully loaded + { + compl_upd_freq = 40; + } + else if (isInMuteList()) //cheap, buffers value from search + { + compl_upd_freq = 100; + } + + if ((LLFrameTimer::getFrameCount() + mID.mData[0]) % compl_upd_freq == 0) + { + idleUpdateRenderComplexity(); + } + idleUpdateDebugInfo(); } void LLVOAvatar::idleUpdateVoiceVisualizer(bool voice_enabled) @@ -4345,6 +4378,7 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) } else { + // Might be better to do HIDDEN_UPDATE if cloud updateMotions(LLCharacter::NORMAL_UPDATE); } @@ -10075,7 +10109,10 @@ void LLVOAvatar::idleUpdateRenderComplexity() // Render Complexity calculateUpdateRenderComplexity(); // Update mVisualComplexity if needed +} +void LLVOAvatar::idleUpdateDebugInfo() +{ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_AVATAR_DRAW_INFO)) { std::string info_line; diff --git a/indra/newview/llvoavatar.h b/indra/newview/llvoavatar.h index 00dccc5d12..aac7a1fae1 100644 --- a/indra/newview/llvoavatar.h +++ b/indra/newview/llvoavatar.h @@ -286,6 +286,7 @@ public: static void invalidateNameTags(); void addNameTagLine(const std::string& line, const LLColor4& color, S32 style, const LLFontGL* font); void idleUpdateRenderComplexity(); + void idleUpdateDebugInfo(); void accountRenderComplexityForObject(const LLViewerObject *attached_object, const F32 max_attachment_complexity, LLVOVolume::texture_cost_t& textures, -- cgit v1.2.3 From 6666fdb5d6f52df3d68bed35a4ad05139f49f93c Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Tue, 24 Mar 2020 17:30:34 +0200 Subject: SL-12237 Invisible avatars don't need detailed updates --- indra/newview/llvoavatar.cpp | 25 ++++++++++++++++++------- indra/newview/llvoavatar.h | 2 +- indra/newview/llvoavatarself.cpp | 5 ----- 3 files changed, 19 insertions(+), 13 deletions(-) (limited to 'indra') diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 4976846790..1d65d85f50 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -2582,6 +2582,7 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time) if ((LLFrameTimer::getFrameCount() + mID.mData[0]) % compl_upd_freq == 0) { + LL_RECORD_BLOCK_TIME(FTM_AVATAR_UPDATE_COMPLEXITY); idleUpdateRenderComplexity(); } idleUpdateDebugInfo(); @@ -2895,7 +2896,10 @@ F32 LLVOAvatar::calcMorphAmount() void LLVOAvatar::idleUpdateLipSync(bool voice_enabled) { // Use the Lipsync_Ooh and Lipsync_Aah morphs for lip sync - if ( voice_enabled && (LLVoiceClient::getInstance()->lipSyncEnabled()) && LLVoiceClient::getInstance()->getIsSpeaking( mID ) ) + if ( voice_enabled + && mLastRezzedStatus > 0 // no point updating lip-sync for clouds + && (LLVoiceClient::getInstance()->lipSyncEnabled()) + && LLVoiceClient::getInstance()->getIsSpeaking( mID ) ) { F32 ooh_morph_amount = 0.0f; F32 aah_morph_amount = 0.0f; @@ -3893,15 +3897,16 @@ void LLVOAvatar::updateFootstepSounds() } //------------------------------------------------------------------------ -// computeUpdatePeriod() +// computeUpdatePeriodAndVisibility() // Factored out from updateCharacter() // Set new value for mUpdatePeriod based on distance and various other factors. +// Returs true if character needs an update //------------------------------------------------------------------------ -void LLVOAvatar::computeUpdatePeriod() +BOOL LLVOAvatar::computeUpdatePeriodAndVisibility() { bool visually_muted = isVisuallyMuted(); - if (mDrawable.notNull() - && isVisible() + BOOL is_visible = isVisible(); // includes drawable check + if ( is_visible && (!isSelf() || visually_muted) && !isUIAvatar() && sUseImpostors @@ -3929,6 +3934,11 @@ void LLVOAvatar::computeUpdatePeriod() { //background avatars are REALLY slow updating impostors mUpdatePeriod = 16; } + else if (mLastRezzedStatus <= 0) + { + // Don't update cloud avatars too often + mUpdatePeriod = 8; + } else if ( shouldImpostor(3) ) { //back 25% of max visible avatars are slow updating impostors mUpdatePeriod = 8; @@ -3942,10 +3952,12 @@ void LLVOAvatar::computeUpdatePeriod() //nearby avatars, update the impostors more frequently. mUpdatePeriod = 4; } + return (LLDrawable::getCurrentFrame() + mID.mData[0]) % mUpdatePeriod == 0 ? TRUE : FALSE; } else { mUpdatePeriod = 1; + return is_visible; } } @@ -4314,8 +4326,7 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) // The rest should only be done occasionally for far away avatars. // Set mUpdatePeriod and visible based on distance and other criteria. //-------------------------------------------------------------------- - computeUpdatePeriod(); - visible = (LLDrawable::getCurrentFrame()+mID.mData[0])%mUpdatePeriod == 0 ? TRUE : FALSE; + visible = computeUpdatePeriodAndVisibility(); //-------------------------------------------------------------------- // Early out if not visible and not self diff --git a/indra/newview/llvoavatar.h b/indra/newview/llvoavatar.h index aac7a1fae1..cd9cf00488 100644 --- a/indra/newview/llvoavatar.h +++ b/indra/newview/llvoavatar.h @@ -264,7 +264,7 @@ public: virtual void updateDebugText(); virtual BOOL updateCharacter(LLAgent &agent); void updateFootstepSounds(); - void computeUpdatePeriod(); + BOOL computeUpdatePeriodAndVisibility(); void updateOrientation(LLAgent &agent, F32 speed, F32 delta_time); void updateTimeStep(); void updateRootPositionAndRotation(LLAgent &agent, F32 speed, bool was_sit_ground_constrained); diff --git a/indra/newview/llvoavatarself.cpp b/indra/newview/llvoavatarself.cpp index 63ace4fe52..11cfcf784a 100644 --- a/indra/newview/llvoavatarself.cpp +++ b/indra/newview/llvoavatarself.cpp @@ -2667,11 +2667,6 @@ void LLVOAvatarSelf::onCustomizeStart(bool disable_camera_switch) { gAgentCamera.changeCameraToCustomizeAvatar(); } - -#if 0 - gAgentAvatarp->clearVisualParamWeights(); - gAgentAvatarp->idleUpdateAppearanceAnimation(); -#endif gAgentAvatarp->invalidateAll(); // mark all bakes as dirty, request updates gAgentAvatarp->updateMeshTextures(); // make sure correct textures are applied to the avatar mesh. -- cgit v1.2.3 From 278853824d5da452f66f7dc4cc8858884f53505d Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Mon, 20 Apr 2020 21:44:34 +0300 Subject: Fixed merge conflict and restored SL-1130 --- indra/llrender/llrender.cpp | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index c3345c5c16..4e7c71a374 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1539,8 +1539,15 @@ void LLRender::matrixMode(eMatrixMode mode) { U32 tex_index = gGL.getCurrentTexUnitIndex(); // the shaders don't actually reference anything beyond texture_matrix0/1 outside of terrain rendering - llassert_always(tex_index <= 3); + llassert(tex_index <= 3); mode = eMatrixMode(MM_TEXTURE0 + gGL.getCurrentTexUnitIndex()); + if (mode > MM_TEXTURE3) + { + // getCurrentTexUnitIndex() can go as high as 32 (LL_NUM_TEXTURE_LAYERS) + // Large value will result in a crash at mMatrix + LL_WARNS_ONCE() << "Attempted to assign matrix mode out of bounds: " << mode << LL_ENDL; + mode = MM_TEXTURE0; + } } mMatrixMode = mode; -- cgit v1.2.3 From 9d26ce372b44412e2e82eb9d73d3608d1327fc06 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Mon, 20 Apr 2020 22:48:03 +0300 Subject: Fixed merge conflicts --- indra/newview/llappviewer.cpp | 3 ++- indra/newview/llfloatersettingsdebug.cpp | 2 +- indra/newview/pipeline.cpp | 4 ++-- 3 files changed, 5 insertions(+), 4 deletions(-) (limited to 'indra') diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 05a65207a9..8d425c78c5 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -71,6 +71,7 @@ #include "llviewermedia.h" #include "llviewerparcelaskplay.h" #include "llviewerparcelmedia.h" +#include "llviewershadermgr.h" #include "llviewermediafocus.h" #include "llviewermessage.h" #include "llviewerobjectlist.h" @@ -569,7 +570,7 @@ static void settings_to_globals() LLRender::sGLCoreProfile = gSavedSettings.getBOOL("RenderGLCoreProfile"); LLRender::sNsightDebugSupport = gSavedSettings.getBOOL("RenderNsightDebugSupport"); - LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; + LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; LLImageGL::sGlobalUseAnisotropic = gSavedSettings.getBOOL("RenderAnisotropic"); LLImageGL::sCompressTextures = gSavedSettings.getBOOL("RenderCompressTextures"); LLVOVolume::sLODFactor = llclamp(gSavedSettings.getF32("RenderVolumeLODFactor"), 0.01f, MAX_LOD_FACTOR); diff --git a/indra/newview/llfloatersettingsdebug.cpp b/indra/newview/llfloatersettingsdebug.cpp index 73269d0531..8bac13a5f5 100644 --- a/indra/newview/llfloatersettingsdebug.cpp +++ b/indra/newview/llfloatersettingsdebug.cpp @@ -298,7 +298,7 @@ void LLFloaterSettingsDebug::updateControl(LLControlVariable* controlp) bool bUseVAO = controlp->getName() == "RenderUseVAO"; if (bUseVAO) { - bool use_shaders = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; + bool use_shaders = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; getChild("boolean_combo")->setEnabled(use_shaders); getChild("TRUE")->setEnabled(use_shaders); getChild("FALSE")->setEnabled(use_shaders); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 94542606b6..a730c5a75b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -440,7 +440,7 @@ void LLPipeline::init() sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); - LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; + LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); @@ -7439,7 +7439,7 @@ void LLPipeline::doResetVertexBuffers(bool forced) sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); - LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; + LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable"); LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ; -- cgit v1.2.3 From abe5cc57873267724673c767ff3ec87016534a6c Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Tue, 21 Apr 2020 10:32:45 +0300 Subject: Fix for 'release' configuration llassert is not used in 'release' configuration and build fails due to unused tex_index --- indra/llrender/llrender.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 4e7c71a374..9b5231ad06 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1540,7 +1540,7 @@ void LLRender::matrixMode(eMatrixMode mode) U32 tex_index = gGL.getCurrentTexUnitIndex(); // the shaders don't actually reference anything beyond texture_matrix0/1 outside of terrain rendering llassert(tex_index <= 3); - mode = eMatrixMode(MM_TEXTURE0 + gGL.getCurrentTexUnitIndex()); + mode = eMatrixMode(MM_TEXTURE0 + tex_index); if (mode > MM_TEXTURE3) { // getCurrentTexUnitIndex() can go as high as 32 (LL_NUM_TEXTURE_LAYERS) -- cgit v1.2.3 From f2d7be71842de8158926e181833cae086fd9e8b7 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Fri, 21 Feb 2020 23:38:39 +0200 Subject: SL-12678 Removed auto login retry --- indra/newview/lllogininstance.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/lllogininstance.cpp b/indra/newview/lllogininstance.cpp index 8a69acb8dc..873531ef22 100644 --- a/indra/newview/lllogininstance.cpp +++ b/indra/newview/lllogininstance.cpp @@ -62,7 +62,7 @@ #include #include -const S32 LOGIN_MAX_RETRIES = 3; +const S32 LOGIN_MAX_RETRIES = 0; // Viewer should not autmatically retry login const F32 LOGIN_SRV_TIMEOUT_MIN = 10; const F32 LOGIN_SRV_TIMEOUT_MAX = 120; const F32 LOGIN_DNS_TIMEOUT_FACTOR = 0.9; // make DNS wait shorter then retry time -- cgit v1.2.3 From 9c445f6edca76effd5f86deec6521f7549bbda71 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Thu, 14 May 2020 10:54:57 +0300 Subject: Revert SL-8191 due to it no longer being valid This reverts commit 4c006e76e39a8b59dc6f9c890e5a27d38b5ece50. Since EEP there are no 'basic shaders' and doing this in llfloatersettingsdebug was wrong either way --- indra/newview/llappviewer.cpp | 2 +- indra/newview/llfloatersettingsdebug.cpp | 19 ------------------- indra/newview/pipeline.cpp | 4 ++-- 3 files changed, 3 insertions(+), 22 deletions(-) (limited to 'indra') diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 64004cf922..ad8a3eebf5 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -572,7 +572,7 @@ static void settings_to_globals() LLRender::sGLCoreProfile = gSavedSettings.getBOOL("RenderGLCoreProfile"); LLRender::sNsightDebugSupport = gSavedSettings.getBOOL("RenderNsightDebugSupport"); - LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; + LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO"); LLImageGL::sGlobalUseAnisotropic = gSavedSettings.getBOOL("RenderAnisotropic"); LLImageGL::sCompressTextures = gSavedSettings.getBOOL("RenderCompressTextures"); LLVOVolume::sLODFactor = llclamp(gSavedSettings.getF32("RenderVolumeLODFactor"), 0.01f, MAX_LOD_FACTOR); diff --git a/indra/newview/llfloatersettingsdebug.cpp b/indra/newview/llfloatersettingsdebug.cpp index 8bac13a5f5..fb202b4c40 100644 --- a/indra/newview/llfloatersettingsdebug.cpp +++ b/indra/newview/llfloatersettingsdebug.cpp @@ -34,7 +34,6 @@ #include "llcolorswatch.h" #include "llviewercontrol.h" #include "lltexteditor.h" -#include "llviewershadermgr.h" LLFloaterSettingsDebug::LLFloaterSettingsDebug(const LLSD& key) @@ -208,11 +207,6 @@ void LLFloaterSettingsDebug::updateControl(LLControlVariable* controlp) getChildView("val_text")->setVisible( FALSE); mComment->setText(LLStringUtil::null); - getChild("boolean_combo")->setEnabled(true); - getChild("TRUE")->setEnabled(true); - getChild("FALSE")->setEnabled(true); - getChild("default_btn")->setEnabled(true); - if (controlp) { eControlType type = controlp->type(); @@ -294,19 +288,6 @@ void LLFloaterSettingsDebug::updateControl(LLControlVariable* controlp) { getChild("boolean_combo")->setValue(LLSD("")); } - - bool bUseVAO = controlp->getName() == "RenderUseVAO"; - if (bUseVAO) - { - bool use_shaders = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; - getChild("boolean_combo")->setEnabled(use_shaders); - getChild("TRUE")->setEnabled(use_shaders); - getChild("FALSE")->setEnabled(use_shaders); - getChild("default_btn")->setEnabled(use_shaders); - if (!use_shaders) { - getChild("boolean_combo")->setValue(LLSD(false)); - } - } } break; case TYPE_STRING: diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 3014fa4a1e..88da291e7b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -440,7 +440,7 @@ void LLPipeline::init() sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); - LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; + LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO"); LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); @@ -7439,7 +7439,7 @@ void LLPipeline::doResetVertexBuffers(bool forced) sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO"); - LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0; + LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO"); LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw"); LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable"); LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ; -- cgit v1.2.3 From 553e4e55828574ad4e148b532504c2ac854a1322 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Thu, 14 May 2020 11:28:16 +0300 Subject: SL-12014 fixed wrong pool type check --- indra/newview/lldrawpoolavatar.cpp | 6 +----- 1 file changed, 1 insertion(+), 5 deletions(-) (limited to 'indra') diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 92936dafb0..f38d336434 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -1799,13 +1799,9 @@ void LLDrawPoolAvatar::getRiggedGeometry( { face->setPoolType(LLDrawPool::POOL_ALPHA); } - else if (type == LLDrawPool::POOL_CONTROL_AV) - { - face->setPoolType(LLDrawPool::POOL_CONTROL_AV); - } else { - face->setPoolType(LLDrawPool::POOL_AVATAR); + face->setPoolType(mType); // either POOL_AVATAR or POOL_CONTROL_AV } //LL_INFOS() << "Rebuilt face " << face->getTEOffset() << " of " << face->getDrawable() << " at " << gFrameTimeSeconds << LL_ENDL; -- cgit v1.2.3 From 76d843ed20d15f2541de0aecdf0648531d7be6f5 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Thu, 14 May 2020 11:41:31 +0300 Subject: SL-12014 fixed transparency issues caused by merge with eep --- indra/newview/pipeline.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 88da291e7b..7cd0b77af4 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -9053,6 +9053,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) LLPipeline::RENDER_TYPE_PASS_INVISIBLE, LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, LLPipeline::RENDER_TYPE_ALPHA_MASK, LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, END_RENDER_TYPES); @@ -9406,7 +9407,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES); if (detail < 3) { - clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES); + clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, LLPipeline::RENDER_TYPE_CONTROL_AV, END_RENDER_TYPES); if (detail < 2) { clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES); @@ -10121,6 +10122,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLPipeline::RENDER_TYPE_BUMP, LLPipeline::RENDER_TYPE_VOLUME, LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, LLPipeline::RENDER_TYPE_TREE, LLPipeline::RENDER_TYPE_TERRAIN, LLPipeline::RENDER_TYPE_WATER, @@ -10937,6 +10939,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) LLPipeline::RENDER_TYPE_PASS_INVISIBLE, LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, LLPipeline::RENDER_TYPE_ALPHA_MASK, LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, LLPipeline::RENDER_TYPE_INVISIBLE, -- cgit v1.2.3 From 7d46d6fb21c21092b7dcaa3357a0698bf9d44794 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Thu, 14 May 2020 20:37:36 +0300 Subject: SL-12026 Fix issue with constant bridge recreation for animeshes --- indra/newview/lldrawable.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'indra') diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp index ad19574b44..2219f20272 100644 --- a/indra/newview/lldrawable.cpp +++ b/indra/newview/lldrawable.cpp @@ -1182,7 +1182,8 @@ LLSpatialPartition* LLDrawable::getSpatialPartition() { U32 partition_type = mSpatialBridge->asPartition()->mPartitionType; bool is_hud = mVObjp->isHUDAttachment(); - bool is_attachment = mVObjp->isAttachment() && !is_hud; + bool is_animesh = mVObjp->isAnimatedObject() && mVObjp->getControlAvatar() != NULL; + bool is_attachment = mVObjp->isAttachment() && !is_hud && !is_animesh; if ((partition_type == LLViewerRegion::PARTITION_HUD) != is_hud) { // Was/became HUD @@ -1190,7 +1191,7 @@ LLSpatialPartition* LLDrawable::getSpatialPartition() mSpatialBridge->markDead(); setSpatialBridge(NULL); } - else if ((partition_type == LLViewerRegion::PARTITION_CONTROL_AV) != (mVObjp->isAnimatedObject() && mVObjp->getControlAvatar() != NULL)) + else if ((partition_type == LLViewerRegion::PARTITION_CONTROL_AV) != is_animesh) { // Was/became part of animesh // remove obsolete bridge -- cgit v1.2.3 From a21c0bd128a8c34c90c8fd0a128c608a92959fca Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Thu, 14 May 2020 22:55:33 +0300 Subject: SL-12237 Remade updates for invisible avatars --- indra/newview/llvoavatar.cpp | 33 +++++++++++++++++++-------------- indra/newview/llvoavatar.h | 2 +- 2 files changed, 20 insertions(+), 15 deletions(-) (limited to 'indra') diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 724af3c8ed..55256746e6 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -3901,16 +3901,15 @@ void LLVOAvatar::updateFootstepSounds() } //------------------------------------------------------------------------ -// computeUpdatePeriodAndVisibility() +// computeUpdatePeriod() // Factored out from updateCharacter() // Set new value for mUpdatePeriod based on distance and various other factors. -// Returs true if character needs an update //------------------------------------------------------------------------ -BOOL LLVOAvatar::computeUpdatePeriodAndVisibility() +void LLVOAvatar::computeUpdatePeriod() { bool visually_muted = isVisuallyMuted(); - BOOL is_visible = isVisible(); // includes drawable check - if ( is_visible + if (mDrawable.notNull() + && isVisible() && (!isSelf() || visually_muted) && !isUIAvatar() && sUseImpostors @@ -3956,12 +3955,10 @@ BOOL LLVOAvatar::computeUpdatePeriodAndVisibility() //nearby avatars, update the impostors more frequently. mUpdatePeriod = 4; } - return (LLDrawable::getCurrentFrame() + mID.mData[0]) % mUpdatePeriod == 0 ? TRUE : FALSE; } else { mUpdatePeriod = 1; - return is_visible; } } @@ -4330,15 +4327,16 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) // The rest should only be done occasionally for far away avatars. // Set mUpdatePeriod and visible based on distance and other criteria. //-------------------------------------------------------------------- - visible = computeUpdatePeriodAndVisibility(); + computeUpdatePeriod(); + bool needs_update = (LLDrawable::getCurrentFrame()+mID.mData[0])%mUpdatePeriod == 0 ? TRUE : FALSE; //-------------------------------------------------------------------- - // Early out if not visible and not self + // Early out if does not need update and not self // don't early out for your own avatar, as we rely on your animations playing reliably // for example, the "turn around" animation when entering customize avatar needs to trigger // even when your avatar is offscreen //-------------------------------------------------------------------- - if (!visible && !isSelf()) + if (!needs_update && !isSelf()) { updateMotions(LLCharacter::HIDDEN_UPDATE); return FALSE; @@ -4387,7 +4385,11 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) mSpeed = speed; // update animations - if (mSpecialRenderMode == 1) // Animation Preview + if (!visible) + { + updateMotions(LLCharacter::HIDDEN_UPDATE); + } + else if (mSpecialRenderMode == 1) // Animation Preview { updateMotions(LLCharacter::FORCE_UPDATE); } @@ -4421,10 +4423,13 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) // Update child joints as needed. mRoot->updateWorldMatrixChildren(); - // System avatar mesh vertices need to be reskinned. - mNeedsSkin = TRUE; + if (visible) + { + // System avatar mesh vertices need to be reskinned. + mNeedsSkin = TRUE; + } - return TRUE; + return visible; } //----------------------------------------------------------------------------- diff --git a/indra/newview/llvoavatar.h b/indra/newview/llvoavatar.h index cb91c55ba0..4e728ac959 100644 --- a/indra/newview/llvoavatar.h +++ b/indra/newview/llvoavatar.h @@ -264,7 +264,7 @@ public: virtual void updateDebugText(); virtual BOOL updateCharacter(LLAgent &agent); void updateFootstepSounds(); - BOOL computeUpdatePeriodAndVisibility(); + void computeUpdatePeriod(); void updateOrientation(LLAgent &agent, F32 speed, F32 delta_time); void updateTimeStep(); void updateRootPositionAndRotation(LLAgent &agent, F32 speed, bool was_sit_ground_constrained); -- cgit v1.2.3 From bc31e8eb2f7745a7593d46dfa4280d7047eb2b1a Mon Sep 17 00:00:00 2001 From: Andrey Lihatskiy Date: Tue, 19 May 2020 22:31:58 +0300 Subject: SL-13273 Updated the SL logo images --- .../skins/default/textures/windows/login_sl_logo.png | Bin 21797 -> 5764 bytes .../default/textures/windows/login_sl_logo_small.png | Bin 5978 -> 4802 bytes 2 files changed, 0 insertions(+), 0 deletions(-) (limited to 'indra') diff --git a/indra/newview/skins/default/textures/windows/login_sl_logo.png b/indra/newview/skins/default/textures/windows/login_sl_logo.png index 9810d00237..1eede80c83 100644 Binary files a/indra/newview/skins/default/textures/windows/login_sl_logo.png and b/indra/newview/skins/default/textures/windows/login_sl_logo.png differ diff --git a/indra/newview/skins/default/textures/windows/login_sl_logo_small.png b/indra/newview/skins/default/textures/windows/login_sl_logo_small.png index 0a245442d5..c5933001f0 100644 Binary files a/indra/newview/skins/default/textures/windows/login_sl_logo_small.png and b/indra/newview/skins/default/textures/windows/login_sl_logo_small.png differ -- cgit v1.2.3 From b8a7c66bc15539db4a03ffe65076fdbbbce2b36d Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Wed, 3 Jun 2020 23:36:28 +0300 Subject: SL-863 Fixed missing render mask --- indra/newview/pipeline.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 7cd0b77af4..f3b8ad9008 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -10916,7 +10916,9 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) if (visually_muted || too_complex) { - andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES); + andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, + END_RENDER_TYPES); } else { -- cgit v1.2.3 From 0defa9be8304cd80b5562dddb6e0f10219192a7f Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Tue, 5 May 2020 12:23:59 -0600 Subject: DRTVWR-510 add code to report Vulkan capability in stats (Windows-only) --- indra/newview/llviewerstats.cpp | 42 +++++++++++++++++++++++++---------------- 1 file changed, 26 insertions(+), 16 deletions(-) (limited to 'indra') diff --git a/indra/newview/llviewerstats.cpp b/indra/newview/llviewerstats.cpp index 85d87a43af..eccbefcd3e 100644 --- a/indra/newview/llviewerstats.cpp +++ b/indra/newview/llviewerstats.cpp @@ -55,7 +55,6 @@ #include "llviewerregion.h" #include "llvoavatar.h" #include "llvoavatarself.h" -#include "llviewerwindow.h" // *TODO: remove, only used for width/height #include "llworld.h" #include "llfeaturemanager.h" #include "llviewernetwork.h" @@ -582,21 +581,32 @@ void send_stats() // If the current revision is recent, ping the previous author before overriding LLSD &misc = body["stats"]["misc"]; - // Screen size so the UI team can figure out how big the widgets - // appear and use a "typical" size for end user tests. - - S32 window_width = gViewerWindow->getWindowWidthRaw(); - S32 window_height = gViewerWindow->getWindowHeightRaw(); - S32 window_size = (window_width * window_height) / 1024; - misc["string_1"] = llformat("%d", window_size); - misc["string_2"] = llformat("Texture Time: %.2f, Total Time: %.2f", gTextureTimer.getElapsedTimeF32(), gFrameTimeSeconds.value()); - - F32 unbaked_time = LLVOAvatar::sUnbakedTime * 1000.f / gFrameTimeSeconds; - misc["int_1"] = LLSD::Integer(unbaked_time); // Steve: 1.22 - F32 grey_time = LLVOAvatar::sGreyTime * 1000.f / gFrameTimeSeconds; - misc["int_2"] = LLSD::Integer(grey_time); // Steve: 1.22 - - LL_INFOS() << "Misc Stats: int_1: " << misc["int_1"] << " int_2: " << misc["int_2"] << LL_ENDL; +#ifdef LL_WINDOWS + // Probe for Vulkan capability (Dave Houlton 05/2020) + // + // Check for presense of a Vulkan loader dll, as a proxy for a Vulkan-capable gpu. + // False-positives and false-negatives are possible, but unlikely. We'll get a good + // approximation of Vulkan capability within current user systems from this. More + // detailed information on versions and extensions can come later. + HMODULE vulkanDll = LoadLibraryExA("vulkan-1.dll", NULL, LOAD_LIBRARY_AS_DATAFILE); + if (NULL == vulkanDll) + { + misc["string_1"] = llformat("No Vulkan driver detected"); + } + else + { + misc["string_1"] = llformat("Vulkan driver is detected"); + FreeLibrary(vulkanDll); + } +#else + misc["string_1"] = llformat("Unused"); +#endif // LL_WINDOWS + + misc["string_2"] = llformat("Unused"); + misc["int_1"] = LLSD::Integer(0); + misc["int_2"] = LLSD::Integer(0); + + LL_INFOS() << "Misc Stats: int_1: " << misc["int_1"] << " int_2: " << misc["int_2"] << LL_ENDL; LL_INFOS() << "Misc Stats: string_1: " << misc["string_1"] << " string_2: " << misc["string_2"] << LL_ENDL; body["DisplayNamesEnabled"] = gSavedSettings.getBOOL("UseDisplayNames"); -- cgit v1.2.3 From e1ea8eb7738c2f9a6762dd8c6c22de00607e8ba2 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Wed, 6 May 2020 11:55:02 -0600 Subject: DRTVWR-510 cache vulkan-detect result --- indra/newview/llviewerstats.cpp | 22 ++++++++++++++-------- 1 file changed, 14 insertions(+), 8 deletions(-) (limited to 'indra') diff --git a/indra/newview/llviewerstats.cpp b/indra/newview/llviewerstats.cpp index eccbefcd3e..04172adde9 100644 --- a/indra/newview/llviewerstats.cpp +++ b/indra/newview/llviewerstats.cpp @@ -588,16 +588,22 @@ void send_stats() // False-positives and false-negatives are possible, but unlikely. We'll get a good // approximation of Vulkan capability within current user systems from this. More // detailed information on versions and extensions can come later. - HMODULE vulkanDll = LoadLibraryExA("vulkan-1.dll", NULL, LOAD_LIBRARY_AS_DATAFILE); - if (NULL == vulkanDll) - { - misc["string_1"] = llformat("No Vulkan driver detected"); - } - else + static bool vulkan_oneshot = false; + static bool vulkan_detected = false; + + if (!vulkan_oneshot) { - misc["string_1"] = llformat("Vulkan driver is detected"); - FreeLibrary(vulkanDll); + HMODULE vulkan_loader = LoadLibraryExA("vulkan-1.dll", NULL, LOAD_LIBRARY_AS_DATAFILE); + if (NULL != vulkan_loader) + { + vulkan_detected = true; + FreeLibrary(vulkan_loader); + } + vulkan_oneshot = true; } + + misc["string_1"] = vulkan_detected ? llformat("Vulkan driver is detected") : llformat("No Vulkan driver detected"); + #else misc["string_1"] = llformat("Unused"); #endif // LL_WINDOWS -- cgit v1.2.3 From 84d30655967fa29cc800783db2cd43df6f28d35e Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Mon, 8 Jun 2020 15:47:41 -0600 Subject: SL-13281, add missing srgb->linear conversion for specular --- indra/llrender/llimagegl.cpp | 80 +++++++++++++--------- indra/llrender/llrender.cpp | 22 +++--- indra/llrender/llrendertarget.cpp | 10 +-- .../shaders/class1/deferred/multiPointLightF.glsl | 1 + 4 files changed, 69 insertions(+), 44 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index ff74380217..3b6a49735e 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -985,38 +985,56 @@ BOOL LLImageGL::preAddToAtlas(S32 discard_level, const LLImageRaw* raw_image) return FALSE; } - if( !mHasExplicitFormat ) - { - switch (mComponents) - { - case 1: - // Use luminance alpha (for fonts) - mFormatInternal = GL_LUMINANCE8; - mFormatPrimary = GL_LUMINANCE; - mFormatType = GL_UNSIGNED_BYTE; - break; - case 2: - // Use luminance alpha (for fonts) - mFormatInternal = GL_LUMINANCE8_ALPHA8; - mFormatPrimary = GL_LUMINANCE_ALPHA; - mFormatType = GL_UNSIGNED_BYTE; - break; - case 3: - mFormatInternal = GL_RGB8; - mFormatPrimary = GL_RGB; - mFormatType = GL_UNSIGNED_BYTE; - break; - case 4: - mFormatInternal = GL_RGBA8; - mFormatPrimary = GL_RGBA; - mFormatType = GL_UNSIGNED_BYTE; - break; - default: - LL_ERRS() << "Bad number of components for texture: " << (U32)getComponents() << LL_ENDL; - } - } + if (!mHasExplicitFormat) + { + switch (mComponents) + { + case 1: + // Use luminance alpha (for fonts) + mFormatInternal = GL_LUMINANCE8; + mFormatPrimary = GL_LUMINANCE; + mFormatType = GL_UNSIGNED_BYTE; + break; + case 2: + // Use luminance alpha (for fonts) + mFormatInternal = GL_LUMINANCE8_ALPHA8; + mFormatPrimary = GL_LUMINANCE_ALPHA; + mFormatType = GL_UNSIGNED_BYTE; + break; + case 3: +#if USE_SRGB_DECODE + if (gGLManager.mHasTexturesRGBDecode) + { + mFormatInternal = GL_SRGB8; + } + else +#endif + { + mFormatInternal = GL_RGB8; + } + mFormatPrimary = GL_RGB; + mFormatType = GL_UNSIGNED_BYTE; + break; + case 4: +#if USE_SRGB_DECODE + if (gGLManager.mHasTexturesRGBDecode) + { + mFormatInternal = GL_SRGB8_ALPHA8; + } + else +#endif + { + mFormatInternal = GL_RGBA8; + } + mFormatPrimary = GL_RGBA; + mFormatType = GL_UNSIGNED_BYTE; + break; + default: + LL_ERRS() << "Bad number of components for texture: " << (U32) getComponents() << LL_ENDL; + } + } - mCurrentDiscardLevel = discard_level; + mCurrentDiscardLevel = discard_level; mDiscardLevelInAtlas = discard_level; mTexelsInAtlas = raw_image->getWidth() * raw_image->getHeight() ; mLastBindTime = sLastFrameTime; diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 9b5231ad06..cabf0528f0 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -849,26 +849,32 @@ void LLTexUnit::debugTextureUnit(void) } } -void LLTexUnit::setTextureColorSpace(eTextureColorSpace space) { +void LLTexUnit::setTextureColorSpace(eTextureColorSpace space) +{ mTexColorSpace = space; #if USE_SRGB_DECODE - if (gGLManager.mHasTexturesRGBDecode) { - - if (space == TCS_SRGB) { + if (gGLManager.mHasTexturesRGBDecode) + { + if (space == TCS_SRGB) + { glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT); } - else { + else + { glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); } - if (gDebugGL) { + if (gDebugGL) + { assert_glerror(); } } + else #endif - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); - + { + glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); + } } LLLightState::LLLightState(S32 index) diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index 9fb4f7f2b0..e3c0255290 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -501,23 +501,23 @@ U32 LLRenderTarget::getNumTextures() const return mTex.size(); } - void LLRenderTarget::bindTexture(U32 index, S32 channel, LLTexUnit::eTextureFilterOptions filter_options) { - gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index)); + gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index)); bool isSRGB = false; llassert(mInternalFormat.size() > index); switch (mInternalFormat[index]) { - case GL_SRGB_ALPHA: case GL_SRGB: + case GL_SRGB8: + case GL_SRGB_ALPHA: case GL_SRGB8_ALPHA8: isSRGB = true; - break; + break; default: - break; + break; } gGL.getTexUnit(channel)->setTextureFilteringOption(filter_options); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 0d1cc81786..c6afda375c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -77,6 +77,7 @@ void main() vec3 norm = getNorm(frag.xy); vec4 spec = texture2DRect(specularRect, frag.xy); + spec.rgb = srgb_to_linear(spec.rgb); vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; diff.rgb = srgb_to_linear(diff.rgb); -- cgit v1.2.3 From 4c8821df9da21e7b3b13d5a8e61df4faaa6ee219 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Mon, 8 Jun 2020 16:42:34 -0600 Subject: SL-13821 shader clean up and format --- .../shaders/class1/deferred/multiPointLightF.glsl | 204 ++++++++++----------- 1 file changed, 98 insertions(+), 106 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 c6afda375c..8c402fcb54 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -1,24 +1,24 @@ -/** - * @file multiPointLightF.glsl +/** + * @file class1/deferred/multiPointLightF.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 * $/LicenseInfo$ */ @@ -36,120 +36,112 @@ out vec4 frag_color; uniform sampler2DRect depthMap; uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; -uniform samplerCube environmentMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; +uniform samplerCube environmentMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; - -uniform vec3 env_mat[3]; +uniform vec3 env_mat[3]; uniform float sun_wash; +uniform int light_count; +uniform vec4 light[LIGHT_COUNT]; +uniform vec4 light_col[LIGHT_COUNT]; -uniform int light_count; - -uniform vec4 light[LIGHT_COUNT]; -uniform vec4 light_col[LIGHT_COUNT]; - -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - +uniform vec2 screen_res; uniform float far_z; +uniform mat4 inv_proj; -uniform mat4 inv_proj; +VARYING vec4 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); vec3 srgb_to_linear(vec3 c); -void main() +void main() { - vec3 out_col = vec3(0,0,0); - #if defined(LOCAL_LIGHT_KILL) - discard; -#else - vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; - vec3 pos = getPosition(frag.xy).xyz; - if (pos.z < far_z) - { - discard; - } - - vec3 norm = getNorm(frag.xy); - - vec4 spec = texture2DRect(specularRect, frag.xy); - spec.rgb = srgb_to_linear(spec.rgb); - vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; - diff.rgb = srgb_to_linear(diff.rgb); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 npos = normalize(-pos); - - // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop - for (int i = 0; i < LIGHT_COUNT; ++i) - { - vec3 lv = light[i].xyz-pos; - float dist = length(lv); - dist /= light[i].w; - if (dist <= 1.0) - { - float da = dot(norm, lv); - if (da > 0.0) - { - lv = normalize(lv); - da = dot(norm, lv); - - 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; - - // Tweak falloff slightly to match pre-EEP attenuation - // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit - dist_atten *= 2.0; - - dist_atten *= noise; - - float lit = da * dist_atten; - - vec3 col = light_col[i].rgb*lit*diff; - - //vec3 col = vec3(dist2, light_col[i].a, lit); - - if (spec.a > 0.0) - { - lit = min(da*6.0, 1.0) * dist_atten; - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, 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); - col += lit*scol*light_col[i].rgb*spec.rgb; - //col += spec.rgb; - } - } - - out_col += col; - } - } - } + discard; // Bail immediately #endif - - frag_color.rgb = out_col; - frag_color.a = 0.0; + + vec3 out_col = vec3(0, 0, 0); + vec2 frag = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res; + vec3 pos = getPosition(frag.xy).xyz; + if (pos.z < far_z) + { + discard; + } + + vec3 norm = getNorm(frag.xy); + + vec4 spec = texture2DRect(specularRect, frag.xy); + spec.rgb = srgb_to_linear(spec.rgb); + vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; + diff.rgb = srgb_to_linear(diff.rgb); + + float noise = texture2D(noiseMap, frag.xy / 128.0).b; + vec3 npos = normalize(-pos); + + // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop + for (int i = 0; i < LIGHT_COUNT; ++i) + { + vec3 lv = light[i].xyz - pos; + float dist = length(lv); + dist /= light[i].w; + if (dist <= 1.0) + { + float da = dot(norm, lv); + if (da > 0.0) + { + lv = normalize(lv); + da = dot(norm, lv); + + 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; + + // Tweak falloff slightly to match pre-EEP attenuation + // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit + dist_atten *= 2.0; + + dist_atten *= noise; + + float lit = da * dist_atten; + + vec3 col = light_col[i].rgb * lit * diff; + + if (spec.a > 0.0) + { + lit = min(da * 6.0, 1.0) * dist_atten; + vec3 h = normalize(lv + npos); + float nh = dot(norm, h); + float nv = dot(norm, 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); + col += lit * scol * light_col[i].rgb * spec.rgb; + } + } + + out_col += col; + } + } + } + + frag_color.rgb = out_col; + frag_color.a = 0.0; #ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. - vec4 dummy1 = light[0]; - vec4 dummy2 = light_col[0]; - vec4 dummy3 = light[LIGHT_COUNT-1]; - vec4 dummy4 = light_col[LIGHT_COUNT-1]; + // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage + // awawy which leads to unfun crashes and artifacts. + vec4 dummy1 = light[0]; + vec4 dummy2 = light_col[0]; + vec4 dummy3 = light[LIGHT_COUNT - 1]; + vec4 dummy4 = light_col[LIGHT_COUNT - 1]; #endif } -- cgit v1.2.3 From ea9afd66002dc3de45e9f2a5289a676e55372d59 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Mon, 8 Jun 2020 16:42:34 -0600 Subject: SL-13084 Combined commit for the EEP specular color fix SL-13084: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll SL-13804: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll SL-13084: Fix inverted cloud scroll with ALM is off SL-13084: Move texture coords section to top in class2/windlight/cloudsV to match class1/deffered/cloudsV SL-13084: Add references to other common files --- .../shaders/class1/deferred/cloudsV.glsl | 7 +++-- .../shaders/class2/windlight/cloudsV.glsl | 36 +++++++++++++--------- indra/newview/llsettingsvo.cpp | 11 ++++++- 3 files changed, 36 insertions(+), 18 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index caa4fe1f65..495daa2db6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -70,15 +70,18 @@ uniform float cloud_scale; // NOTE: Keep these in sync! // indra\newview\app_settings\shaders\class1\deferred\skyV.glsl // indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl +// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl // indra\newview\lllegacyatmospherics.cpp +// indra\newview\llsettingsvo.cpp void main() { - // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); // Texture coords - vary_texcoord0 = texcoord0; + // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll + vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial + vary_texcoord0.xy -= 0.5; vary_texcoord0.xy /= cloud_scale; vary_texcoord0.xy += 0.5; diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 2c1475d547..a4389f62dc 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -36,6 +36,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vary_CloudColorSun; VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; + VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; @@ -66,13 +67,31 @@ uniform vec4 cloud_color; uniform float cloud_scale; +// NOTE: Keep these in sync! +// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl +// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl +// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl +// indra\newview\lllegacyatmospherics.cpp +// indra\newview\llsettingsvo.cpp void main() { - // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; + // Texture coords + // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll + vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial + + vary_texcoord0.xy -= 0.5; + vary_texcoord0.xy /= cloud_scale; + vary_texcoord0.xy += 0.5; + + vary_texcoord1 = vary_texcoord0; + vary_texcoord1.x += lightnorm.x * 0.0125; + vary_texcoord1.y += lightnorm.z * 0.0125; + + vary_texcoord2 = vary_texcoord0 * 16.; + vary_texcoord3 = vary_texcoord1 * 16.; // Get relative position vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); @@ -175,19 +194,6 @@ void main() vary_CloudDensity = 2. * (cloud_shadow - 0.25); - // Texture coords - vary_texcoord0 = texcoord0; - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; - - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; - - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; - // Combine these to minimize register use vary_CloudColorAmbient += oHazeColorBelowCloud; diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index c72a0706cd..5a4427a7b7 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -678,8 +678,17 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) { shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, light_direction.mV); + // Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate") LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]); - vect_c_p_d1 += LLVector4(LLEnvironment::instance().getCloudScrollDelta()); + LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() ); + + // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll + // Keep in Sync! + // * indra\newview\llsettingsvo.cpp + // * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl + // * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl + cloud_scroll[0] = -cloud_scroll[0]; + vect_c_p_d1 += cloud_scroll; shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, 1, vect_c_p_d1.mV); LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); -- cgit v1.2.3 From f854e95116cf6d1be1ea1ba562def2e6017179bf Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 18 Jun 2020 10:39:49 -0700 Subject: SL-9632: Fix most HUD objects incorrectly being effected by the environment lighting --- .../shaders/class1/objects/simpleV.glsl | 28 +++++++++++++--------- 1 file changed, 17 insertions(+), 11 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index a59bd9c0a6..575a641b7a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -1,4 +1,4 @@ -/** +/** * @file simpleV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ @@ -28,6 +28,9 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; + ATTRIBUTE vec3 position; void passTextureIndex(); ATTRIBUTE vec2 texcoord0; @@ -46,19 +49,22 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + + passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; - - - vec3 norm = normalize(normal_matrix * normal); + if (no_atmo == 1) + { + vertex_color = diffuse_color; + } + else + { + vec4 pos = (modelview_matrix * vert); + vec3 norm = normalize(normal_matrix * normal); - calcAtmospherics(pos.xyz); + calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, diffuse_color); - vertex_color = color; - - + vertex_color = calcLighting(pos.xyz, norm, diffuse_color); + } } -- cgit v1.2.3 From e7883022b252bfffe8f7d133c6dc626bb95dc442 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 18 Jun 2020 15:15:54 -0700 Subject: SL-9632 Fix HUD objects to not use environment lighting --- .../shaders/class1/deferred/fullbrightShinyF.glsl | 38 +++++++++++++--------- .../class1/lighting/lightFullbrightShinyF.glsl | 20 +++++++++--- .../shaders/class1/objects/simpleV.glsl | 3 +- 3 files changed, 40 insertions(+), 21 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index bd0ad3bce8..2d40e63eff 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -42,6 +42,9 @@ VARYING vec4 vary_position; uniform samplerCube environmentMap; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; + vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClip(vec3 light); @@ -51,7 +54,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); - +// See: +// class1\deferred\fullbrightShinyF.glsl +// class1\lighting\lightFullbrightShinyF.glsl void main() { #ifdef HAS_DIFFUSE_LOOKUP @@ -59,25 +64,28 @@ void main() #else vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); #endif - + color.rgb *= vertex_color.rgb; - vec3 pos = vary_position.xyz/vary_position.w; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + vec3 pos = vary_position.xyz/vary_position.w; + + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - float env_intensity = vertex_color.a; - color.rgb = mix(color.rgb, envColor.rgb, env_intensity); + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + float env_intensity = vertex_color.a; //color.rgb = srgb_to_linear(color.rgb); - - color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); - color.rgb = fullbrightScaleSoftClip(color.rgb); + color.rgb = mix(color.rgb, envColor.rgb, env_intensity); + color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); + color.rgb = fullbrightScaleSoftClip(color.rgb); + } color.a = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index 567811cd75..3eaaa41866 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -35,20 +35,30 @@ VARYING vec3 vary_texcoord1; uniform samplerCube environmentMap; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; + vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); +// See: +// class1\deferred\fullbrightShinyF.glsl +// class1\lighting\lightFullbrightShinyF.glsl void fullbright_shiny_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy); color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low - color.rgb = fullbrightShinyAtmosTransport(color.rgb); + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + } color.a = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index 575a641b7a..9ef7704b70 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -53,7 +53,8 @@ void main() passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; - + + // SL-9632 HUDs are affected by Atmosphere if (no_atmo == 1) { vertex_color = diffuse_color; -- cgit v1.2.3 From 528a4bc6a1561213b7d384e5a249c46c97f3ded9 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Mon, 29 Jun 2020 11:54:46 -0700 Subject: DRTVWR-497: Fix Texture Console flicker on first line --- indra/newview/lltextureview.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/lltextureview.cpp b/indra/newview/lltextureview.cpp index 0d2edc0268..1c4187d30f 100644 --- a/indra/newview/lltextureview.cpp +++ b/indra/newview/lltextureview.cpp @@ -549,7 +549,7 @@ void LLGLTexMemBar::draw() U32 texFetchLatMed = U32(recording.getMean(LLTextureFetch::sTexFetchLatency).value() * 1000.0f); U32 texFetchLatMax = U32(recording.getMax(LLTextureFetch::sTexFetchLatency).value() * 1000.0f); - text = llformat("GL Tot: %d/%d MB Bound: %d/%d MB FBO: %d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB", + text = llformat("GL Tot: %d/%d MB Bound: %4d/%4d MB FBO: %d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB", total_mem.value(), max_total_mem.value(), bound_mem.value(), -- cgit v1.2.3 From 7ad05093b8143bcae443805c71c5517628ca1bc5 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Mon, 29 Jun 2020 11:56:32 -0700 Subject: DRTVWR-497 Cleanup: Summarize calcPhi equation --- indra/newview/llvowlsky.cpp | 3 +++ 1 file changed, 3 insertions(+) (limited to 'indra') diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp index 368a3f2335..d428cb1568 100644 --- a/indra/newview/llvowlsky.cpp +++ b/indra/newview/llvowlsky.cpp @@ -99,6 +99,9 @@ LLDrawable * LLVOWLSky::createDrawable(LLPipeline * pipeline) inline F32 LLVOWLSky::calcPhi(U32 i) { + // Calc: PI/8 * 1-((1-t^4)*(1-t^4)) { 0 Date: Mon, 29 Jun 2020 11:59:52 -0700 Subject: DRTVWR-497 Cleanup: Document which enum order comes from --- indra/llrender/llshadermgr.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 1383020873..236ebbd78f 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1180,7 +1180,7 @@ void LLShaderMgr::initAttribsAndUniforms() llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1); - + //NOTE: MUST match order in eGLSLReservedUniforms mReservedUniforms.push_back("proj_mat"); mReservedUniforms.push_back("proj_near"); mReservedUniforms.push_back("proj_p"); -- cgit v1.2.3 From 82882d77c41edc3fc3a962ab95ad19fc99604228 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Mon, 29 Jun 2020 12:00:42 -0700 Subject: DRTVWR-497: Cleanup: Document algorithm name for normal packing/unpacking. --- indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl | 3 +++ 1 file changed, 3 insertions(+) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl index 50e781fa78..6cd2445522 100644 --- a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl @@ -23,6 +23,9 @@ * $/LicenseInfo$ */ +// Lambert Azimuthal Equal-Area projection +// See: https://aras-p.info/texts/CompactNormalStorage.html +// Also see: A_bit_more_deferred_-_CryEngine3.ppt vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); -- cgit v1.2.3 From 6ea04e8f5ab18b4a9863acde845d34531199812a Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Mon, 29 Jun 2020 16:16:59 -0700 Subject: SL-9632 Add note that shiny HUD objects will be fullbright --- .../shaders/class1/deferred/fullbrightShinyF.glsl | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index 2d40e63eff..6b36d00f97 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -83,10 +83,21 @@ void main() //color.rgb = srgb_to_linear(color.rgb); color.rgb = mix(color.rgb, envColor.rgb, env_intensity); + color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); color.rgb = fullbrightScaleSoftClip(color.rgb); } +/* + // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects. + else + { + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + float env_intensity = vertex_color.a; + color.rgb = mix(color.rgb, envColor.rgb, env_intensity); + } +*/ + color.a = 1.0; //color.rgb = linear_to_srgb(color.rgb); -- cgit v1.2.3 From a2ea1aac043dcaa8a302de88a157662df4c47cb0 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Mon, 29 Jun 2020 17:33:19 -0700 Subject: SL-9632 Add note about shiny HUD objects that will be fullbright for both ALM ON and OFF --- .../shaders/class1/lighting/lightFullbrightShinyF.glsl | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index 3eaaa41866..6f7e777d23 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -56,9 +56,16 @@ void fullbright_shiny_lighting() color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low color.rgb = fullbrightShinyAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); } +/* + // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects. + else + { + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low + } +*/ color.a = 1.0; -- cgit v1.2.3 From 9aaa03a0d2bb2bfd0290744451c898d3705239d3 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Mon, 29 Jun 2020 18:17:50 -0700 Subject: SL-9632 Fix Haze effecting HUD objects --- .../shaders/class1/lighting/lightAlphaMaskF.glsl | 12 +++++++++--- .../shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl | 13 ++++++++++--- .../shaders/class1/lighting/lightFullbrightF.glsl | 12 +++++++++--- 3 files changed, 28 insertions(+), 9 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index ab8b617746..0bb48061e0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -31,6 +31,9 @@ out vec4 frag_color; uniform float minimum_alpha; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; +uniform int no_atmo; + vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -48,9 +51,12 @@ void default_lighting() color *= vertex_color; - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + color.rgb = atmosLighting(color.rgb); + color.rgb = scaleSoftClip(color.rgb); + } frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index 46390e4a0e..0fde2049d5 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -32,6 +32,9 @@ out vec4 frag_color; uniform float minimum_alpha; uniform float texture_gamma; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; + vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -50,9 +53,13 @@ void fullbright_lighting() color.rgb *= vertex_color.rgb; color.rgb = pow(color.rgb, vec3(texture_gamma)); - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); + + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + color.rgb = fullbrightAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + } frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index b967709c57..5fcdf3107c 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -34,6 +34,9 @@ VARYING vec2 vary_texcoord0; uniform float texture_gamma; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; +uniform int no_atmo; + vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -43,9 +46,12 @@ void fullbright_lighting() color.rgb = pow(color.rgb, vec3(texture_gamma)); - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); + // SL-9632 HUDs are affected by Atmosphere + if (no_atmo == 0) + { + color.rgb = fullbrightAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + } color.rgb = pow(color.rgb, vec3(1.0/texture_gamma)); -- cgit v1.2.3 From ba1d4e508c011c14b5150a56aa14d2f3dd924ebd Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Mon, 29 Jun 2020 18:18:58 -0700 Subject: SL-9632 Cleanup: Add note about potential missing inverse pow() texture_gamma --- .../shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index 0fde2049d5..1855cfceeb 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -30,7 +30,7 @@ out vec4 frag_color; #endif uniform float minimum_alpha; -uniform float texture_gamma; +uniform float texture_gamma; // either 1.0 or 2.2; see: "::TEXTURE_GAMMA" // render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() uniform int no_atmo; @@ -61,6 +61,10 @@ void fullbright_lighting() color.rgb = fullbrightScaleSoftClip(color.rgb); } + //*TODO: Are we missing an inverse pow() here? + // class1\lighting\lightFullbrightF.glsl has: + // color.rgb = pow(color.rgb, vec3(1.0/texture_gamma)); + frag_color = color; } -- cgit v1.2.3 From 45e956d0fb7adc7f26e1ff6b949eda86f3641bf0 Mon Sep 17 00:00:00 2001 From: Rider Linden Date: Wed, 20 May 2020 15:37:21 -0700 Subject: SL-9756: Take the "session_id" from the offline message that was passed. --- indra/newview/llimprocessing.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/llimprocessing.cpp b/indra/newview/llimprocessing.cpp index 6da7bbe263..b534fc0b4a 100644 --- a/indra/newview/llimprocessing.cpp +++ b/indra/newview/llimprocessing.cpp @@ -1608,7 +1608,7 @@ void LLIMProcessing::requestOfflineMessagesCoro(std::string url) message_data["to_agent_id"].asUUID(), IM_OFFLINE, (EInstantMessage)message_data["dialog"].asInteger(), - LLUUID::null, // session id, since there is none we can only use frienship/group invite caps + message_data["session_id"].asUUID(), message_data["timestamp"].asInteger(), message_data["from_agent_name"].asString(), message_data["message"].asString(), -- cgit v1.2.3 From ef2e575c0acf11346669b41cc688f07777cc2657 Mon Sep 17 00:00:00 2001 From: Rider Linden Date: Mon, 8 Jun 2020 11:28:05 -0700 Subject: SL-11430, SL-9756: Take transaction-id from offline messages. Correct LLSD names. Use offline flag rather than implicit tests of session_id and aux_id. --- indra/newview/llimprocessing.cpp | 61 +++++++++++++++++++++++----------------- 1 file changed, 35 insertions(+), 26 deletions(-) (limited to 'indra') diff --git a/indra/newview/llimprocessing.cpp b/indra/newview/llimprocessing.cpp index b534fc0b4a..60f1de4e8c 100644 --- a/indra/newview/llimprocessing.cpp +++ b/indra/newview/llimprocessing.cpp @@ -857,7 +857,7 @@ void LLIMProcessing::processNewMessage(LLUUID from_id, } else // IM_TASK_INVENTORY_OFFERED { - if (offline == IM_OFFLINE && session_id.isNull() && aux_id.notNull() && binary_bucket_size > sizeof(S8)* 5) + if (offline) { // cap received offline message std::string str_bucket = ll_safe_string((char*)binary_bucket, binary_bucket_size); @@ -889,9 +889,10 @@ void LLIMProcessing::processNewMessage(LLUUID from_id, info->mIM = dialog; info->mFromID = from_id; info->mFromGroup = from_group; - info->mTransactionID = session_id; info->mFolderID = gInventory.findCategoryUUIDForType(LLFolderType::assetTypeToFolderType(info->mType)); + info->mTransactionID = session_id.notNull() ? session_id : aux_id; + info->mFromName = name; info->mDesc = message; info->mHost = sender; @@ -1569,7 +1570,7 @@ void LLIMProcessing::requestOfflineMessagesCoro(std::string url) return; } - if (gAgent.getRegion() == NULL) + if (!gAgent.getRegion()) { LL_WARNS("Messaging") << "Region null while attempting to load messages." << LL_ENDL; return; @@ -1577,8 +1578,8 @@ void LLIMProcessing::requestOfflineMessagesCoro(std::string url) LL_INFOS("Messaging") << "Processing offline messages." << LL_ENDL; - std::vector data; - S32 binary_bucket_size = 0; +// std::vector data; +// S32 binary_bucket_size = 0; LLHost sender = gAgent.getRegionHost(); LLSD::array_iterator i = messages.beginArray(); @@ -1587,38 +1588,46 @@ void LLIMProcessing::requestOfflineMessagesCoro(std::string url) { const LLSD &message_data(*i); - LLVector3 position(message_data["local_x"].asReal(), message_data["local_y"].asReal(), message_data["local_z"].asReal()); - data = message_data["binary_bucket"].asBinary(); - binary_bucket_size = data.size(); // message_data["count"] always 0 - U32 parent_estate_id = message_data.has("parent_estate_id") ? message_data["parent_estate_id"].asInteger() : 1; // 1 - IMMainland + /* RIDER: Many fields in this message are using a '_' rather than the standard '-'. This + * should be changed but would require tight coordination with the simulator. + */ + LLVector3 position; + if (message_data.has("position")) + { + position.setValue(message_data["position"]); + } + else + { + position.set(message_data["local_x"].asReal(), message_data["local_y"].asReal(), message_data["local_z"].asReal()); + } - // Todo: once dirtsim-369 releases, remove one of the int/str options - BOOL from_group; - if (message_data["from_group"].isInteger()) + std::vector bin_bucket; + if (message_data.has("binary_bucket")) { - from_group = message_data["from_group"].asInteger(); + bin_bucket = message_data["binary_bucket"].asBinary(); } else { - from_group = message_data["from_group"].asString() == "Y"; + bin_bucket.push_back(0); } - LLIMProcessing::processNewMessage(message_data["from_agent_id"].asUUID(), - from_group, + LLIMProcessing::processNewMessage( + message_data["from_id"].asUUID(), + message_data["from_group"].asBoolean(), message_data["to_agent_id"].asUUID(), - IM_OFFLINE, - (EInstantMessage)message_data["dialog"].asInteger(), - message_data["session_id"].asUUID(), - message_data["timestamp"].asInteger(), - message_data["from_agent_name"].asString(), - message_data["message"].asString(), - parent_estate_id, + static_cast(message_data["offline"].asInteger()), + static_cast(message_data["dialog"].asInteger()), + message_data["transaction-id"].asUUID(), + static_cast(message_data["timestamp"].asInteger()), + message_data["from_name"].asString(), + (message_data.has("message")) ? message_data["message"].asString() : std::string(), + static_cast((message_data.has("parent_estate_id")) ? message_data["parent_estate_id"].asInteger() : 1), // 1 - IMMainland message_data["region_id"].asUUID(), position, - &data[0], - binary_bucket_size, + bin_bucket.data(), + bin_bucket.size(), sender, - message_data["asset_id"].asUUID()); // not necessarily an asset + message_data["asset_id"].asUUID()); } } -- cgit v1.2.3 From 34be4fab98e799ebcc34db4174022f290a82e389 Mon Sep 17 00:00:00 2001 From: Rider Linden Date: Thu, 18 Jun 2020 12:56:00 -0700 Subject: SL-9756: Get session_id/transaction id from aux if session is missing. --- indra/newview/llimprocessing.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'indra') diff --git a/indra/newview/llimprocessing.cpp b/indra/newview/llimprocessing.cpp index 60f1de4e8c..c274267b21 100644 --- a/indra/newview/llimprocessing.cpp +++ b/indra/newview/llimprocessing.cpp @@ -1628,6 +1628,7 @@ void LLIMProcessing::requestOfflineMessagesCoro(std::string url) bin_bucket.size(), sender, message_data["asset_id"].asUUID()); + } } -- cgit v1.2.3 From c118c7863d1dc5159d81bdf40cbd44d6e99be445 Mon Sep 17 00:00:00 2001 From: Rider Linden Date: Mon, 22 Jun 2020 10:55:05 -0700 Subject: SL-9756: IM_TASK_INVENTORY_OFFERED bucket offline format conforms to the online format. --- indra/newview/llimprocessing.cpp | 32 +++++++------------------------- 1 file changed, 7 insertions(+), 25 deletions(-) (limited to 'indra') diff --git a/indra/newview/llimprocessing.cpp b/indra/newview/llimprocessing.cpp index c274267b21..a2900c553c 100644 --- a/indra/newview/llimprocessing.cpp +++ b/indra/newview/llimprocessing.cpp @@ -857,33 +857,15 @@ void LLIMProcessing::processNewMessage(LLUUID from_id, } else // IM_TASK_INVENTORY_OFFERED { - if (offline) + if (sizeof(S8) != binary_bucket_size) { - // cap received offline message - std::string str_bucket = ll_safe_string((char*)binary_bucket, binary_bucket_size); - typedef boost::tokenizer > tokenizer; - boost::char_separator sep("|", "", boost::keep_empty_tokens); - tokenizer tokens(str_bucket, sep); - tokenizer::iterator iter = tokens.begin(); - - info->mType = (LLAssetType::EType)(atoi((*(iter++)).c_str())); - // Note There is more elements in 'tokens' ... - - info->mObjectID = LLUUID::null; - info->mFromObject = TRUE; - } - else - { - if (sizeof(S8) != binary_bucket_size) - { - LL_WARNS("Messaging") << "Malformed inventory offer from object" << LL_ENDL; - delete info; - break; - } - info->mType = (LLAssetType::EType) binary_bucket[0]; - info->mObjectID = LLUUID::null; - info->mFromObject = TRUE; + LL_WARNS("Messaging") << "Malformed inventory offer from object" << LL_ENDL; + delete info; + break; } + info->mType = (LLAssetType::EType) binary_bucket[0]; + info->mObjectID = LLUUID::null; + info->mFromObject = TRUE; } info->mIM = dialog; -- cgit v1.2.3 From 374652a2d93ad96094c395877d453fc8d6ba8662 Mon Sep 17 00:00:00 2001 From: Rider Linden Date: Mon, 22 Jun 2020 16:08:11 -0700 Subject: SL-9756: Get the LLSD names right. --- indra/newview/llimprocessing.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/llimprocessing.cpp b/indra/newview/llimprocessing.cpp index a2900c553c..fc209c2eae 100644 --- a/indra/newview/llimprocessing.cpp +++ b/indra/newview/llimprocessing.cpp @@ -1594,7 +1594,7 @@ void LLIMProcessing::requestOfflineMessagesCoro(std::string url) } LLIMProcessing::processNewMessage( - message_data["from_id"].asUUID(), + message_data["from_agent_id"].asUUID(), message_data["from_group"].asBoolean(), message_data["to_agent_id"].asUUID(), static_cast(message_data["offline"].asInteger()), -- cgit v1.2.3 From b5739323e1a37b3a59eb738b8620c2e2c02a4c55 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 1 Jul 2020 13:27:19 -0700 Subject: SL-12978: Fix off-axis water dimming --- .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 9 ++------- 1 file changed, 2 insertions(+), 7 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index dcb02bd1c1..5bb2d18890 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -81,13 +81,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - if (abs(temp2.y) > 0.000001f) - { - temp2.y = 1. / abs(temp2.y); - } - temp2.y = max(0.0000001f, temp2.y); - sunlight *= exp(-light_atten * temp2.y); + // SL-12978: temp2.y = 1; optimized away + sunlight *= exp(-light_atten); // main atmospheric scattering line integral temp2.z = Plen * dens_mul; -- cgit v1.2.3 From 152db2280b797117edcc0d79e0d8bec9a8dc92af Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 1 Jul 2020 13:28:11 -0700 Subject: SL-12978: Cleanup --- .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 5bb2d18890..ac0d5f08ee 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -47,13 +47,13 @@ float getAmbientClamp() } -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { - +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) +{ vec3 P = inPositionEye; //(TERRAIN) limit altitude - if (P.y > max_y) P *= (max_y / P.y); - if (P.y < -max_y) P *= (-max_y / P.y); + if (P.y > max_y) P *= ( max_y / P.y); + if (P.y < -max_y) P *= (-max_y / P.y); vec3 tmpLightnorm = lightnorm.xyz; -- cgit v1.2.3 From 9f0225abaa3011de0845a330fb6d7ef60ab20039 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 1 Jul 2020 13:29:35 -0700 Subject: SL-12978 Add note about similar code in C++ and GLSL --- indra/llinventory/llsettingssky.cpp | 3 +++ .../shaders/class1/windlight/atmosphericsFuncs.glsl | 10 ++++++---- 2 files changed, 9 insertions(+), 4 deletions(-) (limited to 'indra') diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index 306c732920..81937dbda5 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -1295,6 +1295,9 @@ void LLSettingsSky::clampColor(LLColor3& color, F32 gamma, F32 scale) const color = linear; } +// Similar/Shared Algorithms: +// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() +// indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() void LLSettingsSky::calculateLightSettings() const { // Initialize temp variables diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index ac0d5f08ee..4d12c5d19a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -136,11 +136,13 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); } + // Similar/Shared Algorithms: + // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() + // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() //haze color - additive = - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x - + tmpAmbient)); + vec3 cs = sunlight.rgb * (1.-cloud_shadow); + additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + + (haze_horizon * haze_weight.rgb) * (cs * temp2.x + tmpAmbient.rgb); //brightness of surface both sunlight and ambient sunlit = sunlight.rgb * 0.5; -- cgit v1.2.3 From 127f2b3994e91b1dd37a560e7d0328c4cfa7ec1c Mon Sep 17 00:00:00 2001 From: Rider Linden Date: Wed, 1 Jul 2020 16:52:44 -0700 Subject: SL-13533: Use the old name for from_agent_name SL-13540: Do not fail if binary bucket is too large, attempt to extract the asset type from the old style bucket. Notification still not shown. --- indra/newview/llimprocessing.cpp | 29 ++++++++++++++++++++++------- 1 file changed, 22 insertions(+), 7 deletions(-) (limited to 'indra') diff --git a/indra/newview/llimprocessing.cpp b/indra/newview/llimprocessing.cpp index fc209c2eae..301b4c9214 100644 --- a/indra/newview/llimprocessing.cpp +++ b/indra/newview/llimprocessing.cpp @@ -857,13 +857,28 @@ void LLIMProcessing::processNewMessage(LLUUID from_id, } else // IM_TASK_INVENTORY_OFFERED { - if (sizeof(S8) != binary_bucket_size) + if (sizeof(S8) == binary_bucket_size) { - LL_WARNS("Messaging") << "Malformed inventory offer from object" << LL_ENDL; - delete info; - break; + info->mType = (LLAssetType::EType) binary_bucket[0]; + } + else + { + /*RIDER*/ // The previous version of the protocol returned the wrong binary bucket... we + // still might be able to figure out the type... even though the offer is not retrievable. + std::string str_bucket(reinterpret_cast(binary_bucket)); + std::string str_type(str_bucket.substr(0, str_bucket.find('|'))); + + std::stringstream type_convert(str_type); + + S32 type; + type_convert >> type; + + // We could try AT_UNKNOWN which would be more accurate, but that causes an auto decline + info->mType = static_cast(type); + // Don't break in the case of a bad binary bucket. Go ahead and show the + // accept/decline popup even though it will not do anything. + LL_WARNS("Messaging") << "Malformed inventory offer from object, type might be " << info->mType << LL_ENDL; } - info->mType = (LLAssetType::EType) binary_bucket[0]; info->mObjectID = LLUUID::null; info->mFromObject = TRUE; } @@ -1601,8 +1616,8 @@ void LLIMProcessing::requestOfflineMessagesCoro(std::string url) static_cast(message_data["dialog"].asInteger()), message_data["transaction-id"].asUUID(), static_cast(message_data["timestamp"].asInteger()), - message_data["from_name"].asString(), - (message_data.has("message")) ? message_data["message"].asString() : std::string(), + message_data["from_agent_name"].asString(), + message_data["message"].asString(), static_cast((message_data.has("parent_estate_id")) ? message_data["parent_estate_id"].asInteger() : 1), // 1 - IMMainland message_data["region_id"].asUUID(), position, -- cgit v1.2.3 From 6f388f2276c4138f34b49ab630b0288c79ca4cec Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Thu, 2 Jul 2020 13:03:57 +0300 Subject: SL-13540 Offline scripted inventory offers not shown on non drtsim-451 --- indra/newview/llimprocessing.cpp | 19 +++++++++++++++---- 1 file changed, 15 insertions(+), 4 deletions(-) (limited to 'indra') diff --git a/indra/newview/llimprocessing.cpp b/indra/newview/llimprocessing.cpp index 301b4c9214..5c9d53e0b9 100644 --- a/indra/newview/llimprocessing.cpp +++ b/indra/newview/llimprocessing.cpp @@ -865,6 +865,8 @@ void LLIMProcessing::processNewMessage(LLUUID from_id, { /*RIDER*/ // The previous version of the protocol returned the wrong binary bucket... we // still might be able to figure out the type... even though the offer is not retrievable. + + // Should be safe to remove once DRTSIM-451 fully deploys std::string str_bucket(reinterpret_cast(binary_bucket)); std::string str_type(str_bucket.substr(0, str_bucket.find('|'))); @@ -1575,8 +1577,6 @@ void LLIMProcessing::requestOfflineMessagesCoro(std::string url) LL_INFOS("Messaging") << "Processing offline messages." << LL_ENDL; -// std::vector data; -// S32 binary_bucket_size = 0; LLHost sender = gAgent.getRegionHost(); LLSD::array_iterator i = messages.beginArray(); @@ -1608,11 +1608,22 @@ void LLIMProcessing::requestOfflineMessagesCoro(std::string url) bin_bucket.push_back(0); } + // Todo: once drtsim-451 releases, remove the string option + BOOL from_group; + if (message_data["from_group"].isInteger()) + { + from_group = message_data["from_group"].asInteger(); + } + else + { + from_group = message_data["from_group"].asString() == "Y"; + } + LLIMProcessing::processNewMessage( message_data["from_agent_id"].asUUID(), - message_data["from_group"].asBoolean(), + from_group, message_data["to_agent_id"].asUUID(), - static_cast(message_data["offline"].asInteger()), + message_data.has("offline") ? static_cast(message_data["offline"].asInteger()) : IM_OFFLINE, static_cast(message_data["dialog"].asInteger()), message_data["transaction-id"].asUUID(), static_cast(message_data["timestamp"].asInteger()), -- cgit v1.2.3 From 57147a198e2899be136750f874729aaf817db298 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 2 Jul 2020 14:47:54 -0700 Subject: SL-13539 Fix a white artifact over the water at certain angles --- .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 4d12c5d19a..b7741ff48d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -100,7 +100,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou temp2.x = dot(Pn, tmpLightnorm.xyz); // dampen sun additive contrib when not facing it... - if (length(light_dir) > 0.01) + // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. + // if (length(light_dir) > 0.01) { temp2.x *= max(0.0f, dot(light_dir, Pn)); } -- cgit v1.2.3 From 97a33b8322ee5c38b13424f8ae3c840f4ffec76f Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Fri, 3 Jul 2020 20:40:41 +0300 Subject: SL-13540 Fix line endings --- indra/newview/llimprocessing.cpp | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'indra') diff --git a/indra/newview/llimprocessing.cpp b/indra/newview/llimprocessing.cpp index 5c9d53e0b9..79cf49ddb1 100644 --- a/indra/newview/llimprocessing.cpp +++ b/indra/newview/llimprocessing.cpp @@ -1608,15 +1608,15 @@ void LLIMProcessing::requestOfflineMessagesCoro(std::string url) bin_bucket.push_back(0); } - // Todo: once drtsim-451 releases, remove the string option - BOOL from_group; - if (message_data["from_group"].isInteger()) - { - from_group = message_data["from_group"].asInteger(); - } - else - { - from_group = message_data["from_group"].asString() == "Y"; + // Todo: once drtsim-451 releases, remove the string option + BOOL from_group; + if (message_data["from_group"].isInteger()) + { + from_group = message_data["from_group"].asInteger(); + } + else + { + from_group = message_data["from_group"].asString() == "Y"; } LLIMProcessing::processNewMessage( -- cgit v1.2.3 From 3630beed07e5ad61a8afc199ae2541cbb3f2b69b Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Tue, 16 Jun 2020 18:09:35 +0300 Subject: Additional logging for SL-13397 --- indra/newview/llgroupmgr.cpp | 14 ++++++++++++++ indra/newview/llviewermessage.cpp | 4 ++++ 2 files changed, 18 insertions(+) (limited to 'indra') diff --git a/indra/newview/llgroupmgr.cpp b/indra/newview/llgroupmgr.cpp index dbf7639539..3ef7b749a6 100644 --- a/indra/newview/llgroupmgr.cpp +++ b/indra/newview/llgroupmgr.cpp @@ -944,9 +944,13 @@ static void formatDateString(std::string &date_string) } } +static LLTrace::BlockTimerStatHandle FTM_PROCESS_GROUP_MEMBERS_REPLY("Process Group Members"); + // static void LLGroupMgr::processGroupMembersReply(LLMessageSystem* msg, void** data) { + LL_RECORD_BLOCK_TIME(FTM_PROCESS_GROUP_MEMBERS_REPLY); + LL_DEBUGS() << "LLGroupMgr::processGroupMembersReply" << LL_ENDL; LLUUID agent_id; msg->getUUIDFast(_PREHASH_AgentData, _PREHASH_AgentID, agent_id ); @@ -1050,9 +1054,13 @@ void LLGroupMgr::processGroupMembersReply(LLMessageSystem* msg, void** data) LLGroupMgr::getInstance()->notifyObservers(GC_MEMBER_DATA); } +static LLTrace::BlockTimerStatHandle FTM_PROCESS_GROUP_PROPERTIES_REPLY("Process Group Properties"); + //static void LLGroupMgr::processGroupPropertiesReply(LLMessageSystem* msg, void** data) { + LL_RECORD_BLOCK_TIME(FTM_PROCESS_GROUP_PROPERTIES_REPLY); + LL_DEBUGS() << "LLGroupMgr::processGroupPropertiesReply" << LL_ENDL; if (!msg) { @@ -1122,9 +1130,12 @@ void LLGroupMgr::processGroupPropertiesReply(LLMessageSystem* msg, void** data) LLGroupMgr::getInstance()->notifyObservers(GC_PROPERTIES); } +static LLTrace::BlockTimerStatHandle FTM_PROCESS_GROUP_ROLE_DATA_REPLY("Process Group Role Data"); // static void LLGroupMgr::processGroupRoleDataReply(LLMessageSystem* msg, void** data) { + LL_RECORD_BLOCK_TIME(FTM_PROCESS_GROUP_ROLE_DATA_REPLY); + LL_DEBUGS() << "LLGroupMgr::processGroupRoleDataReply" << LL_ENDL; LLUUID agent_id; msg->getUUIDFast(_PREHASH_AgentData, _PREHASH_AgentID, agent_id ); @@ -1207,9 +1218,12 @@ void LLGroupMgr::processGroupRoleDataReply(LLMessageSystem* msg, void** data) LLGroupMgr::getInstance()->notifyObservers(GC_ROLE_DATA); } +static LLTrace::BlockTimerStatHandle FTM_PROCESS_GROUP_ROLE_MEMBERS_REPLY("Process Group Role Members"); // static void LLGroupMgr::processGroupRoleMembersReply(LLMessageSystem* msg, void** data) { + LL_RECORD_BLOCK_TIME(FTM_PROCESS_GROUP_ROLE_MEMBERS_REPLY); + LL_DEBUGS() << "LLGroupMgr::processGroupRoleMembersReply" << LL_ENDL; LLUUID agent_id; msg->getUUIDFast(_PREHASH_AgentData, _PREHASH_AgentID, agent_id ); diff --git a/indra/newview/llviewermessage.cpp b/indra/newview/llviewermessage.cpp index e077626461..e1c44d6be8 100644 --- a/indra/newview/llviewermessage.cpp +++ b/indra/newview/llviewermessage.cpp @@ -2220,8 +2220,12 @@ protected: } }; +static LLTrace::BlockTimerStatHandle FTM_PROCESS_IMPROVED_IM("Process IM"); + void process_improved_im(LLMessageSystem *msg, void **user_data) { + LL_RECORD_BLOCK_TIME(FTM_PROCESS_IMPROVED_IM); + LLUUID from_id; BOOL from_group; LLUUID to_id; -- cgit v1.2.3 From e1e25f9a0d8e8d6f7b89673183ca570854984685 Mon Sep 17 00:00:00 2001 From: Mnikolenko Productengine Date: Fri, 26 Jun 2020 15:10:46 +0300 Subject: SL-13397 Reduce Viewer freeze when opening chat with a large group. --- indra/newview/llfloaterimcontainer.cpp | 50 ++++++++++++++++++++++----------- indra/newview/llfloaterimcontainer.h | 4 +++ indra/newview/llfloaterimsessiontab.cpp | 7 +++-- indra/newview/llfloaterimsessiontab.h | 2 +- 4 files changed, 42 insertions(+), 21 deletions(-) (limited to 'indra') diff --git a/indra/newview/llfloaterimcontainer.cpp b/indra/newview/llfloaterimcontainer.cpp index 21420b122b..feb8cf4277 100644 --- a/indra/newview/llfloaterimcontainer.cpp +++ b/indra/newview/llfloaterimcontainer.cpp @@ -57,6 +57,9 @@ #include "llviewerobjectlist.h" #include "boost/foreach.hpp" + +const S32 EVENTS_PER_IDLE_LOOP = 100; + // // LLFloaterIMContainer // @@ -66,7 +69,8 @@ LLFloaterIMContainer::LLFloaterIMContainer(const LLSD& seed, const Params& param mConversationsRoot(NULL), mConversationsEventStream("ConversationsEvents"), mInitialized(false), - mIsFirstLaunch(true) + mIsFirstLaunch(true), + mConversationEventQueue() { mEnableCallbackRegistrar.add("IMFloaterContainer.Check", boost::bind(&LLFloaterIMContainer::isActionChecked, this, _2)); mCommitCallbackRegistrar.add("IMFloaterContainer.Action", boost::bind(&LLFloaterIMContainer::onCustomAction, this, _2)); @@ -424,7 +428,9 @@ void LLFloaterIMContainer::idle(void* user_data) { LLFloaterIMContainer* self = static_cast(user_data); - if (!self->getVisible() || self->isMinimized()) + self->idleProcessEvents(); + + if (!self->getVisible() || self->isMinimized()) { return; } @@ -485,13 +491,28 @@ void LLFloaterIMContainer::idleUpdate() } } +void LLFloaterIMContainer::idleProcessEvents() +{ + if (!mConversationEventQueue.empty()) + { + S32 events_to_handle = llmin((S32)mConversationEventQueue.size(), EVENTS_PER_IDLE_LOOP); + for (S32 i = 0; i < events_to_handle; i++) + { + handleConversationModelEvent(mConversationEventQueue.back()); + mConversationEventQueue.pop_back(); + } + } +} + bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event) { - // For debug only - //std::ostringstream llsd_value; - //llsd_value << LLSDOStreamer(event) << std::endl; - //LL_INFOS() << "LLFloaterIMContainer::onConversationModelEvent, event = " << llsd_value.str() << LL_ENDL; - // end debug + mConversationEventQueue.push_front(event); + return true; +} + + +void LLFloaterIMContainer::handleConversationModelEvent(const LLSD& event) +{ // Note: In conversations, the model is not responsible for creating the view, which is a good thing. This means that // the model could change substantially and the view could echo only a portion of this model (though currently the @@ -508,7 +529,7 @@ bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event) if (!session_view) { // We skip events that are not associated with a session - return false; + return; } LLConversationViewParticipant* participant_view = session_view->findParticipant(participant_id); LLFloaterIMSessionTab *conversation_floater = (session_id.isNull() ? @@ -535,9 +556,9 @@ bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event) { LLConversationItemSession* session_model = dynamic_cast(mConversationsItems[session_id]); LLConversationItemParticipant* participant_model = (session_model ? session_model->findParticipant(participant_id) : NULL); + LLIMModel::LLIMSession * im_sessionp = LLIMModel::getInstance()->findIMSession(session_id); if (!participant_view && session_model && participant_model) - { - LLIMModel::LLIMSession * im_sessionp = LLIMModel::getInstance()->findIMSession(session_id); + { if (session_id.isNull() || (im_sessionp && !im_sessionp->isP2PSessionType())) { participant_view = createConversationViewParticipant(participant_model); @@ -548,7 +569,8 @@ bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event) // Add a participant view to the conversation floater if (conversation_floater && participant_model) { - conversation_floater->addConversationViewParticipant(participant_model); + bool skip_updating = im_sessionp && im_sessionp->isGroupChat(); + conversation_floater->addConversationViewParticipant(participant_model, !skip_updating); } } else if (type == "update_participant") @@ -571,12 +593,6 @@ bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event) mConversationViewModel.requestSortAll(); mConversationsRoot->arrangeAll(); - if (conversation_floater) - { - conversation_floater->refreshConversation(); - } - - return false; } void LLFloaterIMContainer::draw() diff --git a/indra/newview/llfloaterimcontainer.h b/indra/newview/llfloaterimcontainer.h index 78b3572111..530a8e66c8 100644 --- a/indra/newview/llfloaterimcontainer.h +++ b/indra/newview/llfloaterimcontainer.h @@ -181,6 +181,7 @@ private: bool isParticipantListExpanded(); void idleUpdate(); // for convenience (self) from static idle + void idleProcessEvents(); LLButton* mExpandCollapseBtn; LLButton* mStubCollapseBtn; @@ -220,6 +221,7 @@ private: LLConversationViewSession* createConversationItemWidget(LLConversationItem* item); LLConversationViewParticipant* createConversationViewParticipant(LLConversationItem* item); bool onConversationModelEvent(const LLSD& event); + void handleConversationModelEvent(const LLSD& event); // Conversation list data LLPanel* mConversationsListPanel; // This is the main widget we add conversation widget to @@ -229,6 +231,8 @@ private: LLFolderView* mConversationsRoot; LLEventStream mConversationsEventStream; + std::deque mConversationEventQueue; + LLTimer mParticipantRefreshTimer; }; diff --git a/indra/newview/llfloaterimsessiontab.cpp b/indra/newview/llfloaterimsessiontab.cpp index 3aee08482b..6d326f6850 100644 --- a/indra/newview/llfloaterimsessiontab.cpp +++ b/indra/newview/llfloaterimsessiontab.cpp @@ -465,9 +465,10 @@ void LLFloaterIMSessionTab::appendMessage(const LLChat& chat, const LLSD &args) } } - +static LLTrace::BlockTimerStatHandle FTM_BUILD_CONVERSATION_VIEW_PARTICIPANT("Build Conversation View"); void LLFloaterIMSessionTab::buildConversationViewParticipant() { + LL_RECORD_BLOCK_TIME(FTM_BUILD_CONVERSATION_VIEW_PARTICIPANT); // Clear the widget list since we are rebuilding afresh from the model conversations_widgets_map::iterator widget_it = mConversationsWidgets.begin(); while (widget_it != mConversationsWidgets.end()) @@ -496,14 +497,14 @@ void LLFloaterIMSessionTab::buildConversationViewParticipant() } } -void LLFloaterIMSessionTab::addConversationViewParticipant(LLConversationItem* participant_model) +void LLFloaterIMSessionTab::addConversationViewParticipant(LLConversationItem* participant_model, bool update_view) { // Check if the model already has an associated view LLUUID uuid = participant_model->getUUID(); LLFolderViewItem* widget = get_ptr_in_map(mConversationsWidgets,uuid); // If not already present, create the participant view and attach it to the root, otherwise, just refresh it - if (widget) + if (widget && update_view) { updateConversationViewParticipant(uuid); // overkill? } diff --git a/indra/newview/llfloaterimsessiontab.h b/indra/newview/llfloaterimsessiontab.h index 1b4922fd73..5357a14ab9 100644 --- a/indra/newview/llfloaterimsessiontab.h +++ b/indra/newview/llfloaterimsessiontab.h @@ -84,7 +84,7 @@ public: /*virtual*/ void setFocus(BOOL focus); // Handle the left hand participant list widgets - void addConversationViewParticipant(LLConversationItem* item); + void addConversationViewParticipant(LLConversationItem* item, bool update_view = true); void removeConversationViewParticipant(const LLUUID& participant_id); void updateConversationViewParticipant(const LLUUID& participant_id); void refreshConversation(); -- cgit v1.2.3 From 4ba11db750b00f0af7ebbb456adc36e84925c2cc Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Fri, 26 Jun 2020 16:47:08 +0000 Subject: SL-13443 Reduced viewer stalls after teleport Eliminates stall from saveObjectCache() on region deletion --- indra/newview/llviewerregion.cpp | 26 ++++++++++++++++++++++++-- indra/newview/llviewerregion.h | 6 ++++++ indra/newview/llworld.cpp | 18 ++++++++++++++---- 3 files changed, 44 insertions(+), 6 deletions(-) (limited to 'indra') diff --git a/indra/newview/llviewerregion.cpp b/indra/newview/llviewerregion.cpp index d56408939e..896896d7b9 100644 --- a/indra/newview/llviewerregion.cpp +++ b/indra/newview/llviewerregion.cpp @@ -102,6 +102,7 @@ const U32 DEFAULT_MAX_REGION_WIDE_PRIM_COUNT = 15000; BOOL LLViewerRegion::sVOCacheCullingEnabled = FALSE; S32 LLViewerRegion::sLastCameraUpdated = 0; S32 LLViewerRegion::sNewObjectCreationThrottle = -1; +LLViewerRegion::vocache_entry_map_t LLViewerRegion::sRegionCacheCleanup; typedef std::map CapabilityMap; @@ -635,6 +636,9 @@ void LLViewerRegion::initStats() mAlive = false; // can become false if circuit disconnects } +static LLTrace::BlockTimerStatHandle FTM_CLEANUP_REGION_OBJECTS("Cleanup Region Objects"); +static LLTrace::BlockTimerStatHandle FTM_SAVE_REGION_CACHE("Save Region Cache"); + LLViewerRegion::~LLViewerRegion() { mDead = TRUE; @@ -649,7 +653,10 @@ LLViewerRegion::~LLViewerRegion() disconnectAllNeighbors(); LLViewerPartSim::getInstance()->cleanupRegion(this); - gObjectList.killObjects(this); + { + LL_RECORD_BLOCK_TIME(FTM_CLEANUP_REGION_OBJECTS); + gObjectList.killObjects(this); + } delete mImpl->mCompositionp; delete mParcelOverlay; @@ -660,7 +667,10 @@ LLViewerRegion::~LLViewerRegion() #endif std::for_each(mImpl->mObjectPartition.begin(), mImpl->mObjectPartition.end(), DeletePointer()); - saveObjectCache(); + { + LL_RECORD_BLOCK_TIME(FTM_SAVE_REGION_CACHE); + saveObjectCache(); + } delete mImpl; mImpl = NULL; @@ -729,6 +739,8 @@ void LLViewerRegion::saveObjectCache() mCacheDirty = FALSE; } + // Map of LLVOCacheEntry takes time to release, store map for cleanup on idle + sRegionCacheCleanup.insert(mImpl->mCacheMap.begin(), mImpl->mCacheMap.end()); mImpl->mCacheMap.clear(); } @@ -1490,6 +1502,16 @@ void LLViewerRegion::idleUpdate(F32 max_update_time) return; } +// static +void LLViewerRegion::idleCleanup(F32 max_update_time) +{ + LLTimer update_timer; + while (!sRegionCacheCleanup.empty() && (max_update_time - update_timer.getElapsedTimeF32() > 0)) + { + sRegionCacheCleanup.erase(sRegionCacheCleanup.begin()); + } +} + //update the throttling number for new object creation void LLViewerRegion::calcNewObjectCreationThrottle() { diff --git a/indra/newview/llviewerregion.h b/indra/newview/llviewerregion.h index f7c50e4de5..477aabb971 100644 --- a/indra/newview/llviewerregion.h +++ b/indra/newview/llviewerregion.h @@ -232,6 +232,9 @@ public: F32 getWidth() const { return mWidth; } + // regions are expensive to release, this function gradually releases cache from memory + static void idleCleanup(F32 max_update_time); + void idleUpdate(F32 max_update_time); void lightIdleUpdate(); bool addVisibleGroup(LLViewerOctreeGroup* group); @@ -550,6 +553,9 @@ private: LLSD mSimulatorFeatures; + typedef std::map > vocache_entry_map_t; + static vocache_entry_map_t sRegionCacheCleanup; + // the materials capability throttle LLFrameTimer mMaterialsCapThrottleTimer; LLFrameTimer mRenderInfoRequestTimer; diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp index 8989bae96a..c5dd274c33 100644 --- a/indra/newview/llworld.cpp +++ b/indra/newview/llworld.cpp @@ -730,11 +730,20 @@ void LLWorld::updateRegions(F32 max_update_time) { //perform some necessary but very light updates. (*iter)->lightIdleUpdate(); - } + } + } + + if(max_time > 0.f) + { + max_time = llmin((F32)(max_update_time - update_timer.getElapsedTimeF32()), max_update_time * 0.25f); + } + if(max_time > 0.f) + { + LLViewerRegion::idleCleanup(max_time); } sample(sNumActiveCachedObjects, mNumOfActiveCachedObjects); - } +} void LLWorld::clearAllVisibleObjects() { @@ -1208,11 +1217,12 @@ public: } }; +static LLTrace::BlockTimerStatHandle FTM_DISABLE_REGION("Disable Region"); // disable the circuit to this simulator // Called in response to "DisableSimulator" message. void process_disable_simulator(LLMessageSystem *mesgsys, void **user_data) -{ - LLHost host = mesgsys->getSender(); +{ + LL_RECORD_BLOCK_TIME(FTM_DISABLE_REGION); LLHost host = mesgsys->getSender(); //LL_INFOS() << "Disabling simulator with message from " << host << LL_ENDL; LLWorld::getInstance()->removeRegion(host); -- cgit v1.2.3 From 8edcb5bf89de420ffd42a24cb1fb22c86e1c7571 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Tue, 30 Jun 2020 14:30:48 +0300 Subject: SL-13443 cleanup --- indra/newview/llworld.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp index c5dd274c33..a1a1db35d6 100644 --- a/indra/newview/llworld.cpp +++ b/indra/newview/llworld.cpp @@ -1222,7 +1222,9 @@ static LLTrace::BlockTimerStatHandle FTM_DISABLE_REGION("Disable Region"); // Called in response to "DisableSimulator" message. void process_disable_simulator(LLMessageSystem *mesgsys, void **user_data) { - LL_RECORD_BLOCK_TIME(FTM_DISABLE_REGION); LLHost host = mesgsys->getSender(); + LL_RECORD_BLOCK_TIME(FTM_DISABLE_REGION); + + LLHost host = mesgsys->getSender(); //LL_INFOS() << "Disabling simulator with message from " << host << LL_ENDL; LLWorld::getInstance()->removeRegion(host); -- cgit v1.2.3 From 0e3e720a8d3b7cec6103b1ceea2d9644c52a7436 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 9 Jul 2020 20:12:12 -0700 Subject: SL-12261 Remove redrawing of sky twice and timer causing it not to be re-drawn twice 2% of the time --- indra/newview/lldrawpoolsky.cpp | 11 ----------- 1 file changed, 11 deletions(-) (limited to 'indra') diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp index 054e7f32b4..b6f55e800a 100644 --- a/indra/newview/lldrawpoolsky.cpp +++ b/indra/newview/lldrawpoolsky.cpp @@ -123,23 +123,12 @@ void LLDrawPoolSky::renderSkyFace(U8 index) return; } - F32 interp_val = gSky.mVOSkyp ? gSky.mVOSkyp->getInterpVal() : 0.0f; - if (index < 6) // sky tex...interp { llassert(mSkyTex); mSkyTex[index].bindTexture(true); // bind the current tex face->renderIndexed(); - - if (interp_val > 0.01f) // iff, we've got enough info to lerp (a to and a from) - { - LLGLEnable blend(GL_BLEND); - llassert(mSkyTex); - mSkyTex[index].bindTexture(false); // bind the "other" texture - gGL.diffuseColor4f(1, 1, 1, interp_val); // lighting is disabled - face->renderIndexed(); - } } else // heavenly body faces, no interp... { -- cgit v1.2.3 From ff077375b2185d95117237c19f211ffacc5c9608 Mon Sep 17 00:00:00 2001 From: Mnikolenko Productengine Date: Mon, 13 Jul 2020 20:28:05 +0300 Subject: SL-13597 Crash in LLFloaterIMSessionTab::addConversationViewParticipant --- indra/newview/llfloaterimsessiontab.cpp | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/llfloaterimsessiontab.cpp b/indra/newview/llfloaterimsessiontab.cpp index 6d326f6850..d604d0a789 100644 --- a/indra/newview/llfloaterimsessiontab.cpp +++ b/indra/newview/llfloaterimsessiontab.cpp @@ -499,6 +499,12 @@ void LLFloaterIMSessionTab::buildConversationViewParticipant() void LLFloaterIMSessionTab::addConversationViewParticipant(LLConversationItem* participant_model, bool update_view) { + if (!participant_model) + { + // Nothing to do if the model is inexistent + return; + } + // Check if the model already has an associated view LLUUID uuid = participant_model->getUUID(); LLFolderViewItem* widget = get_ptr_in_map(mConversationsWidgets,uuid); @@ -525,8 +531,8 @@ void LLFloaterIMSessionTab::removeConversationViewParticipant(const LLUUID& part { mConversationsRoot->extractItem(widget); delete widget; - mConversationsWidgets.erase(participant_id); } + mConversationsWidgets.erase(participant_id); } void LLFloaterIMSessionTab::updateConversationViewParticipant(const LLUUID& participant_id) -- cgit v1.2.3 From 1e801c7eeaf6b37b08a647c1b55cb7298e16fce1 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Thu, 21 May 2020 17:24:21 -0600 Subject: SL-13163 - Fix (revert) EEP specular contribution calculation for deferred --- .../shaders/class2/deferred/softenLightF.glsl | 34 +++------------------- 1 file changed, 4 insertions(+), 30 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index b0dff0c628..40f0f0448a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -127,42 +127,16 @@ void main() if (spec.a > 0.0) // specular reflection { - -#if 1 //EEP - vec3 npos = -normalize(pos.xyz); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(light_dir.xyz+npos); - float nh = dot(norm.xyz, h); - float nv = dot(norm.xyz, 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 scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 sp = sun_contrib*scontrib / 6.0; - sp = clamp(sp, vec3(0), vec3(1)); - bloom += dot(sp, sp) / 4.0; - color += sp * spec.rgb; - } -#else //PRODUCTION float sa = dot(refnormpersp, light_dir.xyz); - vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); - + vec3 dumbshiny = sunlit * (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; color.rgb += spec_contrib; -#endif - } - - color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); + + color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) { //add environmentmap -- cgit v1.2.3 From 5fc1d36a2ea9f50412afc8744bc4e51d8107d0ba Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Wed, 17 Jun 2020 18:53:05 -0600 Subject: SL-13163 revert 2 more instances of 'new EEP' specular calculation --- .../shaders/class1/deferred/materialF.glsl | 882 +++++++++++---------- .../shaders/class1/deferred/softenLightF.glsl | 34 +- 2 files changed, 447 insertions(+), 469 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 0afd1a9672..80d19102b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -1,439 +1,443 @@ -/** -* @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 -* $/LicenseInfo$ -*/ - -/*[EXTRA_CODE_HERE]*/ - -//class1/deferred/materialF.glsl - -// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass. - -#define DIFFUSE_ALPHA_MODE_NONE 0 -#define DIFFUSE_ALPHA_MODE_BLEND 1 -#define DIFFUSE_ALPHA_MODE_MASK 2 -#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 - -uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise -uniform int sun_up_factor; - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - -vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 scaleSoftClipFrag(vec3 l); - -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightScaleSoftClip(vec3 light); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); - -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cs); - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -#ifdef HAS_SUN_SHADOW -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -#endif - -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -uniform mat3 env_mat; - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -VARYING vec2 vary_fragcoord; - -VARYING vec3 vary_position; - -uniform mat4 proj_mat; -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float getAmbientClamp(); - -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, float ambiance) -{ - vec3 col = vec3(0); - - //get light vector - vec3 lv = lp.xyz - v; - - //get distance - float dist = length(lv); - float da = 1.0; - - dist /= la; - - if (dist > 0.0 && la > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0f; - - if (dist_atten <= 0.0) - { - return col; - } - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= dot(n, lv); - - float lit = 0.0f; - - float amb_da = ambiance; - if (da >= 0) - { - lit = max(da * dist_atten, 0.0); - col = lit * light_col * diffuse; - amb_da += (da*0.5 + 0.5) * ambiance; - } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - - // SL-10969 need to see why these are blown out - //col.rgb += amb_da * light_col * 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; - speccol = clamp(speccol, vec3(0), vec3(1)); - 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); - } - } - } - - return max(col, vec3(0.0, 0.0, 0.0)); -} - -#else -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif -#endif - -uniform sampler2D diffuseMap; //always in sRGB space - -#ifdef HAS_NORMAL_MAP -uniform sampler2D bumpMap; -#endif - -#ifdef 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 - -#ifdef 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; - -vec2 encode_normal(vec3 n); - -void main() -{ - vec2 pos_screen = vary_texcoord0.xy; - - vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); - diffcol.rgb *= vertex_color.rgb; - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) - - // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points - float bias = 0.001953125; // 1/512, or half an 8-bit quantization - if (diffcol.a < minimum_alpha-bias) - { - discard; - } -#endif - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec3 gamma_diff = diffcol.rgb; - diffcol.rgb = srgb_to_linear(diffcol.rgb); -#endif - -#ifdef 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 - -#ifdef 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 = normalize(tnorm.xyz); - - vec2 abnormal = encode_normal(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; - -#ifdef 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 sRGBA - vec3 pos = vary_position; - - float shadow = 1.0f; - -#ifdef HAS_SUN_SHADOW - shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); -#endif - - spec = final_specular; - vec4 diffuse = final_color; - float envIntensity = final_normal.z; - - vec3 color = vec3(0,0,0); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - - float bloom = 0.0; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - - // This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020) - // The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level - // TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage - //color = fullbrightScaleSoftClip(color); - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - //we're in sRGB space, so gamma correct this dot product so - // lighting from the sun stays sharp - float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); - da = pow(da, 1.0 / 1.3); - - color = amblit; - - //darken ambient for normals perpendicular to light vector so surfaces in shadow - // and facing away from light still have some definition to them. - // do NOT gamma correct this dot product so ambient lighting stays soft - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - - vec3 sun_contrib = min(da, shadow) * sunlit; - - color *= ambient; - - color += sun_contrib; - - color *= gamma_diff.rgb; - - float glare = 0.0; - - if (spec.a > 0.0) // specular reflection - { -#if 1 //EEP - - vec3 npos = -normalize(pos.xyz); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(light_dir.xyz + npos); - float nh = dot(norm.xyz, h); - float nv = dot(norm.xyz, 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 sp = sun_contrib*scol / 6.0f; - sp = clamp(sp, vec3(0), vec3(1)); - bloom = dot(sp, sp) / 4.0; - color += sp * spec.rgb; - } -#else // PRODUCTION - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = sunlit*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); - - color += spec_contrib; -#endif - } - - color = mix(color.rgb, diffcol.rgb, diffuse.a); - - if (envIntensity > 0.0) - { - //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - - color = mix(color, reflected_color, envIntensity); - - float cur_glare = max(reflected_color.r, reflected_color.g); - cur_glare = max(cur_glare, reflected_color.b); - cur_glare *= envIntensity*4.0; - glare += cur_glare; - } - - color = atmosFragLighting(color, additive, atten); - color = scaleSoftClipFrag(color); - - //convert to linear before adding local lights - color = srgb_to_linear(color); - - vec3 npos = normalize(-pos.xyz); - - vec3 light = vec3(0, 0, 0); - -#define LIGHT_LOOP(i) light.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_attenuation[i].w ); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - color += light; - - glare = min(glare, 1.0); - float al = max(diffcol.a, glare)*vertex_color.a; - - //convert to srgb as this color is being written post gamma correction - color = linear_to_srgb(color); - -#ifdef WATER_FOG - vec4 temp = applyWaterFogView(pos, vec4(color, al)); - color = temp.rgb; - al = temp.a; -#endif - - frag_color = vec4(color, al); - -#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer - - // deferred path - frag_data[0] = final_color; //gbuffer is sRGB - 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 +* $/LicenseInfo$ +*/ + +/*[EXTRA_CODE_HERE]*/ + +//class1/deferred/materialF.glsl + +// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass. + +#define DIFFUSE_ALPHA_MODE_NONE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise +uniform int sun_up_factor; + +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color); +#endif + +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 scaleSoftClipFrag(vec3 l); + +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightScaleSoftClip(vec3 light); + +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); + +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cs); + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +#ifdef HAS_SUN_SHADOW +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +#endif + +uniform samplerCube environmentMap; +uniform sampler2D lightFunc; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +uniform mat3 env_mat; + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +VARYING vec2 vary_fragcoord; + +VARYING vec3 vary_position; + +uniform mat4 proj_mat; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec4 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + +float getAmbientClamp(); + +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, float ambiance) +{ + vec3 col = vec3(0); + + //get light vector + vec3 lv = lp.xyz - v; + + //get distance + float dist = length(lv); + float da = 1.0; + + dist /= la; + + if (dist > 0.0 && la > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0f; + + if (dist_atten <= 0.0) + { + return col; + } + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= dot(n, lv); + + float lit = 0.0f; + + float amb_da = ambiance; + if (da >= 0) + { + lit = max(da * dist_atten, 0.0); + col = lit * light_col * diffuse; + amb_da += (da*0.5 + 0.5) * ambiance; + } + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); + + // SL-10969 need to see why these are blown out + //col.rgb += amb_da * light_col * 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; + speccol = clamp(speccol, vec3(0), vec3(1)); + 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); + } + } + } + + return max(col, vec3(0.0, 0.0, 0.0)); +} + +#else +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif +#endif + +uniform sampler2D diffuseMap; //always in sRGB space + +#ifdef HAS_NORMAL_MAP +uniform sampler2D bumpMap; +#endif + +#ifdef 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 + +#ifdef 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; + +vec2 encode_normal(vec3 n); + +void main() +{ + vec2 pos_screen = vary_texcoord0.xy; + + vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); + diffcol.rgb *= vertex_color.rgb; + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) + + // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points + float bias = 0.001953125; // 1/512, or half an 8-bit quantization + if (diffcol.a < minimum_alpha-bias) + { + discard; + } +#endif + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + vec3 gamma_diff = diffcol.rgb; + diffcol.rgb = srgb_to_linear(diffcol.rgb); +#endif + +#ifdef 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 + +#ifdef 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 = normalize(tnorm.xyz); + + vec2 abnormal = encode_normal(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; + +#ifdef 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 sRGBA + vec3 pos = vary_position; + + float shadow = 1.0f; + +#ifdef HAS_SUN_SHADOW + shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); +#endif + + spec = final_specular; + vec4 diffuse = final_color; + float envIntensity = final_normal.z; + + vec3 color = vec3(0,0,0); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + + float bloom = 0.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); + + // This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020) + // The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level + // TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage + //color = fullbrightScaleSoftClip(color); + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + + //we're in sRGB space, so gamma correct this dot product so + // lighting from the sun stays sharp + float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); + da = pow(da, 1.0 / 1.3); + + color = amblit; + + //darken ambient for normals perpendicular to light vector so surfaces in shadow + // and facing away from light still have some definition to them. + // do NOT gamma correct this dot product so ambient lighting stays soft + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); + + vec3 sun_contrib = min(da, shadow) * sunlit; + + color *= ambient; + + color += sun_contrib; + + color *= gamma_diff.rgb; + + float glare = 0.0; + + if (spec.a > 0.0) // specular reflection + { + /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020 + // Preserving the refactored version as a comment for potential reconsideration, + // overriding the general rule to avoid pollutiong the source with commented code. + // + // If you're reading this in 2021+, feel free to obliterate. + + vec3 npos = -normalize(pos.xyz); + + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(light_dir.xyz + npos); + float nh = dot(norm.xyz, h); + float nv = dot(norm.xyz, 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 sp = sun_contrib*scol / 6.0f; + sp = clamp(sp, vec3(0), vec3(1)); + bloom = dot(sp, sp) / 4.0; + color += sp * spec.rgb; + } + */ + + float sa = dot(refnormpersp, sun_dir.xyz); + vec3 dumbshiny = sunlit * 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); + + color += spec_contrib; + } + + color = mix(color.rgb, diffcol.rgb, diffuse.a); + + if (envIntensity > 0.0) + { + //add environmentmap + vec3 env_vec = env_mat * refnormpersp; + + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + + color = mix(color, reflected_color, envIntensity); + + float cur_glare = max(reflected_color.r, reflected_color.g); + cur_glare = max(cur_glare, reflected_color.b); + cur_glare *= envIntensity*4.0; + glare += cur_glare; + } + + color = atmosFragLighting(color, additive, atten); + color = scaleSoftClipFrag(color); + + //convert to linear before adding local lights + color = srgb_to_linear(color); + + vec3 npos = normalize(-pos.xyz); + + vec3 light = vec3(0, 0, 0); + +#define LIGHT_LOOP(i) light.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_attenuation[i].w ); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + color += light; + + glare = min(glare, 1.0); + float al = max(diffcol.a, glare)*vertex_color.a; + + //convert to srgb as this color is being written post gamma correction + color = linear_to_srgb(color); + +#ifdef WATER_FOG + vec4 temp = applyWaterFogView(pos, vec4(color, al)); + color = temp.rgb; + al = temp.a; +#endif + + frag_color = vec4(color, al); + +#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer + + // deferred path + frag_data[0] = final_color; //gbuffer is sRGB + 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/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index a5804220bc..f80f1a985a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -124,41 +124,15 @@ void main() if (spec.a > 0.0) // specular reflection { + float sa = dot(refnormpersp, light_dir.xyz); + vec3 dumbshiny = sunlit * (texture2D(lightFunc, vec2(sa, spec.a)).r); -#if 1 //EEP - vec3 npos = -normalize(pos.xyz); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(light_dir.xyz+npos); - float nh = dot(norm.xyz, h); - float nv = dot(norm.xyz, 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 scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 sp = sun_contrib*scontrib / 6.0; - sp = clamp(sp, vec3(0), vec3(1)); - bloom += dot(sp, sp) / 4.0; - color += sp * spec.rgb; - } -#else //PRODUCTION - float sa = dot(refnormpersp, light_dir.xyz); - vec3 dumbshiny = sunlit*(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; + bloom = dot(spec_contrib, spec_contrib) / 6; color.rgb += spec_contrib; -#endif - } - + color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) -- cgit v1.2.3 From 2597ed7553fbd42775cf7d85f194ab7f67a04d50 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Fri, 17 Jul 2020 00:24:32 +0300 Subject: SL-13443 Reduce stalls on writing cache to file --- indra/newview/llvocache.cpp | 51 ++++++++++++++++++--------------------------- 1 file changed, 20 insertions(+), 31 deletions(-) (limited to 'indra') diff --git a/indra/newview/llvocache.cpp b/indra/newview/llvocache.cpp index 07660ca6ac..689eeee0e3 100644 --- a/indra/newview/llvocache.cpp +++ b/indra/newview/llvocache.cpp @@ -347,36 +347,24 @@ void LLVOCacheEntry::dump() const BOOL LLVOCacheEntry::writeToFile(LLAPRFile* apr_file) const { - BOOL success; - success = check_write(apr_file, (void*)&mLocalID, sizeof(U32)); - if(success) - { - success = check_write(apr_file, (void*)&mCRC, sizeof(U32)); - } - if(success) - { - success = check_write(apr_file, (void*)&mHitCount, sizeof(S32)); - } - if(success) - { - success = check_write(apr_file, (void*)&mDupeCount, sizeof(S32)); - } - if(success) - { - success = check_write(apr_file, (void*)&mCRCChangeCount, sizeof(S32)); - } - if(success) - { - S32 size = mDP.getBufferSize(); - success = check_write(apr_file, (void*)&size, sizeof(S32)); - - if(success) - { - success = check_write(apr_file, (void*)mBuffer, size); - } - } - - return success ; + static const S32 data_buffer_size = 6 * sizeof(S32); + static U8 data_buffer[data_buffer_size]; + S32 size = mDP.getBufferSize(); + + memcpy(data_buffer, &mLocalID, sizeof(U32)); + memcpy(data_buffer + sizeof(U32), &mCRC, sizeof(U32)); + memcpy(data_buffer + (2 * sizeof(U32)), &mHitCount, sizeof(S32)); + memcpy(data_buffer + (3 * sizeof(U32)), &mDupeCount, sizeof(S32)); + memcpy(data_buffer + (4 * sizeof(U32)), &mCRCChangeCount, sizeof(S32)); + memcpy(data_buffer + (5 * sizeof(U32)), &size, sizeof(S32)); + + BOOL success = check_write(apr_file, (void*)data_buffer, data_buffer_size); + if (success) + { + success = check_write(apr_file, (void*)mBuffer, size); + } + + return success; } //static @@ -1537,7 +1525,8 @@ void LLVOCache::writeToCache(U64 handle, const LLUUID& id, const LLVOCacheEntry: { S32 num_entries = cache_entry_map.size() ; success = check_write(&apr_file, &num_entries, sizeof(S32)); - + + // This can have a lot of entries, so might be better to dump them into buffer first and write in one go. for (LLVOCacheEntry::vocache_entry_map_t::const_iterator iter = cache_entry_map.begin(); success && iter != cache_entry_map.end(); ++iter) { if(!removal_enabled || iter->second->isValid()) -- cgit v1.2.3 From af8848c18a3e8f82f5092d35f357c5373cd3ea9d Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Mon, 20 Jul 2020 16:55:16 -0600 Subject: DRTVWR-497 trigger new build --- indra/edit-me-to-trigger-new-build.txt | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'indra') diff --git a/indra/edit-me-to-trigger-new-build.txt b/indra/edit-me-to-trigger-new-build.txt index fd40910d9e..d00491fd7e 100644 --- a/indra/edit-me-to-trigger-new-build.txt +++ b/indra/edit-me-to-trigger-new-build.txt @@ -1,4 +1 @@ - - - - +1 -- cgit v1.2.3 From afea9a525c70a16049215aef2864f5040d6cf4ab Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Tue, 21 Jul 2020 10:18:09 -0600 Subject: DRTVWR-497 trigger another new build --- indra/edit-me-to-trigger-new-build.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/edit-me-to-trigger-new-build.txt b/indra/edit-me-to-trigger-new-build.txt index d00491fd7e..48082f72f0 100644 --- a/indra/edit-me-to-trigger-new-build.txt +++ b/indra/edit-me-to-trigger-new-build.txt @@ -1 +1 @@ -1 +12 -- cgit v1.2.3 From c21fe67dddd8e4f09b6a7143cd9467849e751260 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Fri, 19 Jun 2020 16:41:19 -0600 Subject: SL-13416 eliminate sun/moon specular on shadowed surfaces --- .../shaders/class2/deferred/softenLightF.glsl | 169 +++++++++------------ 1 file changed, 76 insertions(+), 93 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 40f0f0448a..f4db53e0b7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class2/deferred/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 * $/LicenseInfo$ */ @@ -39,7 +39,7 @@ uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; -uniform samplerCube environmentMap; +uniform samplerCube environmentMap; uniform sampler2D lightFunc; uniform float blur_size; @@ -50,7 +50,7 @@ uniform mat3 env_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; -uniform int sun_up_factor; +uniform int sun_up_factor; VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; @@ -61,10 +61,10 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); float getAmbientClamp(); -vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 scaleSoftClipFrag(vec3 l); -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightScaleSoftClip(vec3 light); +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 scaleSoftClipFrag(vec3 l); +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightScaleSoftClip(vec3 light); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); @@ -73,102 +73,85 @@ vec3 srgb_to_linear(vec3 c); vec4 applyWaterFogView(vec3 pos, vec4 color); #endif -void main() +void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); + vec2 tc = vary_fragcoord.xy; + float depth = texture2DRect(depthMap, tc.xy).r; + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; - norm.xyz = getNorm(tc); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); - float light_gamma = 1.0/1.3; - da = pow(da, light_gamma); - + norm.xyz = getNorm(tc); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); + float light_gamma = 1.0 / 1.3; + da = pow(da, light_gamma); + vec4 diffuse = texture2DRect(diffuseRect, tc); - - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); + scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); + float scol = max(scol_ambocc.r, diffuse.a); + float ambocc = scol_ambocc.g; - float scol = max(scol_ambocc.r, diffuse.a); + vec3 color = vec3(0); + float bloom = 0.0; - float ambocc = scol_ambocc.g; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); - vec3 color = vec3(0); - float bloom = 0.0; + color.rgb = amblit; + + float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); + color.rgb *= ambient; + + vec3 sun_contrib = min(da, scol) * sunlit; + color.rgb += sun_contrib; + color.rgb *= diffuse.rgb; + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + + if (spec.a > 0.0) // specular reflection { - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); - - color.rgb = amblit; - - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - - color.rgb *= ambient; - - vec3 sun_contrib = min(da, scol) * sunlit; - - color.rgb += sun_contrib; - - color.rgb *= diffuse.rgb; - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - if (spec.a > 0.0) // specular reflection - { - float sa = dot(refnormpersp, light_dir.xyz); - vec3 dumbshiny = sunlit * (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; - color.rgb += spec_contrib; - } - - color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); - - if (envIntensity > 0.0) - { //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - color = mix(color.rgb, reflected_color, envIntensity); - } - - if (norm.w < 0.5) - { - color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); - color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); - } - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom)); - color = fogged.rgb; - bloom = fogged.a; - #endif + float sa = dot(refnormpersp, light_dir.xyz); + vec3 dumbshiny = sunlit * scol * (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; + color.rgb += spec_contrib; + } + + color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); + + if (envIntensity > 0.0) + { // add environmentmap + vec3 env_vec = env_mat * refnormpersp; + vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; + color = mix(color.rgb, reflected_color, envIntensity); + } + if (norm.w < 0.5) + { + color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); + color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); } -// linear debuggables -//color.rgb = vec3(final_da); -//color.rgb = vec3(ambient); -//color.rgb = vec3(scol); -//color.rgb = diffuse_srgb.rgb; +#ifdef WATER_FOG + vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom)); + color = fogged.rgb; + bloom = fogged.a; +#endif // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... - frag_color.rgb = srgb_to_linear(color.rgb); - frag_color.a = bloom; + frag_color.a = bloom; } - -- cgit v1.2.3 From 21cf868f3886452019d21f6e6333551527dbd891 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Fri, 24 Jul 2020 10:07:28 -0600 Subject: SL-13406, disable glow no longer disables all post passes --- indra/newview/llviewerdisplay.cpp | 90 +++++---------- indra/newview/pipeline.cpp | 236 +++++++++++++++++++------------------- indra/newview/pipeline.h | 2 +- 3 files changed, 146 insertions(+), 182 deletions(-) (limited to 'indra') diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 2b1f4b138f..dad36da280 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -705,9 +705,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); - BOOL to_texture = gPipeline.canUseVertexShaders() && - LLPipeline::sRenderGlow; - LLAppViewer::instance()->pingMainloopTimeout("Display:Swap"); { @@ -914,29 +911,26 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) stop_glerror(); - if (to_texture) - { - gGL.setColorMask(true, true); + gGL.setColorMask(true, true); - if (LLPipeline::sRenderDeferred) - { - gPipeline.mDeferredScreen.bindTarget(); - glClearColor(1,0,1,1); - gPipeline.mDeferredScreen.clear(); - } - else + if (LLPipeline::sRenderDeferred) + { + gPipeline.mDeferredScreen.bindTarget(); + glClearColor(1,0,1,1); + gPipeline.mDeferredScreen.clear(); + } + else + { + gPipeline.mScreen.bindTarget(); + if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders()) { - gPipeline.mScreen.bindTarget(); - if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders()) - { - const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor(); - glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f); - } - gPipeline.mScreen.clear(); + const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor(); + glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f); } - - gGL.setColorMask(true, false); + gPipeline.mScreen.clear(); } + + gGL.setColorMask(true, false); LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom"); @@ -1002,33 +996,15 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush"); - if (to_texture) - { - if (LLPipeline::sRenderDeferred) - { - gPipeline.mDeferredScreen.flush(); - if(LLRenderTarget::sUseFBO) - { - LLRenderTarget::copyContentsToFramebuffer(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), - gPipeline.mDeferredScreen.getHeight(), 0, 0, - gPipeline.mDeferredScreen.getWidth(), - gPipeline.mDeferredScreen.getHeight(), - GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - } - } - else - { - gPipeline.mScreen.flush(); - if(LLRenderTarget::sUseFBO) - { - LLRenderTarget::copyContentsToFramebuffer(gPipeline.mScreen, 0, 0, gPipeline.mScreen.getWidth(), - gPipeline.mScreen.getHeight(), 0, 0, - gPipeline.mScreen.getWidth(), - gPipeline.mScreen.getHeight(), - GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - } - } - } + + LLRenderTarget &rt = (gPipeline.sRenderDeferred ? gPipeline.mDeferredScreen : gPipeline.mScreen); + rt.flush(); + + if (rt.sUseFBO) + { + LLRenderTarget::copyContentsToFramebuffer(rt, 0, 0, rt.getWidth(), rt.getHeight(), 0, 0, rt.getWidth(), rt.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + } + if (LLPipeline::sRenderDeferred) { @@ -1295,19 +1271,11 @@ void render_ui(F32 zoom_factor, int subfield) gGL.popMatrix(); } - { - BOOL to_texture = gPipeline.canUseVertexShaders() && - LLPipeline::sRenderGlow; - - if (to_texture) - { - gPipeline.renderBloom(gSnapshot, zoom_factor, subfield); - } + gPipeline.renderPost(gSnapshot, zoom_factor, subfield); - LL_RECORD_BLOCK_TIME(FTM_RENDER_HUD); - render_hud_elements(); - render_hud_attachments(); - } + LL_RECORD_BLOCK_TIME(FTM_RENDER_HUD); + render_hud_elements(); + render_hud_attachments(); LLGLSDefault gls_default; LLGLSUIDefault gls_ui; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f3b8ad9008..60fd34552a 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1052,19 +1052,13 @@ void LLPipeline::updateRenderBump() //static void LLPipeline::updateRenderDeferred() { - bool deferred = (bool(RenderDeferred && + sRenderDeferred = (bool(RenderDeferred && LLRenderTarget::sUseFBO && LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && LLPipeline::sRenderBump && RenderAvatarVP && WindLightUseAtmosShaders)) && !gUseWireframe; - - sRenderDeferred = deferred; - if (deferred) - { //must render glow when rendering deferred since post effect pass is needed to present any lighting at all - sRenderGlow = true; - } } //static @@ -1260,7 +1254,7 @@ void LLPipeline::createGLBuffers() GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); - if (LLPipeline::sRenderGlow) + if (1) { //screen space glow buffers const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); @@ -7544,14 +7538,8 @@ void LLPipeline::bindScreenToTexture() static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom"); -void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) +void LLPipeline::renderPost(bool for_snapshot, F32 zoom_factor, int subfield) { - if (!(gPipeline.canUseVertexShaders() && - sRenderGlow)) - { - return; - } - LLVertexBuffer::unbind(); LLGLState::checkStates(); LLGLState::checkTextureChannels(); @@ -7587,121 +7575,129 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) gGL.setColorMask(true, true); glClearColor(0,0,0,0); - { - { - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); - mGlow[2].bindTarget(); - mGlow[2].clear(); - } - - gGlowExtractProgram.bind(); - F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f); - F32 maxAlpha = RenderGlowMaxExtractAlpha; - F32 warmthAmount = RenderGlowWarmthAmount; - LLVector3 lumWeights = RenderGlowLumWeights; - LLVector3 warmthWeights = RenderGlowWarmthWeights; - - - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum); - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); - gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]); - gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]); - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); - LLGLEnable blend_on(GL_BLEND); - LLGLEnable test(GL_ALPHA_TEST); - - gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); - - mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT); - - gGL.color4f(1,1,1,1); - gPipeline.enableLightsFullbright(); - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); - - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); - - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); - - gGL.end(); - - gGL.getTexUnit(0)->unbind(mScreen.getUsage()); + if (sRenderGlow) + { + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); + mGlow[2].bindTarget(); + mGlow[2].clear(); + } - mGlow[2].flush(); - } + gGlowExtractProgram.bind(); + F32 minLum = llmax((F32)RenderGlowMinLuminance, 0.0f); + F32 maxAlpha = RenderGlowMaxExtractAlpha; + F32 warmthAmount = RenderGlowWarmthAmount; + LLVector3 lumWeights = RenderGlowLumWeights; + LLVector3 warmthWeights = RenderGlowWarmthWeights; - tc1.setVec(0,0); - tc2.setVec(2,2); - // power of two between 1 and 1024 - U32 glowResPow = RenderGlowResolutionPow; - const U32 glow_res = llmax(1, - llmin(1024, 1 << glowResPow)); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); + LLGLEnable blend_on(GL_BLEND); + LLGLEnable test(GL_ALPHA_TEST); - S32 kernel = RenderGlowIterations*2; - F32 delta = RenderGlowWidth / glow_res; - // Use half the glow width if we have the res set to less than 9 so that it looks - // almost the same in either case. - if (glowResPow < 9) - { - delta *= 0.5f; - } - F32 strength = RenderGlowStrength; + gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); - gGlowProgram.bind(); - gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); + mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT); - for (S32 i = 0; i < kernel; i++) - { - { - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); - mGlow[i%2].bindTarget(); - mGlow[i%2].clear(); - } - - if (i == 0) - { - gGL.getTexUnit(0)->bind(&mGlow[2]); - } - else - { - gGL.getTexUnit(0)->bind(&mGlow[(i-1)%2]); - } + gGL.color4f(1, 1, 1, 1); + gPipeline.enableLightsFullbright(); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - if (i%2 == 0) - { - gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); - } - else - { - gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); - } + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); - - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); - - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); - - gGL.end(); - - mGlow[i%2].flush(); - } + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - gGlowProgram.unbind(); + gGL.end(); - /*if (LLRenderTarget::sUseFBO) - { - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - }*/ + gGL.getTexUnit(0)->unbind(mScreen.getUsage()); + + mGlow[2].flush(); + + + tc1.setVec(0, 0); + tc2.setVec(2, 2); + + // power of two between 1 and 1024 + U32 glowResPow = RenderGlowResolutionPow; + const U32 glow_res = llmax(1, + llmin(1024, 1 << glowResPow)); + + S32 kernel = RenderGlowIterations * 2; + F32 delta = RenderGlowWidth / glow_res; + // Use half the glow width if we have the res set to less than 9 so that it looks + // almost the same in either case. + if (glowResPow < 9) + { + delta *= 0.5f; + } + F32 strength = RenderGlowStrength; + + if (!sRenderGlow) + { + strength = 0.0f; + kernel = 2; + } + + gGlowProgram.bind(); + gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); + + for (S32 i = 0; i < kernel; i++) + { + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO); + mGlow[i % 2].bindTarget(); + mGlow[i % 2].clear(); + } + + if (i == 0) + { + gGL.getTexUnit(0)->bind(&mGlow[2]); + } + else + { + gGL.getTexUnit(0)->bind(&mGlow[(i - 1) % 2]); + } + + if (i % 2 == 0) + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); + } + else + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); + } + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); + + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); + + gGL.end(); + + mGlow[i % 2].flush(); + } + + gGlowProgram.unbind(); + } + else // !sRenderGlow, skip the glow ping-pong and just clear the result target + { + mGlow[1].bindTarget(); + mGlow[1].clear(); + mGlow[1].flush(); + } gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 5a07bdebe3..fe60eb69f8 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -139,7 +139,7 @@ public: void resetVertexBuffers(LLDrawable* drawable); void generateImpostor(LLVOAvatar* avatar); void bindScreenToTexture(); - void renderBloom(bool for_snapshot, F32 zoom_factor = 1.f, int subfield = 0); + void renderPost(bool for_snapshot, F32 zoom_factor = 1.f, int subfield = 0); void init(); void cleanup(); -- cgit v1.2.3 From fb45ca014c812f7166c750da112984fd8dd88bc8 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Fri, 24 Jul 2020 10:32:54 -0600 Subject: SL-13406, cleanup and format changes --- indra/newview/llviewerdisplay.cpp | 67 +-- indra/newview/pipeline.cpp | 941 +++++++++++++++++++------------------- indra/newview/pipeline.h | 2 +- 3 files changed, 497 insertions(+), 513 deletions(-) (limited to 'indra') diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index dad36da280..95f8785c90 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -911,28 +911,28 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) stop_glerror(); - gGL.setColorMask(true, true); - - if (LLPipeline::sRenderDeferred) - { - gPipeline.mDeferredScreen.bindTarget(); - glClearColor(1,0,1,1); - gPipeline.mDeferredScreen.clear(); - } - else - { - gPipeline.mScreen.bindTarget(); - if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders()) - { - const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor(); - glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f); - } - gPipeline.mScreen.clear(); - } - - gGL.setColorMask(true, false); - - LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom"); + gGL.setColorMask(true, true); + + if (LLPipeline::sRenderDeferred) + { + gPipeline.mDeferredScreen.bindTarget(); + glClearColor(1, 0, 1, 1); + gPipeline.mDeferredScreen.clear(); + } + else + { + gPipeline.mScreen.bindTarget(); + if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders()) + { + const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor(); + glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f); + } + gPipeline.mScreen.clear(); + } + + gGL.setColorMask(true, false); + + LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom"); if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot()) && !gRestoreGL) @@ -994,20 +994,20 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) } } - LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush"); - - + LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush"); + LLRenderTarget &rt = (gPipeline.sRenderDeferred ? gPipeline.mDeferredScreen : gPipeline.mScreen); rt.flush(); if (rt.sUseFBO) { - LLRenderTarget::copyContentsToFramebuffer(rt, 0, 0, rt.getWidth(), rt.getHeight(), 0, 0, rt.getWidth(), rt.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + LLRenderTarget::copyContentsToFramebuffer(rt, 0, 0, rt.getWidth(), rt.getHeight(), 0, 0, rt.getWidth(), + rt.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, + GL_NEAREST); } - - if (LLPipeline::sRenderDeferred) - { + if (LLPipeline::sRenderDeferred) + { gPipeline.renderDeferredLighting(&gPipeline.mScreen); } @@ -1271,10 +1271,11 @@ void render_ui(F32 zoom_factor, int subfield) gGL.popMatrix(); } - gPipeline.renderPost(gSnapshot, zoom_factor, subfield); - - LL_RECORD_BLOCK_TIME(FTM_RENDER_HUD); - render_hud_elements(); + // Finalize scene + gPipeline.renderFinalize(); + + LL_RECORD_BLOCK_TIME(FTM_RENDER_HUD); + render_hud_elements(); render_hud_attachments(); LLGLSDefault gls_default; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 60fd34552a..3f8f7b278f 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1049,19 +1049,19 @@ void LLPipeline::updateRenderBump() sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); } -//static +// static void LLPipeline::updateRenderDeferred() { - sRenderDeferred = (bool(RenderDeferred && - LLRenderTarget::sUseFBO && - LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && - LLPipeline::sRenderBump && - RenderAvatarVP && - WindLightUseAtmosShaders)) && - !gUseWireframe; + sRenderDeferred = !gUseWireframe && + RenderDeferred && + LLRenderTarget::sUseFBO && + LLPipeline::sRenderBump && + RenderAvatarVP && + WindLightUseAtmosShaders && + (bool) LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred"); } -//static +// static void LLPipeline::refreshCachedSettings() { LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred"); @@ -1253,24 +1253,20 @@ void LLPipeline::createGLBuffers() GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); - - if (1) - { //screen space glow buffers - const U32 glow_res = llmax(1, - llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); - for (U32 i = 0; i < 3; i++) - { - mGlow[i].allocate(512,glow_res,GL_RGBA,FALSE,FALSE); - } + // allocate screen space glow buffers + const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); + for (U32 i = 0; i < 3; i++) + { + mGlow[i].allocate(512, glow_res, GL_RGBA, FALSE, FALSE); + } - allocateScreenBuffer(resX,resY); - mScreenWidth = 0; - mScreenHeight = 0; - } - - if (sRenderDeferred) - { + allocateScreenBuffer(resX, resY); + mScreenWidth = 0; + mScreenHeight = 0; + + if (sRenderDeferred) + { if (!mNoiseMap) { const U32 noiseRes = 128; @@ -7538,43 +7534,42 @@ void LLPipeline::bindScreenToTexture() static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom"); -void LLPipeline::renderPost(bool for_snapshot, F32 zoom_factor, int subfield) +void LLPipeline::renderFinalize() { - LLVertexBuffer::unbind(); - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); + LLVertexBuffer::unbind(); + LLGLState::checkStates(); + LLGLState::checkTextureChannels(); - assertInitialized(); + assertInitialized(); - if (gUseWireframe) - { - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - } + if (gUseWireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } - LLVector2 tc1(0,0); - LLVector2 tc2((F32) mScreen.getWidth()*2, - (F32) mScreen.getHeight()*2); + LLVector2 tc1(0, 0); + LLVector2 tc2((F32) mScreen.getWidth() * 2, (F32) mScreen.getHeight() * 2); - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); - gGL.color4f(1,1,1,1); - LLGLDepthTest depth(GL_FALSE); - LLGLDisable blend(GL_BLEND); - LLGLDisable cull(GL_CULL_FACE); - - enableLightsFullbright(); + LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); + gGL.color4f(1, 1, 1, 1); + LLGLDepthTest depth(GL_FALSE); + LLGLDisable blend(GL_BLEND); + LLGLDisable cull(GL_CULL_FACE); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadIdentity(); + enableLightsFullbright(); - LLGLDisable test(GL_ALPHA_TEST); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + gGL.loadIdentity(); + + LLGLDisable test(GL_ALPHA_TEST); + + gGL.setColorMask(true, true); + glClearColor(0, 0, 0, 0); - gGL.setColorMask(true, true); - glClearColor(0,0,0,0); - if (sRenderGlow) { { @@ -7584,17 +7579,18 @@ void LLPipeline::renderPost(bool for_snapshot, F32 zoom_factor, int subfield) } gGlowExtractProgram.bind(); - F32 minLum = llmax((F32)RenderGlowMinLuminance, 0.0f); + F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f); F32 maxAlpha = RenderGlowMaxExtractAlpha; F32 warmthAmount = RenderGlowWarmthAmount; LLVector3 lumWeights = RenderGlowLumWeights; LLVector3 warmthWeights = RenderGlowWarmthWeights; - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum); gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); - gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]); - gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], + lumWeights.mV[2]); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], + warmthWeights.mV[2]); gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); LLGLEnable blend_on(GL_BLEND); LLGLEnable test(GL_ALPHA_TEST); @@ -7621,14 +7617,12 @@ void LLPipeline::renderPost(bool for_snapshot, F32 zoom_factor, int subfield) mGlow[2].flush(); - tc1.setVec(0, 0); tc2.setVec(2, 2); // power of two between 1 and 1024 U32 glowResPow = RenderGlowResolutionPow; - const U32 glow_res = llmax(1, - llmin(1024, 1 << glowResPow)); + const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); S32 kernel = RenderGlowIterations * 2; F32 delta = RenderGlowWidth / glow_res; @@ -7640,12 +7634,6 @@ void LLPipeline::renderPost(bool for_snapshot, F32 zoom_factor, int subfield) } F32 strength = RenderGlowStrength; - if (!sRenderGlow) - { - strength = 0.0f; - kernel = 2; - } - gGlowProgram.bind(); gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); @@ -7699,482 +7687,477 @@ void LLPipeline::renderPost(bool for_snapshot, F32 zoom_factor, int subfield) mGlow[1].flush(); } - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - tc2.setVec((F32) mScreen.getWidth(), - (F32) mScreen.getHeight()); + tc2.setVec((F32) mScreen.getWidth(), (F32) mScreen.getHeight()); - gGL.flush(); - - LLVertexBuffer::unbind(); + gGL.flush(); - if (LLPipeline::sRenderDeferred) - { + LLVertexBuffer::unbind(); - bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() && - (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && - RenderDepthOfField; + if (LLPipeline::sRenderDeferred) + { + bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() && + (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && + RenderDepthOfField; - bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete(); + bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete(); - gViewerWindow->setup3DViewport(); - - if (dof_enabled) - { - LLGLSLShader* shader = &gDeferredPostProgram; - LLGLDisable blend(GL_BLEND); + gViewerWindow->setup3DViewport(); - //depth of field focal plane calculations - static F32 current_distance = 16.f; - static F32 start_distance = 16.f; - static F32 transition_time = 1.f; + if (dof_enabled) + { + LLGLSLShader *shader = &gDeferredPostProgram; + LLGLDisable blend(GL_BLEND); - LLVector3 focus_point; + // depth of field focal plane calculations + static F32 current_distance = 16.f; + static F32 start_distance = 16.f; + static F32 transition_time = 1.f; - LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); - if (obj && obj->mDrawable && obj->isSelected()) - { //focus on selected media object - S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); - if (obj && obj->mDrawable) - { - LLFace* face = obj->mDrawable->getFace(face_idx); - if (face) - { - focus_point = face->getPositionAgent(); - } - } - } - - if (focus_point.isExactlyZero()) - { - if (LLViewerJoystick::getInstance()->getOverrideCamera()) - { //focus on point under cursor - focus_point.set(gDebugRaycastIntersection.getF32ptr()); - } - else if (gAgentCamera.cameraMouselook()) - { //focus on point under mouselook crosshairs - LLVector4a result; - result.clear(); + LLVector3 focus_point; - gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE, - NULL, - &result); + LLViewerObject *obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); + if (obj && obj->mDrawable && obj->isSelected()) + { // focus on selected media object + S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); + if (obj && obj->mDrawable) + { + LLFace *face = obj->mDrawable->getFace(face_idx); + if (face) + { + focus_point = face->getPositionAgent(); + } + } + } - focus_point.set(result.getF32ptr()); - } - else - { - //focus on alt-zoom target - LLViewerRegion* region = gAgent.getRegion(); - if (region) - { - focus_point = LLVector3(gAgentCamera.getFocusGlobal()-region->getOriginGlobal()); - } - } - } + if (focus_point.isExactlyZero()) + { + if (LLViewerJoystick::getInstance()->getOverrideCamera()) + { // focus on point under cursor + focus_point.set(gDebugRaycastIntersection.getF32ptr()); + } + else if (gAgentCamera.cameraMouselook()) + { // focus on point under mouselook crosshairs + LLVector4a result; + result.clear(); - LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); - F32 target_distance = 16.f; - if (!focus_point.isExactlyZero()) - { - target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye); - } + gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE, NULL, &result); - if (transition_time >= 1.f && - fabsf(current_distance-target_distance)/current_distance > 0.01f) - { //large shift happened, interpolate smoothly to new target distance - transition_time = 0.f; - start_distance = current_distance; - } - else if (transition_time < 1.f) - { //currently in a transition, continue interpolating - transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds.value(); - transition_time = llmin(transition_time, 1.f); + focus_point.set(result.getF32ptr()); + } + else + { + // focus on alt-zoom target + LLViewerRegion *region = gAgent.getRegion(); + if (region) + { + focus_point = LLVector3(gAgentCamera.getFocusGlobal() - region->getOriginGlobal()); + } + } + } - F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f; - current_distance = start_distance + (target_distance-start_distance)*t; - } - else - { //small or no change, just snap to target distance - current_distance = target_distance; - } + LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); + F32 target_distance = 16.f; + if (!focus_point.isExactlyZero()) + { + target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point - eye); + } - //convert to mm - F32 subject_distance = current_distance*1000.f; - F32 fnumber = CameraFNumber; - F32 default_focal_length = CameraFocalLength; + if (transition_time >= 1.f && fabsf(current_distance - target_distance) / current_distance > 0.01f) + { // large shift happened, interpolate smoothly to new target distance + transition_time = 0.f; + start_distance = current_distance; + } + else if (transition_time < 1.f) + { // currently in a transition, continue interpolating + transition_time += 1.f / CameraFocusTransitionTime * gFrameIntervalSeconds.value(); + transition_time = llmin(transition_time, 1.f); - F32 fov = LLViewerCamera::getInstance()->getView(); - - const F32 default_fov = CameraFieldOfView * F_PI/180.f; - - //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); - - F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f); + F32 t = cosf(transition_time * F_PI + F_PI) * 0.5f + 0.5f; + current_distance = start_distance + (target_distance - start_distance) * t; + } + else + { // small or no change, just snap to target distance + current_distance = target_distance; + } - F32 focal_length = dv/(2*tanf(fov/2.f)); - - //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); - - // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) - // where N = fnumber - // s2 = dot distance - // s1 = subject distance - // f = focal length - // + // convert to mm + F32 subject_distance = current_distance * 1000.f; + F32 fnumber = CameraFNumber; + F32 default_focal_length = CameraFocalLength; - F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length)); - blur_constant /= 1000.f; //convert to meters for shader - F32 magnification = focal_length/(subject_distance-focal_length); + F32 fov = LLViewerCamera::getInstance()->getView(); - { //build diffuse+bloom+CoF - mDeferredLight.bindTarget(); - shader = &gDeferredCoFProgram; + const F32 default_fov = CameraFieldOfView * F_PI / 180.f; - bindDeferredShader(*shader); + // F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + F32 dv = 2.f * default_focal_length * tanf(default_fov / 2.f); - shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f); - shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); - shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle)); - shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); - shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + F32 focal_length = dv / (2 * tanf(fov / 2.f)); - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); - - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); - - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); - - gGL.end(); + // F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); - unbindDeferredShader(*shader); - mDeferredLight.flush(); - } + // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) + // where N = fnumber + // s2 = dot distance + // s1 = subject distance + // f = focal length + // - U32 dof_width = (U32) (mScreen.getWidth()*CameraDoFResScale); - U32 dof_height = (U32) (mScreen.getHeight()*CameraDoFResScale); - - { //perform DoF sampling at half-res (preserve alpha channel) - mScreen.bindTarget(); - glViewport(0,0, dof_width, dof_height); - gGL.setColorMask(true, false); + F32 blur_constant = focal_length * focal_length / (fnumber * (subject_distance - focal_length)); + blur_constant /= 1000.f; // convert to meters for shader + F32 magnification = focal_length / (subject_distance - focal_length); - shader = &gDeferredPostProgram; - bindDeferredShader(*shader); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); - if (channel > -1) - { - mDeferredLight.bindTexture(0, channel); - } + { // build diffuse+bloom+CoF + mDeferredLight.bindTarget(); + shader = &gDeferredCoFProgram; - shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); - - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); - - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); - - gGL.end(); + bindDeferredShader(*shader); - unbindDeferredShader(*shader); - mScreen.flush(); - gGL.setColorMask(true, true); - } - - { //combine result based on alpha - if (multisample) - { - mDeferredLight.bindTarget(); - glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); - } - else - { - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - } + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } - shader = &gDeferredDoFCombineProgram; - bindDeferredShader(*shader); - - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f); + shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); + shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle)); + shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width-1); - shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height-1); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); - - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); - - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); - - gGL.end(); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - unbindDeferredShader(*shader); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - if (multisample) - { - mDeferredLight.flush(); - } - } - } - else - { - if (multisample) - { - mDeferredLight.bindTarget(); - } - LLGLSLShader* shader = &gDeferredPostNoDoFProgram; - - bindDeferredShader(*shader); - - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); - if (channel > -1) - { - mScreen.bindTexture(0, channel); - } + gGL.end(); - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); - - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); - - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); - - gGL.end(); + unbindDeferredShader(*shader); + mDeferredLight.flush(); + } - unbindDeferredShader(*shader); + U32 dof_width = (U32)(mScreen.getWidth() * CameraDoFResScale); + U32 dof_height = (U32)(mScreen.getHeight() * CameraDoFResScale); - if (multisample) - { - mDeferredLight.flush(); - } - } + { // perform DoF sampling at half-res (preserve alpha channel) + mScreen.bindTarget(); + glViewport(0, 0, dof_width, dof_height); + gGL.setColorMask(true, false); - if (multisample) - { - //bake out texture2D with RGBL for FXAA shader - mFXAABuffer.bindTarget(); - - S32 width = mScreen.getWidth(); - S32 height = mScreen.getHeight(); - glViewport(0, 0, width, height); + shader = &gDeferredPostProgram; + bindDeferredShader(*shader); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + if (channel > -1) + { + mDeferredLight.bindTexture(0, channel); + } - LLGLSLShader* shader = &gGlowCombineFXAAProgram; + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - shader->bind(); - shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); - if (channel > -1) - { - mDeferredLight.bindTexture(0, channel); - } - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.vertex2f(-1,-1); - gGL.vertex2f(-1,3); - gGL.vertex2f(3,-1); - gGL.end(); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - gGL.flush(); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); - shader->unbind(); - - mFXAABuffer.flush(); + gGL.end(); - shader = &gFXAAProgram; - shader->bind(); + unbindDeferredShader(*shader); + mScreen.flush(); + gGL.setColorMask(true, true); + } - channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); - if (channel > -1) - { - mFXAABuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); - } - - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - - F32 scale_x = (F32) width/mFXAABuffer.getWidth(); - F32 scale_y = (F32) height/mFXAABuffer.getHeight(); - shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); - shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.vertex2f(-1,-1); - gGL.vertex2f(-1,3); - gGL.vertex2f(3,-1); - gGL.end(); + { // combine result based on alpha + if (multisample) + { + mDeferredLight.bindTarget(); + glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight()); + } + else + { + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + } - gGL.flush(); - shader->unbind(); - } - } - else - { - U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; - LLPointer buff = new LLVertexBuffer(mask, 0); - buff->allocateBuffer(3,0,TRUE); + shader = &gDeferredDoFCombineProgram; + bindDeferredShader(*shader); - LLStrider v; - LLStrider uv1; - LLStrider uv2; + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } - buff->getVertexStrider(v); - buff->getTexCoord0Strider(uv1); - buff->getTexCoord1Strider(uv2); - - uv1[0] = LLVector2(0, 0); - uv1[1] = LLVector2(0, 2); - uv1[2] = LLVector2(2, 0); - - uv2[0] = LLVector2(0, 0); - uv2[1] = LLVector2(0, tc2.mV[1]*2.f); - uv2[2] = LLVector2(tc2.mV[0]*2.f, 0); - - v[0] = LLVector3(-1,-1,0); - v[1] = LLVector3(-1,3,0); - v[2] = LLVector3(3,-1,0); - - buff->flush(); + shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width - 1); + shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height - 1); - LLGLDisable blend(GL_BLEND); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - if (LLGLSLShader::sNoFixedFunction) - { - gGlowCombineProgram.bind(); - } - else - { - //tex unit 0 - gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR); - //tex unit 1 - gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR); - } - - gGL.getTexUnit(0)->bind(&mGlow[1]); - gGL.getTexUnit(1)->bind(&mScreen); - - LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); - - buff->setBuffer(mask); - buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3); - - if (LLGLSLShader::sNoFixedFunction) - { - gGlowCombineProgram.unbind(); - } - else - { - gGL.getTexUnit(1)->disable(); - gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); - } - - } + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - gGL.setSceneBlendType(LLRender::BT_ALPHA); + gGL.end(); - if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) - { - if (LLGLSLShader::sNoFixedFunction) - { - gSplatTextureRectProgram.bind(); - } + unbindDeferredShader(*shader); - gGL.setColorMask(true, false); + if (multisample) + { + mDeferredLight.flush(); + } + } + } + else + { + if (multisample) + { + mDeferredLight.bindTarget(); + } + LLGLSLShader *shader = &gDeferredPostNoDoFProgram; - LLVector2 tc1(0,0); - LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2, - (F32) gViewerWindow->getWorldViewHeightRaw()*2); + bindDeferredShader(*shader); - LLGLEnable blend(GL_BLEND); - gGL.color4f(1,1,1,0.75f); + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); + if (channel > -1) + { + mScreen.bindTexture(0, channel); + } - gGL.getTexUnit(0)->bind(&mPhysicsDisplay); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - gGL.begin(LLRender::TRIANGLES); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); - - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); - - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); - - gGL.end(); - gGL.flush(); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - if (LLGLSLShader::sNoFixedFunction) - { - gSplatTextureRectProgram.unbind(); - } - } + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - - if (LLRenderTarget::sUseFBO) - { //copy depth buffer from mScreen to framebuffer - LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), - 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - } - + gGL.end(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); + unbindDeferredShader(*shader); - LLVertexBuffer::unbind(); + if (multisample) + { + mDeferredLight.flush(); + } + } - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); + if (multisample) + { + // bake out texture2D with RGBL for FXAA shader + mFXAABuffer.bindTarget(); + + S32 width = mScreen.getWidth(); + S32 height = mScreen.getHeight(); + glViewport(0, 0, width, height); + + LLGLSLShader *shader = &gGlowCombineFXAAProgram; + + shader->bind(); + shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height); + + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + if (channel > -1) + { + mDeferredLight.bindTexture(0, channel); + } + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1, -1); + gGL.vertex2f(-1, 3); + gGL.vertex2f(3, -1); + gGL.end(); + + gGL.flush(); + + shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage()); + shader->unbind(); + + mFXAABuffer.flush(); + + shader = &gFXAAProgram; + shader->bind(); + + channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage()); + if (channel > -1) + { + mFXAABuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + } + + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + + F32 scale_x = (F32) width / mFXAABuffer.getWidth(); + F32 scale_y = (F32) height / mFXAABuffer.getHeight(); + shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); + shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y, + 0.5f / width * scale_x, 0.5f / height * scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f / width * scale_x, -2.f / height * scale_y, + 2.f / width * scale_x, 2.f / height * scale_y); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1, -1); + gGL.vertex2f(-1, 3); + gGL.vertex2f(3, -1); + gGL.end(); + + gGL.flush(); + shader->unbind(); + } + } + else // not deferred + { + U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; + LLPointer buff = new LLVertexBuffer(mask, 0); + buff->allocateBuffer(3, 0, TRUE); + + LLStrider v; + LLStrider uv1; + LLStrider uv2; + + buff->getVertexStrider(v); + buff->getTexCoord0Strider(uv1); + buff->getTexCoord1Strider(uv2); + + uv1[0] = LLVector2(0, 0); + uv1[1] = LLVector2(0, 2); + uv1[2] = LLVector2(2, 0); + + uv2[0] = LLVector2(0, 0); + uv2[1] = LLVector2(0, tc2.mV[1] * 2.f); + uv2[2] = LLVector2(tc2.mV[0] * 2.f, 0); + + v[0] = LLVector3(-1, -1, 0); + v[1] = LLVector3(-1, 3, 0); + v[2] = LLVector3(3, -1, 0); + + buff->flush(); + + LLGLDisable blend(GL_BLEND); + + if (LLGLSLShader::sNoFixedFunction) + { + gGlowCombineProgram.bind(); + } + else + { + // tex unit 0 + gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR); + // tex unit 1 + gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, + LLTexUnit::TBS_PREV_COLOR); + } + + gGL.getTexUnit(0)->bind(&mGlow[1]); + gGL.getTexUnit(1)->bind(&mScreen); + + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); + + buff->setBuffer(mask); + buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3); + + if (LLGLSLShader::sNoFixedFunction) + { + gGlowCombineProgram.unbind(); + } + else + { + gGL.getTexUnit(1)->disable(); + gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); + + gGL.getTexUnit(0)->activate(); + gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + } + } + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + + if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) + { + if (LLGLSLShader::sNoFixedFunction) + { + gSplatTextureRectProgram.bind(); + } + + gGL.setColorMask(true, false); + + LLVector2 tc1(0, 0); + LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw() * 2, + (F32) gViewerWindow->getWorldViewHeightRaw() * 2); + + LLGLEnable blend(GL_BLEND); + gGL.color4f(1, 1, 1, 0.75f); + + gGL.getTexUnit(0)->bind(&mPhysicsDisplay); + + gGL.begin(LLRender::TRIANGLES); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); + + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); + + gGL.end(); + gGL.flush(); + + if (LLGLSLShader::sNoFixedFunction) + { + gSplatTextureRectProgram.unbind(); + } + } + + if (LLRenderTarget::sUseFBO) + { // copy depth buffer from mScreen to framebuffer + LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), 0, 0, + mScreen.getWidth(), mScreen.getHeight(), + GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + } + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + + LLVertexBuffer::unbind(); + LLGLState::checkStates(); + LLGLState::checkTextureChannels(); } static LLTrace::BlockTimerStatHandle FTM_BIND_DEFERRED("Bind Deferred"); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index fe60eb69f8..600bdd9d06 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -139,7 +139,7 @@ public: void resetVertexBuffers(LLDrawable* drawable); void generateImpostor(LLVOAvatar* avatar); void bindScreenToTexture(); - void renderPost(bool for_snapshot, F32 zoom_factor = 1.f, int subfield = 0); + void renderFinalize(); void init(); void cleanup(); -- cgit v1.2.3 From c09e933012d4ba607a066f0e857c1e5e543a59c3 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Mon, 27 Jul 2020 23:06:05 +0300 Subject: SL-13650 Ice level Slider Graduation --- indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra') diff --git a/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml b/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml index bec793bbee..6f82a0efa1 100644 --- a/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml +++ b/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml @@ -203,10 +203,10 @@ Ice Level: Date: Wed, 29 Jul 2020 10:45:39 -0600 Subject: SL-13406 fix an end-scope enable error in glow rendering --- indra/newview/pipeline.cpp | 39 +++++++++++++++++++++------------------ 1 file changed, 21 insertions(+), 18 deletions(-) (limited to 'indra') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 3f8f7b278f..df5765c99b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -7592,33 +7592,36 @@ void LLPipeline::renderFinalize() gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]); gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); - LLGLEnable blend_on(GL_BLEND); - LLGLEnable test(GL_ALPHA_TEST); + + { + LLGLEnable blend_on(GL_BLEND); + LLGLEnable test(GL_ALPHA_TEST); - gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); + gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); - mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT); + mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT); - gGL.color4f(1, 1, 1, 1); - gPipeline.enableLightsFullbright(); - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1, -1); + gGL.color4f(1, 1, 1, 1); + gPipeline.enableLightsFullbright(); + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1, 3); + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3, -1); + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); - gGL.end(); + gGL.end(); - gGL.getTexUnit(0)->unbind(mScreen.getUsage()); + gGL.getTexUnit(0)->unbind(mScreen.getUsage()); - mGlow[2].flush(); + mGlow[2].flush(); - tc1.setVec(0, 0); - tc2.setVec(2, 2); + tc1.setVec(0, 0); + tc2.setVec(2, 2); + } // power of two between 1 and 1024 U32 glowResPow = RenderGlowResolutionPow; -- cgit v1.2.3 From 107a7fec34df0160c959de81d0d682ec671b5958 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Tue, 4 Aug 2020 17:14:19 -0600 Subject: SL-13521 add an avatar appearance light to deferred mode --- indra/llrender/llrender.cpp | 2 +- indra/newview/pipeline.cpp | 20 +++++++++++++------- 2 files changed, 14 insertions(+), 8 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index cabf0528f0..e0d1ee4f4c 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1216,7 +1216,7 @@ void LLRender::syncLightState() LLVector3 diffuse_b[8]; bool sun_primary[8]; - for (U32 i = 0; i < 8; i++) + for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++) { LLLightState* light = mLightState[i]; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index df5765c99b..fc382c3bcc 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6435,13 +6435,6 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) F32 x = 3.f; float linatten = x / (light_radius); // % of brightness at radius - if (LLPipeline::sRenderDeferred) - { - /*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);*/ - } - mHWLightColors[2] = light_color; LLLightState* light = gGL.getLight(2); @@ -8813,6 +8806,19 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF))); } } + + // If we're in avatar editing mode (3), add an avatar appearance light at the camera position + if (gAgentAvatarp && gAgentAvatarp->mSpecialRenderMode == 3) + { + // Cam coords (post-transform) are 0,0,0, with radius 15m + fullscreen_lights.push_back(LLVector4(0.f, 0.f, 0.f, 15.0f)); + + // Use a white light + LLVector4 white_light(LLColor4::white.mV); + white_light.mV[3] = 0.0f; + light_colors.push_back(white_light); + } + unbindDeferredShader(gDeferredLightProgram); } -- cgit v1.2.3 From 087c294e01de8d44cdcbbc04d26276904da45bb3 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Tue, 4 Aug 2020 17:34:43 -0600 Subject: SL-13521, clang-format renderDeferredLighting() for consistency --- indra/newview/pipeline.cpp | 971 +++++++++++++++++++++++---------------------- 1 file changed, 487 insertions(+), 484 deletions(-) (limited to 'indra') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index fc382c3bcc..456b98b1e8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -8433,292 +8433,301 @@ static LLTrace::BlockTimerStatHandle FTM_FULLSCREEN_LIGHTS("Fullscreen Lights"); static LLTrace::BlockTimerStatHandle FTM_PROJECTORS("Projectors"); static LLTrace::BlockTimerStatHandle FTM_POST("Post"); - -void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) +void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target) { - if (!sCull) - { - return; - } + if (!sCull) + { + return; + } - LLRenderTarget* deferred_target = &mDeferredScreen; - LLRenderTarget* deferred_depth_target = &mDeferredDepth; - LLRenderTarget* deferred_light_target = &mDeferredLight; + LLRenderTarget *deferred_target = &mDeferredScreen; + LLRenderTarget *deferred_depth_target = &mDeferredDepth; + LLRenderTarget *deferred_light_target = &mDeferredLight; - { - LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED); - LLViewerCamera* camera = LLViewerCamera::getInstance(); - { - LLGLDepthTest depth(GL_TRUE); - deferred_depth_target->copyContents(*deferred_target, 0, 0, deferred_target->getWidth(), deferred_target->getHeight(), - 0, 0, deferred_depth_target->getWidth(), deferred_depth_target->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); - } + { + LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED); + LLViewerCamera *camera = LLViewerCamera::getInstance(); + { + LLGLDepthTest depth(GL_TRUE); + deferred_depth_target->copyContents(*deferred_target, + 0, + 0, + deferred_target->getWidth(), + deferred_target->getHeight(), + 0, + 0, + deferred_depth_target->getWidth(), + deferred_depth_target->getHeight(), + GL_DEPTH_BUFFER_BIT, + GL_NEAREST); + } - LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); + LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0); - if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) - { - gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); - } + if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) + { + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); + } - //ati doesn't seem to love actually using the stencil buffer on FBO's - LLGLDisable stencil(GL_STENCIL_TEST); - //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); - //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + // ati doesn't seem to love actually using the stencil buffer on FBO's + LLGLDisable stencil(GL_STENCIL_TEST); + // glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); + // glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - gGL.setColorMask(true, true); - - //draw a cube around every light - LLVertexBuffer::unbind(); + gGL.setColorMask(true, true); - LLGLEnable cull(GL_CULL_FACE); - LLGLEnable blend(GL_BLEND); + // draw a cube around every light + LLVertexBuffer::unbind(); + + LLGLEnable cull(GL_CULL_FACE); + LLGLEnable blend(GL_BLEND); glh::matrix4f mat = copy_matrix(gGLModelView); - LLStrider vert; - mDeferredVB->getVertexStrider(vert); - - vert[0].set(-1,1,0); - vert[1].set(-1,-3,0); - vert[2].set(3,1,0); - - setupHWLights(NULL); //to set mSun/MoonDir; + LLStrider vert; + mDeferredVB->getVertexStrider(vert); + + vert[0].set(-1, 1, 0); + vert[1].set(-1, -3, 0); + vert[2].set(3, 1, 0); + + setupHWLights(NULL); // to set mSun/MoonDir; glh::vec4f tc(mSunDir.mV); - mat.mult_matrix_vec(tc); - mTransformedSunDir.set(tc.v); + mat.mult_matrix_vec(tc); + mTransformedSunDir.set(tc.v); glh::vec4f tc_moon(mMoonDir.mV); mat.mult_matrix_vec(tc_moon); mTransformedMoonDir.set(tc_moon.v); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); - if (RenderDeferredSSAO || RenderShadowDetail > 0) - { + if (RenderDeferredSSAO || RenderShadowDetail > 0) + { deferred_light_target->bindTarget(); - { //paint shadow/SSAO light map (direct lighting lightmap) - LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW); + { // paint shadow/SSAO light map (direct lighting lightmap) + LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW); bindDeferredShader(gDeferredSunProgram, deferred_light_target); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - glClearColor(1,1,1,1); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + glClearColor(1, 1, 1, 1); deferred_light_target->clear(GL_COLOR_BUFFER_BIT); - glClearColor(0,0,0,0); + glClearColor(0, 0, 0, 0); glh::matrix4f inv_trans = get_current_modelview().inverse().transpose(); - const U32 slice = 32; - F32 offset[slice*3]; - for (U32 i = 0; i < 4; i++) - { - for (U32 j = 0; j < 8; j++) - { - glh::vec3f v; - v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i); - v.normalize(); - inv_trans.mult_matrix_vec(v); - v.normalize(); - offset[(i*8+j)*3+0] = v.v[0]; - offset[(i*8+j)*3+1] = v.v[2]; - offset[(i*8+j)*3+2] = v.v[1]; - } - } + const U32 slice = 32; + F32 offset[slice * 3]; + for (U32 i = 0; i < 4; i++) + { + for (U32 j = 0; j < 8; j++) + { + glh::vec3f v; + v.set_value(sinf(6.284f / 8 * j), cosf(6.284f / 8 * j), -(F32) i); + v.normalize(); + inv_trans.mult_matrix_vec(v); + v.normalize(); + offset[(i * 8 + j) * 3 + 0] = v.v[0]; + offset[(i * 8 + j) * 3 + 1] = v.v[2]; + offset[(i * 8 + j) * 3 + 2] = v.v[1]; + } + } - gDeferredSunProgram.uniform3fv(sOffset, slice, offset); - gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_light_target->getWidth(), deferred_light_target->getHeight()); - - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - stop_glerror(); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - stop_glerror(); - } - - unbindDeferredShader(gDeferredSunProgram); - } + gDeferredSunProgram.uniform3fv(sOffset, slice, offset); + gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, + deferred_light_target->getWidth(), + deferred_light_target->getHeight()); + + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + stop_glerror(); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + stop_glerror(); + } + + unbindDeferredShader(gDeferredSunProgram); + } deferred_light_target->flush(); - } - - if (RenderDeferredSSAO) - { //soften direct lighting lightmap - LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW); - //blur lightmap + } + + if (RenderDeferredSSAO) + { // soften direct lighting lightmap + LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW); + // blur lightmap screen_target->bindTarget(); - glClearColor(1,1,1,1); + glClearColor(1, 1, 1, 1); screen_target->clear(GL_COLOR_BUFFER_BIT); - glClearColor(0,0,0,0); - - bindDeferredShader(gDeferredBlurLightProgram); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - LLVector3 go = RenderShadowGaussian; - const U32 kern_length = 4; - F32 blur_size = RenderShadowBlurSize; - F32 dist_factor = RenderShadowBlurDistFactor; + glClearColor(0, 0, 0, 0); - // sample symmetrically with the middle sample falling exactly on 0.0 - F32 x = 0.f; + bindDeferredShader(gDeferredBlurLightProgram); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + LLVector3 go = RenderShadowGaussian; + const U32 kern_length = 4; + F32 blur_size = RenderShadowBlurSize; + F32 dist_factor = RenderShadowBlurDistFactor; - LLVector3 gauss[32]; // xweight, yweight, offset + // sample symmetrically with the middle sample falling exactly on 0.0 + F32 x = 0.f; - for (U32 i = 0; i < kern_length; i++) - { - gauss[i].mV[0] = llgaussian(x, go.mV[0]); - gauss[i].mV[1] = llgaussian(x, go.mV[1]); - gauss[i].mV[2] = x; - x += 1.f; - } + LLVector3 gauss[32]; // xweight, yweight, offset + + for (U32 i = 0; i < kern_length; i++) + { + gauss[i].mV[0] = llgaussian(x, go.mV[0]); + gauss[i].mV[1] = llgaussian(x, go.mV[1]); + gauss[i].mV[2] = x; + x += 1.f; + } + + gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f); + gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor); + gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV); + gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length / 2.f - 0.5f)); + + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + stop_glerror(); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + stop_glerror(); + } - gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f); - gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor); - gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV); - gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length/2.f - 0.5f)); - - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - stop_glerror(); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - stop_glerror(); - } - screen_target->flush(); - unbindDeferredShader(gDeferredBlurLightProgram); + unbindDeferredShader(gDeferredBlurLightProgram); bindDeferredShader(gDeferredBlurLightProgram, screen_target); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); deferred_light_target->bindTarget(); - gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f); + gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f); - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - stop_glerror(); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - stop_glerror(); - } + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + stop_glerror(); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + stop_glerror(); + } deferred_light_target->flush(); - unbindDeferredShader(gDeferredBlurLightProgram); - } + unbindDeferredShader(gDeferredBlurLightProgram); + } - stop_glerror(); - gGL.popMatrix(); - stop_glerror(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - stop_glerror(); - gGL.popMatrix(); - stop_glerror(); + stop_glerror(); + gGL.popMatrix(); + stop_glerror(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + stop_glerror(); + gGL.popMatrix(); + stop_glerror(); screen_target->bindTarget(); - // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky - glClearColor(0,0,0,0); + // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky + glClearColor(0, 0, 0, 0); screen_target->clear(GL_COLOR_BUFFER_BIT); - - if (RenderDeferredAtmospheric) - { //apply sunlight contribution - LLGLSLShader& soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram; - LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS); - bindDeferredShader(soften_shader); + if (RenderDeferredAtmospheric) + { // apply sunlight contribution + LLGLSLShader &soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram; + + LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS); + bindDeferredShader(soften_shader); - LLEnvironment& environment = LLEnvironment::instance(); + LLEnvironment &environment = LLEnvironment::instance(); soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); soften_shader.uniform4fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); - { - LLGLDepthTest depth(GL_FALSE); - LLGLDisable blend(GL_BLEND); - LLGLDisable test(GL_ALPHA_TEST); + { + LLGLDepthTest depth(GL_FALSE); + LLGLDisable blend(GL_BLEND); + LLGLDisable test(GL_ALPHA_TEST); - //full screen blit - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); + // full screen blit + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - } + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram); - } + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + } - { //render non-deferred geometry (fullbright, alpha, etc) - LLGLDisable blend(GL_BLEND); - LLGLDisable stencil(GL_STENCIL_TEST); - gGL.setSceneBlendType(LLRender::BT_ALPHA); + unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram); + } - gPipeline.pushRenderTypeMask(); - - gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY, - LLPipeline::RENDER_TYPE_CLOUDS, - LLPipeline::RENDER_TYPE_WL_SKY, - LLPipeline::END_RENDER_TYPES); - - - renderGeomPostDeferred(*LLViewerCamera::getInstance(), false); - gPipeline.popRenderTypeMask(); - } + { // render non-deferred geometry (fullbright, alpha, etc) + LLGLDisable blend(GL_BLEND); + LLGLDisable stencil(GL_STENCIL_TEST); + gGL.setSceneBlendType(LLRender::BT_ALPHA); - bool render_local = RenderLocalLights; - - if (render_local) - { - gGL.setSceneBlendType(LLRender::BT_ADD); - std::list fullscreen_lights; - LLDrawable::drawable_list_t spot_lights; - LLDrawable::drawable_list_t fullscreen_spot_lights; + gPipeline.pushRenderTypeMask(); - for (U32 i = 0; i < 2; i++) - { - mTargetShadowSpotLight[i] = NULL; - } + gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY, + LLPipeline::RENDER_TYPE_CLOUDS, + LLPipeline::RENDER_TYPE_WL_SKY, + LLPipeline::END_RENDER_TYPES); - std::list light_colors; + renderGeomPostDeferred(*LLViewerCamera::getInstance(), false); + gPipeline.popRenderTypeMask(); + } - LLVertexBuffer::unbind(); + bool render_local = RenderLocalLights; - { - bindDeferredShader(gDeferredLightProgram); - - if (mCubeVB.isNull()) - { - mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB); - } + if (render_local) + { + gGL.setSceneBlendType(LLRender::BT_ADD); + std::list fullscreen_lights; + LLDrawable::drawable_list_t spot_lights; + LLDrawable::drawable_list_t fullscreen_spot_lights; - mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter) - { - LLDrawable* drawablep = *iter; - - LLVOVolume* volume = drawablep->getVOVolume(); - if (!volume) - { - continue; - } + for (U32 i = 0; i < 2; i++) + { + mTargetShadowSpotLight[i] = NULL; + } - if (volume->isAttachment()) - { - if (!sRenderAttachedLights) - { - continue; - } - } + std::list light_colors; + + LLVertexBuffer::unbind(); + + { + bindDeferredShader(gDeferredLightProgram); + + if (mCubeVB.isNull()) + { + mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB); + } + + mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter) + { + LLDrawable *drawablep = *iter; + + LLVOVolume *volume = drawablep->getVOVolume(); + if (!volume) + { + continue; + } + + if (volume->isAttachment()) + { + if (!sRenderAttachedLights) + { + continue; + } + } const LLViewerObject *vobj = drawablep->getVObj(); if (vobj) @@ -8736,78 +8745,75 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) continue; } - LLVector4a center; - center.load3(position.mV); - const F32* c = center.getF32ptr(); - F32 s = volume->getLightRadius()*1.5f; + LLVector4a center; + center.load3(position.mV); + const F32 *c = center.getF32ptr(); + F32 s = volume->getLightRadius() * 1.5f; - //send light color to shader in linear space + // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor(); - - if (col.magVecSquared() < 0.001f) - { - continue; - } - if (s <= 0.001f) - { - continue; - } + if (col.magVecSquared() < 0.001f) + { + continue; + } - LLVector4a sa; - sa.splat(s); - if (camera->AABBInFrustumNoFarClip(center, sa) == 0) - { - continue; - } + if (s <= 0.001f) + { + continue; + } - sVisibleLightCount++; - - if (camera->getOrigin().mV[0] > c[0] + s + 0.2f || - camera->getOrigin().mV[0] < c[0] - s - 0.2f || - camera->getOrigin().mV[1] > c[1] + s + 0.2f || - camera->getOrigin().mV[1] < c[1] - s - 0.2f || - camera->getOrigin().mV[2] > c[2] + s + 0.2f || - camera->getOrigin().mV[2] < c[2] - s - 0.2f) - { //draw box if camera is outside box - if (render_local) - { - if (volume->isLightSpotlight()) - { - drawablep->getVOVolume()->updateSpotLightPriority(); - spot_lights.push_back(drawablep); - continue; - } - - LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS); - gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); - gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); - gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + LLVector4a sa; + sa.splat(s); + if (camera->AABBInFrustumNoFarClip(center, sa) == 0) + { + continue; + } + + sVisibleLightCount++; + + if (camera->getOrigin().mV[0] > c[0] + s + 0.2f || camera->getOrigin().mV[0] < c[0] - s - 0.2f || + camera->getOrigin().mV[1] > c[1] + s + 0.2f || camera->getOrigin().mV[1] < c[1] - s - 0.2f || + camera->getOrigin().mV[2] > c[2] + s + 0.2f || camera->getOrigin().mV[2] < c[2] - s - 0.2f) + { // draw box if camera is outside box + if (render_local) + { + if (volume->isLightSpotlight()) + { + drawablep->getVOVolume()->updateSpotLightPriority(); + spot_lights.push_back(drawablep); + continue; + } + + LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS); + gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); + gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); - gGL.syncMatrices(); - - mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); - stop_glerror(); - } - } - else - { - if (volume->isLightSpotlight()) - { - drawablep->getVOVolume()->updateSpotLightPriority(); - fullscreen_spot_lights.push_back(drawablep); - continue; - } + gGL.syncMatrices(); - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); - - fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); + mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); + stop_glerror(); + } + } + else + { + if (volume->isLightSpotlight()) + { + drawablep->getVOVolume()->updateSpotLightPriority(); + fullscreen_spot_lights.push_back(drawablep); + continue; + } + + glh::vec3f tc(c); + mat.mult_matrix_vec(tc); + + 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(DEFERRED_LIGHT_FALLOFF))); - } - } + } + } - // If we're in avatar editing mode (3), add an avatar appearance light at the camera position + // If we're in avatar editing mode (3), add an avatar appearance light at the camera position if (gAgentAvatarp && gAgentAvatarp->mSpecialRenderMode == 3) { // Cam coords (post-transform) are 0,0,0, with radius 15m @@ -8819,256 +8825,253 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) light_colors.push_back(white_light); } - unbindDeferredShader(gDeferredLightProgram); - } + unbindDeferredShader(gDeferredLightProgram); + } - if (!spot_lights.empty()) - { - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - bindDeferredShader(gDeferredSpotLightProgram); + if (!spot_lights.empty()) + { + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + bindDeferredShader(gDeferredSpotLightProgram); - mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); - for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) - { - LL_RECORD_BLOCK_TIME(FTM_PROJECTORS); - LLDrawable* drawablep = *iter; + for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) + { + LL_RECORD_BLOCK_TIME(FTM_PROJECTORS); + LLDrawable *drawablep = *iter; - LLVOVolume* volume = drawablep->getVOVolume(); + LLVOVolume *volume = drawablep->getVOVolume(); - LLVector4a center; - center.load3(drawablep->getPositionAgent().mV); - const F32* c = center.getF32ptr(); - F32 s = volume->getLightRadius()*1.5f; + LLVector4a center; + center.load3(drawablep->getPositionAgent().mV); + const F32 *c = center.getF32ptr(); + F32 s = volume->getLightRadius() * 1.5f; - sVisibleLightCount++; + sVisibleLightCount++; - setupSpotLight(gDeferredSpotLightProgram, drawablep); - - //send light color to shader in linear space + setupSpotLight(gDeferredSpotLightProgram, drawablep); + + // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor(); - - gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); - gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); - gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + + gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); + gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); - gGL.syncMatrices(); - - mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); - } - gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); - unbindDeferredShader(gDeferredSpotLightProgram); - } + gGL.syncMatrices(); - //reset mDeferredVB to fullscreen triangle - mDeferredVB->getVertexStrider(vert); - vert[0].set(-1,1,0); - vert[1].set(-1,-3,0); - vert[2].set(3,1,0); + mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); + } + gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); + unbindDeferredShader(gDeferredSpotLightProgram); + } - { - LLGLDepthTest depth(GL_FALSE); + // reset mDeferredVB to fullscreen triangle + mDeferredVB->getVertexStrider(vert); + vert[0].set(-1, 1, 0); + vert[1].set(-1, -3, 0); + vert[2].set(3, 1, 0); - //full screen blit - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); + { + LLGLDepthTest depth(GL_FALSE); - U32 count = 0; + // full screen blit + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); - const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT; - LLVector4 light[max_count]; - LLVector4 col[max_count]; + U32 count = 0; - F32 far_z = 0.f; + const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT; + LLVector4 light[max_count]; + LLVector4 col[max_count]; - while (!fullscreen_lights.empty()) - { - LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS); - light[count] = fullscreen_lights.front(); - fullscreen_lights.pop_front(); - col[count] = light_colors.front(); - light_colors.pop_front(); - - far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z); - count++; - if (count == max_count || fullscreen_lights.empty()) - { - U32 idx = count-1; - bindDeferredShader(gDeferredMultiLightProgram[idx]); - gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); - gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light); - gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col); - gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); - far_z = 0.f; - count = 0; - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - unbindDeferredShader(gDeferredMultiLightProgram[idx]); - } - } - - bindDeferredShader(gDeferredMultiSpotLightProgram); + F32 far_z = 0.f; - gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + while (!fullscreen_lights.empty()) + { + LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS); + light[count] = fullscreen_lights.front(); + fullscreen_lights.pop_front(); + col[count] = light_colors.front(); + light_colors.pop_front(); + + far_z = llmin(light[count].mV[2] - light[count].mV[3], far_z); + count++; + if (count == max_count || fullscreen_lights.empty()) + { + U32 idx = count - 1; + bindDeferredShader(gDeferredMultiLightProgram[idx]); + gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); + gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat *) light); + gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat *) col); + gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); + far_z = 0.f; + count = 0; + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + unbindDeferredShader(gDeferredMultiLightProgram[idx]); + } + } - mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + bindDeferredShader(gDeferredMultiSpotLightProgram); - for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) - { - LL_RECORD_BLOCK_TIME(FTM_PROJECTORS); - LLDrawable* drawablep = *iter; - - LLVOVolume* volume = drawablep->getVOVolume(); + gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); - LLVector3 center = drawablep->getPositionAgent(); - F32* c = center.mV; - F32 light_size_final = volume->getLightRadius()*1.5f; - F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF); + mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - sVisibleLightCount++; + for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) + { + LL_RECORD_BLOCK_TIME(FTM_PROJECTORS); + LLDrawable *drawablep = *iter; + LLVOVolume *volume = drawablep->getVOVolume(); + LLVector3 center = drawablep->getPositionAgent(); + F32 * c = center.mV; + F32 light_size_final = volume->getLightRadius() * 1.5f; + F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF); - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); - - setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); + sVisibleLightCount++; - //send light color to shader in linear space + glh::vec3f tc(c); + mat.mult_matrix_vec(tc); + + setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); + + // send light color to shader in linear space LLColor3 col = volume->getLightLinearColor(); - - gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final); - gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final); - mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } + mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } - gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); - unbindDeferredShader(gDeferredMultiSpotLightProgram); + gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); + unbindDeferredShader(gDeferredMultiSpotLightProgram); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - } - } + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + } + } - gGL.setColorMask(true, true); - } + gGL.setColorMask(true, true); + } screen_target->flush(); - //gamma correct lighting - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadIdentity(); + // gamma correct lighting + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + gGL.loadIdentity(); - { - LLGLDepthTest depth(GL_FALSE, GL_FALSE); + { + LLGLDepthTest depth(GL_FALSE, GL_FALSE); - LLVector2 tc1(0,0); - LLVector2 tc2((F32) screen_target->getWidth()*2, - (F32) screen_target->getHeight()*2); + LLVector2 tc1(0, 0); + LLVector2 tc2((F32) screen_target->getWidth() * 2, (F32) screen_target->getHeight() * 2); screen_target->bindTarget(); - // Apply gamma correction to the frame here. - gDeferredPostGammaCorrectProgram.bind(); - //mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); - S32 channel = 0; - channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage()); - if (channel > -1) - { + // Apply gamma correction to the frame here. + gDeferredPostGammaCorrectProgram.bind(); + // mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + S32 channel = 0; + channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage()); + if (channel > -1) + { screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); - } - + } + gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_target->getHeight()); - - F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); - gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f)); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); - - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,3); - - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(3,-1); - - gGL.end(); - + F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); + + gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f)); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); + gGL.vertex2f(-1, -1); + + gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); + gGL.vertex2f(-1, 3); + + gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); + gGL.vertex2f(3, -1); + + gGL.end(); + gGL.getTexUnit(channel)->unbind(screen_target->getUsage()); - gDeferredPostGammaCorrectProgram.unbind(); + gDeferredPostGammaCorrectProgram.unbind(); screen_target->flush(); - } + } - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); screen_target->bindTarget(); - { //render non-deferred geometry (alpha, fullbright, glow) - LLGLDisable blend(GL_BLEND); - LLGLDisable stencil(GL_STENCIL_TEST); + { // render non-deferred geometry (alpha, fullbright, glow) + LLGLDisable blend(GL_BLEND); + LLGLDisable stencil(GL_STENCIL_TEST); + + pushRenderTypeMask(); + andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, + LLPipeline::RENDER_TYPE_FULLBRIGHT, + LLPipeline::RENDER_TYPE_VOLUME, + LLPipeline::RENDER_TYPE_GLOW, + LLPipeline::RENDER_TYPE_BUMP, + LLPipeline::RENDER_TYPE_PASS_SIMPLE, + LLPipeline::RENDER_TYPE_PASS_ALPHA, + LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_BUMP, + LLPipeline::RENDER_TYPE_PASS_POST_BUMP, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, + LLPipeline::RENDER_TYPE_PASS_GLOW, + LLPipeline::RENDER_TYPE_PASS_GRASS, + LLPipeline::RENDER_TYPE_PASS_SHINY, + LLPipeline::RENDER_TYPE_PASS_INVISIBLE, + LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, + LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, + LLPipeline::RENDER_TYPE_ALPHA_MASK, + LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, + END_RENDER_TYPES); + + renderGeomPostDeferred(*LLViewerCamera::getInstance()); + popRenderTypeMask(); + } - pushRenderTypeMask(); - andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, - LLPipeline::RENDER_TYPE_FULLBRIGHT, - LLPipeline::RENDER_TYPE_VOLUME, - LLPipeline::RENDER_TYPE_GLOW, - LLPipeline::RENDER_TYPE_BUMP, - LLPipeline::RENDER_TYPE_PASS_SIMPLE, - LLPipeline::RENDER_TYPE_PASS_ALPHA, - LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, - LLPipeline::RENDER_TYPE_PASS_BUMP, - LLPipeline::RENDER_TYPE_PASS_POST_BUMP, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, - LLPipeline::RENDER_TYPE_PASS_GLOW, - LLPipeline::RENDER_TYPE_PASS_GRASS, - LLPipeline::RENDER_TYPE_PASS_SHINY, - LLPipeline::RENDER_TYPE_PASS_INVISIBLE, - LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, - LLPipeline::RENDER_TYPE_AVATAR, - LLPipeline::RENDER_TYPE_CONTROL_AV, - LLPipeline::RENDER_TYPE_ALPHA_MASK, - LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, - END_RENDER_TYPES); - - renderGeomPostDeferred(*LLViewerCamera::getInstance()); - popRenderTypeMask(); - } + { + // render highlights, etc. + renderHighlights(); + mHighlightFaces.clear(); - { - //render highlights, etc. - renderHighlights(); - mHighlightFaces.clear(); + renderDebug(); - renderDebug(); + LLVertexBuffer::unbind(); - LLVertexBuffer::unbind(); - - if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) - { - // Render debugging beacons. - gObjectList.renderObjectBeacons(); - gObjectList.resetObjectBeacons(); + if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + { + // Render debugging beacons. + gObjectList.renderObjectBeacons(); + gObjectList.resetObjectBeacons(); gSky.addSunMoonBeacons(); - } - } + } + } - screen_target->flush(); + screen_target->flush(); } void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) -- cgit v1.2.3 From 8b314a646f67c8b0ebb81c8b81400b6509c51737 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Wed, 5 Aug 2020 12:05:23 -0600 Subject: SL-13521, stamp out some remaining hard-coded 8s --- indra/llrender/llrender.cpp | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index e0d1ee4f4c..5208db48d2 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1209,12 +1209,12 @@ void LLRender::syncLightState() { shader->mLightHash = mLightHash; - LLVector4 position[8]; - LLVector3 direction[8]; - LLVector4 attenuation[8]; - LLVector3 diffuse[8]; - LLVector3 diffuse_b[8]; - bool sun_primary[8]; + LLVector4 position[LL_NUM_LIGHT_UNITS]; + LLVector3 direction[LL_NUM_LIGHT_UNITS]; + LLVector4 attenuation[LL_NUM_LIGHT_UNITS]; + LLVector3 diffuse[LL_NUM_LIGHT_UNITS]; + LLVector3 diffuse_b[LL_NUM_LIGHT_UNITS]; + bool sun_primary[LL_NUM_LIGHT_UNITS]; for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++) { @@ -1228,10 +1228,10 @@ void LLRender::syncLightState() sun_primary[i] = light->mSunIsPrimary; } - shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV); - shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV); - shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV); - shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV); + shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV); + shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV); shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0); shader->uniform4fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV); -- cgit v1.2.3 From 92ee1be5cf08158a40113a4bab5b7c5a9fc42055 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Wed, 5 Aug 2020 12:30:24 -0600 Subject: SL-13521, clang-format LLRender::syncLightState() (whitespace) --- indra/llrender/llrender.cpp | 50 ++++++++++++++++++++++----------------------- 1 file changed, 25 insertions(+), 25 deletions(-) (limited to 'indra') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 5208db48d2..11d9ef3f57 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1198,46 +1198,46 @@ void LLRender::refreshState(void) void LLRender::syncLightState() { - LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + LLGLSLShader *shader = LLGLSLShader::sCurBoundShaderPtr; - if (!shader) - { - return; - } + if (!shader) + { + return; + } - if (shader->mLightHash != mLightHash) - { - shader->mLightHash = mLightHash; + if (shader->mLightHash != mLightHash) + { + shader->mLightHash = mLightHash; - LLVector4 position[LL_NUM_LIGHT_UNITS]; - LLVector3 direction[LL_NUM_LIGHT_UNITS]; - LLVector4 attenuation[LL_NUM_LIGHT_UNITS]; - LLVector3 diffuse[LL_NUM_LIGHT_UNITS]; + LLVector4 position[LL_NUM_LIGHT_UNITS]; + LLVector3 direction[LL_NUM_LIGHT_UNITS]; + LLVector4 attenuation[LL_NUM_LIGHT_UNITS]; + LLVector3 diffuse[LL_NUM_LIGHT_UNITS]; LLVector3 diffuse_b[LL_NUM_LIGHT_UNITS]; bool sun_primary[LL_NUM_LIGHT_UNITS]; - for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++) - { - LLLightState* light = mLightState[i]; + for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++) + { + LLLightState *light = mLightState[i]; - position[i] = light->mPosition; - direction[i] = light->mSpotDirection; + position[i] = light->mPosition; + direction[i] = light->mSpotDirection; attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]); - diffuse[i].set(light->mDiffuse.mV); + diffuse[i].set(light->mDiffuse.mV); diffuse_b[i].set(light->mDiffuseB.mV); sun_primary[i] = light->mSunIsPrimary; - } + } - shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV); - shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV); - shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV); - shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV); - shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); + shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV); + shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV); + shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0); shader->uniform4fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV); shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV); - } + } } void LLRender::syncMatrices() -- cgit v1.2.3 From 31924129227eb28bae6949e4b2b8fd6d5cffed61 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Sun, 16 Aug 2020 14:16:17 -0700 Subject: SL-13465 Partially restore atmospheric effects for the moon. --- .../newview/app_settings/shaders/class1/deferred/moonF.glsl | 12 ++++++++++++ .../newview/app_settings/shaders/class1/windlight/moonF.glsl | 9 +++++++++ 2 files changed, 21 insertions(+) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 80f232948a..4fac46fdfb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -45,6 +45,12 @@ uniform float blend_factor; // interp factor between moon A/B VARYING vec2 vary_texcoord0; vec3 srgb_to_linear(vec3 c); + +vec3 getAdditiveColor(); + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light); + void main() { vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); @@ -65,6 +71,12 @@ void main() //c.rgb *= moonlight_color.rgb; + // Partial atmospherics calculation + vec3 ac = getAdditiveColor(); + c.rgb += ac; + + c.rgb = scaleSoftClip(c.rgb); + frag_data[0] = vec4(c.rgb, c.a); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0f); diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 24f3992e32..310bb15fdf 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -44,6 +44,9 @@ uniform sampler2D altDiffuseMap; uniform float blend_factor; // interp factor between moon A/B VARYING vec2 vary_texcoord0; +vec3 getAdditiveColor(); +vec3 scaleSoftClip(vec3 light); + void main() { vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); @@ -59,6 +62,12 @@ void main() c.rgb = pow(c.rgb, exp); //c.rgb *= moonlight_color.rgb; + // Partial atmospherics calculation + vec3 ac = getAdditiveColor(); + c.rgb += ac; + + c.rgb = scaleSoftClip(c.rgb); + frag_color = vec4(c.rgb, c.a); } -- cgit v1.2.3 From f156730f3b3671be15bc769c0f17c5a7f4cb3faa Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Sun, 16 Aug 2020 14:19:54 -0700 Subject: SL-13465 Fix local scalar mix masking global mix() function. --- indra/newview/app_settings/shaders/class1/deferred/moonF.glsl | 4 ++-- indra/newview/app_settings/shaders/class1/windlight/moonF.glsl | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 4fac46fdfb..4366945214 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -64,9 +64,9 @@ void main() vec3 luma_weights = vec3(0.3, 0.5, 0.3); vec4 light_color = max(sunlight_color, moonlight_color); - float mix = 1.0 - dot(normalize(light_color.rgb), luma_weights); + float blend = 1.0 - dot(normalize(light_color.rgb), luma_weights); - vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; + vec3 exp = vec3(1.0 - blend * moon_brightness) * 2.0 - 1.0; c.rgb = pow(c.rgb, exp); //c.rgb *= moonlight_color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 310bb15fdf..72d2c4cdfa 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -56,9 +56,9 @@ void main() // mix factor which blends when sunlight is brighter // and shows true moon color at night vec3 luma_weights = vec3(0.3, 0.5, 0.3); - float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); + float blend = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); - vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; + vec3 exp = vec3(1.0 - blend * moon_brightness) * 2.0 - 1.0; c.rgb = pow(c.rgb, exp); //c.rgb *= moonlight_color.rgb; -- cgit v1.2.3 From d77b7bdc5484fab731f7537a15d690a1e022c246 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Thu, 20 Aug 2020 15:08:47 -0600 Subject: SL-13565, remove SL-10625 throttling erroneously applied to all GPUs Remove the sleep throttle applied in 10625 to work around an Intel GPU driver bug. It was erroneously being applied to all GPUs, and also as of Intel driver 26.20.100.7755 (1/9/2020) it appears that the driver bug no longer exists. --- indra/newview/llappviewer.cpp | 15 --------------- 1 file changed, 15 deletions(-) (limited to 'indra') diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index f7a3898b73..780dd62d5b 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -1482,21 +1482,6 @@ bool LLAppViewer::doFrame() display(); - static U64 last_call = 0; - if (!gTeleportDisplay || gGLManager.mIsIntel) // SL-10625...throttle early, throttle often with Intel - { - // Frame/draw throttling - U64 elapsed_time = LLTimer::getTotalTime() - last_call; - if (elapsed_time < mMinMicroSecPerFrame) - { - LL_RECORD_BLOCK_TIME(FTM_SLEEP); - // llclamp for when time function gets funky - U64 sleep_time = llclamp(mMinMicroSecPerFrame - elapsed_time, (U64)1, (U64)1e6); - micro_sleep(sleep_time, 0); - } - } - last_call = LLTimer::getTotalTime(); - pingMainloopTimeout("Main:Snapshot"); LLFloaterSnapshot::update(); // take snapshots LLFloaterOutfitSnapshot::update(); -- cgit v1.2.3 From 6c1a15d936763dc14f368e10bd53c6e351bf0136 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Thu, 20 Aug 2020 17:08:15 -0600 Subject: SL-13565, clean up now-orphaned throttling variable and handling code --- indra/newview/app_settings/settings.xml | 11 ----------- indra/newview/llappviewer.cpp | 20 +------------------- indra/newview/llappviewer.h | 7 +------ 3 files changed, 2 insertions(+), 36 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index a00aa86d78..39724e20cc 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -812,17 +812,6 @@ Value 0 - FramePerSecondLimit - - Comment - Controls upper limit of frames per second - Persist - 1 - Type - U32 - Value - 120 - BackgroundYieldTime Comment diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp index 780dd62d5b..84c69ed941 100644 --- a/indra/newview/llappviewer.cpp +++ b/indra/newview/llappviewer.cpp @@ -689,8 +689,7 @@ LLAppViewer::LLAppViewer() mPeriodicSlowFrame(LLCachedControl(gSavedSettings,"Periodic Slow Frame", FALSE)), mFastTimerLogThread(NULL), mSettingsLocationList(NULL), - mIsFirstRun(false), - mMinMicroSecPerFrame(0.f) + mIsFirstRun(false) { if(NULL != sInstance) { @@ -1259,10 +1258,6 @@ bool LLAppViewer::init() joystick = LLViewerJoystick::getInstance(); joystick->setNeedsReset(true); - /*----------------------------------------------------------------------*/ - - gSavedSettings.getControl("FramePerSecondLimit")->getSignal()->connect(boost::bind(&LLAppViewer::onChangeFrameLimit, this, _2)); - onChangeFrameLimit(gSavedSettings.getLLSD("FramePerSecondLimit")); return true; } @@ -5419,19 +5414,6 @@ void LLAppViewer::disconnectViewer() LLUrlEntryParcel::setDisconnected(gDisconnected); } -bool LLAppViewer::onChangeFrameLimit(LLSD const & evt) -{ - if (evt.asInteger() > 0) - { - mMinMicroSecPerFrame = (U64)(1000000.0f / F32(evt.asInteger())); - } - else - { - mMinMicroSecPerFrame = 0; - } - return false; -} - void LLAppViewer::forceErrorLLError() { LL_ERRS() << "This is a deliberate llerror" << LL_ENDL; diff --git a/indra/newview/llappviewer.h b/indra/newview/llappviewer.h index e8b3464c6e..8f0f54de3b 100644 --- a/indra/newview/llappviewer.h +++ b/indra/newview/llappviewer.h @@ -255,8 +255,6 @@ private: void sendLogoutRequest(); void disconnectViewer(); - bool onChangeFrameLimit(LLSD const & evt); - // *FIX: the app viewer class should be some sort of singleton, no? // Perhaps its child class is the singleton and this should be an abstract base. static LLAppViewer* sInstance; @@ -313,10 +311,7 @@ private: // llcorehttp library init/shutdown helper LLAppCoreHttp mAppCoreHttp; - bool mIsFirstRun; - U64 mMinMicroSecPerFrame; // frame throttling - - + bool mIsFirstRun; }; // consts from viewer.h -- cgit v1.2.3 From 64a78b8c7f82641ce58761432d04458f0ebea721 Mon Sep 17 00:00:00 2001 From: Callum Prentice Date: Wed, 29 Jul 2020 13:52:24 -0700 Subject: Small change to CMake options to only enable the PreferredToolArchitecture=x64 option (required for 32bit TeamCity builds) on 32 bit builds generally - removes a ton of 'unknown option, ignored' spam in the build output --- indra/cmake/00-Common.cmake | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/cmake/00-Common.cmake b/indra/cmake/00-Common.cmake index 865c057e33..fc0642bbed 100644 --- a/indra/cmake/00-Common.cmake +++ b/indra/cmake/00-Common.cmake @@ -63,7 +63,12 @@ if (WINDOWS) # Without PreferredToolArchitecture=x64, as of 2020-06-26 the 32-bit # compiler on our TeamCity build hosts has started running out of virtual # memory for the precompiled header file. - set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP /p:PreferredToolArchitecture=x64") + # CP changed to only append the flag for 32bit builds - on 64bit builds, + # locally at least, the build output is spammed with 1000s of 'D9002' + # warnings about this switch being ignored. + if( ADDRESS_SIZE EQUAL 32 ) + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP /p:PreferredToolArchitecture=x64") + endif() set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} /Zo" -- cgit v1.2.3 From 9de1f91daedaa7676909d09a7524afb8d9a23d92 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Fri, 21 Aug 2020 16:49:11 -0600 Subject: SL-13743 revert part of SL-12978 change that broke low-angle sunlight --- .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index b7741ff48d..140d788fff 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -81,8 +81,13 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - // SL-12978: temp2.y = 1; optimized away - sunlight *= exp(-light_atten); + temp2.y = max(0.0, tmpLightnorm.y); + if (abs(temp2.y) > 0.000001f) + { + temp2.y = 1. / abs(temp2.y); + } + temp2.y = max(0.0000001f, temp2.y); + sunlight *= exp(-light_atten * temp2.y); // main atmospheric scattering line integral temp2.z = Plen * dens_mul; -- cgit v1.2.3 From 7a2237a3a6815676cdaf3929f7fe36ef2649281a Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Mon, 24 Aug 2020 15:58:04 -0600 Subject: DRTVWR-497 restore parallel builds for x64 VS2017 --- indra/cmake/00-Common.cmake | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/cmake/00-Common.cmake b/indra/cmake/00-Common.cmake index fc0642bbed..8aea50e02b 100644 --- a/indra/cmake/00-Common.cmake +++ b/indra/cmake/00-Common.cmake @@ -66,8 +66,9 @@ if (WINDOWS) # CP changed to only append the flag for 32bit builds - on 64bit builds, # locally at least, the build output is spammed with 1000s of 'D9002' # warnings about this switch being ignored. + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP") if( ADDRESS_SIZE EQUAL 32 ) - set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP /p:PreferredToolArchitecture=x64") + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /p:PreferredToolArchitecture=x64") endif() set(CMAKE_CXX_FLAGS_RELWITHDEBINFO -- cgit v1.2.3 From bca624b3fced41e01371560e5e58a5912e35c6a7 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 26 Aug 2020 17:45:32 -0700 Subject: SL-13721 Fix incorrect water reflection --- indra/newview/pipeline.cpp | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) (limited to 'indra') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 456b98b1e8..d3f4b7c73c 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -9288,6 +9288,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) gPipeline.pushRenderTypeMask(); + glh::matrix4f current = get_current_modelview(); glh::matrix4f projection = get_current_projection(); glh::matrix4f mat; @@ -9327,8 +9328,6 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) //disable occlusion culling for reflection map for now LLPipeline::sUseOcclusion = 0; - glh::matrix4f current = get_current_modelview(); - if (!camera_is_underwater) { //generate planar reflection map @@ -9337,15 +9336,10 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); - glh::matrix4f mat; - camera.getOpenGLTransform(mat.m); - - glh::matrix4f scal; - scal.set_scale(glh::vec3f(1, 1, -1)); - mat = scal * mat; + mat.set_scale(glh::vec3f(1, 1, -1)); + mat.set_translate(glh::vec3f(0,0,water_height*2.f)); + mat = current * mat; - // convert from CFR to OGL coord sys... - mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat; mReflectionModelView = mat; @@ -9354,6 +9348,12 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE); + glh::vec3f origin(0, 0, 0); + glh::matrix4f inv_mat = mat.inverse(); + inv_mat.mult_matrix_vec(origin); + + camera.setOrigin(origin.v); + glCullFace(GL_FRONT); if (LLDrawPoolWater::sNeedsReflectionUpdate) -- cgit v1.2.3 From 71bfdd57d72f5a12ab1a361dd160283acc85a0bb Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Thu, 27 Aug 2020 12:11:04 -0700 Subject: SL-13721 Cleanup saved matrix names --- indra/newview/pipeline.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'indra') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index d3f4b7c73c..9516273396 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -9288,8 +9288,8 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) gPipeline.pushRenderTypeMask(); - glh::matrix4f current = get_current_modelview(); - glh::matrix4f projection = get_current_projection(); + glh::matrix4f saved_modelview = get_current_modelview(); + glh::matrix4f saved_projection = get_current_projection(); glh::matrix4f mat; S32 detail = RenderReflectionDetail; @@ -9338,7 +9338,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) mat.set_scale(glh::vec3f(1, 1, -1)); mat.set_translate(glh::vec3f(0,0,water_height*2.f)); - mat = current * mat; + mat = saved_modelview * mat; mReflectionModelView = mat; @@ -9406,7 +9406,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) } } - LLGLUserClipPlane clip_plane(plane, mReflectionModelView, projection); + LLGLUserClipPlane clip_plane(plane, mReflectionModelView, saved_projection); LLGLDisable cull(GL_CULL_FACE); updateCull(camera, mReflectedObjects, -water_clip, &plane); stateSort(camera, mReflectedObjects); @@ -9420,7 +9420,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); - set_current_modelview(current); + set_current_modelview(saved_modelview); } //LLPipeline::sUseOcclusion = occlusion; @@ -9476,7 +9476,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) //clip out geometry on the same side of water as the camera w/ enough margin to not include the water geo itself, // but not so much as to clip out parts of avatars that should be seen under the water in the distortion map LLPlane plane(-pnorm, water_dist); - LLGLUserClipPlane clip_plane(plane, current, projection); + LLGLUserClipPlane clip_plane(plane, saved_modelview, saved_projection); gGL.setColorMask(true, true); mWaterDis.clear(); -- cgit v1.2.3 From 7396879ef6ba11ea387bb799b4ab89c82e569f45 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Fri, 28 Aug 2020 09:50:01 -0600 Subject: SL-13768 remove moon glow from sky and clouds --- indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl | 3 ++- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 3 ++- indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 3 ++- indra/newview/app_settings/shaders/class2/windlight/skyV.glsl | 5 +++-- indra/newview/lldrawpoolwlsky.cpp | 3 ++- 5 files changed, 11 insertions(+), 6 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 495daa2db6..b9c19981d2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -161,7 +161,8 @@ void main() temp2.x *= sun_moon_glow_factor; // Add "minimum anti-solar illumination" - temp2.x += .25; + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index ead754ec76..f779cf54ce 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -131,7 +131,8 @@ void main() // glow.z should be negative, so we're doing a sort of (1 / "angle") function // Add "minimum anti-solar illumination" - temp2.x += .25; + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index a4389f62dc..7d736b8fcc 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -161,7 +161,8 @@ void main() temp2.x *= sun_moon_glow_factor; // Add "minimum anti-solar illumination" - temp2.x += .25; + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient_color; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 0d141342ce..1361f6a11d 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -127,7 +127,8 @@ void main() // glow.z should be negative, so we're doing a sort of (1 / "angle") function // Add "minimum anti-solar illumination" - temp2.x += .25; + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) @@ -156,6 +157,6 @@ void main() color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); // Haze color above cloud - vary_HazeColor = color; + vary_HazeColor = color; } diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index fbac523ff0..b0eb1a405b 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -216,10 +216,11 @@ void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightL if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); LLGLSPipelineDepthTestSkyBox sky(true, false); sky_shader->bind(); sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, 1); - sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, 1.0f); + sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor()); renderDome(origin, camHeightLocal, sky_shader); sky_shader->unbind(); } -- cgit v1.2.3 From 0f80162dcf0f669630e8e338e358910b95cac196 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Fri, 28 Aug 2020 10:33:48 -0600 Subject: SL-13768 de-obfuscate cloud/sky vertex shaders --- .../shaders/class1/deferred/cloudsV.glsl | 78 ++++++++++------------ .../app_settings/shaders/class1/deferred/skyV.glsl | 64 ++++++++---------- .../shaders/class2/windlight/cloudsV.glsl | 76 +++++++++------------ .../shaders/class2/windlight/skyV.glsl | 64 ++++++++---------- 4 files changed, 123 insertions(+), 159 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index b9c19981d2..bf4e6b8e61 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -94,75 +94,66 @@ void main() vary_texcoord3 = vary_texcoord1 * 16.; // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); - altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0); + altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); // Set altitude - if (P.y > 0.) + if (rel_pos.y > 0.) { - P *= (max_y / P.y); + rel_pos *= (max_y / rel_pos.y); } else { altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon - P *= (-32000. / P.y); + rel_pos *= (-32000. / rel_pos.y); } // Can normalize then - vec3 Pn = normalize(P); - float Plen = length(P); + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; - //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 sunlight = sunlight_color; vec4 light_atten; - float dens_mul = density_multiplier; - - // Sunlight attenuation effect (hue and brightness) due to atmosphere + // 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)) * (dens_mul * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = abs(blue_density) + vec4(abs(haze_density)); - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp( - light_atten * off_axis); // Distance - temp2.z = Plen * dens_mul; + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); + combined_haze = exp(-combined_haze * density_dist); // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); + float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; + haze_glow *= glow.x; // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); + haze_glow = pow(haze_glow, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function - temp2.x *= sun_moon_glow_factor; + haze_glow *= sun_moon_glow_factor; // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 - temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient_color; @@ -173,23 +164,22 @@ void main() // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) ); // CLOUDS - temp2.y = max(0., lightnorm.y * 2.); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); + sunlight *= exp( - light_atten * off_axis); // Cloud color out - vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; + vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; vary_CloudColorAmbient = tmpAmbient * cloud_color; // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= temp1; - vary_CloudColorAmbient *= temp1; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); + combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds + vary_CloudColorSun *= combined_haze; + vary_CloudColorAmbient *= combined_haze; + vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); // Make a nice cloud density based on the cloud_shadow value that was passed in. vary_CloudDensity = 2. * (cloud_shadow - 0.25); diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index f779cf54ce..cd19fa460b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -70,77 +70,69 @@ void main() gl_Position = pos; // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); // Set altitude - if (P.y > 0.) + if (rel_pos.y > 0.) { - P *= (max_y / P.y); + rel_pos *= (max_y / rel_pos.y); } else { - P *= (-32000. / P.y); + rel_pos *= (-32000. / rel_pos.y); } // Can normalize then - vec3 Pn = normalize(P); + vec3 rel_pos_norm = normalize(rel_pos); - float Plen = length(P); + float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; - float dens_mul = density_multiplier; - // 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)) * (dens_mul * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = abs(blue_density) + vec4(abs(haze_density)); - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp( - light_atten * off_axis); // Distance - temp2.z = Plen * dens_mul; + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); + combined_haze = exp(-combined_haze * density_dist); // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); + float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; + haze_glow *= glow.x; // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); + haze_glow = pow(haze_glow, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 - temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) + + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color) ); // Final atmosphere additive - color *= (1. - temp1); + color *= (1. - combined_haze); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient_color; @@ -151,14 +143,14 @@ void main() // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) ); // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds + combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds // At horizon, blend high altitude sky color towards the darker color below the clouds - color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); + color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); // Haze color above cloud vary_HazeColor = color; diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 7d736b8fcc..e4c36ee657 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -94,75 +94,66 @@ void main() vary_texcoord3 = vary_texcoord1 * 16.; // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude - altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0); + altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); // Set altitude - if (P.y > 0.) + if (rel_pos.y > 0.) { - P *= (max_y / P.y); + rel_pos *= (max_y / rel_pos.y); } else { - P *= (-32000. / P.y); + rel_pos *= (-32000. / rel_pos.y); } // Can normalize then - vec3 Pn = normalize(P); - float Plen = length(P); + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; - //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 sunlight = sunlight_color; vec4 light_atten; - float dens_mul = density_multiplier; - // 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)) * (dens_mul * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = abs(blue_density) + vec4(abs(haze_density)); - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp( - light_atten * off_axis); // Distance - temp2.z = Plen * dens_mul; + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); + combined_haze = exp(-combined_haze * density_dist); // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); + float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; + haze_glow *= glow.x; // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); + haze_glow = pow(haze_glow, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function - temp2.x *= sun_moon_glow_factor; + haze_glow *= sun_moon_glow_factor; // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 - temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient_color; @@ -173,23 +164,22 @@ void main() // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) ); // CLOUDS - temp2.y = max(0., lightnorm.y * 2.); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); + sunlight *= exp( - light_atten * off_axis); // Cloud color out - vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; + vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; vary_CloudColorAmbient = tmpAmbient * cloud_color; // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= temp1; - vary_CloudColorAmbient *= temp1; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); + combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds + vary_CloudColorSun *= combined_haze; + vary_CloudColorAmbient *= combined_haze; + vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); // Make a nice cloud density based on the cloud_shadow value that was passed in. vary_CloudDensity = 2. * (cloud_shadow - 0.25); diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 1361f6a11d..1ee9c33c1a 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -66,77 +66,69 @@ void main() gl_Position = pos; // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); // Set altitude - if (P.y > 0.) + if (rel_pos.y > 0.) { - P *= (max_y / P.y); + rel_pos *= (max_y / rel_pos.y); } else { - P *= (-32000. / P.y); + rel_pos *= (-32000. / rel_pos.y); } // Can normalize then - vec3 Pn = normalize(P); + vec3 rel_pos_norm = normalize(rel_pos); - float Plen = length(P); + float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; - float dens_mul = density_multiplier; - // 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)) * (dens_mul * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = abs(blue_density) + vec4(abs(haze_density)); - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp( - light_atten * off_axis); // Distance - temp2.z = Plen * dens_mul; + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); + combined_haze = exp(-combined_haze * density_dist); // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); + float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; + haze_glow *= glow.x; // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); + haze_glow = pow(haze_glow, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 - temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25); + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) + + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color) ); // Final atmosphere additive - color *= (1. - temp1); + color *= (1. - combined_haze); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient_color; @@ -147,14 +139,14 @@ void main() // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) ); // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds + combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds // At horizon, blend high altitude sky color towards the darker color below the clouds - color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); + color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); // Haze color above cloud vary_HazeColor = color; -- cgit v1.2.3 From 16be7c27c6b092a658ebe054994ccaa88c08b412 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Fri, 28 Aug 2020 10:54:23 -0600 Subject: SL-13768 clang-format shader files (whitespace) --- .../shaders/class1/deferred/cloudsV.glsl | 204 ++++++++++--------- .../app_settings/shaders/class1/deferred/skyV.glsl | 145 +++++++------- .../shaders/class2/windlight/cloudsV.glsl | 216 ++++++++++----------- .../shaders/class2/windlight/skyV.glsl | 145 +++++++------- 4 files changed, 346 insertions(+), 364 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index bf4e6b8e61..b59862bb3b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file WLCloudsV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0; /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; VARYING float altitude_blend_factor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -60,7 +60,7 @@ uniform float cloud_shadow; uniform float density_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec4 glow; uniform float sun_moon_glow_factor; uniform vec4 cloud_color; @@ -75,122 +75,118 @@ uniform float cloud_scale; // indra\newview\llsettingsvo.cpp void main() { - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + // World / view / projection + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - // Texture coords + // Texture coords // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll - vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial + vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; + vary_texcoord0.xy -= 0.5; + vary_texcoord0.xy /= cloud_scale; + vary_texcoord0.xy += 0.5; - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; + vary_texcoord1 = vary_texcoord0; + vary_texcoord1.x += lightnorm.x * 0.0125; + vary_texcoord1.y += lightnorm.z * 0.0125; - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; + vary_texcoord2 = vary_texcoord0 * 16.; + vary_texcoord3 = vary_texcoord1 * 16.; - // Get relative position - vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); + // Get relative position + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); - // Set altitude - if (rel_pos.y > 0.) - { - rel_pos *= (max_y / rel_pos.y); - } - else - { - altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon - rel_pos *= (-32000. / rel_pos.y); - } - - // Can normalize then - vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); - - // Initialize temp variables - vec4 sunlight = sunlight_color; - vec4 light_atten; + // Set altitude + if (rel_pos.y > 0.) + { + rel_pos *= (max_y / rel_pos.y); + } + else + { + altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon + rel_pos *= (-32000. / rel_pos.y); + } + + // Can normalize then + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + + // Initialize temp variables + vec4 sunlight = sunlight_color; + vec4 light_atten; // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - // Compute sunlight from rel_pos & lightnorm (for long rays like sky) - float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); - sunlight *= exp( - light_atten * off_axis); + // Calculate relative weights + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; - // Distance - float density_dist = rel_pos_len * density_multiplier; + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); - // Transparency (-> combined_haze) - // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati - // compiler gets confused. - combined_haze = exp(-combined_haze * density_dist); + // Distance + float density_dist = rel_pos_len * density_multiplier; + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist); - // Compute haze glow + // Compute haze glow float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - haze_glow *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function + haze_glow = max(haze_glow, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function haze_glow *= sun_moon_glow_factor; - // Add "minimum anti-solar illumination" + // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient_color; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; - // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow); + // Dim sunlight by cloud shadow percentage + sunlight *= (1. - cloud_shadow); - // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) - ); + // Haze color below cloud + vec4 additiveColorBelowCloud = + (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - // CLOUDS - off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); - sunlight *= exp( - light_atten * off_axis); + // CLOUDS + off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); + sunlight *= exp(-light_atten * off_axis); - // Cloud color out - vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; - vary_CloudColorAmbient = tmpAmbient * cloud_color; - - // Attenuate cloud color by atmosphere - combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= combined_haze; - vary_CloudColorAmbient *= combined_haze; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); + // Cloud color out + vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; + vary_CloudColorAmbient = tmpAmbient * cloud_color; - // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow - 0.25); + // Attenuate cloud color by atmosphere + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds + vary_CloudColorSun *= combined_haze; + vary_CloudColorAmbient *= combined_haze; + vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); + // Make a nice cloud density based on the cloud_shadow value that was passed in. + vary_CloudDensity = 2. * (cloud_shadow - 0.25); - // Combine these to minimize register use - vary_CloudColorAmbient += oHazeColorBelowCloud; + // Combine these to minimize register use + vary_CloudColorAmbient += oHazeColorBelowCloud; - // needs this to compile on mac - //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); + // needs this to compile on mac + // vary_AtmosAttenuation = vec3(0.0,0.0,0.0); - // END CLOUDS + // END CLOUDS } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index cd19fa460b..b35a32dbbf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file WLSkyV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -52,7 +52,7 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec4 glow; uniform float sun_moon_glow_factor; uniform vec4 cloud_color; @@ -63,96 +63,91 @@ uniform vec4 cloud_color; // indra\newview\lllegacyatmospherics.cpp void main() { - - // World / view / projection + // World / view / projection vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - // Get relative position - vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); + gl_Position = pos; + + // Get relative position + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); - // Set altitude - if (rel_pos.y > 0.) - { - rel_pos *= (max_y / rel_pos.y); - } - else - { - rel_pos *= (-32000. / rel_pos.y); - } + // Set altitude + if (rel_pos.y > 0.) + { + rel_pos *= (max_y / rel_pos.y); + } + else + { + rel_pos *= (-32000. / rel_pos.y); + } - // Can normalize then - vec3 rel_pos_norm = normalize(rel_pos); + // Can normalize then + vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); + float rel_pos_len = length(rel_pos); - // Initialize temp variables - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; + // Initialize temp variables + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_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); + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; + // Calculate relative weights + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; - // Compute sunlight from rel_pos & lightnorm (for long rays like sky) - float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); - sunlight *= exp( - light_atten * off_axis); + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); - // Distance - float density_dist = rel_pos_len * density_multiplier; + // Distance + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> combined_haze) + // Transparency (-> combined_haze) // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati // compiler gets confused. combined_haze = exp(-combined_haze * density_dist); - // Compute haze glow + // Compute haze glow float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - haze_glow *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - // Add "minimum anti-solar illumination" + haze_glow = max(haze_glow, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) - + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color) - ); - + vec4 color = + (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); // Final atmosphere additive color *= (1. - combined_haze); - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient_color; + tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; - // Dim sunlight by cloud shadow percentage - sunlight *= max(0.0, (1. - cloud_shadow)); + // Dim sunlight by cloud shadow percentage + sunlight *= max(0.0, (1. - cloud_shadow)); - // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) - ); + // Haze color below cloud + vec4 additiveColorBelowCloud = + (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - // Attenuate cloud color by atmosphere - combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds + // Attenuate cloud color by atmosphere + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds - // At horizon, blend high altitude sky color towards the darker color below the clouds - color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); + // At horizon, blend high altitude sky color towards the darker color below the clouds + color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); // Haze color above cloud - vary_HazeColor = color; + vary_HazeColor = color; } - diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index e4c36ee657..75e074cbf8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class2\wl\cloudsV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0; /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; VARYING float altitude_blend_factor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -60,7 +60,7 @@ uniform float cloud_shadow; uniform float density_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec4 glow; uniform float sun_moon_glow_factor; uniform vec4 cloud_color; @@ -75,122 +75,118 @@ uniform float cloud_scale; // indra\newview\llsettingsvo.cpp void main() { - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + // World / view / projection + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - // Texture coords + // Texture coords // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll - vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y ); // See: LLSettingsVOSky::applySpecial + vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; + vary_texcoord0.xy -= 0.5; + vary_texcoord0.xy /= cloud_scale; + vary_texcoord0.xy += 0.5; - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; + vary_texcoord1 = vary_texcoord0; + vary_texcoord1.x += lightnorm.x * 0.0125; + vary_texcoord1.y += lightnorm.z * 0.0125; - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; + vary_texcoord2 = vary_texcoord0 * 16.; + vary_texcoord3 = vary_texcoord1 * 16.; - // Get relative position - vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); + // Get relative position + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); - // Set altitude - if (rel_pos.y > 0.) - { - rel_pos *= (max_y / rel_pos.y); - } - else - { - rel_pos *= (-32000. / rel_pos.y); - } - - // Can normalize then - vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); - - // Initialize temp variables - vec4 sunlight = sunlight_color; - vec4 light_atten; - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; - - // Compute sunlight from rel_pos & lightnorm (for long rays like sky) - float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); - sunlight *= exp( - light_atten * off_axis); - - // Distance - float density_dist = rel_pos_len * density_multiplier; - - // Transparency (-> combined_haze) - // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati - // compiler gets confused. - combined_haze = exp(-combined_haze * density_dist); - - - // Compute haze glow + // Set altitude + if (rel_pos.y > 0.) + { + rel_pos *= (max_y / rel_pos.y); + } + else + { + rel_pos *= (-32000. / rel_pos.y); + } + + // Can normalize then + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + + // Initialize temp variables + vec4 sunlight = sunlight_color; + vec4 light_atten; + + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + + // Calculate relative weights + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; + + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); + + // Distance + float density_dist = rel_pos_len * density_multiplier; + + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati + // compiler gets confused. + combined_haze = exp(-combined_haze * density_dist); + + // Compute haze glow float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - haze_glow *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function + haze_glow = max(haze_glow, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function haze_glow *= sun_moon_glow_factor; - // Add "minimum anti-solar illumination" + // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient_color; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; - // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow); + // Dim sunlight by cloud shadow percentage + sunlight *= (1. - cloud_shadow); - // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) - ); + // Haze color below cloud + vec4 additiveColorBelowCloud = + (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - // CLOUDS - off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); - sunlight *= exp( - light_atten * off_axis); + // CLOUDS + off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); + sunlight *= exp(-light_atten * off_axis); - // Cloud color out - vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; - vary_CloudColorAmbient = tmpAmbient * cloud_color; - - // Attenuate cloud color by atmosphere - combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= combined_haze; - vary_CloudColorAmbient *= combined_haze; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); + // Cloud color out + vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; + vary_CloudColorAmbient = tmpAmbient * cloud_color; - // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow - 0.25); + // Attenuate cloud color by atmosphere + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds + vary_CloudColorSun *= combined_haze; + vary_CloudColorAmbient *= combined_haze; + vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); + // Make a nice cloud density based on the cloud_shadow value that was passed in. + vary_CloudDensity = 2. * (cloud_shadow - 0.25); - // Combine these to minimize register use - vary_CloudColorAmbient += oHazeColorBelowCloud; + // Combine these to minimize register use + vary_CloudColorAmbient += oHazeColorBelowCloud; - // needs this to compile on mac - //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); + // needs this to compile on mac + // vary_AtmosAttenuation = vec3(0.0,0.0,0.0); - // END CLOUDS + // END CLOUDS } - diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 1ee9c33c1a..6528066a4e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -1,28 +1,28 @@ -/** +/** * @file class2\wl\skyV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; @@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -52,103 +52,98 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec4 glow; uniform float sun_moon_glow_factor; uniform vec4 cloud_color; void main() { - - // World / view / projection + // World / view / projection vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - // Get relative position - vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0); + gl_Position = pos; + + // Get relative position + vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); - // Set altitude - if (rel_pos.y > 0.) - { - rel_pos *= (max_y / rel_pos.y); - } - else - { - rel_pos *= (-32000. / rel_pos.y); - } + // Set altitude + if (rel_pos.y > 0.) + { + rel_pos *= (max_y / rel_pos.y); + } + else + { + rel_pos *= (-32000. / rel_pos.y); + } - // Can normalize then - vec3 rel_pos_norm = normalize(rel_pos); + // Can normalize then + vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); + float rel_pos_len = length(rel_pos); - // Initialize temp variables - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; + // Initialize temp variables + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_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); + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; + // Calculate relative weights + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; - // Compute sunlight from rel_pos & lightnorm (for long rays like sky) - float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); - sunlight *= exp( - light_atten * off_axis); + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); - // Distance - float density_dist = rel_pos_len * density_multiplier; + // Distance + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> combined_haze) + // Transparency (-> combined_haze) // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati // compiler gets confused. combined_haze = exp(-combined_haze * density_dist); - // Compute haze glow + // Compute haze glow float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - haze_glow *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - // Add "minimum anti-solar illumination" + haze_glow = max(haze_glow, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + haze_glow = pow(haze_glow, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) - + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color) - ); - + vec4 color = + (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); // Final atmosphere additive color *= (1. - combined_haze); - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient_color; + tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; - // Dim sunlight by cloud shadow percentage - sunlight *= max(0.0, (1. - cloud_shadow)); + // Dim sunlight by cloud shadow percentage + sunlight *= max(0.0, (1. - cloud_shadow)); - // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient) - ); + // Haze color below cloud + vec4 additiveColorBelowCloud = + (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - // Attenuate cloud color by atmosphere - combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds + // Attenuate cloud color by atmosphere + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds - // At horizon, blend high altitude sky color towards the darker color below the clouds - color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); + // At horizon, blend high altitude sky color towards the darker color below the clouds + color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); // Haze color above cloud vary_HazeColor = color; } - -- cgit v1.2.3 From 912afc940bc2e9680630ce2e9b282ecfc9b84050 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Tue, 1 Sep 2020 13:45:11 -0600 Subject: SL-12978 refactor sunlight intensity calculation --- .../shaders/class1/windlight/atmosphericsFuncs.glsl | 11 +++-------- 1 file changed, 3 insertions(+), 8 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 140d788fff..bc6b006afa 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -80,14 +80,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou 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); - if (abs(temp2.y) > 0.000001f) - { - temp2.y = 1. / abs(temp2.y); - } - temp2.y = max(0.0000001f, temp2.y); - sunlight *= exp(-light_atten * temp2.y); + //(TERRAIN) compute sunlight from lightnorm z component, roughly cosine(sun elevation) (for short rays like terrain) + float above_horizon_angle = abs(tmpLightnorm.z); + sunlight *= exp(-light_atten * above_horizon_angle); // for atten and angle in [0..1], this maps to something like [0.3..1] // main atmospheric scattering line integral temp2.z = Plen * dens_mul; -- cgit v1.2.3 From 04eba4c3eae812a18f29fd378901287ad318b4dd Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Tue, 1 Sep 2020 13:57:51 -0600 Subject: SL-12978 de-obfuscate, banish the temps --- .../class1/windlight/atmosphericsFuncs.glsl | 68 +++++++++------------- 1 file changed, 27 insertions(+), 41 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index bc6b006afa..9370118d70 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -46,78 +46,63 @@ float getAmbientClamp() return 1.0f; } - void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { - vec3 P = inPositionEye; + vec3 rel_pos = inPositionEye; //(TERRAIN) limit altitude - if (P.y > max_y) P *= ( max_y / P.y); - if (P.y < -max_y) P *= (-max_y / P.y); - - vec3 tmpLightnorm = lightnorm.xyz; + rel_pos.y = clamp(rel_pos.y, -max_y, max_y); - vec3 Pn = normalize(P); - float Plen = length(P); - - vec4 temp1 = vec4(0); - vec3 temp2 = vec3(0); - vec4 blue_weight; - vec4 haze_weight; + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; - - float dens_mul = density_multiplier; - float dist_mul = distance_multiplier; //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)) * (dens_mul * max_y); + vec4 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; + vec4 combined_haze = blue_density + vec4(haze_density); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = vec4(haze_density) / combined_haze; //(TERRAIN) compute sunlight from lightnorm z component, roughly cosine(sun elevation) (for short rays like terrain) - float above_horizon_angle = abs(tmpLightnorm.z); + float above_horizon_angle = abs(lightnorm.z); sunlight *= exp(-light_atten * above_horizon_angle); // for atten and angle in [0..1], this maps to something like [0.3..1] // main atmospheric scattering line integral - temp2.z = Plen * dens_mul; + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * dist_mul); + combined_haze = exp(-combined_haze * density_dist * distance_multiplier); //final atmosphere attenuation factor - atten = temp1.rgb; + atten = combined_haze.rgb; //compute haze glow - //(can use temp2.x as temp because we haven't used it yet) - temp2.x = dot(Pn, tmpLightnorm.xyz); + float haze_glow = dot(rel_pos_norm, lightnorm.xyz); // dampen sun additive contrib when not facing it... // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. // if (length(light_dir) > 0.01) - { - temp2.x *= max(0.0f, dot(light_dir, Pn)); - } - temp2.x = 1. - temp2.x; - //temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); //was glow.y + haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); + + haze_glow = 1. - haze_glow; + //haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); //was glow.y //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; + haze_glow *= glow.x; //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); + haze_glow = pow(haze_glow, 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; + haze_glow += .25; - temp2.x *= sun_moon_glow_factor; + haze_glow *= sun_moon_glow_factor; vec4 amb_color = ambient_color; @@ -143,10 +128,11 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou //haze color vec3 cs = sunlight.rgb * (1.-cloud_shadow); additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) - + (haze_horizon * haze_weight.rgb) * (cs * temp2.x + tmpAmbient.rgb); + + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); //brightness of surface both sunlight and ambient sunlit = sunlight.rgb * 0.5; amblit = tmpAmbient.rgb * .25; - additive *= vec3(1.0 - temp1); + additive *= vec3(1.0 - combined_haze); } + -- cgit v1.2.3 From a027e8d4813c839babe2163943e46bf7f93fa005 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Tue, 1 Sep 2020 14:23:39 -0600 Subject: SL-12978 clang-format shader file (whitespace) --- .../class1/windlight/atmosphericsFuncs.glsl | 104 ++++++++++----------- 1 file changed, 50 insertions(+), 54 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 9370118d70..9c50453898 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -1,75 +1,73 @@ -/** +/** * @file class1\windlight\atmosphericsFuncs.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2019, 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 vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +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 vec4 glow; uniform float scene_light_strength; -uniform mat3 ssao_effect_mat; -uniform int no_atmo; +uniform mat3 ssao_effect_mat; +uniform int no_atmo; uniform float sun_moon_glow_factor; -float getAmbientClamp() -{ - return 1.0f; -} +float getAmbientClamp() { return 1.0f; } -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten, bool use_ao) { vec3 rel_pos = inPositionEye; - + //(TERRAIN) limit altitude rel_pos.y = clamp(rel_pos.y, -max_y, max_y); - vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - //sunlight attenuation effect (hue and brightness) due to atmosphere - //this is used later for sunlight modulation at various altitudes + // sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes vec4 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 + // I had thought blue_density and haze_density should have equal weighting, + // but attenuation due to haze_density tends to seem too strong vec4 combined_haze = blue_density + vec4(haze_density); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = vec4(haze_density) / combined_haze; + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = vec4(haze_density) / combined_haze; //(TERRAIN) compute sunlight from lightnorm z component, roughly cosine(sun elevation) (for short rays like terrain) float above_horizon_angle = abs(lightnorm.z); - sunlight *= exp(-light_atten * above_horizon_angle); // for atten and angle in [0..1], this maps to something like [0.3..1] + sunlight *= exp(-light_atten * above_horizon_angle); // for atten and angle in [0..1], this maps to something like [0.3..1] // main atmospheric scattering line integral float density_dist = rel_pos_len * density_multiplier; @@ -79,43 +77,43 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou // compiler gets confused. combined_haze = exp(-combined_haze * density_dist * distance_multiplier); - //final atmosphere attenuation factor + // final atmosphere attenuation factor atten = combined_haze.rgb; - - //compute haze glow + + // compute haze glow float haze_glow = dot(rel_pos_norm, lightnorm.xyz); // dampen sun additive contrib when not facing it... - // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. + // SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees. // if (length(light_dir) > 0.01) haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm)); - + haze_glow = 1. - haze_glow; - //haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); //was glow.y - //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) haze_glow *= glow.x; - //higher glow.x gives dimmer glow (because next step is 1 / "angle") + // higher glow.x gives dimmer glow (because next step is 1 / "angle") haze_glow = pow(haze_glow, glow.z); - //glow.z should be negative, so we're doing a sort of (1 / "angle") function + // glow.z should be negative, so we're doing a sort of (1 / "angle") function - //add "minimum anti-solar illumination" + // add "minimum anti-solar illumination" haze_glow += .25; haze_glow *= sun_moon_glow_factor; - - vec4 amb_color = ambient_color; - - //increase ambient when there are more clouds + + vec4 amb_color = ambient_color; + + // increase ambient when there are more clouds vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * 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(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, + * ambAlpha); */ if (use_ao) { @@ -125,14 +123,12 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou // Similar/Shared Algorithms: // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() - //haze color - vec3 cs = sunlight.rgb * (1.-cloud_shadow); - additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) - + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); + // haze color + vec3 cs = sunlight.rgb * (1. - cloud_shadow); + additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); - //brightness of surface both sunlight and ambient + // brightness of surface both sunlight and ambient sunlit = sunlight.rgb * 0.5; amblit = tmpAmbient.rgb * .25; additive *= vec3(1.0 - combined_haze); } - -- cgit v1.2.3 From 267e8fd9a383e333be8d7a0a289523f47bba4fac Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Wed, 2 Sep 2020 11:33:40 -0600 Subject: SL-12978 & SL-13743. Remove abrupt changes in sun intensity calc, preserve original fall-off. Had to find a balance in the sunlight intensity calculation that behaves correctly for both these issues. --- .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 9c50453898..05e6e6a9f9 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -65,9 +65,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec4 blue_weight = blue_density / combined_haze; vec4 haze_weight = vec4(haze_density) / combined_haze; - //(TERRAIN) compute sunlight from lightnorm z component, roughly cosine(sun elevation) (for short rays like terrain) - float above_horizon_angle = abs(lightnorm.z); - sunlight *= exp(-light_atten * above_horizon_angle); // for atten and angle in [0..1], this maps to something like [0.3..1] + //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain) + float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); + sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1] // main atmospheric scattering line integral float density_dist = rel_pos_len * density_multiplier; -- cgit v1.2.3 From d26f17efd565b189e4ed79ede674a493f4abd97a Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 11 Sep 2020 19:01:08 -0700 Subject: SL-13768 Remove glow from moon when sun is down due to it using the sun glow setting --- indra/newview/lldrawpoolwlsky.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'indra') diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index b0eb1a405b..de79a47562 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -184,6 +184,7 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca ((LLSettingsVOSky*)psky.get())->updateShader(sky_shader); + bool is_sun_up = psky->getIsSunUp(); F32 moisture_level = (float)psky->getSkyMoistureLevel(); F32 droplet_radius = (float)psky->getSkyDropletRadius(); F32 ice_level = (float)psky->getSkyIceLevel(); @@ -199,9 +200,9 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca sky_shader->uniform1f(LLShaderMgr::DROPLET_RADIUS, droplet_radius); sky_shader->uniform1f(LLShaderMgr::ICE_LEVEL, ice_level); - sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor()); + sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, is_sun_up ? psky->getSunMoonGlowFactor() : 0.0f ); // SL-13768 - sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, psky->getIsSunUp() ? 1 : 0); + sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, is_sun_up ? 1 : 0); /// Render the skydome renderDome(origin, camHeightLocal, sky_shader); -- cgit v1.2.3 From f677b4187b1c8b4e6633bc8a39ef4cc9ca7577bf Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 11 Sep 2020 19:07:14 -0700 Subject: SL-13465 Remove hack offset of moon when AS is ON to match when AS is OFF. --- indra/newview/app_settings/shaders/class1/deferred/moonV.glsl | 3 +-- indra/newview/app_settings/shaders/class1/windlight/moonV.glsl | 3 +-- 2 files changed, 2 insertions(+), 4 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl index e1bac4f248..1fed9d39e2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl @@ -37,8 +37,7 @@ void calcAtmospherics(vec3 eye_pos); void main() { //transform vertex - vec3 offset = vec3(0, 0, 50); - vec4 vert = vec4(position.xyz - offset, 1.0); + vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vert; diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl index 8cd4b2ef47..c4cdd06e28 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl @@ -37,8 +37,7 @@ VARYING vec2 vary_texcoord0; void main() { //transform vertex - vec3 offset = vec3(0, 0, 50); - vec4 vert = vec4(position.xyz - offset, 1.0); + vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vert; -- cgit v1.2.3 From 874d7e7e02e3bfbabbac1b31e94ad848ee854367 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Fri, 11 Sep 2020 20:46:55 -0700 Subject: SL-13465 Restore Pre-EEP haze effecting moon --- .../shaders/class1/deferred/moonF.glsl | 43 ++++++++-------------- .../shaders/class1/deferred/moonV.glsl | 8 +--- .../shaders/class1/windlight/moonF.glsl | 35 +++++++----------- .../shaders/class1/windlight/moonV.glsl | 6 +-- indra/newview/lldrawpoolwlsky.cpp | 11 +++--- 5 files changed, 37 insertions(+), 66 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 4366945214..35068899ee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -1,9 +1,9 @@ /** - * @file moonF.glsl + * @file class1\deferred\moonF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. + * Copyright (C) 2005, 2020 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 @@ -36,46 +36,33 @@ out vec4 frag_data[3]; uniform vec4 color; uniform vec4 sunlight_color; uniform vec4 moonlight_color; -uniform vec3 lumWeights; +uniform vec3 moon_dir; uniform float moon_brightness; -uniform float minLuminance; uniform sampler2D diffuseMap; -uniform sampler2D altDiffuseMap; -uniform float blend_factor; // interp factor between moon A/B + VARYING vec2 vary_texcoord0; vec3 srgb_to_linear(vec3 c); -vec3 getAdditiveColor(); - /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); void main() { - vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); - vec4 c = mix(moonA, moonB, blend_factor); - - c.rgb = srgb_to_linear(c.rgb); - - // mix factor which blends when sunlight is brighter - // and shows true moon color at night - vec3 luma_weights = vec3(0.3, 0.5, 0.3); - - vec4 light_color = max(sunlight_color, moonlight_color); - float blend = 1.0 - dot(normalize(light_color.rgb), luma_weights); - - vec3 exp = vec3(1.0 - blend * moon_brightness) * 2.0 - 1.0; - c.rgb = pow(c.rgb, exp); + // Restore Pre-EEP alpha fade moon near horizon + float fade = 1.0; + if( moon_dir.z > 0 ) + fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 ); - //c.rgb *= moonlight_color.rgb; + vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); +// c.rgb = srgb_to_linear(c.rgb); + c.rgb *= moonlight_color.rgb; + c.rgb *= moon_brightness; - // Partial atmospherics calculation - vec3 ac = getAdditiveColor(); - c.rgb += ac; + c.rgb *= fade; + c.a *= fade; - c.rgb = scaleSoftClip(c.rgb); + c.rgb = scaleSoftClip(c.rgb); frag_data[0] = vec4(c.rgb, c.a); frag_data[1] = vec4(0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl index 1fed9d39e2..c4922afd7d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl @@ -1,9 +1,9 @@ /** - * @file moonV.glsl + * @file class1\deferred\moonV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2007, 2020 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 @@ -32,8 +32,6 @@ ATTRIBUTE vec2 texcoord0; VARYING vec2 vary_texcoord0; -void calcAtmospherics(vec3 eye_pos); - void main() { //transform vertex @@ -42,7 +40,5 @@ void main() gl_Position = modelview_projection_matrix*vert; - calcAtmospherics(pos.xyz); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 72d2c4cdfa..2425a2ad04 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -3,7 +3,7 @@ * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. + * Copyright (C) 2005, 2020 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 @@ -36,37 +36,30 @@ out vec4 frag_color; uniform vec4 color; uniform vec4 sunlight_color; uniform vec4 moonlight_color; -uniform vec3 lumWeights; +uniform vec3 moon_dir; uniform float moon_brightness; -uniform float minLuminance; uniform sampler2D diffuseMap; -uniform sampler2D altDiffuseMap; -uniform float blend_factor; // interp factor between moon A/B + VARYING vec2 vary_texcoord0; -vec3 getAdditiveColor(); vec3 scaleSoftClip(vec3 light); void main() { - vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); - vec4 c = mix(moonA, moonB, blend_factor); - - // mix factor which blends when sunlight is brighter - // and shows true moon color at night - vec3 luma_weights = vec3(0.3, 0.5, 0.3); - float blend = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); + // Restore Pre-EEP alpha fade moon near horizon + float fade = 1.0; + if( moon_dir.z > 0 ) + fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 ); - vec3 exp = vec3(1.0 - blend * moon_brightness) * 2.0 - 1.0; - c.rgb = pow(c.rgb, exp); - //c.rgb *= moonlight_color.rgb; + vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); +// c.rgb = pow(c.rgb, vec3(0.7f)); // can't use "srgb_to_linear(color.rgb)" as that is a deferred only function + c.rgb *= moonlight_color.rgb; + c.rgb *= moon_brightness; - // Partial atmospherics calculation - vec3 ac = getAdditiveColor(); - c.rgb += ac; + c.rgb *= fade; + c.a *= fade; - c.rgb = scaleSoftClip(c.rgb); + c.rgb = scaleSoftClip(c.rgb); frag_color = vec4(c.rgb, c.a); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl index c4cdd06e28..2fceb5f743 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl @@ -3,7 +3,7 @@ * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2007, 2020 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 @@ -30,8 +30,6 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; ATTRIBUTE vec2 texcoord0; -void calcAtmospherics(vec3 inPositionEye); - VARYING vec2 vary_texcoord0; void main() @@ -43,6 +41,4 @@ void main() gl_Position = modelview_projection_matrix*vert; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - calcAtmospherics(pos.xyz); } diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index b0eb1a405b..d4e7f1600e 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -532,8 +532,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() } } - blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor(); - face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]; if (gSky.mVOSkyp->getMoon().getDraw() && face && face->getTexture(LLRender::DIFFUSE_MAP) && face->getGeomCount() && moon_shader) @@ -551,17 +549,17 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() { // Bind current and next sun textures moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE); - blend_factor = 0; + //blend_factor = 0; } else if (tex_b && !tex_a) { moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE); - blend_factor = 0; + //blend_factor = 0; } else if (tex_b != tex_a) { moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE); - moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE); + //moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE); } LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); @@ -571,7 +569,8 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness); moon_shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, gSky.mVOSkyp->getMoon().getColor().mV); moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV); - moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); + //moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); + moon_shader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, psky->getMoonDirection().mV); // shader: moon_dir face->renderIndexed(); -- cgit v1.2.3 From 78da30936ce72649ab0bcc0276ce06b9c26c4317 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Tue, 15 Sep 2020 21:25:28 +0000 Subject: Revert "SL-13768 Remove glow from moon when sun is down due to it using the sun glow setting (pull request #297)" --- indra/newview/lldrawpoolwlsky.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'indra') diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 4d077379cb..d4e7f1600e 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -184,7 +184,6 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca ((LLSettingsVOSky*)psky.get())->updateShader(sky_shader); - bool is_sun_up = psky->getIsSunUp(); F32 moisture_level = (float)psky->getSkyMoistureLevel(); F32 droplet_radius = (float)psky->getSkyDropletRadius(); F32 ice_level = (float)psky->getSkyIceLevel(); @@ -200,9 +199,9 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca sky_shader->uniform1f(LLShaderMgr::DROPLET_RADIUS, droplet_radius); sky_shader->uniform1f(LLShaderMgr::ICE_LEVEL, ice_level); - sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, is_sun_up ? psky->getSunMoonGlowFactor() : 0.0f ); // SL-13768 + sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor()); - sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, is_sun_up ? 1 : 0); + sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, psky->getIsSunUp() ? 1 : 0); /// Render the skydome renderDome(origin, camHeightLocal, sky_shader); -- cgit v1.2.3 From be99bca2c31ffeaa7d559fe54fc9f7c4376af169 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Tue, 15 Sep 2020 16:52:13 -0600 Subject: SL-13768 remove moon glow from ALM deferred path as well --- indra/newview/app_settings/shaders/class2/deferred/skyF.glsl | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 1dce85a83b..0c9892acad 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -153,9 +153,8 @@ void main() // glow.z should be negative, so we're doing a sort of (1 / "angle") function // Add "minimum anti-solar illumination" - temp2.x += .25; - - temp2.x *= sun_moon_glow_factor; + // For sun, add to glow. For moon, remove glow entirely. SL-13768 + temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (temp2.x + 0.25)); // Haze color above cloud vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) -- cgit v1.2.3 From 038929158c630564c65019f1dcf3a9e7cd92e682 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Wed, 16 Sep 2020 16:42:53 -0600 Subject: SL-13768 de-obfuscate the ALM version of skyF.glsl --- .../app_settings/shaders/class2/deferred/skyF.glsl | 102 ++++++++------------- 1 file changed, 40 insertions(+), 62 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 0c9892acad..b9e561c112 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -92,110 +92,88 @@ void main() { // World / view / projection - // Get relative position - vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0); - - // Set altitude - if (P.y > 0.) - { - P *= (max_y / P.y); - } - else - { - P *= (-32000. / P.y); - } - - // Can normalize then - vec3 Pn = normalize(P); - float Plen = length(P); + // Get relative position (offset why?) + vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0,50,0); - // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; + // Adj position vector to clamp altitude + if (rel_pos.y > 0.) { rel_pos *= (max_y / rel_pos.y); } + if (rel_pos.y < 0.) { rel_pos *= (-32000. / rel_pos.y); } + + // Normalized + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); - float dens_mul = density_multiplier; + // Initialize temp variables + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; // 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)) * (dens_mul * max_y); + vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = abs(blue_density) + vec4(abs(haze_density)); - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; + vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); + // Compute sunlight from rel_pos & lightnorm (for long rays like sky) + float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y ); + sunlight *= exp( - light_atten * off_axis); // Distance - temp2.z = Plen * dens_mul; + float density_dist = rel_pos_len * density_multiplier; - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // Transparency (-> combined_haze) + // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); + combined_haze = exp(-combined_haze * density_dist); // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); + float haze_glow = dot(rel_pos_norm, lightnorm.xyz); + haze_glow = 1. - haze_glow; + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; + haze_glow *= glow.x; // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); + haze_glow = pow(haze_glow, glow.z); // glow.z should be negative, so we're doing a sort of (1 / "angle") function // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 - temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (temp2.x + 0.25)); + haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25)); // Haze color above cloud - vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) - ); + vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color) + + haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color); // Final atmosphere additive - color *= (1. - temp1); + color *= (1. - combined_haze); // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + // TODO 9/20: DJH what does this do? max(0,(1-ambient)) will change the color + vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= max(0.0, (1. - cloud_shadow)); // Haze color below cloud - vec4 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) - ); - - + vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient) + + haze_horizon * haze_weight * (sunlight * haze_glow + ambient); // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds + combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds // At horizon, blend high altitude sky color towards the darker color below the clouds - color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); + color += (add_below_cloud - color) * (1. - sqrt(combined_haze)); - float optic_d = dot(Pn, lightnorm.xyz); - + float optic_d = dot(rel_pos_norm, lightnorm.xyz); vec3 halo_22 = halo22(optic_d); - color.rgb += rainbow(optic_d); - color.rgb += halo_22; - color.rgb *= 2.; color.rgb = scaleSoftClip(color.rgb); - /// Gamma correct for WL (soft clip effect). + // Gamma correct for WL (soft clip effect). frag_data[0] = vec4(color.rgb, 1.0); frag_data[1] = vec4(0.0,0.0,0.0,0.0); frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog -- cgit v1.2.3 From a5e8b6cea5eaf83d23c56e37f1c4d5baddf363b6 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Wed, 16 Sep 2020 16:47:23 -0600 Subject: SL-13768 clang-format class2 deferred skyF.glsl (whitespace) --- .../app_settings/shaders/class2/deferred/skyF.glsl | 98 +++++++++++----------- 1 file changed, 51 insertions(+), 47 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index b9e561c112..1485c515a4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class2/deferred/skyF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -32,13 +32,13 @@ uniform mat4 modelview_projection_matrix; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; +uniform vec4 ambient_color; +uniform vec4 blue_horizon; +uniform vec4 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -47,7 +47,7 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec4 glow; uniform float sun_moon_glow_factor; uniform vec4 cloud_color; @@ -73,16 +73,16 @@ uniform float ice_level; vec3 rainbow(float d) { - d = clamp(d, -1.0, 0.0); - float rad = (droplet_radius - 5.0f) / 1024.0f; - return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; + d = clamp(d, -1.0, 0.0); + float rad = (droplet_radius - 5.0f) / 1024.0f; + return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; } vec3 halo22(float d) { - d = clamp(d, 0.1, 1.0); - float v = sqrt(clamp(1 - (d * d), 0, 1)); - return texture2D(halo_map, vec2(0, v)).rgb * ice_level; + d = clamp(d, 0.1, 1.0); + float v = sqrt(clamp(1 - (d * d), 0, 1)); + return texture2D(halo_map, vec2(0, v)).rgb * ice_level; } /// Soft clips the light with a gamma correction @@ -90,21 +90,26 @@ vec3 scaleSoftClip(vec3 light); void main() { - // World / view / projection // Get relative position (offset why?) - vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0,50,0); + vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0); // Adj position vector to clamp altitude - if (rel_pos.y > 0.) { rel_pos *= (max_y / rel_pos.y); } - if (rel_pos.y < 0.) { rel_pos *= (-32000. / rel_pos.y); } + if (rel_pos.y > 0.) + { + rel_pos *= (max_y / rel_pos.y); + } + if (rel_pos.y < 0.) + { + rel_pos *= (-32000. / rel_pos.y); + } // Normalized - vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); + vec3 rel_pos_norm = normalize(rel_pos); + float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes @@ -112,12 +117,12 @@ void main() // Calculate relative weights vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; + vec4 blue_weight = blue_density / combined_haze; + vec4 haze_weight = haze_density / combined_haze; // Compute sunlight from rel_pos & lightnorm (for long rays like sky) - float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y ); - sunlight *= exp( - light_atten * off_axis); + float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y); + sunlight *= exp(-light_atten * off_axis); // Distance float density_dist = rel_pos_len * density_multiplier; @@ -129,45 +134,45 @@ void main() // Compute haze glow float haze_glow = dot(rel_pos_norm, lightnorm.xyz); - haze_glow = 1. - haze_glow; - // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + haze_glow = 1. - haze_glow; + // haze_glow is 0 at the sun and increases away from sun + haze_glow = max(haze_glow, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) haze_glow *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function + // glow.z should be negative, so we're doing a sort of (1 / "angle") function // Add "minimum anti-solar illumination" // For sun, add to glow. For moon, remove glow entirely. SL-13768 haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25)); // Haze color above cloud - vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color) - + haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color); + vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color) + + haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color); // Final atmosphere additive color *= (1. - combined_haze); // Increase ambient when there are more clouds // TODO 9/20: DJH what does this do? max(0,(1-ambient)) will change the color - vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= max(0.0, (1. - cloud_shadow)); // Haze color below cloud - vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient) + vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient) + haze_horizon * haze_weight * (sunlight * haze_glow + ambient); - + // Attenuate cloud color by atmosphere - combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds + combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds // At horizon, blend high altitude sky color towards the darker color below the clouds color += (add_below_cloud - color) * (1. - sqrt(combined_haze)); - + float optic_d = dot(rel_pos_norm, lightnorm.xyz); - vec3 halo_22 = halo22(optic_d); + vec3 halo_22 = halo22(optic_d); color.rgb += rainbow(optic_d); color.rgb += halo_22; color.rgb *= 2.; @@ -175,7 +180,6 @@ void main() // Gamma correct for WL (soft clip effect). frag_data[0] = vec4(color.rgb, 1.0); - frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog + frag_data[1] = vec4(0.0, 0.0, 0.0, 0.0); + frag_data[2] = vec4(0.0, 0.0, 0.0, 1.0); // 1.0 in norm.w masks off fog } - -- cgit v1.2.3 From e8f4017b910ae6276772f540eef80ac0c788cb57 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Wed, 16 Sep 2020 17:11:01 -0600 Subject: DRTVWR-4976 Misc shader cleanup. Removed some potential div-by-0 NaNs and a mangled clamp. --- indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl | 4 ++-- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 6 +++--- .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 2 +- indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 4 ++-- indra/newview/app_settings/shaders/class2/windlight/skyV.glsl | 4 ++-- 5 files changed, 10 insertions(+), 10 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index b59862bb3b..b7036e02cf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -99,11 +99,11 @@ void main() altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); // Set altitude - if (rel_pos.y > 0.) + if (rel_pos.y > 0) { rel_pos *= (max_y / rel_pos.y); } - else + if (rel_pos.y < 0) { altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon rel_pos *= (-32000. / rel_pos.y); diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index b35a32dbbf..28a1faf24f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -71,12 +71,12 @@ void main() // Get relative position vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); - // Set altitude - if (rel_pos.y > 0.) + // Adj position vector to clamp altitude + if (rel_pos.y > 0) { rel_pos *= (max_y / rel_pos.y); } - else + if (rel_pos.y < 0) { rel_pos *= (-32000. / rel_pos.y); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 05e6e6a9f9..ea2690ba09 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -49,7 +49,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 rel_pos = inPositionEye; //(TERRAIN) limit altitude - rel_pos.y = clamp(rel_pos.y, -max_y, max_y); + if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y); vec3 rel_pos_norm = normalize(rel_pos); float rel_pos_len = length(rel_pos); diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 75e074cbf8..1f881eb44b 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -99,12 +99,12 @@ void main() // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); - // Set altitude + // Adj position vector to clamp altitude if (rel_pos.y > 0.) { rel_pos *= (max_y / rel_pos.y); } - else + if (rel_pos.y < 0.) { rel_pos *= (-32000. / rel_pos.y); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 6528066a4e..a0a33b8642 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -67,12 +67,12 @@ void main() // Get relative position vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); - // Set altitude + // Adj position vector to clamp altitude if (rel_pos.y > 0.) { rel_pos *= (max_y / rel_pos.y); } - else + if (rel_pos.y < 0.) { rel_pos *= (-32000. / rel_pos.y); } -- cgit v1.2.3 From 5054e6abee89d52b7dc49ec8727b6a9020e50ca5 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Mon, 21 Sep 2020 15:21:25 -0600 Subject: SL-13522 remove injected character lights to improve alpha blend Character lights injected during render pass while in character edit mode (i.e. mSpecialRenderMode == 3) were causing discrepencies between deferred (ALM) and forward alpha blend lighting. --- indra/newview/pipeline.cpp | 42 ++++-------------------------------------- 1 file changed, 4 insertions(+), 38 deletions(-) (limited to 'indra') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 9516273396..f565573935 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6421,34 +6421,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) light->setAmbient(LLColor4::black); light->setSpecular(LLColor4::black); } - if (gAgentAvatarp && - gAgentAvatarp->mSpecialRenderMode == 3) - { - LLColor4 light_color = LLColor4::white; - light_color.mV[3] = 0.0f; - - LLVector3 light_pos(LLViewerCamera::getInstance()->getOrigin()); - LLVector4 light_pos_gl(light_pos, 1.0f); - - F32 light_radius = 16.f; - - F32 x = 3.f; - float linatten = x / (light_radius); // % of brightness at radius - mHWLightColors[2] = light_color; - LLLightState* light = gGL.getLight(2); - - light->setPosition(light_pos_gl); - light->setDiffuse(light_color); - light->setDiffuseB(light_color * 0.25f); - light->setAmbient(LLColor4::black); - light->setSpecular(LLColor4::black); - light->setQuadraticAttenuation(0.f); - light->setConstantAttenuation(0.f); - light->setLinearAttenuation(linatten); - light->setSpotExponent(0.f); - light->setSpotCutoff(180.f); - } + // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode), + // prev site of forward (non-deferred) character light injection, removed by SL-13522 09/20 // Init GL state if (!LLGLSLShader::sNoFixedFunction) @@ -8813,17 +8788,8 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target) } } - // If we're in avatar editing mode (3), add an avatar appearance light at the camera position - if (gAgentAvatarp && gAgentAvatarp->mSpecialRenderMode == 3) - { - // Cam coords (post-transform) are 0,0,0, with radius 15m - fullscreen_lights.push_back(LLVector4(0.f, 0.f, 0.f, 15.0f)); - - // Use a white light - LLVector4 white_light(LLColor4::white.mV); - white_light.mV[3] = 0.0f; - light_colors.push_back(white_light); - } + // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode), + // prev site of appended deferred character light, removed by SL-13522 09/20 unbindDeferredShader(gDeferredLightProgram); } -- cgit v1.2.3 From bac6652cdcd2d8333df04c3ebd3a6a7b752328b3 Mon Sep 17 00:00:00 2001 From: Nat Goodspeed Date: Mon, 28 Sep 2020 13:21:32 -0400 Subject: Increment viewer version to 6.4.10 following promotion of DRTVWR-497 --- 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 a228920441..b03e20c456 100644 --- a/indra/newview/VIEWER_VERSION.txt +++ b/indra/newview/VIEWER_VERSION.txt @@ -1 +1 @@ -6.4.9 +6.4.10 -- cgit v1.2.3