From a27515748fd1fd14a12ffc7f12b415decf6099de Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Thu, 2 Jan 2025 17:31:23 +0200 Subject: #3311 RenderSkyAutoAdjustLegacy does not engage tonemapper --- indra/newview/pipeline.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 1ca67dd88a..38f158c1df 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -7076,7 +7076,7 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool LLSettingsSky::ptr_t sky = LLEnvironment::instance().getCurrentSky(); - F32 probe_ambiance = LLEnvironment::instance().getCurrentSky()->getReflectionProbeAmbiance(should_auto_adjust); + F32 probe_ambiance = LLEnvironment::instance().getCurrentSky()->getReflectionProbeAmbiance(should_auto_adjust()); F32 exp_min = 1.f; F32 exp_max = 1.f; @@ -7087,13 +7087,13 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool { if (dynamic_exposure_enabled) { - exp_min = sky->getHDROffset() - sky->getHDRMin(); - exp_max = sky->getHDROffset() + sky->getHDRMax(); + exp_min = sky->getHDROffset(should_auto_adjust()) - sky->getHDRMin(should_auto_adjust()); + exp_max = sky->getHDROffset(should_auto_adjust()) + sky->getHDRMax(should_auto_adjust()); } else { - exp_min = sky->getHDROffset(); - exp_max = sky->getHDROffset(); + exp_min = sky->getHDROffset(should_auto_adjust()); + exp_max = sky->getHDROffset(should_auto_adjust()); } } else if (dynamic_exposure_enabled) @@ -7113,7 +7113,7 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool shader->uniform1f(dt, gFrameIntervalSeconds); shader->uniform2f(noiseVec, ll_frand() * 2.0f - 1.0f, ll_frand() * 2.0f - 1.0f); shader->uniform4f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max, dynamic_exposure_speed_error); - shader->uniform4f(dynamic_exposure_params2, sky->getHDROffset(), exp_min, exp_max, dynamic_exposure_speed_target); + shader->uniform4f(dynamic_exposure_params2, sky->getHDROffset(should_auto_adjust()), exp_min, exp_max, dynamic_exposure_speed_target); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); @@ -7171,7 +7171,7 @@ void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst) static LLCachedControl tonemap_type_setting(gSavedSettings, "RenderTonemapType", 0U); shader.uniform1i(tonemap_type, tonemap_type_setting); - shader.uniform1f(tonemap_mix, psky->getTonemapMix()); + shader.uniform1f(tonemap_mix, psky->getTonemapMix(should_auto_adjust())); mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); -- cgit v1.3 From f490bf6463e5b4b46fd940adc6bba19ebc11591d Mon Sep 17 00:00:00 2001 From: Maxim Nikolenko Date: Tue, 21 Jan 2025 16:25:01 +0200 Subject: #3442 Crash at LLDrawable::isState --- indra/newview/pipeline.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 38f158c1df..c6e6c454de 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3855,7 +3855,12 @@ void LLPipeline::renderSelectedFaces(const LLColor4& color) for (auto facep : mSelectedFaces) { - if (!facep || facep->getDrawable()->isDead()) + if (!facep || !facep->getViewerObject()) + { + LLSelectMgr::getInstance()->clearSelections(); + return; + } + if (!facep->getDrawable() || facep->getDrawable()->isDead()) { LL_ERRS() << "Bad face on selection" << LL_ENDL; return; -- cgit v1.3 From 4763195e186f8c56c2ee92d4e0154c95aa011997 Mon Sep 17 00:00:00 2001 From: Rye Date: Thu, 23 Jan 2025 18:40:19 -0500 Subject: Fix potential undefined behavior when converting to and from glm types from LLVector3/4 and fall back mul_mat4_vec3 to scalar implementation to attempt crash mitigation (#3339) --- indra/llmath/llvector4a.h | 13 ++++++++ indra/llmath/v3math.h | 51 ++++++++++++++++++++++++++++++ indra/llmath/v4math.h | 51 ++++++++++++++++++++++++++++++ indra/llrender/llrender.cpp | 22 +++++++------ indra/newview/gltfscenemanager.cpp | 4 +-- indra/newview/llgltfmaterialpreviewmgr.cpp | 4 +-- indra/newview/llhudrender.cpp | 2 +- indra/newview/llpanelprimmediacontrols.cpp | 4 +-- indra/newview/llreflectionmap.cpp | 2 +- indra/newview/llsettingsvo.cpp | 4 +-- indra/newview/llviewercamera.cpp | 4 +-- indra/newview/llvoavatar.cpp | 10 +++--- indra/newview/pipeline.cpp | 30 ++++++++---------- 13 files changed, 157 insertions(+), 44 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/llmath/llvector4a.h b/indra/llmath/llvector4a.h index 8ef560dadf..4004852e06 100644 --- a/indra/llmath/llvector4a.h +++ b/indra/llmath/llvector4a.h @@ -33,6 +33,9 @@ class LLRotation; #include #include "llpreprocessor.h" #include "llmemory.h" +#include "glm/vec3.hpp" +#include "glm/vec4.hpp" +#include "glm/gtc/type_ptr.hpp" /////////////////////////////////// // FIRST TIME USERS PLEASE READ @@ -364,6 +367,16 @@ public: inline operator LLQuad() const; + explicit inline operator glm::vec3() const + { + return glm::make_vec3(getF32ptr()); + }; + + explicit inline operator glm::vec4() const + { + return glm::make_vec4(getF32ptr()); + }; + private: LLQuad mQ{}; }; diff --git a/indra/llmath/v3math.h b/indra/llmath/v3math.h index d063b15c74..a3bfa68060 100644 --- a/indra/llmath/v3math.h +++ b/indra/llmath/v3math.h @@ -31,6 +31,11 @@ #include "llmath.h" #include "llsd.h" + +#include "glm/vec3.hpp" +#include "glm/vec4.hpp" +#include "glm/gtc/type_ptr.hpp" + class LLVector2; class LLVector4; class LLVector4a; @@ -66,6 +71,11 @@ class LLVector3 explicit LLVector3(const LLVector4a& vec); // Initializes LLVector4 to (vec[0]. vec[1], vec[2]) explicit LLVector3(const LLSD& sd); + // GLM interop + explicit LLVector3(const glm::vec3& vec); // Initializes LLVector3 to (vec[0]. vec[1], vec[2]) + explicit LLVector3(const glm::vec4& vec); // Initializes LLVector3 to (vec[0]. vec[1], vec[2]) + explicit inline operator glm::vec3() const; // Initializes glm::vec3 to (vec[0]. vec[1], vec[2]) + explicit inline operator glm::vec4() const; // Initializes glm::vec4 to (vec[0]. vec[1], vec[2], 1) LLSD getValue() const; @@ -92,6 +102,8 @@ class LLVector3 inline void set(const F32 *vec); // Sets LLVector3 to vec const LLVector3& set(const LLVector4 &vec); const LLVector3& set(const LLVector3d &vec);// Sets LLVector3 to vec + inline void set(const glm::vec4& vec); // Sets LLVector3 to vec + inline void set(const glm::vec3& vec); // Sets LLVector3 to vec inline void setVec(F32 x, F32 y, F32 z); // deprecated inline void setVec(const LLVector3 &vec); // deprecated @@ -190,6 +202,20 @@ inline LLVector3::LLVector3(const F32 *vec) mV[VZ] = vec[VZ]; } +inline LLVector3::LLVector3(const glm::vec3& vec) +{ + mV[VX] = vec.x; + mV[VY] = vec.y; + mV[VZ] = vec.z; +} + +inline LLVector3::LLVector3(const glm::vec4& vec) +{ + mV[VX] = vec.x; + mV[VY] = vec.y; + mV[VZ] = vec.z; +} + /* inline LLVector3::LLVector3(const LLVector3 ©) { @@ -259,6 +285,20 @@ inline void LLVector3::set(const F32 *vec) mV[2] = vec[2]; } +inline void LLVector3::set(const glm::vec4& vec) +{ + mV[VX] = vec.x; + mV[VY] = vec.y; + mV[VZ] = vec.z; +} + +inline void LLVector3::set(const glm::vec3& vec) +{ + mV[VX] = vec.x; + mV[VY] = vec.y; + mV[VZ] = vec.z; +} + // deprecated inline void LLVector3::setVec(F32 x, F32 y, F32 z) { @@ -471,6 +511,17 @@ inline LLVector3 operator-(const LLVector3 &a) return LLVector3( -a.mV[0], -a.mV[1], -a.mV[2] ); } +inline LLVector3::operator glm::vec3() const +{ + // Do not use glm::make_vec3 it can result in a buffer overrun on some platforms due to glm::vec3 being a simd vector internally + return glm::vec3(mV[VX], mV[VY], mV[VZ]); +} + +inline LLVector3::operator glm::vec4() const +{ + return glm::vec4(mV[VX], mV[VY], mV[VZ], 1.f); +} + inline F32 dist_vec(const LLVector3 &a, const LLVector3 &b) { F32 x = a.mV[0] - b.mV[0]; diff --git a/indra/llmath/v4math.h b/indra/llmath/v4math.h index a5b6f506d7..a4c9668fdd 100644 --- a/indra/llmath/v4math.h +++ b/indra/llmath/v4math.h @@ -32,6 +32,10 @@ #include "v3math.h" #include "v2math.h" +#include "glm/vec3.hpp" +#include "glm/vec4.hpp" +#include "glm/gtc/type_ptr.hpp" + class LLMatrix3; class LLMatrix4; class LLQuaternion; @@ -73,6 +77,11 @@ class LLVector4 mV[3] = (F32)sd[3].asReal(); } + // GLM interop + explicit LLVector4(const glm::vec3& vec); // Initializes LLVector4 to (vec, 1) + explicit LLVector4(const glm::vec4& vec); // Initializes LLVector4 to vec + explicit operator glm::vec3() const; // Initializes glm::vec3 to (vec[0]. vec[1], vec[2]) + explicit operator glm::vec4() const; // Initializes glm::vec4 to (vec[0]. vec[1], vec[2], vec[3]) inline bool isFinite() const; // checks to see if all values of LLVector3 are finite @@ -85,6 +94,8 @@ class LLVector4 inline void set(const LLVector4 &vec); // Sets LLVector4 to vec inline void set(const LLVector3 &vec, F32 w = 1.f); // Sets LLVector4 to LLVector3 vec inline void set(const F32 *vec); // Sets LLVector4 to vec + inline void set(const glm::vec4& vec); // Sets LLVector4 to vec + inline void set(const glm::vec3& vec, F32 w = 1.f); // Sets LLVector4 to LLVector3 vec with w defaulted to 1 inline void setVec(F32 x, F32 y, F32 z); // deprecated inline void setVec(F32 x, F32 y, F32 z, F32 w); // deprecated @@ -223,6 +234,21 @@ inline LLVector4::LLVector4(const LLSD &sd) setValue(sd); } +inline LLVector4::LLVector4(const glm::vec3& vec) +{ + mV[VX] = vec.x; + mV[VY] = vec.y; + mV[VZ] = vec.z; + mV[VW] = 1.f; +} + +inline LLVector4::LLVector4(const glm::vec4& vec) +{ + mV[VX] = vec.x; + mV[VY] = vec.y; + mV[VZ] = vec.z; + mV[VW] = vec.w; +} inline bool LLVector4::isFinite() const { @@ -297,6 +323,21 @@ inline void LLVector4::set(const F32 *vec) mV[VW] = vec[VW]; } +inline void LLVector4::set(const glm::vec4& vec) +{ + mV[VX] = vec.x; + mV[VY] = vec.y; + mV[VZ] = vec.z; + mV[VW] = vec.w; +} + +inline void LLVector4::set(const glm::vec3& vec, F32 w) +{ + mV[VX] = vec.x; + mV[VY] = vec.y; + mV[VZ] = vec.z; + mV[VW] = w; +} // deprecated inline void LLVector4::setVec(F32 x, F32 y, F32 z) @@ -466,6 +507,16 @@ inline LLVector4 operator-(const LLVector4 &a) return LLVector4( -a.mV[VX], -a.mV[VY], -a.mV[VZ] ); } +inline LLVector4::operator glm::vec3() const +{ + return glm::vec3(mV[VX], mV[VY], mV[VZ]); +} + +inline LLVector4::operator glm::vec4() const +{ + return glm::make_vec4(mV); +} + inline F32 dist_vec(const LLVector4 &a, const LLVector4 &b) { LLVector4 vec = a - b; diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 1d53850f74..1dc87a66ce 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -737,9 +737,8 @@ void LLLightState::setPosition(const LLVector4& position) ++gGL.mLightHash; mPosition = position; //transform position by current modelview matrix - glm::vec4 pos(glm::make_vec4(position.mV)); - const glm::mat4& mat = gGL.getModelviewMatrix(); - pos = mat * pos; + glm::vec4 pos(position); + pos = gGL.getModelviewMatrix() * pos; mPosition.set(glm::value_ptr(pos)); } @@ -794,7 +793,7 @@ void LLLightState::setSpotDirection(const LLVector3& direction) ++gGL.mLightHash; //transform direction by current modelview matrix - glm::vec3 dir(glm::make_vec3(direction.mV)); + glm::vec3 dir(direction); const glm::mat3 mat(gGL.getModelviewMatrix()); dir = mat * dir; @@ -2088,12 +2087,14 @@ void set_last_projection(const glm::mat4& mat) glm::vec3 mul_mat4_vec3(const glm::mat4& mat, const glm::vec3& vec) { - //const float w = vec[0] * mat[0][3] + vec[1] * mat[1][3] + vec[2] * mat[2][3] + mat[3][3]; - //return glm::vec3( - // (vec[0] * mat[0][0] + vec[1] * mat[1][0] + vec[2] * mat[2][0] + mat[3][0]) / w, - // (vec[0] * mat[0][1] + vec[1] * mat[1][1] + vec[2] * mat[2][1] + mat[3][1]) / w, - // (vec[0] * mat[0][2] + vec[1] * mat[1][2] + vec[2] * mat[2][2] + mat[3][2]) / w - //); +#if 1 // SIMD path results in strange crashes. Fall back to scalar for now. + const float w = vec[0] * mat[0][3] + vec[1] * mat[1][3] + vec[2] * mat[2][3] + mat[3][3]; + return glm::vec3( + (vec[0] * mat[0][0] + vec[1] * mat[1][0] + vec[2] * mat[2][0] + mat[3][0]) / w, + (vec[0] * mat[0][1] + vec[1] * mat[1][1] + vec[2] * mat[2][1] + mat[3][1]) / w, + (vec[0] * mat[0][2] + vec[1] * mat[1][2] + vec[2] * mat[2][2] + mat[3][2]) / w + ); +#else LLVector4a x, y, z, s, t, p, q; x.splat(vec.x); @@ -2123,4 +2124,5 @@ glm::vec3 mul_mat4_vec3(const glm::mat4& mat, const glm::vec3& vec) res.setAdd(x, z); res.div(q); return glm::make_vec3(res.getF32ptr()); +#endif } diff --git a/indra/newview/gltfscenemanager.cpp b/indra/newview/gltfscenemanager.cpp index ed66753267..2d6d9a153e 100644 --- a/indra/newview/gltfscenemanager.cpp +++ b/indra/newview/gltfscenemanager.cpp @@ -975,9 +975,9 @@ void renderAssetDebug(LLViewerObject* obj, Asset* asset) LLVector4a t; agent_to_asset.affineTransform(gDebugRaycastStart, t); - start = glm::make_vec4(t.getF32ptr()); + start = vec4(t); agent_to_asset.affineTransform(gDebugRaycastEnd, t); - end = glm::make_vec4(t.getF32ptr()); + end = vec4(t); start.w = end.w = 1.0; diff --git a/indra/newview/llgltfmaterialpreviewmgr.cpp b/indra/newview/llgltfmaterialpreviewmgr.cpp index cf6b08797d..da1f1a466f 100644 --- a/indra/newview/llgltfmaterialpreviewmgr.cpp +++ b/indra/newview/llgltfmaterialpreviewmgr.cpp @@ -472,9 +472,9 @@ bool LLGLTFPreviewTexture::render() gPipeline.setupHWLights(); glm::mat4 mat = get_current_modelview(); - glm::vec4 transformed_light_dir = glm::make_vec4(light_dir.mV); + glm::vec4 transformed_light_dir(light_dir); transformed_light_dir = mat * transformed_light_dir; - SetTemporarily force_sun_direction_high_graphics(&gPipeline.mTransformedSunDir, LLVector4(glm::value_ptr(transformed_light_dir))); + SetTemporarily force_sun_direction_high_graphics(&gPipeline.mTransformedSunDir, LLVector4(transformed_light_dir)); // Override lights to ensure the sun is always shining from a certain direction (low graphics) // See also force_sun_direction_high_graphics and fixup_shader_constants { diff --git a/indra/newview/llhudrender.cpp b/indra/newview/llhudrender.cpp index 135fba7897..6850e57b94 100644 --- a/indra/newview/llhudrender.cpp +++ b/indra/newview/llhudrender.cpp @@ -106,7 +106,7 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent, LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw(); glm::ivec4 viewport(world_view_rect.mLeft, world_view_rect.mBottom, world_view_rect.getWidth(), world_view_rect.getHeight()); - glm::vec3 win_coord = glm::project(glm::make_vec3(render_pos.mV), get_current_modelview(), get_current_projection(), viewport); + glm::vec3 win_coord = glm::project(glm::vec3(render_pos), get_current_modelview(), get_current_projection(), viewport); //fonts all render orthographically, set up projection`` gGL.matrixMode(LLRender::MM_PROJECTION); diff --git a/indra/newview/llpanelprimmediacontrols.cpp b/indra/newview/llpanelprimmediacontrols.cpp index 4db0a5b59d..b8c12ce0b9 100644 --- a/indra/newview/llpanelprimmediacontrols.cpp +++ b/indra/newview/llpanelprimmediacontrols.cpp @@ -660,11 +660,11 @@ void LLPanelPrimMediaControls::updateShape() for(; vert_it != vert_end; ++vert_it) { // project silhouette vertices into screen space - glm::vec3 screen_vert(glm::make_vec3(vert_it->mV)); + glm::vec3 screen_vert(*vert_it); screen_vert = mul_mat4_vec3(mat, screen_vert); // add to screenspace bounding box - update_min_max(min, max, LLVector3(glm::value_ptr(screen_vert))); + update_min_max(min, max, LLVector3(screen_vert)); } // convert screenspace bbox to pixels (in screen coords) diff --git a/indra/newview/llreflectionmap.cpp b/indra/newview/llreflectionmap.cpp index 1196d138e9..f3adb52d5e 100644 --- a/indra/newview/llreflectionmap.cpp +++ b/indra/newview/llreflectionmap.cpp @@ -259,7 +259,7 @@ bool LLReflectionMap::getBox(LLMatrix4& box) glm::mat4 mv(get_current_modelview()); LLVector3 s = mViewerObject->getScale().scaledVec(LLVector3(0.5f, 0.5f, 0.5f)); mRadius = s.magVec(); - glm::mat4 scale = glm::scale(glm::make_vec3(s.mV)); + glm::mat4 scale = glm::scale(glm::vec3(s)); if (mViewerObject->mDrawable != nullptr) { // object to agent space (no scale) diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 6f9d4a24bc..62df6cd275 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -1093,8 +1093,8 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force) LLVector4 waterPlane(enorm.x, enorm.y, enorm.z, -glm::dot(ep, enorm)); - norm = glm::make_vec3(gPipeline.mHeroProbeManager.mMirrorNormal.mV); - p = glm::make_vec3(gPipeline.mHeroProbeManager.mMirrorPosition.mV); + norm = glm::vec3(gPipeline.mHeroProbeManager.mMirrorNormal); + p = glm::vec3(gPipeline.mHeroProbeManager.mMirrorPosition); enorm = mul_mat4_vec3(invtrans, norm); enorm = glm::normalize(enorm); ep = mul_mat4_vec3(mat, p); diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp index aa43b2dbad..7d777162ed 100644 --- a/indra/newview/llviewercamera.cpp +++ b/indra/newview/llviewercamera.cpp @@ -420,7 +420,7 @@ bool LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoord LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw(); glm::ivec4 viewport(world_view_rect.mLeft, world_view_rect.mBottom, world_view_rect.getWidth(), world_view_rect.getHeight()); - glm::vec3 win_coord = glm::project(glm::make_vec3(pos_agent.mV), get_current_modelview(), get_current_projection(), viewport); + glm::vec3 win_coord = glm::project(glm::vec3(pos_agent), get_current_modelview(), get_current_projection(), viewport); { // convert screen coordinates to virtual UI coordinates @@ -514,7 +514,7 @@ bool LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent, LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw(); glm::ivec4 viewport(world_view_rect.mLeft, world_view_rect.mBottom, world_view_rect.getWidth(), world_view_rect.getHeight()); - glm::vec3 win_coord = glm::project(glm::make_vec3(pos_agent.mV), get_current_modelview(), get_current_projection(), viewport); + glm::vec3 win_coord = glm::project(glm::vec3(pos_agent), get_current_modelview(), get_current_projection(), viewport); { win_coord.x /= gViewerWindow->getDisplayScale().mV[VX]; diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 7bc9d06f9a..7bf9c88b99 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -1928,8 +1928,8 @@ bool LLVOAvatar::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& glm::mat4 inverse = glm::inverse(mat); glm::mat4 norm_mat = glm::transpose(inverse); - glm::vec3 p1(glm::make_vec3(start.getF32ptr())); - glm::vec3 p2(glm::make_vec3(end.getF32ptr())); + glm::vec3 p1(start); + glm::vec3 p2(end); p1 = mul_mat4_vec3(inverse, p1); p2 = mul_mat4_vec3(inverse, p2); @@ -1937,12 +1937,12 @@ bool LLVOAvatar::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& LLVector3 position; LLVector3 norm; - if (linesegment_sphere(LLVector3(glm::value_ptr(p1)), LLVector3(glm::value_ptr(p2)), LLVector3(0,0,0), 1.f, position, norm)) + if (linesegment_sphere(LLVector3(p1), LLVector3(p2), LLVector3(0,0,0), 1.f, position, norm)) { - glm::vec3 res_pos(glm::make_vec3(position.mV)); + glm::vec3 res_pos(position); res_pos = mul_mat4_vec3(mat, res_pos); - glm::vec3 res_norm(glm::make_vec3(norm.mV)); + glm::vec3 res_norm(norm); res_norm = glm::normalize(res_norm); res_norm = glm::mat3(norm_mat) * res_norm; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index c6e6c454de..f91b054dd7 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -8396,13 +8396,13 @@ void LLPipeline::renderDeferredLighting() setupHWLights(); // to set mSun/MoonDir; - glm::vec4 tc(glm::make_vec4(mSunDir.mV)); + glm::vec4 tc(mSunDir); tc = mat * tc; - mTransformedSunDir.set(glm::value_ptr(tc)); + mTransformedSunDir.set(tc); - glm::vec4 tc_moon(glm::make_vec4(mMoonDir.mV)); + glm::vec4 tc_moon(mMoonDir); tc_moon = mat * tc_moon; - mTransformedMoonDir.set(glm::value_ptr(tc_moon)); + mTransformedMoonDir.set(tc_moon); if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0) { @@ -8655,7 +8655,7 @@ void LLPipeline::renderDeferredLighting() continue; } - glm::vec3 tc(glm::make_vec3(c)); + glm::vec3 tc(center); tc = mul_mat4_vec3(mat, tc); fullscreen_lights.push_back(LLVector4(tc.x, tc.y, tc.z, s)); @@ -8762,13 +8762,12 @@ void LLPipeline::renderDeferredLighting() 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); sVisibleLightCount++; - glm::vec3 tc(glm::make_vec3(c)); + glm::vec3 tc(center); tc = mul_mat4_vec3(mat, tc); setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); @@ -9903,10 +9902,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLVector3 lightDir = -caster_dir; lightDir.normVec(); - glm::vec3 light_dir(glm::make_vec3(lightDir.mV)); - //create light space camera matrix - LLVector3 at = lightDir; LLVector3 up = camera.getAtAxis(); @@ -9958,9 +9954,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //get good split distances for frustum for (U32 i = 0; i < fp.size(); ++i) { - glm::vec3 v(glm::make_vec3(fp[i].mV)); + glm::vec3 v(fp[i]); v = mul_mat4_vec3(saved_view, v); - fp[i].setVec(glm::value_ptr(v)); + fp[i] = LLVector3(v); } min = fp[0]; @@ -10109,9 +10105,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera) for (U32 i = 0; i < fp.size(); i++) { - glm::vec3 p = glm::make_vec3(fp[i].mV); + glm::vec3 p(fp[i]); p = mul_mat4_vec3(view[j], p); - wpf.push_back(LLVector3(glm::value_ptr(p))); + wpf.push_back(LLVector3(p)); } min = wpf[0]; @@ -10312,19 +10308,19 @@ void LLPipeline::generateSunShadow(LLCamera& camera) view[j] = glm::inverse(view[j]); //llassert(origin.isFinite()); - glm::vec3 origin_agent(glm::make_vec3(origin.mV)); + glm::vec3 origin_agent(origin); //translate view to origin origin_agent = mul_mat4_vec3(view[j], origin_agent); - eye = LLVector3(glm::value_ptr(origin_agent)); + eye = LLVector3(origin_agent); //llassert(eye.isFinite()); if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) { mShadowFrustOrigin[j] = eye; } - view[j] = look(LLVector3(glm::value_ptr(origin_agent)), lightDir, -up); + view[j] = look(LLVector3(origin_agent), lightDir, -up); F32 fx = 1.f/tanf(fovx); F32 fz = 1.f/tanf(fovz); -- cgit v1.3 From 93a88e602545828c0298b20ff0375f191d1f6d9a Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Fri, 7 Feb 2025 05:55:47 -0500 Subject: Water Exclusion Surfaces (#3517) * #3455 Add support for water exclusion surfaces --- indra/llrender/llshadermgr.cpp | 1 + indra/llrender/llshadermgr.h | 3 + indra/newview/CMakeLists.txt | 2 + .../shaders/class1/objects/simpleColorF.glsl | 57 ++++++++++++++++ .../shaders/class1/objects/simpleNoAtmosV.glsl | 43 ++++++++++++ .../shaders/class3/deferred/waterHazeF.glsl | 14 ++++ .../shaders/class3/environment/underWaterF.glsl | 8 ++- .../shaders/class3/environment/waterF.glsl | 13 ++-- indra/newview/lldrawpool.cpp | 4 ++ indra/newview/lldrawpool.h | 3 +- indra/newview/lldrawpoolwater.cpp | 48 +++++++------ indra/newview/lldrawpoolwater.h | 2 + indra/newview/lldrawpoolwaterexclusion.cpp | 79 ++++++++++++++++++++++ indra/newview/lldrawpoolwaterexclusion.h | 61 +++++++++++++++++ indra/newview/llviewershadermgr.cpp | 12 ++++ indra/newview/llviewershadermgr.h | 1 + indra/newview/llviewertexturelist.cpp | 2 +- indra/newview/llvovolume.cpp | 12 +++- indra/newview/pipeline.cpp | 60 ++++++++++++++++ indra/newview/pipeline.h | 6 ++ 20 files changed, 400 insertions(+), 31 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/objects/simpleColorF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/simpleNoAtmosV.glsl create mode 100644 indra/newview/lldrawpoolwaterexclusion.cpp create mode 100644 indra/newview/lldrawpoolwaterexclusion.h (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 37697f8a15..25d8ccd4b3 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1392,6 +1392,7 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("screenTex"); mReservedUniforms.push_back("screenDepth"); mReservedUniforms.push_back("refTex"); + mReservedUniforms.push_back("exclusionTex"); mReservedUniforms.push_back("eyeVec"); mReservedUniforms.push_back("time"); mReservedUniforms.push_back("waveDir1"); diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index 34bd73a42e..46788841a5 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -36,6 +36,8 @@ public: LLShaderMgr(); virtual ~LLShaderMgr(); + // Note: although you can use statically hashed strings to just bind a random uniform, it's generally preferably that you use this. + // Always document what the actual shader uniform is next to the shader uniform in this struct. // clang-format off typedef enum { // Shader uniform name, set in LLShaderMgr::initAttribsAndUniforms() @@ -234,6 +236,7 @@ public: WATER_SCREENTEX, // "screenTex" WATER_SCREENDEPTH, // "screenDepth" WATER_REFTEX, // "refTex" + WATER_EXCLUSIONTEX, // "exclusionTex" WATER_EYEVEC, // "eyeVec" WATER_TIME, // "time" WATER_WAVE_DIR1, // "waveDir1" diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt index 5bcfddfe25..d2736c7c12 100644 --- a/indra/newview/CMakeLists.txt +++ b/indra/newview/CMakeLists.txt @@ -156,6 +156,7 @@ set(viewer_SOURCE_FILES lldrawpooltree.cpp lldrawpoolwater.cpp lldrawpoolwlsky.cpp + lldrawpoolwaterexclusion.cpp lldynamictexture.cpp llemote.cpp llenvironment.cpp @@ -823,6 +824,7 @@ set(viewer_HEADER_FILES lldrawpooltree.h lldrawpoolwater.h lldrawpoolwlsky.h + lldrawpoolwaterexclusion.h lldynamictexture.h llemote.h llenvironment.h diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleColorF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleColorF.glsl new file mode 100644 index 0000000000..dea76da5a5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/simpleColorF.glsl @@ -0,0 +1,57 @@ +/** + * @file simpleColorF.glsl + * + * $LicenseInfo:firstyear=2025&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +in vec4 vertex_color; +in vec4 vertex_position; + +uniform vec4 waterPlane; +uniform float waterSign; + +void waterClip(vec3 pos) +{ + // TODO: make this less branchy + if (waterSign > 0) + { + if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) < 0.0) + { + discard; + } + } + else + { + if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) > 0.0) + { + discard; + } + } +} + +void main() +{ + + frag_color = vertex_color; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoAtmosV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoAtmosV.glsl new file mode 100644 index 0000000000..4564e56313 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoAtmosV.glsl @@ -0,0 +1,43 @@ +/** + * @file simpleNoAtmosV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +uniform vec4 color; + +in vec3 position; + +out vec4 vertex_color; +out vec4 vertex_position; + +void main() +{ + //transform vertex + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + vertex_position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_Position = vertex_position; + vertex_color = color; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index ee49b4baae..091c25d15e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -35,13 +35,25 @@ vec4 getWaterFogView(vec3 pos); uniform int above_water; +uniform sampler2D exclusionTex; + void main() { vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5; float depth = getDepth(tc.xy); + float mask = texture(exclusionTex, tc.xy).r; if (above_water > 0) { + // Just discard if we're in the exclusion mask. + // The previous invisiprim hack we're replacing would also crank up water fog desntiy. + // But doing that makes exclusion surfaces very slow as we'd need to render even more into the mask. + // - Geenz 2025-02-06 + if (mask < 1) + { + discard; + } + // we want to depth test when the camera is above water, but some GPUs have a hard time // with depth testing against render targets that are bound for sampling in the same shader // so we do it manually here @@ -51,12 +63,14 @@ void main() { discard; } + } vec4 pos = getPositionWithDepth(tc, depth); vec4 fogged = getWaterFogView(pos.xyz); fogged.a = max(pow(fogged.a, 1.7), 0); + frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results } diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index 1c02dc764d..fa410e9f11 100644 --- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -26,6 +26,7 @@ out vec4 frag_color; uniform sampler2D bumpMap; +uniform sampler2D exclusionTex; #ifdef TRANSPARENT_WATER uniform sampler2D screenTex; @@ -59,6 +60,9 @@ void mirrorClip(vec3 position); void main() { mirrorClip(vary_position); + vec2 screen_tc = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + float water_mask = texture(exclusionTex, screen_tc).r; + vec4 color; //get detail normals @@ -68,8 +72,8 @@ void main() vec3 wavef = normalize(wave1+wave2+wave3); //figure out distortion vector (ripply) - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - distort = distort+wavef.xy*refScale; + vec2 distort = screen_tc; + distort = mix(distort, distort+wavef.xy*refScale, water_mask); #ifdef TRANSPARENT_WATER vec4 fb = texture(screenTex, distort); diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index f8aa684433..7027e3796e 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -88,7 +88,7 @@ uniform sampler2D screenTex; uniform sampler2D depthMap; #endif -uniform sampler2D refTex; +uniform sampler2D exclusionTex; uniform float sunAngle; uniform float sunAngle2; @@ -252,6 +252,8 @@ void main() float shadow = 1.0f; + float water_mask = texture(exclusionTex, distort).r; + #ifdef HAS_SUN_SHADOW shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort); #endif @@ -266,9 +268,8 @@ void main() vec3 refPos = getPositionWithNDC(vec3(distort*2.0-vec2(1.0), depth*2.0-1.0)); // Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect". - fade = max(0,min(1, (pos.z - refPos.z) / 10)); + fade = max(0,min(1, (pos.z - refPos.z) / 10)) * water_mask; distort2 = mix(distort, distort2, min(1, fade * 10)); - depth = texture(depthMap, distort2).r; refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); @@ -282,6 +283,9 @@ void main() #else vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0)); + + if (water_mask < 1) + discard; #endif float metallic = 1.0; @@ -333,6 +337,7 @@ void main() color = mix(fb.rgb, color, fade); float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05); - frag_color = min(vec4(1),max(vec4(color.rgb, spec), vec4(0))); + + frag_color = min(vec4(1),max(vec4(color.rgb, spec * water_mask), vec4(0))); } diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 7bd5206453..e60b3eb5dc 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -42,6 +42,7 @@ #include "lldrawpooltree.h" #include "lldrawpoolterrain.h" #include "lldrawpoolwater.h" +#include "lldrawpoolwaterexclusion.h" #include "llface.h" #include "llviewerobjectlist.h" // For debug listing. #include "pipeline.h" @@ -119,6 +120,9 @@ LLDrawPool *LLDrawPool::createPool(const U32 type, LLViewerTexture *tex0) case POOL_GLTF_PBR_ALPHA_MASK: poolp = new LLDrawPoolGLTFPBR(LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK); break; + case POOL_WATEREXCLUSION: + poolp = new LLDrawPoolWaterExclusion(); + break; default: LL_ERRS() << "Unknown draw pool type!" << LL_ENDL; return NULL; diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index bc412214c7..1c8864a9df 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -55,6 +55,7 @@ public: // based on fill rate and likelihood to occlude future passes (faster, large occluders first). // POOL_SKY = 1, + POOL_WATEREXCLUSION, POOL_WL_SKY, POOL_SIMPLE, POOL_FULLBRIGHT, @@ -140,7 +141,7 @@ public: PASS_GRASS, PASS_FULLBRIGHT, PASS_FULLBRIGHT_RIGGED, - PASS_INVISIBLE, + PASS_INVISIBLE, // Formerly, invisiprims. Now, water exclusion surfaces. PASS_INVISIBLE_RIGGED, PASS_INVISI_SHINY, PASS_INVISI_SHINY_RIGGED, diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 53d6e528b6..c27f5ef486 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -236,6 +236,8 @@ void LLDrawPoolWater::renderPostDeferred(S32 pass) gGL.getTexUnit(bumpTex2)->bind(tex_b); } + shader->bindTexture(LLShaderMgr::WATER_EXCLUSIONTEX, &gPipeline.mWaterExclusionMask); + // bind reflection texture from RenderTarget S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX); @@ -307,30 +309,11 @@ void LLDrawPoolWater::renderPostDeferred(S32 pass) LLGLDisable cullface(GL_CULL_FACE); - LLVOWater* water = nullptr; - for (LLFace* const& face : mDrawFace) - { - if (!face) continue; - water = static_cast(face->getViewerObject()); - if (!water) continue; - - if ((bool)edge == (bool)water->getIsEdgePatch()) - { - face->renderIndexed(); - - // Note non-void water being drawn, updates required - if (!edge) // SL-16461 remove !LLPipeline::sUseOcclusion check - { - sNeedsReflectionUpdate = true; - sNeedsDistortionUpdate = true; - } - } - } + pushWaterPlanes(edge); shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); shader->disableTexture(LLShaderMgr::WATER_SCREENTEX); shader->disableTexture(LLShaderMgr::BUMP_MAP); - shader->disableTexture(LLShaderMgr::WATER_REFTEX); // clean up gPipeline.unbindDeferredShader(*shader); @@ -345,6 +328,31 @@ void LLDrawPoolWater::renderPostDeferred(S32 pass) gGL.setColorMask(true, false); } +void LLDrawPoolWater::pushWaterPlanes(int pass) +{ + LLVOWater* water = nullptr; + for (LLFace* const& face : mDrawFace) + { + if (!face) + continue; + water = static_cast(face->getViewerObject()); + if (!water) + continue; + + if ((bool)pass == (bool)water->getIsEdgePatch()) + { + face->renderIndexed(); + + // Note non-void water being drawn, updates required + if (!pass) // SL-16461 remove !LLPipeline::sUseOcclusion check + { + sNeedsReflectionUpdate = true; + sNeedsDistortionUpdate = true; + } + } + } +} + LLViewerTexture *LLDrawPoolWater::getDebugTexture() { return LLViewerTextureManager::getFetchedTexture(IMG_SMOKE); diff --git a/indra/newview/lldrawpoolwater.h b/indra/newview/lldrawpoolwater.h index f64477a059..7fc9b68bcf 100644 --- a/indra/newview/lldrawpoolwater.h +++ b/indra/newview/lldrawpoolwater.h @@ -74,6 +74,8 @@ public: void setOpaqueTexture(const LLUUID& opaqueTextureId); void setNormalMaps(const LLUUID& normalMapId, const LLUUID& nextNormalMapId); + void pushWaterPlanes(int pass); + protected: void renderOpaqueLegacyWater(); }; diff --git a/indra/newview/lldrawpoolwaterexclusion.cpp b/indra/newview/lldrawpoolwaterexclusion.cpp new file mode 100644 index 0000000000..d796bf39bf --- /dev/null +++ b/indra/newview/lldrawpoolwaterexclusion.cpp @@ -0,0 +1,79 @@ +/** + * @file lldrawpool.cpp + * @brief LLDrawPoolMaterials class implementation + * @author Jonathan "Geenz" Goodman + * + * $LicenseInfo:firstyear=2002&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2013, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#include "llviewerprecompiledheaders.h" + +#include "lldrawpoolwaterexclusion.h" +#include "llviewershadermgr.h" +#include "pipeline.h" +#include "llglcommonfunc.h" +#include "llvoavatar.h" +#include "lldrawpoolwater.h" + +LLDrawPoolWaterExclusion::LLDrawPoolWaterExclusion() : LLRenderPass(LLDrawPool::POOL_WATEREXCLUSION) +{ + LL_INFOS("DPInvisible") << "Creating water exclusion draw pool" << LL_ENDL; +} + + +void LLDrawPoolWaterExclusion::render(S32 pass) +{ // render invisiprims + LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; // LL_RECORD_BLOCK_TIME(FTM_RENDER_INVISIBLE); + + if (gPipeline.shadersLoaded()) + { + gDrawColorProgram.bind(); + } + + + LLGLDepthTest depth(GL_TRUE); + gDrawColorProgram.uniform4f(LLShaderMgr::DIFFUSE_COLOR, 1, 1, 1, 1); + + LLDrawPoolWater* pwaterpool = (LLDrawPoolWater*)gPipeline.getPool(LLDrawPool::POOL_WATER); + if (pwaterpool) + { + // Just treat our water planes as double sided for the purposes of generating the exclusion mask. + LLGLDisable cullface(GL_CULL_FACE); + pwaterpool->pushWaterPlanes(0); + + // Take care of the edge water tiles. + pwaterpool->pushWaterPlanes(1); + } + + gDrawColorProgram.uniform4f(LLShaderMgr::DIFFUSE_COLOR, 0, 0, 0, 1); + + static LLStaticHashedString waterSign("waterSign"); + gDrawColorProgram.uniform1f(waterSign, 1.f); + + pushBatches(LLRenderPass::PASS_INVISIBLE, false, false); + + + if (gPipeline.shadersLoaded()) + { + gDrawColorProgram.unbind(); + } +} diff --git a/indra/newview/lldrawpoolwaterexclusion.h b/indra/newview/lldrawpoolwaterexclusion.h new file mode 100644 index 0000000000..e95721a443 --- /dev/null +++ b/indra/newview/lldrawpoolwaterexclusion.h @@ -0,0 +1,61 @@ +/** + * @file lldrawpoolwaterexclusion.h + * @brief LLDrawPoolWaterExclusion class definition + * @author Jonathan "Geenz" Goodman + * + * $LicenseInfo:firstyear=2025&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2013, 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 + * $/LicenseInfo$ + */ + +#ifndef LL_LLDRAWPOOLWATEREXCLUSION_H +#define LL_LLDRAWPOOLWATEREXCLUSION_H + +#include "v4coloru.h" +#include "v2math.h" +#include "v3math.h" +#include "llvertexbuffer.h" +#include "lldrawpool.h" + +class LLViewerTexture; +class LLDrawInfo; +class LLGLSLShader; + +class LLDrawPoolWaterExclusion : public LLRenderPass +{ +public: + LLDrawPoolWaterExclusion(); + + enum + { + VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX + }; + + virtual U32 getVertexDataMask() { return VERTEX_DATA_MASK; } + + virtual void prerender() {} + + virtual void render(S32 pass = 0); + virtual void beginRenderPass(S32 pass) {} + virtual void endRenderPass(S32 pass) {} + virtual S32 getNumPasses() { return 1; } +}; + +#endif // LL_LLDRAWPOOLWATEREXCLUSION_H diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 2619bbbfcb..ac4519e593 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -101,6 +101,7 @@ LLGLSLShader gReflectionProbeDisplayProgram; LLGLSLShader gCopyProgram; LLGLSLShader gCopyDepthProgram; LLGLSLShader gPBRTerrainBakeProgram; +LLGLSLShader gDrawColorProgram; //object shaders LLGLSLShader gObjectPreviewProgram; @@ -3355,6 +3356,17 @@ bool LLViewerShaderMgr::loadShadersInterface() success = gCopyDepthProgram.createShader(); } + if (success) + { + gDrawColorProgram.mName = "Draw Color Shader"; + gDrawColorProgram.mShaderFiles.clear(); + gDrawColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoAtmosV.glsl", GL_VERTEX_SHADER)); + gDrawColorProgram.mShaderFiles.push_back(make_pair("objects/simpleColorF.glsl", GL_FRAGMENT_SHADER)); + gDrawColorProgram.clearPermutations(); + gDrawColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; + success = gDrawColorProgram.createShader(); + } + if (gSavedSettings.getBOOL("LocalTerrainPaintEnabled")) { if (success) diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index b08796025a..6326de9a6b 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -175,6 +175,7 @@ extern LLGLSLShader gReflectionProbeDisplayProgram; extern LLGLSLShader gCopyProgram; extern LLGLSLShader gCopyDepthProgram; extern LLGLSLShader gPBRTerrainBakeProgram; +extern LLGLSLShader gDrawColorProgram; //output tex0[tc0] - tex1[tc1] extern LLGLSLShader gTwoTextureCompareProgram; diff --git a/indra/newview/llviewertexturelist.cpp b/indra/newview/llviewertexturelist.cpp index 7f38642623..0c186c0ed2 100644 --- a/indra/newview/llviewertexturelist.cpp +++ b/indra/newview/llviewertexturelist.cpp @@ -266,7 +266,7 @@ void LLViewerTextureList::doPrefetchImages() S32 pixel_area = imagesd["area"]; S32 texture_type = imagesd["type"]; - if(LLViewerTexture::FETCHED_TEXTURE == texture_type || LLViewerTexture::LOD_TEXTURE == texture_type) + if((LLViewerTexture::FETCHED_TEXTURE == texture_type || LLViewerTexture::LOD_TEXTURE == texture_type)) { LLViewerFetchedTexture* image = LLViewerTextureManager::getFetchedTexture(uuid, FTT_DEFAULT, MIPMAP_TRUE, LLGLTexture::BOOST_NONE, texture_type); if (image) diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 4dba930ed5..4e8932f912 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -6732,8 +6732,11 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace { //shiny if (tex->getPrimaryFormat() == GL_ALPHA) { //invisiprim+shiny - registerFace(group, facep, LLRenderPass::PASS_INVISI_SHINY); - registerFace(group, facep, LLRenderPass::PASS_INVISIBLE); + if (!facep->getViewerObject()->isAttachment() && !facep->getViewerObject()->isRiggedMesh()) + { + registerFace(group, facep, LLRenderPass::PASS_INVISI_SHINY); + registerFace(group, facep, LLRenderPass::PASS_INVISIBLE); + } } else if (!hud_group) { //deferred rendering @@ -6769,7 +6772,10 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace { //not alpha and not shiny if (!is_alpha && tex->getPrimaryFormat() == GL_ALPHA) { //invisiprim - registerFace(group, facep, LLRenderPass::PASS_INVISIBLE); + if (!facep->getViewerObject()->isAttachment() && !facep->getViewerObject()->isRiggedMesh()) + { + registerFace(group, facep, LLRenderPass::PASS_INVISIBLE); + } } else if (fullbright || bake_sunlight) { //fullbright diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f91b054dd7..18dd694246 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -431,6 +431,7 @@ void LLPipeline::init() stop_glerror(); //create render pass pools + getPool(LLDrawPool::POOL_WATEREXCLUSION); getPool(LLDrawPool::POOL_ALPHA_PRE_WATER); getPool(LLDrawPool::POOL_ALPHA_POST_WATER); getPool(LLDrawPool::POOL_SIMPLE); @@ -673,6 +674,8 @@ void LLPipeline::cleanup() // don't delete wl sky pool it was handled above in the for loop //delete mWLSkyPool; mWLSkyPool = NULL; + delete mWaterExclusionPool; + mWaterExclusionPool = nullptr; releaseGLBuffers(); @@ -907,6 +910,15 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY) mPostMap.allocate(resX, resY, screenFormat); + // The water exclusion mask needs its own depth buffer so we can take care of the problem of multiple water planes. + // Should we ever make water not just a plane, it also aids with that as well as the water planes will be rendered into the mask. + // Why do we do this? Because it saves us some janky logic in the exclusion shader when we generate the mask. + // Regardless, this should always only be an R8 texture unless we choose to start having multiple kinds of exclusion that 8 bits can't handle. + // - Geenz 2025-02-06 + bool success = mWaterExclusionMask.allocate(resX, resY, GL_R8, true); + + assert(success); + // used to scale down textures // See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown mDownResMap.allocate(1024, 1024, GL_RGBA); @@ -1166,6 +1178,8 @@ void LLPipeline::releaseGLBuffers() mSceneMap.release(); + mWaterExclusionMask.release(); + mPostMap.release(); mFXAAMap.release(); @@ -1676,6 +1690,10 @@ LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0) poolp = mPBRAlphaMaskPool; break; + case LLDrawPool::POOL_WATEREXCLUSION: + poolp = mWaterExclusionPool; + break; + default: llassert(0); LL_ERRS() << "Invalid Pool Type in LLPipeline::findPool() type=" << type << LL_ENDL; @@ -4068,6 +4086,8 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) } } +// Render all of our geometry that's required after our deferred pass. +// This is gonna be stuff like alpha, water, etc. void LLPipeline::renderGeomPostDeferred(LLCamera& camera) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; @@ -4084,6 +4104,10 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) bool done_atmospherics = LLPipeline::sRenderingHUDs; //skip atmospherics on huds bool done_water_haze = done_atmospherics; + bool done_water_exclusion = false; + + // do water exclusion just before water pass. + U32 water_exclusion_pass = LLDrawPool::POOL_WATEREXCLUSION; // do atmospheric haze just before post water alpha U32 atmospherics_pass = LLDrawPool::POOL_ALPHA_POST_WATER; @@ -4122,6 +4146,12 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) cur_type = poolp->getType(); + if (cur_type >= water_exclusion_pass && !done_water_exclusion) + { // do water exclusion against depth buffer before rendering alpha + doWaterExclusionMask(); + done_water_exclusion = true; + } + if (cur_type >= atmospherics_pass && !done_atmospherics) { // do atmospherics against depth buffer before rendering alpha doAtmospherics(); @@ -5201,6 +5231,17 @@ void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp ) } break; + case LLDrawPool::POOL_WATEREXCLUSION: + if (mWaterExclusionPool) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Water Exclusion Pool" << LL_ENDL; + } + else + { + mWaterExclusionPool = new_poolp; + } + break; default: llassert(0); @@ -5323,6 +5364,11 @@ void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp ) mPBRAlphaMaskPool = NULL; break; + case LLDrawPool::POOL_WATEREXCLUSION: + llassert(poolp == mWaterExclusionPool); + mWaterExclusionPool = nullptr; + break; + default: llassert(0); LL_WARNS() << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << LL_ENDL; @@ -8824,6 +8870,7 @@ void LLPipeline::renderDeferredLighting() LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, LLPipeline::RENDER_TYPE_TERRAIN, LLPipeline::RENDER_TYPE_WATER, + LLPipeline::RENDER_TYPE_WATEREXCLUSION, END_RENDER_TYPES); renderGeomPostDeferred(*LLViewerCamera::getInstance()); @@ -8962,6 +9009,8 @@ void LLPipeline::doWaterHaze() static LLStaticHashedString above_water_str("above_water"); haze_shader.uniform1i(above_water_str, sUnderWaterRender ? -1 : 1); + haze_shader.bindTexture(LLShaderMgr::WATER_EXCLUSIONTEX, &mWaterExclusionMask); + if (LLPipeline::sUnderWaterRender) { LLGLDepthTest depth(GL_FALSE); @@ -8992,6 +9041,17 @@ void LLPipeline::doWaterHaze() } } +void LLPipeline::doWaterExclusionMask() +{ + mWaterExclusionMask.bindTarget(); + glClearColor(1, 1, 1, 1); + mWaterExclusionMask.clear(); + mWaterExclusionPool->render(); + + mWaterExclusionMask.flush(); + glClearColor(0, 0, 0, 0); +} + void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) { //construct frustum diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 5c9b95ef4a..315e38ed8c 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -337,6 +337,9 @@ public: // should be called just before rendering pre-water alpha objects void doWaterHaze(); + // Generate the water exclusion surface mask. + void doWaterExclusionMask(); + void postDeferredGammaCorrect(LLRenderTarget* screen_target); void generateSunShadow(LLCamera& camera); @@ -500,6 +503,7 @@ public: RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR, RENDER_TYPE_CONTROL_AV = LLDrawPool::POOL_CONTROL_AV, // Animesh RENDER_TYPE_TREE = LLDrawPool::POOL_TREE, + RENDER_TYPE_WATEREXCLUSION = LLDrawPool::POOL_WATEREXCLUSION, RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER, RENDER_TYPE_WATER = LLDrawPool::POOL_WATER, RENDER_TYPE_GLTF_PBR = LLDrawPool::POOL_GLTF_PBR, @@ -714,6 +718,7 @@ public: LLRenderTarget mSpotShadow[2]; LLRenderTarget mPbrBrdfLut; + LLRenderTarget mWaterExclusionMask; // copy of the color/depth buffer just before gamma correction // for use by SSR @@ -953,6 +958,7 @@ protected: LLDrawPool* mWLSkyPool = nullptr; LLDrawPool* mPBROpaquePool = nullptr; LLDrawPool* mPBRAlphaMaskPool = nullptr; + LLDrawPool* mWaterExclusionPool = nullptr; // Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar -- cgit v1.3