From 51bb3c15c8ac6c85ed1a7e8526ba6b60794ac29e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 19 May 2011 20:38:39 -0500 Subject: SH-469 WIP -- get rid of LLMultiSampleBuffer and use GL_ARB_texture_multisample instead. --- indra/newview/pipeline.cpp | 85 ++++++++++++++-------------------------------- 1 file changed, 26 insertions(+), 59 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f64eb89866..964836ff90 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -580,11 +580,6 @@ void LLPipeline::allocatePhysicsBuffer() if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY) { mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); - if (mSampleBuffer.getWidth() == mPhysicsDisplay.getWidth() && - mSampleBuffer.getHeight() == mPhysicsDisplay.getHeight()) - { - mPhysicsDisplay.setSampleBuffer(&mSampleBuffer); - } } } @@ -621,16 +616,16 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED); //allocate deferred rendering color buffers - mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE); - mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples); + mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples); addDeferredAttachments(mDeferredScreen); - mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples); mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); if (shadow_detail > 0 || ssao) { //only need mDeferredLight[0] for shadows OR ssao - mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples); } else { @@ -639,7 +634,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (ssao) { //only need mDeferredLight[1] for ssao - mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false, samples); } else { @@ -648,7 +643,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (gi) { //only need mDeferredLight[2] and mGIMapPost for gi - mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false); for (U32 i = 0; i < 2; i++) { mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); @@ -729,25 +724,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE); } - if (LLRenderTarget::sUseFBO && samples > 1) - { - mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples); - if (LLPipeline::sRenderDeferred) - { - addDeferredAttachments(mSampleBuffer); - mDeferredScreen.setSampleBuffer(&mSampleBuffer); - mEdgeMap.setSampleBuffer(&mSampleBuffer); - } - - mScreen.setSampleBuffer(&mSampleBuffer); - - stop_glerror(); - } - else - { - mSampleBuffer.release(); - } - if (LLPipeline::sRenderDeferred) { //share depth buffer between deferred targets mDeferredScreen.shareDepthBuffer(mScreen); @@ -826,7 +802,6 @@ void LLPipeline::releaseGLBuffers() mScreen.release(); mPhysicsDisplay.release(); mUIScreen.release(); - mSampleBuffer.release(); mDeferredScreen.release(); mDeferredDepth.release(); for (U32 i = 0; i < 3; i++) @@ -6420,11 +6395,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader->uniform1f("magnification", magnification); } - S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); + S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); if (channel > -1) { mScreen.bindTexture(0, channel); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); } //channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); //if (channel > -1) @@ -6567,21 +6541,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen shader.bind(); S32 channel = 0; - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(0,channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE); + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(1, channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE); + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(2, channel); @@ -6704,22 +6678,16 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m); } } - - /*channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE); - if (channel > -1) - { - mDeferredScreen.bindTexture(3, channel); - }*/ + stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage()); if (channel > -1) { gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); stop_glerror(); - glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); - glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA); + //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); + //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA); stop_glerror(); @@ -6748,7 +6716,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[light_index].getUsage()); if (channel > -1) { mDeferredLight[light_index].bindTexture(0, channel); @@ -6968,9 +6936,9 @@ void LLPipeline::renderDeferredLighting() } //ati doesn't seem to love actually using the stencil buffer on FBO's - LLGLEnable stencil(GL_STENCIL_TEST); - glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); - glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + LLGLDisable stencil(GL_STENCIL_TEST); + //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); + //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); gGL.setColorMask(true, true); @@ -7789,16 +7757,15 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) { stop_glerror(); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage()); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[0].getUsage()); shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, mEdgeMap.getUsage()); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, mDeferredLight[1].getUsage()); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, mDeferredLight[2].getUsage()); shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE); shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP); -- cgit v1.3 From 4353eeb9288c95b98935e60928ec0b80de4e6145 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 24 May 2011 15:29:33 -0500 Subject: SH-469 GL_ARB_texture_multisample support --- indra/llrender/llimagegl.cpp | 7 +- indra/llrender/llimagegl.h | 2 +- indra/llrender/llrendertarget.cpp | 4 +- indra/llrender/llshadermgr.cpp | 6 + indra/llrender/llshadermgr.h | 3 + .../shaders/class1/deferred/blurLightF.glsl | 4 +- .../shaders/class1/deferred/blurLightMSF.glsl | 4 +- .../shaders/class1/deferred/multiPointLightF.glsl | 2 +- .../class1/deferred/multiPointLightMSF.glsl | 137 ++++++++++++ .../shaders/class1/deferred/multiSpotLightMSF.glsl | 233 ++++++++++++++++++++ .../shaders/class1/deferred/pointLightF.glsl | 2 +- .../shaders/class1/deferred/pointLightMSF.glsl | 96 ++++---- .../shaders/class1/deferred/pointLightV.glsl | 7 +- .../shaders/class1/deferred/postDeferredF.glsl | 2 +- .../shaders/class1/deferred/postDeferredMSF.glsl | 4 +- .../class1/deferred/postDeferredNoDoFMSF.glsl | 13 +- .../shaders/class1/deferred/softenLightF.glsl | 2 +- .../shaders/class1/deferred/softenLightMSF.glsl | 14 +- .../shaders/class1/deferred/spotLightMSF.glsl | 234 ++++++++++++++++++++ .../shaders/class1/deferred/starsF.glsl | 19 ++ .../shaders/class1/deferred/starsV.glsl | 17 ++ .../shaders/class1/deferred/sunLightSSAOF.glsl | 2 +- .../shaders/class1/deferred/sunLightSSAOMSF.glsl | 2 - .../shaders/class1/effects/glowExtractMSF.glsl | 38 ++++ .../shaders/class2/deferred/edgeF.glsl | 2 +- .../shaders/class2/deferred/edgeMSF.glsl | 16 +- .../shaders/class2/deferred/multiSpotLightF.glsl | 2 +- .../shaders/class2/deferred/multiSpotLightMSF.glsl | 244 ++++++++++++++++++++ .../shaders/class2/deferred/softenLightF.glsl | 52 +---- .../shaders/class2/deferred/softenLightMSF.glsl | 1 - .../shaders/class2/deferred/spotLightMSF.glsl | 245 +++++++++++++++++++++ .../shaders/class2/deferred/sunLightF.glsl | 2 +- .../shaders/class2/deferred/sunLightMSF.glsl | 202 +++++++++++++++++ .../shaders/class2/deferred/sunLightSSAOF.glsl | 2 +- .../shaders/class2/deferred/sunLightSSAOMSF.glsl | 241 ++++++++++++++++++++ indra/newview/lldrawpoolwlsky.cpp | 7 +- indra/newview/llviewercontrol.cpp | 17 +- indra/newview/llviewershadermgr.cpp | 83 ++++++- indra/newview/llviewershadermgr.h | 2 +- indra/newview/pipeline.cpp | 14 +- 40 files changed, 1827 insertions(+), 159 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/starsF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/starsV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index 30b66ae542..3a4139bace 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -1083,12 +1083,17 @@ void LLImageGL::generateTextures(S32 numTextures, U32 *textures) } // static -void LLImageGL::deleteTextures(S32 numTextures, U32 *textures) +void LLImageGL::deleteTextures(S32 numTextures, U32 *textures, bool immediate) { for (S32 i = 0; i < numTextures; i++) { sDeadTextureList.push_back(textures[i]); } + + if (immediate) + { + LLImageGL::deleteDeadTextures(); + } } // static diff --git a/indra/llrender/llimagegl.h b/indra/llrender/llimagegl.h index 6c980984c0..2cfb15b0d9 100644 --- a/indra/llrender/llimagegl.h +++ b/indra/llrender/llimagegl.h @@ -98,7 +98,7 @@ public: // These 3 functions currently wrap glGenTextures(), glDeleteTextures(), and glTexImage2D() // for tracking purposes and will be deprecated in the future static void generateTextures(S32 numTextures, U32 *textures); - static void deleteTextures(S32 numTextures, U32 *textures); + static void deleteTextures(S32 numTextures, U32 *textures, bool immediate = false); static void setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels); BOOL createGLTexture() ; diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index 64caf77b87..ddd6072fff 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -289,7 +289,7 @@ void LLRenderTarget::release() } else { - LLImageGL::deleteTextures(1, &mDepth); + LLImageGL::deleteTextures(1, &mDepth, true); stop_glerror(); } mDepth = 0; @@ -318,7 +318,7 @@ void LLRenderTarget::release() if (mTex.size() > 0) { - LLImageGL::deleteTextures(mTex.size(), &mTex[0]); + LLImageGL::deleteTextures(mTex.size(), &mTex[0], true); mTex.clear(); } diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 98a0a93084..b8f9c60ca9 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -374,6 +374,12 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade GLcharARB* text[1024]; GLuint count = 0; + //copy preprocessor definitions into buffer + for (std::map::iterator iter = mDefinitions.begin(); iter != mDefinitions.end(); ++iter) + { + std::string define = "#define " + iter->first + " " + iter->second + "\n"; + text[count++] = (GLcharARB *) strdup(define.c_str()); + } //copy file into memory while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) ) diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index c54c4608d7..9ee11b98c8 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -60,6 +60,9 @@ public: std::vector mReservedUniforms; + //preprocessor definitions (name/value) + std::map mDefinitions; + protected: // our parameter manager singleton instance diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index d9f021b114..98d034c2b5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -26,7 +26,7 @@ uniform vec2 screen_res; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -39,7 +39,7 @@ vec4 getPosition(vec2 pos_screen) void main() { - vec2 tc = vary_fragcoord.xy; + vec2 tc = vary_fragcoord.xy; vec3 norm = texture2DRect(normalMap, tc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm vec3 pos = getPosition(tc).xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl index 113197c871..4366376d99 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl @@ -28,12 +28,12 @@ uniform vec2 screen_res; vec4 texture2DMS(sampler2DMS tex, ivec2 tc) { vec4 ret = vec4(0,0,0,0); - for (int i = 0; i < 4; i++) + for (int i = 0; i < samples; i++) { ret += texelFetch(tex, tc, i); } - return ret * 0.25; + return ret/samples; } vec4 getPosition(ivec2 pos_screen) diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 609fc4f14f..e10fb105e8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -36,7 +36,7 @@ uniform mat4 inv_proj; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl new file mode 100644 index 0000000000..16e97109f9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl @@ -0,0 +1,137 @@ +/** + * @file multiPointLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS depthMap; +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS normalMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; + + +uniform vec3 env_mat[3]; +uniform float sun_wash; + +uniform int light_count; + +#define MAX_LIGHT_COUNT 16 +uniform vec4 light[MAX_LIGHT_COUNT]; +uniform vec4 light_col[MAX_LIGHT_COUNT]; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform float far_z; + +uniform mat4 inv_proj; + +vec4 getPosition(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; + ivec2 itc = ivec2(frag); + + int wght = 0; + vec3 fcol = vec3(0,0,0); + + for (int s = 0; s < samples; ++s) + { + vec3 pos = getPosition(itc, s).xyz; + if (pos.z >= far_z) + { + vec3 norm = texelFetch(normalMap, itc, s).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + norm = normalize(norm); + vec4 spec = texelFetch(specularRect, itc, s); + vec3 diff = texelFetch(diffuseRect, itc, s).rgb; + float noise = texture2D(noiseMap, frag.xy/128.0).b; + vec3 out_col = vec3(0,0,0); + 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 < MAX_LIGHT_COUNT; ++i) + { + bool light_contrib = (i < light_count); + + vec3 lv = light[i].xyz-pos; + float dist2 = dot(lv,lv); + dist2 /= light[i].w; + if (dist2 > 1.0) + { + light_contrib = false; + } + + float da = dot(norm, lv); + if (da < 0.0) + { + light_contrib = false; + } + + if (light_contrib) + { + lv = normalize(lv); + da = dot(norm, lv); + + float fa = light_col[i].a+1.0; + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + 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) + { + //vec3 ref = dot(pos+lv, norm); + + float sa = dot(normalize(lv+npos),norm); + + if (sa > 0.0) + { + sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*light_col[i].rgb*spec.rgb; + } + } + + out_col += col; + } + } + + fcol += out_col; + ++wght; + } + } + + if (wght <= 0) + { + discard; + } + + gl_FragColor.rgb = fcol/wght; + gl_FragColor.a = 0.0; + + +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl new file mode 100644 index 0000000000..bdaa8e59c4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl @@ -0,0 +1,233 @@ +/** + * @file multiSpotLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +//class 1 -- no shadows + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod; //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod; +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; +uniform int proj_shadow_idx; +uniform float shadow_fade; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); + + return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + + float det = min(lod/(proj_lod*0.5), 1.0); + + float d = min(dist.x, dist.y); + + float edge = 0.25*det; + + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); + + return ret; +} + + +vec4 getPosition(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + int wght = 0; + + vec3 fcol = vec3(0,0,0); + + vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; + + ivec2 itc = ivec2(frag.xy); + + for (int i = 0; i < samples; ++i) + { + vec3 pos = getPosition(itc, i).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 <= 1.0) + { + vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0; + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z >= 0.0) + { + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + if (dist_atten > 0.0) + { + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; + + float noise = texture2D(noiseMap, frag.xy/128.0).b; + if (proj_tc.z > 0.0 && + proj_tc.x < 1.0 && + proj_tc.y < 1.0 && + proj_tc.x > 0.0 && + proj_tc.y > 0.0) + { + float lit = 0.0; + float amb_da = proj_ambiance; + + if (da > 0.0) + { + float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + + vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*lit*diff_tex; + amb_da += (da*0.5)*proj_ambiance; + } + + //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); + vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); + + amb_da += (da*da*0.5+0.5)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texelFetch(specularRect, itc, i); + if (spec.a > 0.0) + { + vec3 ref = reflect(normalize(pos), norm); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float ds = dot(ref, proj_n); + + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + + if (stc.z > 0.0) + { + stc.xy /= stc.w; + + float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; + } + } + } + } + + fcol += col; + ++wght; + } + } + } + } + + if (wght <= 0) + { + discard; + } + + gl_FragColor.rgb = fcol/wght; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 22ed9dcd40..0d771109fb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -30,7 +30,7 @@ uniform vec4 viewport; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = (pos_screen.xy-viewport.xy)*2.0; sc /= viewport.zw; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl index 22ed9dcd40..23b5e76735 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl @@ -8,14 +8,15 @@ #version 120 #extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; +uniform sampler2DMS depthMap; +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS normalMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; -uniform sampler2DRect depthMap; + uniform vec3 env_mat[3]; uniform float sun_wash; @@ -28,10 +29,10 @@ uniform vec2 screen_res; uniform mat4 inv_proj; uniform vec4 viewport; -vec4 getPosition(vec2 pos_screen) +vec4 getPosition(ivec2 pos_screen, int sample) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = (pos_screen.xy-viewport.xy)*2.0; + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = (vec2(pos_screen.xy)-viewport.xy)*2.0; sc /= viewport.zw; sc -= vec2(1.0,1.0); vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); @@ -48,53 +49,60 @@ void main() frag.xyz = frag.xyz*0.5+0.5; frag.xy *= screen_res; - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = vary_light.xyz-pos; - float dist2 = dot(lv,lv); - dist2 /= vary_light.w; - if (dist2 > 1.0) - { - discard; - } - - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float da = dot(norm, lv); - if (da < 0.0) + ivec2 itc = ivec2(frag.xy); + + int wght = 0; + vec3 fcol = vec3(0,0,0); + + for (int s = 0; s < samples; ++s) { - discard; - } - - norm = normalize(norm); - lv = normalize(lv); - da = dot(norm, lv); + vec3 pos = getPosition(itc, s).xyz; + vec3 lv = vary_light.xyz-pos; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 <= 1.0) + { + vec3 norm = texelFetch(normalMap, itc, s).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + float da = dot(norm, lv); + if (da >= 0.0) + { + norm = normalize(norm); + lv = normalize(lv); + da = dot(norm, lv); - float noise = texture2D(noiseMap, frag.xy/128.0).b; + float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; - float fa = gl_Color.a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - float lit = da * dist_atten * noise; + vec3 col = texelFetch(diffuseRect, itc, s).rgb; + float fa = gl_Color.a+1.0; + float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float lit = da * dist_atten * noise; - col = gl_Color.rgb*lit*col; + col = gl_Color.rgb*lit*col; - vec4 spec = texture2DRect(specularRect, frag.xy); - if (spec.a > 0.0) - { - float sa = dot(normalize(lv-normalize(pos)),norm); - if (sa > 0.0) - { - sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*gl_Color.rgb*spec.rgb; + vec4 spec = texelFetch(specularRect, itc, s); + if (spec.a > 0.0) + { + float sa = dot(normalize(lv-normalize(pos)),norm); + if (sa > 0.0) + { + sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); + sa *= noise; + col += da*sa*gl_Color.rgb*spec.rgb; + } + } + + fcol += col; + ++wght; + } } } - if (dot(col, col) <= 0.0) + if (wght <= 0) { discard; } - gl_FragColor.rgb = col; + gl_FragColor.rgb = fcol/wght; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index 8e74feb615..2377947e7f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -10,14 +10,9 @@ varying vec4 vary_light; varying vec4 vary_fragcoord; -uniform vec2 screen_res; -uniform float near_clip; - void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; vary_fragcoord = pos; @@ -25,6 +20,8 @@ void main() tex.w = 1.0; vary_light = gl_MultiTexCoord0; + + gl_Position = pos; gl_FrontColor = gl_Color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 77f1b2224c..d389add03b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -29,7 +29,7 @@ varying vec2 vary_fragcoord; float getDepth(vec2 pos_screen) { - float z = texture2DRect(depthMap, pos_screen.xy).a; + float z = texture2DRect(depthMap, pos_screen.xy).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl index a34f882c39..711c6dc96d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl @@ -31,12 +31,12 @@ varying vec2 vary_fragcoord; vec4 texture2DMS(sampler2DMS tex, ivec2 tc) { vec4 ret = vec4(0,0,0,0); - for (int i = 0; i < 4; ++i) + for (int i = 0; i < samples; ++i) { ret += texelFetch(tex, tc, i); } - return ret * 0.25; + return ret/samples; } float getDepth(ivec2 pos_screen) diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl index 7b14974f8b..359b26b7d4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl @@ -18,13 +18,14 @@ varying vec2 vary_fragcoord; vec4 texture2DMS(sampler2DMS tex, ivec2 tc) { - vec4 ret = texelFetch(tex,tc,0); - ret += texelFetch(tex,tc,1); - ret += texelFetch(tex,tc,2); - ret += texelFetch(tex,tc,3); - ret *= 0.25; + vec4 ret = vec4(0,0,0,0); - return ret; + for (int i = 0; i < samples; ++i) + { + ret += texelFetch(tex,tc,i); + } + + return ret/samples; } void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 29340c7e9f..c1147feff6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -259,7 +259,7 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).a; + float depth = texture2DRect(depthMap, tc.xy).r; vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl index 4c38d91499..fcba4f57e6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl @@ -251,18 +251,18 @@ vec3 scaleSoftClip(vec3 light) vec4 texture2DMS(sampler2DMS tex, ivec2 tc) { - vec4 ret = texelFetch(tex,tc,0); - ret += texelFetch(tex,tc,1); - ret += texelFetch(tex,tc,2); - ret += texelFetch(tex,tc,3); - ret *= 0.25; + vec4 ret = vec4(0,0,0,0); - return ret; + for (int i = 0; i < samples; ++i) + { + ret += texelFetch(tex,tc,i); + } + + return ret/samples; } void main() { - int samples = 4; vec2 tc = vary_fragcoord.xy; ivec2 itc = ivec2(tc); diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl new file mode 100644 index 0000000000..3a9d9266bb --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl @@ -0,0 +1,234 @@ +/** + * @file multiSpotLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +//class 1 -- no shadows + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod; //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod; +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; +uniform int proj_shadow_idx; +uniform float shadow_fade; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); + + return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + + float det = min(lod/(proj_lod*0.5), 1.0); + + float d = min(dist.x, dist.y); + + float edge = 0.25*det; + + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); + + return ret; +} + + +vec4 getPosition(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + ivec2 itc = ivec2(frag.xy); + + vec3 fcol = vec3(0,0,0); + int wght = 0; + + for (int i = 0; i < samples; ++i) + { + vec3 pos = getPosition(itc, i).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 <= 1.0) + { + vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0; + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z >= 0.0) + { + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + if (dist_atten > 0.0) + { + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; + + float noise = texture2D(noiseMap, frag.xy/128.0).b; + if (proj_tc.z > 0.0 && + proj_tc.x < 1.0 && + proj_tc.y < 1.0 && + proj_tc.x > 0.0 && + proj_tc.y > 0.0) + { + float lit = 0.0; + float amb_da = proj_ambiance; + + if (da > 0.0) + { + float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + + vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*lit*diff_tex; + amb_da += (da*0.5)*proj_ambiance; + } + + //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); + vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); + + amb_da += (da*da*0.5+0.5)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texelFetch(specularRect, itc, i); + if (spec.a > 0.0) + { + vec3 ref = reflect(normalize(pos), norm); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float ds = dot(ref, proj_n); + + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + + if (stc.z > 0.0) + { + stc.xy /= stc.w; + + float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; + } + } + } + } + + fcol += col; + ++wght; + } + } + } + } + + if (wght <= 0) + { + discard; + } + + gl_FragColor.rgb = fcol/wght; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl new file mode 100644 index 0000000000..b1c25b7fd3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -0,0 +1,19 @@ +/** + * @file starsF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +uniform sampler2D diffuseMap; + +void main() +{ + vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); + + gl_FragData[0] = col; + gl_FragData[1] = vec4(0,0,0,0); + gl_FragData[2] = vec4(0,0,1,0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl new file mode 100644 index 0000000000..1f0376ce6b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -0,0 +1,17 @@ +/** + * @file starsV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + + +void main() +{ + //transform vertex + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index cd91351ad4..d1e8359742 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -35,7 +35,7 @@ uniform float shadow_offset; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl index 49b45dedd6..ce0ebc54f8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl @@ -101,8 +101,6 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample) void main() { - int samples = 4; - vec2 pos_screen = vary_fragcoord.xy; ivec2 itc = ivec2(pos_screen); diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl new file mode 100644 index 0000000000..c03a0c61bd --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl @@ -0,0 +1,38 @@ +/** + * @file glowExtractF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseMap; +uniform float minLuminance; +uniform float maxExtractAlpha; +uniform vec3 lumWeights; +uniform vec3 warmthWeights; +uniform float warmthAmount; + +void main() +{ + ivec2 itc = ivec2(gl_TexCoord[0].xy); + vec4 fcol = vec4(0,0,0,0); + + for (int i = 0; i < samples; i++) + { + vec4 col = texelFetch(diffuseMap, itc, i); + + /// CALCULATING LUMINANCE (Using NTSC lum weights) + /// http://en.wikipedia.org/wiki/Luma_%28video%29 + float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) ); + float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) ); + + fcol += vec4(col.rgb, max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha)); + } + + gl_FragColor = fcol/samples; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl index 3155f3f929..30e1702e9f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl @@ -22,7 +22,7 @@ uniform vec2 screen_res; float getDepth(vec2 pos_screen) { - float z = texture2DRect(depthMap, pos_screen.xy).a; + float z = texture2DRect(depthMap, pos_screen.xy).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl index a47ee678f6..38100d1523 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl @@ -21,8 +21,9 @@ uniform float norm_cutoff; uniform mat4 inv_proj; uniform vec2 screen_res; -float getDepth(float z) +float getDepth(ivec2 pos_screen, int sample) { + float z = texelFetch(depthMap, pos_screen, sample).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; @@ -31,7 +32,6 @@ float getDepth(float z) void main() { - float e = 0; ivec2 itc = ivec2(vary_fragcoord.xy); @@ -40,24 +40,24 @@ void main() { vec3 norm = texelFetch(normalMap, itc, i).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - float depth = getDepth(texelFetch(depthMap, itc, i).r); + float depth = getDepth(itc, i); vec2 tc = vary_fragcoord.xy; - float sc = 0.75; + int sc = 1; vec2 de; - de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc))); - de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc))); + de.x = (depth-getDepth(itc+ivec2(sc, sc),i)) + (depth-getDepth(itc+ivec2(-sc, -sc), i)); + de.y = (depth-getDepth(itc+ivec2(-sc, sc),i)) + (depth-getDepth(itc+ivec2(sc, -sc), i)); de /= depth; de *= de; de = step(depth_cutoff, de); vec2 ne; - vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb; + vec3 nexnorm = texelFetch(normalMap, itc+ivec2(-sc,-sc), i).rgb; nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm ne.x = dot(nexnorm, norm); - vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb; + vec3 neynorm = texelFetch(normalMap, itc+ivec2(sc,sc), i).rgb; neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm ne.y = dot(neynorm, norm); diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index d6cd984ebe..de987b1233 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -91,7 +91,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl new file mode 100644 index 0000000000..c6f0ea2a5d --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl @@ -0,0 +1,244 @@ +/** + * @file multiSpotLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2DMS lightMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod; //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod; +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; +uniform int proj_shadow_idx; +uniform float shadow_fade; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); + + return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + + float det = min(lod/(proj_lod*0.5), 1.0); + + float d = min(dist.x, dist.y); + + float edge = 0.25*det; + + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); + + return ret; +} + + +vec4 getPosition(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + int wght = 0; + + vec3 fcol = vec3(0,0,0); + + vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; + + ivec2 itc = ivec2(frag.xy); + + for (int i = 0; i < samples; i++) + { + vec3 pos = getPosition(itc, i).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 <= 1.0) + { + float shadow = 1.0; + + if (proj_shadow_idx >= 0) + { + vec4 shd = texelFetch(lightMap, itc, i); + float sh[2]; + sh[0] = shd.b; + sh[1] = shd.a; + shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); + } + + vec3 norm = texelFetch(normalMap, itc, i).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z >= 0.0) + { + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + if (dist_atten > 0.0) + { + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; + + float noise = texture2D(noiseMap, frag.xy/128.0).b; + if (proj_tc.z > 0.0 && + proj_tc.x < 1.0 && + proj_tc.y < 1.0 && + proj_tc.x > 0.0 && + proj_tc.y > 0.0) + { + float lit = 0.0; + float amb_da = proj_ambiance; + + if (da > 0.0) + { + float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + + vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*lit*diff_tex*shadow; + amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; + } + + //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); + vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); + + amb_da += (da*da*0.5+0.5)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texelFetch(specularRect, itc, i); + if (spec.a > 0.0) + { + vec3 ref = reflect(normalize(pos), norm); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float ds = dot(ref, proj_n); + + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + + if (stc.z > 0.0) + { + stc.xy /= stc.w; + + float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; + } + } + } + } + + fcol += col; + wght++; + } + } + } + } + + if (wght <= 0) + { + discard; + } + + gl_FragColor.rgb = fcol/wght; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 0160e84278..dfa1964142 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -71,7 +71,7 @@ vec4 getPosition_d(vec2 pos_screen, float depth) vec4 getPosition(vec2 pos_screen) { //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; return getPosition_d(pos_screen, depth); } @@ -258,7 +258,7 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).a; + float depth = texture2DRect(depthMap, tc.xy).r; vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm @@ -288,54 +288,8 @@ void main() float sa = dot(refnormpersp, vary_light.xyz); vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; - /* - // screen-space cheap fakey reflection map - // - vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); - depth -= 0.5; // unbias depth - // first figure out where we'll make our 2D guess from - vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; - // Offset the guess source a little according to a trivial - // checkerboard dither function and spec.a. - // This is meant to be similar to sampling a blurred version - // of the diffuse map. LOD would be better in that regard. - // The goal of the blur is to soften reflections in surfaces - // with low shinyness, and also to disguise our lameness. - float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); - ref2d += vec2(checkoffset, checkoffset); - ref2d += tc.xy; // use as offset from destination - // Get attributes from the 2D guess point. - // We average two samples of diffuse (not of anything else) per - // pixel to try to reduce aliasing some more. - vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + - texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); - float refdepth = texture2DRect(depthMap, ref2d).a; - vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - float refshad = texture2DRect(lightMap, ref2d).r; - vec3 refn = texture2DRect(normalMap, ref2d).rgb; - refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm - refn = normalize(refn); - // figure out how appropriate our guess actually was - float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); - // darken reflections from points which face away from the reflected ray - our guess was a back-face - //refapprop *= step(dot(refnorm, refn), 0.0); - refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant - // get appropriate light strength for guess-point - // reflect light direction to increase the illusion that - // these are reflections. - vec3 reflight = reflect(lightnorm.xyz, norm.xyz); - float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); - // apply sun color to guess-point, dampen according to inappropriateness of guess - float refmod = min(refapprop, reflit); - vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; - vec3 ssshiny = (refprod * spec.a); - ssshiny *= 0.3; // dampen it even more - */ - vec3 ssshiny = vec3(0,0,0); - // add the two types of shiny together - col += (ssshiny + dumbshiny) * spec.rgb; + col += dumbshiny * spec.rgb; } col = atmosLighting(col); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl index 7d4548d6d9..71482d0c7b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -252,7 +252,6 @@ vec3 scaleSoftClip(vec3 light) void main() { - int samples = 4; vec2 tc = vary_fragcoord.xy; ivec2 itc = ivec2(tc); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl new file mode 100644 index 0000000000..099a45718a --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl @@ -0,0 +1,245 @@ +/** + * @file multiSpotLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2DMS lightMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2D projectionMap; + +uniform mat4 proj_mat; //screen space to light space +uniform float proj_near; //near clip for projection +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +uniform vec3 proj_n; +uniform float proj_focus; //distance from plane to begin blurring +uniform float proj_lod; //(number of mips in proj map) +uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod; +uniform float proj_ambiance; +uniform float near_clip; +uniform float far_clip; + +uniform vec3 proj_origin; //origin of projection to be used for angular attenuation +uniform float sun_wash; +uniform int proj_shadow_idx; +uniform float shadow_fade; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; + +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); + + return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); + + float det = min(lod/(proj_lod*0.5), 1.0); + + float d = min(dist.x, dist.y); + + float edge = 0.25*det; + + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); + + return ret; +} + + +vec4 getPosition(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec4 frag = vary_fragcoord; + frag.xyz /= frag.w; + frag.xyz = frag.xyz*0.5+0.5; + frag.xy *= screen_res; + ivec2 itc = ivec2(frag.xy); + + vec3 fcol = vec3(0,0,0); + int wght = 0; + + for (int i = 0; i < samples; i++) + { + vec3 pos = getPosition(itc, i).xyz; + vec3 lv = vary_light.xyz-pos.xyz; + float dist2 = dot(lv,lv); + dist2 /= vary_light.w; + if (dist2 <= 1.0) + { + float shadow = 1.0; + + if (proj_shadow_idx >= 0) + { + vec4 shd = texelFetch(lightMap, itc, i); + float sh[2]; + sh[0] = shd.b; + sh[1] = shd.a; + shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); + } + + vec3 norm = texelFetch(normalMap, itc, i).xyz; + norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm + + norm = normalize(norm); + float l_dist = -dot(lv, proj_n); + + vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); + if (proj_tc.z >= 0.0) + { + proj_tc.xyz /= proj_tc.w; + + float fa = gl_Color.a+1.0; + float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + if (dist_atten > 0.0) + { + lv = proj_origin-pos.xyz; + lv = normalize(lv); + float da = dot(norm, lv); + + vec3 col = vec3(0,0,0); + + vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; + + float noise = texture2D(noiseMap, frag.xy/128.0).b; + if (proj_tc.z > 0.0 && + proj_tc.x < 1.0 && + proj_tc.y < 1.0 && + proj_tc.x > 0.0 && + proj_tc.y > 0.0) + { + float lit = 0.0; + float amb_da = proj_ambiance; + + if (da > 0.0) + { + float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + + vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); + + vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; + + lit = da * dist_atten * noise; + + col = lcol*lit*diff_tex*shadow; + amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; + } + + //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); + vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); + + amb_da += (da*da*0.5+0.5)*proj_ambiance; + + amb_da *= dist_atten * noise; + + amb_da = min(amb_da, 1.0-lit); + + col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + } + + + vec4 spec = texelFetch(specularRect, itc, i); + if (spec.a > 0.0) + { + vec3 ref = reflect(normalize(pos), norm); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float ds = dot(ref, proj_n); + + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + + if (stc.z > 0.0) + { + stc.xy /= stc.w; + + float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; + } + } + } + } + + fcol += col; + wght++; + } + } + } + } + + if (wght <= 0) + { + discard; + } + + gl_FragColor.rgb = fcol/wght; + gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 4369b3b34f..b724c134b9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -45,7 +45,7 @@ uniform float spot_shadow_offset; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl new file mode 100644 index 0000000000..dd6fa958c9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl @@ -0,0 +1,202 @@ +/** + * @file sunLightMSF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +//class 2, shadows, no SSAO + +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap4; +uniform sampler2DShadow shadowMap5; + + +// Inputs +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +varying vec2 vary_fragcoord; +varying vec4 vary_light; + +uniform mat4 inv_proj; +uniform vec2 screen_res; +uniform vec2 shadow_res; +uniform vec2 proj_shadow_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; + +vec4 getPosition(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen.xy, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias*scl; + + float cs = shadow2DRect(shadowMap, stc.xyz).x; + float shadow = cs; + + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); + + return shadow/5.0; + + //return shadow; +} + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += spot_shadow_bias*scl; + + float cs = shadow2D(shadowMap, stc.xyz).x; + float shadow = cs; + + vec2 off = 1.5/proj_shadow_res; + + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); + + return shadow/5.0; + + //return shadow; +} + +void main() +{ + vec2 pos_screen = vary_fragcoord.xy; + ivec2 itc = ivec2(pos_screen); + + //try doing an unproject here + + vec4 fcol = vec4(0,0,0,0); + + for (int i = 0; i < samples; i++) + { + vec4 pos = getPosition(itc, i); + + vec4 nmap4 = texelFetch(normalMap, itc, i); + nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm + float displace = nmap4.w; + vec3 norm = nmap4.xyz; + + /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL + { + gl_FragColor = vec4(0.0); // doesn't matter + return; + }*/ + + float shadow = 1.0; + float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + + vec3 shadow_pos = pos.xyz + displace*norm; + vec3 offset = vary_light.xyz * (1.0-dp_directional_light); + + vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); + + if (spos.z > -shadow_clip.w) + { + if (dp_directional_light == 0.0) + { + // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup + shadow = 0.0; + } + else + { + vec4 lpos; + + if (spos.z < -shadow_clip.z) + { + lpos = shadow_matrix[3]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap3, lpos, 0.25); + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + else if (spos.z < -shadow_clip.y) + { + lpos = shadow_matrix[2]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap2, lpos, 0.5); + } + else if (spos.z < -shadow_clip.x) + { + lpos = shadow_matrix[1]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap1, lpos, 0.75); + } + else + { + lpos = shadow_matrix[0]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap0, lpos, 1.0); + } + + // take the most-shadowed value out of these two: + // * the blurred sun shadow in the light (shadow) map + // * an unblurred dot product between the sun and this norm + // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting + shadow = min(shadow, dp_directional_light); + + //lpos.xy /= lpos.w*32.0; + //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) + //{ + // shadow = 0.0; + //} + + } + } + else + { + // more distant than the shadow map covers + shadow = 1.0; + } + + fcol[0] += shadow; + fcol[1] += 1.0; + + spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); + + //spotlight shadow 1 + vec4 lpos = shadow_matrix[4]*spos; + fcol[2] += pcfShadow(shadowMap4, lpos, 0.8); + + //spotlight shadow 2 + lpos = shadow_matrix[5]*spos; + fcol[3] += pcfShadow(shadowMap5, lpos, 0.8); + } + + gl_FragColor = fcol/samples; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 847b36b1ac..68e18162f6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -45,7 +45,7 @@ uniform float spot_shadow_offset; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl new file mode 100644 index 0000000000..d28741f945 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl @@ -0,0 +1,241 @@ +/** + * @file sunLightSSAOF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +//class 2 -- shadows and SSAO + +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap4; +uniform sampler2DShadow shadowMap5; +uniform sampler2D noiseMap; + +// Inputs +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +varying vec2 vary_fragcoord; +varying vec4 vary_light; + +uniform mat4 inv_proj; +uniform vec2 screen_res; +uniform vec2 shadow_res; +uniform vec2 proj_shadow_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; + +vec4 getPosition(ivec2 pos_screen, int sample) +{ + float depth = texelFetch(depthMap, pos_screen, sample).r; + vec2 sc = vec2(pos_screen.xy)*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample) +{ + float ret = 1.0; + + vec2 kern[8]; + // exponentially (^2) distant occlusion samples spread around origin + kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; + kern[1] = vec2(1.0, 0.0) * 0.250*0.250; + kern[2] = vec2(0.0, 1.0) * 0.375*0.375; + kern[3] = vec2(0.0, -1.0) * 0.500*0.500; + kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; + kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; + kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; + kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; + + vec2 pos_screen = vary_fragcoord.xy; + vec3 pos_world = pos.xyz; + vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; + + float angle_hidden = 0.0; + int points = 0; + + float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); + + // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) + for (int i = 0; i < 8; i++) + { + ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect)); + vec3 samppos_world = getPosition(samppos_screen, sample).xyz; + + vec3 diff = pos_world - samppos_world; + float dist2 = dot(diff, diff); + + // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area + // --> solid angle shrinking by the square of distance + //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 + //(k should vary inversely with # of samples, but this is taken care of later) + + angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); + + // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" + points = points + int(diff.z > -1.0); + } + + angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); + + ret = (1.0 - (float(points != 0) * angle_hidden)); + + return min(ret, 1.0); +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias*scl; + + float cs = shadow2DRect(shadowMap, stc.xyz).x; + float shadow = cs; + + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); + + return shadow/5.0; + + //return shadow; +} + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += spot_shadow_bias*scl; + + float cs = shadow2D(shadowMap, stc.xyz).x; + float shadow = cs; + + vec2 off = 1.5/proj_shadow_res; + + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); + shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); + + + return shadow/5.0; + + //return shadow; +} + +void main() +{ + vec2 pos_screen = vary_fragcoord.xy; + ivec2 itc = ivec2(pos_screen); + vec4 fcol = vec4(0,0,0,0); + + for (int i = 0; i < samples; i++) + { + vec4 pos = getPosition(itc, i); + + vec4 nmap4 = texelFetch(normalMap, itc, i); + nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm + float displace = nmap4.w; + vec3 norm = nmap4.xyz; + + float shadow = 1.0; + float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + + vec3 shadow_pos = pos.xyz + displace*norm; + vec3 offset = vary_light.xyz * (1.0-dp_directional_light); + + vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); + + if (spos.z > -shadow_clip.w) + { + if (dp_directional_light == 0.0) + { + // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup + shadow = 0.0; + } + else + { + vec4 lpos; + + if (spos.z < -shadow_clip.z) + { + lpos = shadow_matrix[3]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap3, lpos, 0.25); + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + else if (spos.z < -shadow_clip.y) + { + lpos = shadow_matrix[2]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap2, lpos, 0.5); + } + else if (spos.z < -shadow_clip.x) + { + lpos = shadow_matrix[1]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap1, lpos, 0.75); + } + else + { + lpos = shadow_matrix[0]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap0, lpos, 1.0); + } + + // take the most-shadowed value out of these two: + // * the blurred sun shadow in the light (shadow) map + // * an unblurred dot product between the sun and this norm + // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting + shadow = min(shadow, dp_directional_light); + + } + } + else + { + // more distant than the shadow map covers + shadow = 1.0; + } + + + fcol[0] += shadow; + fcol[1] += calcAmbientOcclusion(pos, norm, i); + + spos.xyz = shadow_pos+offset*spot_shadow_offset; + + //spotlight shadow 1 + vec4 lpos = shadow_matrix[4]*spos; + fcol[2] += pcfShadow(shadowMap4, lpos, 0.8); + + //spotlight shadow 2 + lpos = shadow_matrix[5]*spos; + fcol[3] += pcfShadow(shadowMap5, lpos, 0.8); + } + + gl_FragColor = fcol / samples; +} diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 66b834ab11..409b18d522 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -278,11 +278,13 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) renderSkyHaze(camHeightLocal); - /*LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); + LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); glPushMatrix(); + glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); + gDeferredStarProgram.bind(); // *NOTE: have to bind a texture here since register combiners blending in // renderStars() requires something to be bound and we might as well only // bind the moon's texture once. @@ -292,8 +294,9 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) renderStars(); + gDeferredStarProgram.unbind(); - glPopMatrix();*/ + glPopMatrix(); renderSkyClouds(camHeightLocal); diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index 379bbe614d..00a0b87d93 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -183,6 +183,21 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue) return true; } +static bool handleFSAASamplesChanged(const LLSD& newvalue) +{ + if (gPipeline.isInit()) + { + gPipeline.releaseGLBuffers(); + gPipeline.createGLBuffers(); + + if (LLPipeline::sRenderDeferred) + { + LLViewerShaderMgr::instance()->setShaders(); + } + } + return true; +} + static bool handleAnisotropicChanged(const LLSD& newvalue) { LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean(); @@ -568,7 +583,7 @@ void settings_setup_listeners() gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); - gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); + gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleFSAASamplesChanged, _2)); gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2)); gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2)); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 84fb1eb5d0..911a8bb65f 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -140,6 +140,7 @@ LLGLSLShader gDeferredPostProgram; LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; LLGLSLShader gDeferredWLCloudProgram; +LLGLSLShader gDeferredStarProgram; LLGLSLShader gLuminanceGatherProgram; @@ -193,6 +194,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredAvatarAlphaProgram); mShaderList.push_back(&gDeferredWLSkyProgram); mShaderList.push_back(&gDeferredWLCloudProgram); + mShaderList.push_back(&gDeferredStarProgram); } LLViewerShaderMgr::~LLViewerShaderMgr() @@ -350,6 +352,9 @@ void LLViewerShaderMgr::setShaders() return; } + //setup preprocessor definitions + LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gSavedSettings.getU32("RenderFSAASamples")); + reentrance = true; // Make sure the compiled shader map is cleared before we recompile shaders. @@ -836,6 +841,8 @@ BOOL LLViewerShaderMgr::loadShadersEffects() { BOOL success = TRUE; + bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 0 && gGLManager.mHasTextureMultisample; + if (mVertexShaderLevel[SHADER_EFFECT] == 0) { gGlowProgram.unload(); @@ -861,10 +868,21 @@ BOOL LLViewerShaderMgr::loadShadersEffects() if (success) { + std::string fragment; + + if (gSavedSettings.getU32("RenderFSAASamples") > 0 && LLRenderTarget::sUseFBO && gGLManager.mHasTextureMultisample) + { + fragment = "effects/glowExtractMSF.glsl"; + } + else + { + fragment = "effects/glowExtractF.glsl"; + } + gGlowExtractProgram.mName = "Glow Extract Shader (Post)"; gGlowExtractProgram.mShaderFiles.clear(); gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB)); - gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB)); + gGlowExtractProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms); if (!success) @@ -957,6 +975,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWaterProgram.unload(); gDeferredWLSkyProgram.unload(); gDeferredWLCloudProgram.unload(); + gDeferredStarProgram.unload(); return TRUE; } @@ -1046,40 +1065,83 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + std::string fragment; + + if (multisample) + { + fragment = "deferred/pointLightMSF.glsl"; + } + else + { + fragment = "deferred/pointLightF.glsl"; + } + gDeferredLightProgram.mName = "Deferred Light Shader"; gDeferredLightProgram.mShaderFiles.clear(); gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredLightProgram.createShader(NULL, NULL); } if (success) { + std::string fragment; + if (multisample) + { + fragment = "deferred/multiPointLightMSF.glsl"; + } + else + { + fragment = "deferred/multiPointLightF.glsl"; + } + gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader"; gDeferredMultiLightProgram.mShaderFiles.clear(); gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredMultiLightProgram.createShader(NULL, NULL); } if (success) { + std::string fragment; + + if (multisample) + { + fragment = "deferred/spotLightMSF.glsl"; + } + else + { + fragment = "deferred/multiSpotLightF.glsl"; + } + gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader"; gDeferredSpotLightProgram.mShaderFiles.clear(); gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredSpotLightProgram.createShader(NULL, NULL); } if (success) { + std::string fragment; + + if (multisample) + { + fragment = "deferred/multiSpotLightMSF.glsl"; + } + else + { + fragment = "deferred/multiSpotLightF.glsl"; + } + gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader"; gDeferredMultiSpotLightProgram.mShaderFiles.clear(); gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL); } @@ -1343,6 +1405,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredWLCloudProgram.createShader(NULL, &mWLUniforms); } + if (success) + { + gDeferredStarProgram.mName = "Deferred Star Program"; + gDeferredStarProgram.mShaderFiles.clear(); + gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY; + success = gDeferredStarProgram.createShader(NULL, &mWLUniforms); + } + if (mVertexShaderLevel[SHADER_DEFERRED] > 1) { if (success) diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index b13775742b..f5371f0619 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -376,7 +376,7 @@ extern LLGLSLShader gDeferredFullbrightProgram; extern LLGLSLShader gDeferredAvatarAlphaProgram; extern LLGLSLShader gDeferredWLSkyProgram; extern LLGLSLShader gDeferredWLCloudProgram; - +extern LLGLSLShader gDeferredStarProgram; extern LLGLSLShader gLuminanceGatherProgram; //current avatar shader parameter pointer diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index ef3cbe5278..ffe3b4b1a4 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -589,8 +589,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mScreenWidth = resX; mScreenHeight = resY; - //never use more than 4 samples for render targets - U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 4); + U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 16); + if (gGLManager.mIsATI) { //disable multisampling of render targets where ATI is involved samples = 0; @@ -6170,11 +6170,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(0)->disable(); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE); - gGL.getTexUnit(0)->bind(&mScreen); - + mScreen.bindTexture(0, 0); + gGL.color4f(1,1,1,1); gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); gGL.begin(LLRender::TRIANGLE_STRIP); @@ -6189,7 +6186,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.end(); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(0)->unbind(mScreen.getUsage()); mGlow[2].flush(); } @@ -6217,7 +6214,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) for (S32 i = 0; i < kernel; i++) { - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); { LLFastTimer ftm(FTM_RENDER_BLOOM_FBO); mGlow[i%2].bindTarget(); -- cgit v1.3 From 9eea451a82379a61fa4a6cc2a55274e06cecbd58 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 25 May 2011 15:51:15 -0500 Subject: SH-469 Don't use depth buffers and multisample buffers where not absolutely needed -- make sample counts consistent between shaders and render targets. --- indra/llrender/llgl.cpp | 10 +++++- indra/llrender/llgl.h | 1 + indra/llrender/llrendertarget.cpp | 23 ++++++++++--- .../shaders/class1/deferred/blurLightMSF.glsl | 37 +++++++++++++------- .../class1/deferred/multiPointLightMSF.glsl | 2 +- .../shaders/class1/deferred/multiSpotLightMSF.glsl | 3 +- .../shaders/class1/deferred/pointLightMSF.glsl | 2 +- .../shaders/class1/deferred/spotLightMSF.glsl | 2 +- .../shaders/class2/deferred/multiSpotLightMSF.glsl | 26 +++++++------- .../shaders/class2/deferred/softenLightMSF.glsl | 9 ++--- .../shaders/class2/deferred/spotLightMSF.glsl | 24 ++++++------- indra/newview/llviewershadermgr.cpp | 10 +++--- indra/newview/pipeline.cpp | 40 +++++++++++++--------- 13 files changed, 116 insertions(+), 73 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 68892453b7..77b34eb546 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -673,6 +673,14 @@ std::string LLGLManager::getRawGLString() return gl_string; } +U32 LLGLManager::getNumFBOFSAASamples(U32 samples) +{ + samples = llmin(samples, (U32) mMaxColorTextureSamples); + samples = llmin(samples, (U32) mMaxDepthTextureSamples); + samples = llmin(samples, (U32) 4); + return samples; +} + void LLGLManager::shutdownGL() { if (mInited) @@ -979,7 +987,7 @@ void LLGLManager::initExtensions() { glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC) GLH_EXT_GET_PROC_ADDRESS("glBlendFuncSeparateEXT"); } - if (mHasTextureRectangle) + if (mHasTextureMultisample) { glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) GLH_EXT_GET_PROC_ADDRESS("glTexImage2DMultisample"); glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC) GLH_EXT_GET_PROC_ADDRESS("glTexImage3DMultisample"); diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 3719b25557..420922cf06 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -145,6 +145,7 @@ public: void printGLInfoString(); void getGLInfo(LLSD& info); + U32 getNumFBOFSAASamples(U32 desired_samples = 32); // In ALL CAPS std::string mGLVendor; std::string mGLVendorShort; diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index ddd6072fff..715f466314 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -83,11 +83,10 @@ void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo mUseDepth = depth; mSamples = samples; - mSamples = llmin(mSamples, (U32) gGLManager.mMaxColorTextureSamples); - - if (mSamples > 0 && gGLManager.mHasTextureMultisample) + mSamples = gGLManager.getNumFBOFSAASamples(mSamples); + + if (mSamples > 1 && gGLManager.mHasTextureMultisample) { - mSamples = llmin(mSamples, (U32) gGLManager.mMaxColorTextureSamples); mUsage = LLTexUnit::TT_MULTISAMPLE_TEXTURE; //no support for multisampled stencil targets yet mStencil = false; @@ -155,7 +154,7 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt) stop_glerror(); - if (mSamples > 0) + if (mSamples > 1) { glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, color_fmt, mResX, mResY, GL_TRUE); } @@ -207,6 +206,12 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt) mTex.push_back(tex); + if (gDebugGL) + { //bind and unbind to validate target + bindTarget(); + flush(); + } + } void LLRenderTarget::allocateDepth() @@ -272,6 +277,9 @@ void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0); stop_glerror(); } + + check_framebuffer_status(); + glBindFramebuffer(GL_FRAMEBUFFER, 0); target.mUseDepth = true; @@ -456,6 +464,7 @@ void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, stop_glerror(); glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO); + check_framebuffer_status(); gGL.getTexUnit(0)->bind(this, true); stop_glerror(); glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1); @@ -473,6 +482,10 @@ void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, stop_glerror(); glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); stop_glerror(); + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + stop_glerror(); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + stop_glerror(); glBindFramebuffer(GL_FRAMEBUFFER, 0); stop_glerror(); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl index 4366376d99..edec83ea07 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl @@ -12,7 +12,7 @@ uniform sampler2DMS depthMap; uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap; uniform float dist_factor; uniform float blur_size; @@ -25,12 +25,23 @@ varying vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) +vec3 texture2DMS3(sampler2DMS tex, ivec2 tc) { - vec4 ret = vec4(0,0,0,0); + vec3 ret = vec3(0,0,0); for (int i = 0; i < samples; i++) { - ret += texelFetch(tex, tc, i); + ret += texelFetch(tex, tc, i).rgb; + } + + return ret/samples; +} + +float texture2DMS1(sampler2DMS tex, ivec2 tc) +{ + float ret = 0; + for (int i = 0; i < samples; i++) + { + ret += texelFetch(tex, tc, i).r; } return ret/samples; @@ -38,7 +49,7 @@ vec4 texture2DMS(sampler2DMS tex, ivec2 tc) vec4 getPosition(ivec2 pos_screen) { - float depth = texture2DMS(depthMap, pos_screen.xy).r; + float depth = texture2DMS1(depthMap, pos_screen.xy); vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -54,10 +65,10 @@ void main() vec2 tc = vary_fragcoord.xy; ivec2 itc = ivec2(tc); - vec3 norm = texture2DMS(normalMap, itc).xyz; + vec3 norm = texture2DMS3(normalMap, itc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm vec3 pos = getPosition(itc).xyz; - vec4 ccol = texture2DMS(lightMap, itc).rgba; + vec4 ccol = texture2DRect(lightMap, tc).rgba; vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); @@ -73,23 +84,23 @@ void main() for (int i = 1; i < 4; i++) { - ivec2 samptc = ivec2(tc + kern[i].z*dlt); - vec3 samppos = getPosition(samptc).xyz; + vec2 samptc = tc + kern[i].z*dlt; + vec3 samppos = getPosition(ivec2(samptc)).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DMS(lightMap, samptc)*kern[i].xyxx; + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; defined_weight += kern[i].xy; } } for (int i = 1; i < 4; i++) { - ivec2 samptc = ivec2(tc - kern[i].z*dlt); - vec3 samppos = getPosition(samptc).xyz; + vec2 samptc = vec2(tc - kern[i].z*dlt); + vec3 samppos = getPosition(ivec2(samptc)).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DMS(lightMap, samptc)*kern[i].xyxx; + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; defined_weight += kern[i].xy; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl index 16e97109f9..66c7a5cb4a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl @@ -130,7 +130,7 @@ void main() discard; } - gl_FragColor.rgb = fcol/wght; + gl_FragColor.rgb = fcol/samples; gl_FragColor.a = 0.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl index bdaa8e59c4..b450ff1ca2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl @@ -34,7 +34,6 @@ uniform float far_clip; uniform vec3 proj_origin; //origin of projection to be used for angular attenuation uniform float sun_wash; -uniform int proj_shadow_idx; uniform float shadow_fade; varying vec4 vary_light; @@ -228,6 +227,6 @@ void main() discard; } - gl_FragColor.rgb = fcol/wght; + gl_FragColor.rgb = fcol/samples; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl index 23b5e76735..7521c3310c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl @@ -103,6 +103,6 @@ void main() discard; } - gl_FragColor.rgb = fcol/wght; + gl_FragColor.rgb = fcol/samples; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl index 3a9d9266bb..6702bd5014 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl @@ -229,6 +229,6 @@ void main() discard; } - gl_FragColor.rgb = fcol/wght; + gl_FragColor.rgb = fcol/samples; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl index c6f0ea2a5d..d0f9101774 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl @@ -14,7 +14,7 @@ uniform sampler2DMS diffuseRect; uniform sampler2DMS specularRect; uniform sampler2DMS depthMap; uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2D projectionMap; @@ -112,6 +112,17 @@ void main() ivec2 itc = ivec2(frag.xy); + float shadow = 1.0; + + if (proj_shadow_idx >= 0) + { + vec4 shd = texture2DRect(lightMap, frag); + float sh[2]; + sh[0] = shd.b; + sh[1] = shd.a; + shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); + } + for (int i = 0; i < samples; i++) { vec3 pos = getPosition(itc, i).xyz; @@ -120,17 +131,6 @@ void main() dist2 /= vary_light.w; if (dist2 <= 1.0) { - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texelFetch(lightMap, itc, i); - float sh[2]; - sh[0] = shd.b; - sh[1] = shd.a; - shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); - } - vec3 norm = texelFetch(normalMap, itc, i).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm @@ -239,6 +239,6 @@ void main() discard; } - gl_FragColor.rgb = fcol/wght; + gl_FragColor.rgb = fcol/samples; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl index 71482d0c7b..cb09fe9895 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -13,7 +13,7 @@ uniform sampler2DMS diffuseRect; uniform sampler2DMS specularRect; uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap; uniform sampler2DMS depthMap; uniform sampler2D noiseMap; uniform samplerCube environmentMap; @@ -257,7 +257,8 @@ void main() vec3 fcol = vec3(0,0,0); - float amb = 0; + vec2 scol_ambocc = texture2DRect(lightMap, tc).rg; + float ambocc = scol_ambocc.g; for (int i = 0; i < samples; ++i) { @@ -271,9 +272,9 @@ void main() vec4 diffuse = texelFetch(diffuseRect, itc, i); vec4 spec = texelFetch(specularRect, itc, i); - vec2 scol_ambocc = texelFetch(lightMap, itc, i).rg; + float amb = 0; + float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; amb += ambocc; calcAtmospherics(pos.xyz, ambocc); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl index 099a45718a..8d6ffd79c5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl @@ -14,7 +14,7 @@ uniform sampler2DMS diffuseRect; uniform sampler2DMS specularRect; uniform sampler2DMS depthMap; uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap; uniform sampler2D noiseMap; uniform sampler2D lightFunc; uniform sampler2D projectionMap; @@ -113,6 +113,17 @@ void main() vec3 fcol = vec3(0,0,0); int wght = 0; + float shadow = 1.0; + + if (proj_shadow_idx >= 0) + { + vec4 shd = texture2DRect(lightMap, frag.xy); + float sh[2]; + sh[0] = shd.b; + sh[1] = shd.a; + shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); + } + for (int i = 0; i < samples; i++) { vec3 pos = getPosition(itc, i).xyz; @@ -121,17 +132,6 @@ void main() dist2 /= vary_light.w; if (dist2 <= 1.0) { - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texelFetch(lightMap, itc, i); - float sh[2]; - sh[0] = shd.b; - sh[1] = shd.a; - shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); - } - vec3 norm = texelFetch(normalMap, itc, i).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 911a8bb65f..b818da205e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -353,7 +353,7 @@ void LLViewerShaderMgr::setShaders() } //setup preprocessor definitions - LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gSavedSettings.getU32("RenderFSAASamples")); + LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"))); reentrance = true; @@ -841,7 +841,8 @@ BOOL LLViewerShaderMgr::loadShadersEffects() { BOOL success = TRUE; - bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 0 && gGLManager.mHasTextureMultisample; + U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); + bool multisample = samples > 1 && LLPipeline::sRenderDeferred && gGLManager.mHasTextureMultisample; if (mVertexShaderLevel[SHADER_EFFECT] == 0) { @@ -870,7 +871,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects() { std::string fragment; - if (gSavedSettings.getU32("RenderFSAASamples") > 0 && LLRenderTarget::sUseFBO && gGLManager.mHasTextureMultisample) + if (multisample) { fragment = "effects/glowExtractMSF.glsl"; } @@ -983,7 +984,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() BOOL success = TRUE; - bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 0 && gGLManager.mHasTextureMultisample; + U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); + bool multisample = samples > 1 && gGLManager.mHasTextureMultisample; if (success) { diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index ffe3b4b1a4..1214d1b545 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -589,7 +589,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mScreenWidth = resX; mScreenHeight = resY; - U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 16); + //cap samples at 4 for render targets to avoid out of memory errors + U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")); if (gGLManager.mIsATI) { //disable multisampling of render targets where ATI is involved @@ -631,7 +632,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (shadow_detail > 0 || ssao) { //only need mDeferredLight[0] for shadows OR ssao - mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples); + mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); } else { @@ -640,7 +641,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (ssao) { //only need mDeferredLight[1] for ssao - mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false, samples); + mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false); } else { @@ -742,13 +743,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (LLPipeline::sRenderDeferred) { //share depth buffer between deferred targets mDeferredScreen.shareDepthBuffer(mScreen); - for (U32 i = 0; i < 3; i++) - { //share stencil buffer with screen space lightmap to stencil out sky - if (mDeferredLight[i].getTexture(0)) - { - mDeferredScreen.shareDepthBuffer(mDeferredLight[i]); - } - } } gGL.getTexUnit(0)->disable(); @@ -7751,18 +7745,27 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) LLViewerTexture* img = volume->getLightTexture(); + if (img == NULL) + { + img = LLViewerFetchedTexture::sWhiteImagep; + } + S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); - if (channel > -1 && img) + if (channel > -1) { - gGL.getTexUnit(channel)->bind(img); + if (img) + { + gGL.getTexUnit(channel)->bind(img); - F32 lod_range = logf(img->getWidth())/logf(2.f); + F32 lod_range = logf(img->getWidth())/logf(2.f); - shader.uniform1f("proj_focus", focus); - shader.uniform1f("proj_lod", lod_range); - shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); + shader.uniform1f("proj_focus", focus); + shader.uniform1f("proj_lod", lod_range); + shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); + } } + } void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) @@ -9372,6 +9375,11 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadow[i+4].flush(); } } + else + { //no spotlight shadows + mShadowSpotLight[0] = mShadowSpotLight[1] = NULL; + } + if (!gSavedSettings.getBOOL("CameraOffset")) { -- cgit v1.3 From 53e890f4fdab1ab014b745c5d872b240b8c4ce76 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 26 May 2011 20:37:15 -0500 Subject: SH-1359 General octree tune-up -- increase maximum capacity of an octree node and rework requested octree node sizes for minimum triangles per frame and maximum triangles per drawing call. --- indra/llmath/lloctree.h | 11 +++-- indra/newview/app_settings/settings.xml | 75 +++++++++++++++++++++++++++++++-- indra/newview/lldrawable.cpp | 9 +++- indra/newview/lldrawable.h | 1 + indra/newview/llspatialpartition.cpp | 42 ++++++++---------- indra/newview/llviewercontrol.cpp | 16 +++++++ indra/newview/llviewerdisplay.cpp | 1 + indra/newview/llviewerobjectlist.cpp | 18 ++++++++ indra/newview/llviewerobjectlist.h | 1 + indra/newview/llvovolume.cpp | 48 +++++++++++++++------ indra/newview/pipeline.cpp | 28 +++++++++++- indra/newview/pipeline.h | 7 ++- 12 files changed, 208 insertions(+), 49 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/llmath/lloctree.h b/indra/llmath/lloctree.h index fdfc24f8b7..e5ca47da69 100644 --- a/indra/llmath/lloctree.h +++ b/indra/llmath/lloctree.h @@ -35,12 +35,14 @@ #define OCT_ERRS LL_WARNS("OctreeErrors") -#define LL_OCTREE_PARANOIA_CHECK 0 + +extern U32 gOctreeMaxCapacity; +/*#define LL_OCTREE_PARANOIA_CHECK 0 #if LL_DARWIN #define LL_OCTREE_MAX_CAPACITY 32 #else #define LL_OCTREE_MAX_CAPACITY 128 -#endif +#endif*/ template class LLOctreeNode; @@ -74,6 +76,7 @@ template class LLOctreeNode : public LLTreeNode { public: + typedef LLOctreeTraveler oct_traveler; typedef LLTreeTraveler tree_traveler; typedef typename std::set > element_list; @@ -294,8 +297,8 @@ public: //is it here? if (isInside(data->getPositionGroup())) { - if ((getElementCount() < LL_OCTREE_MAX_CAPACITY && contains(data->getBinRadius()) || - (data->getBinRadius() > getSize()[0] && parent && parent->getElementCount() >= LL_OCTREE_MAX_CAPACITY))) + if ((getElementCount() < gOctreeMaxCapacity && contains(data->getBinRadius()) || + (data->getBinRadius() > getSize()[0] && parent && parent->getElementCount() >= gOctreeMaxCapacity))) { //it belongs here #if LL_OCTREE_PARANOIA_CHECK //if this is a redundant insertion, error out (should never happen) diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 78db307d64..2c6d75e3c9 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7091,7 +7091,76 @@ Value 1 - RenderAnisotropic + + OctreeMaxNodeCapacity + + Comment + Maximum number of elements to store in a single octree node + Persist + 1 + Type + U32 + Value + 128 + + + OctreeStaticObjectSizeFactor + + Comment + Multiplier on static object size for determining octree node size + Persist + 1 + Type + S32 + Value + 1 + + + OctreeAlphaDistanceFactor + + Comment + Multiplier on alpha object distance for determining octree node size + Persist + 1 + Type + Vector3 + Value + + 0.05 + 0.0 + 0.0 + + + + OctreeAttachmentSizeFactor + + Comment + Multiplier on attachment size for determining octree node size + Persist + 1 + Type + S32 + Value + 4 + + + OctreeDistanceFactor + + Comment + Multiplier on distance for determining octree node size + Persist + 1 + Type + Vector3 + Value + + 0.05 + 0.0 + 0.0 + + + + RenderAnisotropic Comment Render textures using anisotropic filtering @@ -7188,7 +7257,7 @@ Type F32 Value - 1.0 + 1.0 RenderAvatarVP @@ -8589,7 +8658,7 @@ Type S32 Value - 8192 + 65536 RenderMaxVBOSize diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp index 7db13868d6..ad3710843c 100644 --- a/indra/newview/lldrawable.cpp +++ b/indra/newview/lldrawable.cpp @@ -94,7 +94,9 @@ void LLDrawable::init() mRenderType = 0; mCurrentScale = LLVector3(1,1,1); mDistanceWRTCamera = 0.0f; - + mPositionGroup.clear(); + mExtents[0].clear(); + mExtents[1].clear(); mQuietCount = 0; mState = 0; @@ -587,7 +589,10 @@ void LLDrawable::setRadius(F32 radius) void LLDrawable::moveUpdatePipeline(BOOL moved) { - makeActive(); + if (moved) + { + makeActive(); + } // Update the face centers. for (S32 i = 0; i < getNumFaces(); i++) diff --git a/indra/newview/lldrawable.h b/indra/newview/lldrawable.h index 9ebe1a45b4..e268640a21 100644 --- a/indra/newview/lldrawable.h +++ b/indra/newview/lldrawable.h @@ -276,6 +276,7 @@ public: REBUILD_SHADOW = 0x02000000, HAS_ALPHA = 0x04000000, RIGGED = 0x08000000, + PARTITION_MOVE = 0x10000000, } EDrawableFlags; private: //aligned members diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index a812ba4e03..8143d6a41f 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -69,6 +69,7 @@ U32 LLSpatialGroup::sNodeCount = 0; std::set LLSpatialGroup::sPendingQueries; +U32 gOctreeMaxCapacity; BOOL LLSpatialGroup::sNoDelete = FALSE; @@ -630,7 +631,7 @@ BOOL LLSpatialGroup::updateInGroup(LLDrawable *drawablep, BOOL immediate) if (mOctreeNode->isInside(drawablep->getPositionGroup()) && (mOctreeNode->contains(drawablep) || (drawablep->getBinRadius() > mOctreeNode->getSize()[0] && - parent && parent->getElementCount() >= LL_OCTREE_MAX_CAPACITY))) + parent && parent->getElementCount() >= gOctreeMaxCapacity))) { unbound(); setState(OBJECT_DIRTY); @@ -2515,7 +2516,7 @@ void renderOctree(LLSpatialGroup* group) //coded by buffer usage and activity gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); LLVector4 col; - if (group->mBuilt > 0.f) + /*if (group->mBuilt > 0.f) { group->mBuilt -= 2.f * gFrameIntervalSeconds; if (group->mBufferUsage == GL_STATIC_DRAW_ARB) @@ -2584,7 +2585,7 @@ void renderOctree(LLSpatialGroup* group) gGL.color4f(1,1,1,1); } } - else + else*/ { if (group->mBufferUsage == GL_STATIC_DRAW_ARB && !group->getData().empty() && group->mSpatialPartition->mRenderByGroup) @@ -2604,33 +2605,24 @@ void renderOctree(LLSpatialGroup* group) size.mul(1.01f); size.add(fudge); - { - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - drawBox(group->mObjectBounds[0], fudge); - } + //{ + // LLGLDepthTest depth(GL_TRUE, GL_FALSE); + // drawBox(group->mObjectBounds[0], fudge); + //} gGL.setSceneBlendType(LLRender::BT_ALPHA); - if (group->mBuilt <= 0.f) + //if (group->mBuilt <= 0.f) { //draw opaque outline - gGL.color4f(col.mV[0], col.mV[1], col.mV[2], 1.f); - drawBoxOutline(group->mObjectBounds[0], group->mObjectBounds[1]); + //gGL.color4f(col.mV[0], col.mV[1], col.mV[2], 1.f); + //drawBoxOutline(group->mObjectBounds[0], group->mObjectBounds[1]); - if (group->mOctreeNode->isLeaf()) - { - gGL.color4f(1,1,1,1); - } - else - { - gGL.color4f(0,1,1,1); - } - + gGL.color4f(0,1,1,1); drawBoxOutline(group->mBounds[0],group->mBounds[1]); - - + //draw bounding box for draw info - if (group->mSpatialPartition->mRenderByGroup) + /*if (group->mSpatialPartition->mRenderByGroup) { gGL.color4f(1.0f, 0.75f, 0.25f, 0.6f); for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i) @@ -2647,7 +2639,7 @@ void renderOctree(LLSpatialGroup* group) drawBoxOutline(center, size); } } - } + }*/ } // LLSpatialGroup::OctreeNode* node = group->mOctreeNode; @@ -2690,7 +2682,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera) gGL.color4f(0.f, 0.75f, 0.f, 0.5f); pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX); } - else if (camera && group->mOcclusionVerts.notNull()) + /*else if (camera && group->mOcclusionVerts.notNull()) { LLVertexBuffer::unbind(); group->mOcclusionVerts->setBuffer(LLVertexBuffer::MAP_VERTEX); @@ -2702,7 +2694,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera) glColor4f(1.0f, 1.f, 1.f, 1.0f); group->mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, group->mBounds[0])); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - } + }*/ } } diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index 00a0b87d93..61200db2b9 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -57,6 +57,7 @@ #include "llworld.h" #include "pipeline.h" #include "llviewerjoystick.h" +#include "llviewerobjectlist.h" #include "llviewerparcelmgr.h" #include "llparcel.h" #include "llkeyboard.h" @@ -372,6 +373,16 @@ static bool handleResetVertexBuffersChanged(const LLSD&) return true; } +static bool handleRepartition(const LLSD&) +{ + if (gPipeline.isInit()) + { + gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity"); + gObjectList.repartitionObjects(); + } + return true; +} + static bool handleRenderDynamicLODChanged(const LLSD& newvalue) { LLPipeline::sDynamicLOD = newvalue.asBoolean(); @@ -575,6 +586,11 @@ void settings_setup_listeners() gSavedSettings.getControl("FirstPersonAvatarVisible")->getSignal()->connect(boost::bind(&handleRenderAvatarMouselookChanged, _2)); gSavedSettings.getControl("RenderFarClip")->getSignal()->connect(boost::bind(&handleRenderFarClipChanged, _2)); gSavedSettings.getControl("RenderTerrainDetail")->getSignal()->connect(boost::bind(&handleTerrainDetailChanged, _2)); + gSavedSettings.getControl("OctreeStaticObjectSizeFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2)); + gSavedSettings.getControl("OctreeDistanceFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2)); + gSavedSettings.getControl("OctreeMaxNodeCapacity")->getSignal()->connect(boost::bind(&handleRepartition, _2)); + gSavedSettings.getControl("OctreeAlphaDistanceFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2)); + gSavedSettings.getControl("OctreeAttachmentSizeFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2)); gSavedSettings.getControl("RenderUseTriStrips")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 10e96525ce..5dadd2c33b 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -582,6 +582,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) LLMemType mt_ug(LLMemType::MTYPE_DISPLAY_UPDATE_GEOM); const F32 max_geom_update_time = 0.005f*10.f*gFrameIntervalSeconds; // 50 ms/second update time gPipeline.createObjects(max_geom_update_time); + gPipeline.processPartitionQ(); gPipeline.updateGeom(max_geom_update_time); stop_glerror(); } diff --git a/indra/newview/llviewerobjectlist.cpp b/indra/newview/llviewerobjectlist.cpp index 78b06b0764..45c6777ae8 100644 --- a/indra/newview/llviewerobjectlist.cpp +++ b/indra/newview/llviewerobjectlist.cpp @@ -1497,6 +1497,24 @@ void LLViewerObjectList::shiftObjects(const LLVector3 &offset) LLWorld::getInstance()->shiftRegions(offset); } +void LLViewerObjectList::repartitionObjects() +{ + for (vobj_list_t::iterator iter = mObjects.begin(); iter != mObjects.end(); ++iter) + { + LLViewerObject* objectp = *iter; + if (!objectp->isDead()) + { + LLDrawable* drawable = objectp->mDrawable; + if (drawable && !drawable->isDead()) + { + drawable->updateBinRadius(); + drawable->updateSpatialExtents(); + drawable->movePartition(); + } + } + } +} + //debug code bool LLViewerObjectList::hasMapObjectInRegion(LLViewerRegion* regionp) { diff --git a/indra/newview/llviewerobjectlist.h b/indra/newview/llviewerobjectlist.h index 6f0d285f5d..9d1b5cb56f 100644 --- a/indra/newview/llviewerobjectlist.h +++ b/indra/newview/llviewerobjectlist.h @@ -105,6 +105,7 @@ public: void updateQuota( const LLUUID& objectId, const SelectionQuota& costs ); void shiftObjects(const LLVector3 &offset); + void repartitionObjects(); bool hasMapObjectInRegion(LLViewerRegion* regionp) ; void clearAllMapObjectsInRegion(LLViewerRegion* regionp) ; diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 943de669f6..cc443d32fb 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -1245,7 +1245,19 @@ BOOL LLVOVolume::calcLOD() if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_LOD_INFO)) { - setDebugText(llformat("%.2f:%.2f, %d", debug_distance, radius, cur_detail)); + //setDebugText(llformat("%.2f:%.2f, %d", debug_distance, radius, cur_detail)); + + F32 bin_radius = getBinRadius(); + F32 node_size = 0.f; + + LLSpatialGroup* group = mDrawable->getSpatialGroup(); + if (group) + { + LLSpatialGroup::OctreeNode* node = group->mOctreeNode; + node_size = node->getSize()[0]; + } + + setDebugText(llformat("%.2f:%.2f", bin_radius, node_size)); } if (cur_detail != mLOD) @@ -1274,6 +1286,15 @@ BOOL LLVOVolume::updateLOD() gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, FALSE); mLODChanged = TRUE; } + else + { + F32 new_radius = getBinRadius(); + F32 old_radius = mDrawable->getBinRadius(); + if (new_radius < old_radius * 0.9f || new_radius > old_radius*1.1f) + { + gPipeline.markPartitionMove(mDrawable); + } + } lod_changed = lod_changed || LLViewerObject::updateLOD(); @@ -3187,6 +3208,10 @@ F32 LLVOVolume::getBinRadius() F32 scale = 1.f; + S32 size_factor = llmax(gSavedSettings.getS32("OctreeStaticObjectSizeFactor"), 1); + S32 attachment_size_factor = llmax(gSavedSettings.getS32("OctreeAttachmentSizeFactor"), 1); + LLVector3 distance_factor = gSavedSettings.getVector3("OctreeDistanceFactor"); + LLVector3 alpha_distance_factor = gSavedSettings.getVector3("OctreeAlphaDistanceFactor"); const LLVector4a* ext = mDrawable->getSpatialExtents(); BOOL shrink_wrap = mDrawable->isAnimating(); @@ -3216,6 +3241,8 @@ F32 LLVOVolume::getBinRadius() radius = llmin(bounds.mV[1], bounds.mV[2]); radius = llmin(radius, bounds.mV[0]); radius *= 0.5f; + radius *= 1.f+mDrawable->mDistanceWRTCamera*alpha_distance_factor[1]; + radius += mDrawable->mDistanceWRTCamera*alpha_distance_factor[0]; } else if (shrink_wrap) { @@ -3226,24 +3253,19 @@ F32 LLVOVolume::getBinRadius() } else if (mDrawable->isStatic()) { - /*if (mDrawable->getRadius() < 2.0f) - { - radius = 16.f; - } - else - { - radius = llmax(mDrawable->getRadius(), 32.f); - }*/ - - radius = (((S32) mDrawable->getRadius())/2+1)*8; + radius = llmax((S32) mDrawable->getRadius(), 1)*size_factor; + radius *= 1.f + mDrawable->mDistanceWRTCamera * distance_factor[1]; + radius += mDrawable->mDistanceWRTCamera * distance_factor[0]; } else if (mDrawable->getVObj()->isAttachment()) { - radius = (((S32) (mDrawable->getRadius()*4)+1))*2; + radius = llmax((S32) mDrawable->getRadius(),1)*attachment_size_factor; } else { - radius = 8.f; + radius = mDrawable->getRadius(); + radius *= 1.f + mDrawable->mDistanceWRTCamera * distance_factor[1]; + radius += mDrawable->mDistanceWRTCamera * distance_factor[0]; } return llclamp(radius*scale, 0.5f, 256.f); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 1214d1b545..fadae7c71e 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -392,6 +392,7 @@ void LLPipeline::init() { LLMemType mt(LLMemType::MTYPE_PIPELINE_INIT); + gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity"); sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD"); sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips"); @@ -2519,6 +2520,32 @@ void LLPipeline::markGLRebuild(LLGLUpdate* glu) } } +void LLPipeline::markPartitionMove(LLDrawable* drawable) +{ + if (!drawable->isState(LLDrawable::PARTITION_MOVE) && + !drawable->getPositionGroup().equals3(LLVector4a::getZero())) + { + drawable->setState(LLDrawable::PARTITION_MOVE); + mPartitionQ.push_back(drawable); + } +} + +void LLPipeline::processPartitionQ() +{ + for (LLDrawable::drawable_list_t::iterator iter = mPartitionQ.begin(); iter != mPartitionQ.end(); ++iter) + { + LLDrawable* drawable = *iter; + if (!drawable->isDead()) + { + drawable->updateBinRadius(); + drawable->movePartition(); + } + drawable->clearState(LLDrawable::PARTITION_MOVE); + } + + mPartitionQ.clear(); +} + void LLPipeline::markRebuild(LLSpatialGroup* group, BOOL priority) { LLMemType mt(LLMemType::MTYPE_PIPELINE); @@ -5888,7 +5915,6 @@ LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj) return NULL; } - void LLPipeline::resetVertexBuffers(LLDrawable* drawable) { if (!drawable || drawable->isDead()) diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index ed4a803e7e..e967b8c31e 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -157,7 +157,8 @@ public: void markGLRebuild(LLGLUpdate* glu); void markRebuild(LLSpatialGroup* group, BOOL priority = FALSE); void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL, BOOL priority = FALSE); - + void markPartitionMove(LLDrawable* drawablep); + //get the object between start and end that's closest to start. LLViewerObject* lineSegmentIntersectInWorld(const LLVector3& start, const LLVector3& end, BOOL pick_transparent, @@ -211,6 +212,7 @@ public: 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(); void updateGeom(F32 max_dtime); void updateGL(); void rebuildPriorityGroups(); @@ -636,6 +638,9 @@ protected: LLDrawable::drawable_list_t mBuildQ2; // non-priority LLSpatialGroup::sg_vector_t mGroupQ1; //priority LLSpatialGroup::sg_vector_t mGroupQ2; // non-priority + + LLDrawable::drawable_list_t mPartitionQ; //drawables that need to update their spatial partition radius + bool mGroupQ2Locked; bool mGroupQ1Locked; -- cgit v1.3 From eca17c8993aecfd8d69c1b1765f8ac841ad29119 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 30 May 2011 01:25:55 -0500 Subject: SH-1682 Full integration if indexed texture rendering to improve batch size. --- indra/llrender/llglslshader.cpp | 2 +- indra/llrender/llglslshader.h | 1 + indra/llrender/llshadermgr.cpp | 72 +++++- indra/newview/app_settings/settings.xml | 2 +- .../shaders/class1/deferred/alphaF.glsl | 5 +- .../shaders/class1/deferred/alphaV.glsl | 9 +- .../shaders/class1/deferred/avatarEyesV.glsl | 21 ++ .../shaders/class2/deferred/alphaF.glsl | 5 +- .../shaders/class2/deferred/alphaV.glsl | 9 +- .../shaders/class2/lighting/lightF.glsl | 30 ++- .../shaders/class2/lighting/lightFullbrightF.glsl | 32 ++- .../lighting/lightFullbrightNonIndexedF.glsl | 25 ++ .../class2/lighting/lightFullbrightShinyF.glsl | 30 ++- .../lighting/lightFullbrightShinyNonIndexedF.glsl | 32 +++ .../lighting/lightFullbrightShinyWaterF.glsl | 29 ++- .../lightFullbrightShinyWaterNonIndexedF.glsl | 32 +++ .../class2/lighting/lightFullbrightWaterF.glsl | 30 ++- .../lighting/lightFullbrightWaterNonIndexedF.glsl | 23 ++ .../shaders/class2/lighting/lightNonIndexedF.glsl | 25 ++ .../shaders/class2/lighting/lightShinyF.glsl | 29 ++- .../class2/lighting/lightShinyNonIndexedF.glsl | 32 +++ .../shaders/class2/lighting/lightShinyWaterF.glsl | 28 ++- .../lighting/lightShinyWaterNonIndexedF.glsl | 29 +++ .../shaders/class2/lighting/lightWaterF.glsl | 30 ++- .../class2/lighting/lightWaterNonIndexedF.glsl | 23 ++ .../shaders/class2/objects/fullbrightShinyV.glsl | 35 +++ .../shaders/class2/objects/fullbrightV.glsl | 29 +++ .../shaders/class2/objects/shinyV.glsl | 8 +- .../shaders/class2/objects/simpleV.glsl | 33 +++ indra/newview/lldrawpool.cpp | 8 + indra/newview/lldrawpoolalpha.cpp | 153 +++++++----- indra/newview/lldrawpoolavatar.cpp | 26 +- indra/newview/lldrawpoolbump.cpp | 94 ++++--- indra/newview/lldrawpoolsimple.cpp | 51 ++-- indra/newview/lldrawpooltree.cpp | 4 +- indra/newview/llviewershadermgr.cpp | 276 ++++++++++++++++++++- indra/newview/llviewershadermgr.h | 11 + indra/newview/llvopartgroup.cpp | 12 +- indra/newview/llvosky.cpp | 2 + indra/newview/llvovolume.cpp | 55 +++- indra/newview/pipeline.cpp | 6 +- 41 files changed, 1201 insertions(+), 187 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl create mode 100644 indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl create mode 100644 indra/newview/app_settings/shaders/class2/objects/simpleV.glsl (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 2e7147a3b4..71d24bcf13 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -56,7 +56,7 @@ BOOL shouldChange(const LLVector4& v1, const LLVector4& v2) LLShaderFeatures::LLShaderFeatures() : calculatesLighting(false), isShiny(false), isFullbright(false), hasWaterFog(false), hasTransport(false), hasSkinning(false), hasObjectSkinning(false), hasAtmospherics(false), isSpecular(false), -hasGamma(false), hasLighting(false), calculatesAtmospherics(false) +hasGamma(false), hasLighting(false), calculatesAtmospherics(false), disableTextureIndex(false) { } diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index d46ddbbe18..392688bba3 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -45,6 +45,7 @@ public: bool hasObjectSkinning; bool hasAtmospherics; bool hasGamma; + bool disableTextureIndex; // char numLights; diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index b8f9c60ca9..6fb1e6e437 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -209,7 +209,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) if (features->hasWaterFog) { - if (!shader->attachObject("lighting/lightWaterF.glsl")) + if (features->disableTextureIndex) + { + if (!shader->attachObject("lighting/lightWaterNonIndexedF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("lighting/lightWaterF.glsl")) { return FALSE; } @@ -217,7 +224,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) else { - if (!shader->attachObject("lighting/lightF.glsl")) + if (features->disableTextureIndex) + { + if (!shader->attachObject("lighting/lightNonIndexedF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("lighting/lightF.glsl")) { return FALSE; } @@ -230,14 +244,28 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) if (features->isShiny && features->hasWaterFog) { - if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl")) + if (features->disableTextureIndex) + { + if (!shader->attachObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl")) { return FALSE; } } else if (features->hasWaterFog) { - if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl")) + if (features->disableTextureIndex) + { + if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl")) { return FALSE; } @@ -245,7 +273,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) else if (features->isShiny) { - if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl")) + if (features->disableTextureIndex) + { + if (!shader->attachObject("lighting/lightFullbrightShinyNonIndexedF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl")) { return FALSE; } @@ -253,7 +288,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) else { - if (!shader->attachObject("lighting/lightFullbrightF.glsl")) + if (features->disableTextureIndex) + { + if (!shader->attachObject("lighting/lightFullbrightNonIndexedF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("lighting/lightFullbrightF.glsl")) { return FALSE; } @@ -266,7 +308,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) if (features->hasWaterFog) { - if (!shader->attachObject("lighting/lightShinyWaterF.glsl")) + if (features->disableTextureIndex) + { + if (!shader->attachObject("lighting/lightShinyWaterNonIndexedF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("lighting/lightShinyWaterF.glsl")) { return FALSE; } @@ -274,7 +323,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) else { - if (!shader->attachObject("lighting/lightShinyF.glsl")) + if (features->disableTextureIndex) + { + if (!shader->attachObject("lighting/lightShinyNonIndexedF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("lighting/lightShinyF.glsl")) { return FALSE; } diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 22d8ce49c1..2c6d75e3c9 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7489,7 +7489,7 @@ Type Boolean Value - 1 + 0 RenderDebugNormalScale diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 3b12a07a27..f6b7f42c22 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -9,9 +9,10 @@ #extension GL_ARB_texture_rectangle : enable -uniform sampler2D diffuseMap; uniform sampler2DRect depthMap; +vec4 diffuseLookup(vec2 texcoord); + uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; @@ -47,7 +48,7 @@ void main() vec4 pos = vec4(vary_position, 1.0); - vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 diff= diffuseLookup(gl_TexCoord[0].xy); vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 2691fc8ded..5890c30d8f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -23,6 +23,7 @@ varying vec3 vary_fragcoord; varying vec3 vary_position; varying vec3 vary_light; varying vec3 vary_pointlight_col; +varying float vary_texture_index; uniform float near_clip; uniform float shadow_offset; @@ -61,11 +62,13 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { //transform vertex - gl_Position = ftransform(); + vec4 vert = vec4(gl_Vertex.xyz, 1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix * vert; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); + vec4 pos = (gl_ModelViewMatrix * vert); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); @@ -102,7 +105,7 @@ void main() gl_FogFragCoord = pos.z; - pos = gl_ModelViewProjectionMatrix * gl_Vertex; + pos = gl_ModelViewProjectionMatrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl new file mode 100644 index 0000000000..536bacd23c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -0,0 +1,21 @@ +/** + * @file avatarEyesV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +varying vec3 vary_normal; + +void main() +{ + //transform vertex + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + vary_normal = normalize(gl_NormalMatrix * gl_Normal); + + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 6dfc1b952c..bd4875f3ff 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -9,13 +9,14 @@ #extension GL_ARB_texture_rectangle : enable -uniform sampler2D diffuseMap; uniform sampler2DRectShadow shadowMap0; uniform sampler2DRectShadow shadowMap1; uniform sampler2DRectShadow shadowMap2; uniform sampler2DRectShadow shadowMap3; uniform sampler2DRect depthMap; +vec4 diffuseLookup(vec2 texcoord); + uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; @@ -105,7 +106,7 @@ void main() } } - vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 diff = diffuseLookup(gl_TexCoord[0].xy); vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index f6160815eb..c6c0b0f32a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -22,6 +22,7 @@ varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; varying vec3 vary_pointlight_col; +varying float vary_texture_index; uniform float near_clip; uniform float shadow_offset; @@ -60,11 +61,13 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { //transform vertex - gl_Position = ftransform(); + vec4 vert = vec4(gl_Vertex.xyz, 1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix * vert; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); + vec4 pos = (gl_ModelViewMatrix * vert); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); @@ -99,7 +102,7 @@ void main() gl_FogFragCoord = pos.z; - pos = gl_ModelViewProjectionMatrix * gl_Vertex; + pos = gl_ModelViewProjectionMatrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl index 342bc2ab66..d5775f4506 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl @@ -7,14 +7,40 @@ #version 120 -uniform sampler2D diffuseMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; +uniform sampler2D tex7; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + case 7: return texture2D(tex7, texcoord); + } + + return vec4(0,0,0,0); +} vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); void default_lighting() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl index dad18b5883..e64b089dca 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl @@ -7,14 +7,40 @@ #version 120 -uniform sampler2D diffuseMap; - vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; +uniform sampler2D tex7; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + case 7: return texture2D(tex7, texcoord); + } + + return vec4(0,0,0,0); +} + void fullbright_lighting() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl new file mode 100644 index 0000000000..811a919d52 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl @@ -0,0 +1,25 @@ +/** + * @file lightFullbrightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +uniform sampler2D diffuseMap; + +void fullbright_lighting() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl index 73ff81e03a..f4ac789a74 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl @@ -7,15 +7,41 @@ #version 120 -uniform sampler2D diffuseMap; uniform samplerCube environmentMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + } + + return vec4(0,0,0,0); +} + + vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); void fullbright_shiny_lighting() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = diffuseLookup(gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl new file mode 100644 index 0000000000..51a7ddb89a --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl @@ -0,0 +1,32 @@ +/** + * @file lightFullbrightShinyF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +uniform samplerCube environmentMap; +uniform sampler2D diffuseMap; + +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +void fullbright_shiny_lighting() +{ + vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + color.rgb *= gl_Color.rgb; + + vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + color.a = max(color.a, gl_Color.a); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl index 9b4b584369..277170e8af 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl @@ -7,8 +7,33 @@ #version 120 -uniform sampler2D diffuseMap; + uniform samplerCube environmentMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + } + + return vec4(0,0,0,0); +} vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -16,7 +41,7 @@ vec4 applyWaterFog(vec4 color); void fullbright_shiny_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = diffuseLookup(gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl new file mode 100644 index 0000000000..a9a95940e6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl @@ -0,0 +1,32 @@ +/** + * @file lightFullbrightShinyWaterF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + + +uniform samplerCube environmentMap; +uniform sampler2D diffuseMap; + +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); +vec4 applyWaterFog(vec4 color); + +void fullbright_shiny_lighting_water() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); + color.rgb *= gl_Color.rgb; + + vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + color.a = max(color.a, gl_Color.a); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl index 3d46c8d874..37e33059a6 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl @@ -7,14 +7,40 @@ #version 120 -uniform sampler2D diffuseMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; +uniform sampler2D tex7; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + case 7: return texture2D(tex7, texcoord); + } + + return vec4(0,0,0,0); +} vec3 fullbrightAtmosTransport(vec3 light); vec4 applyWaterFog(vec4 color); void fullbright_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl new file mode 100644 index 0000000000..3d46c8d874 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl @@ -0,0 +1,23 @@ +/** + * @file lightFullbrightWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +uniform sampler2D diffuseMap; + +vec3 fullbrightAtmosTransport(vec3 light); +vec4 applyWaterFog(vec4 color); + +void fullbright_lighting_water() +{ + vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl new file mode 100644 index 0000000000..787eeb7af6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl @@ -0,0 +1,25 @@ +/** + * @file lightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +uniform sampler2D diffuseMap; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +void default_lighting() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl index ebe21320b4..9f438f513f 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl @@ -7,8 +7,33 @@ #version 120 -uniform sampler2D diffuseMap; + uniform samplerCube environmentMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + } + + return vec4(0,0,0,0); +} vec3 scaleSoftClip(vec3 light); vec3 atmosLighting(vec3 light); @@ -16,7 +41,7 @@ vec4 applyWaterFog(vec4 color); void shiny_lighting() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = diffuseLookup(gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl new file mode 100644 index 0000000000..212eacd6ea --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl @@ -0,0 +1,32 @@ +/** + * @file lightShinyF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + + +uniform samplerCube environmentMap; +uniform sampler2D diffuseMap; + +vec3 scaleSoftClip(vec3 light); +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void shiny_lighting() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); + color.rgb *= gl_Color.rgb; + + vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + color.a = max(color.a, gl_Color.a); + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl index 7f48e2cf1d..5e11f6585c 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl @@ -8,15 +8,39 @@ #version 120 -uniform sampler2D diffuseMap; uniform samplerCube environmentMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + } + + return vec4(0,0,0,0); +} vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); void shiny_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = diffuseLookup(gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl new file mode 100644 index 0000000000..cb8a24da60 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl @@ -0,0 +1,29 @@ +/** + * @file lightShinyWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + + +uniform sampler2D diffuseMap; +uniform samplerCube environmentMap; + +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void shiny_lighting_water() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); + color.rgb *= gl_Color.rgb; + + vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + + color.rgb = atmosLighting(color.rgb); + color.a = max(color.a, gl_Color.a); + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl index 97eba92d7b..022544a917 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl @@ -7,14 +7,40 @@ #version 120 -uniform sampler2D diffuseMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; +uniform sampler2D tex7; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + case 7: return texture2D(tex7, texcoord); + } + + return vec4(0,0,0,0); +} vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); void default_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl new file mode 100644 index 0000000000..dc16f2d5cd --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl @@ -0,0 +1,23 @@ +/** + * @file lightWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +uniform sampler2D diffuseMap; + +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void default_lighting_water() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + + color.rgb = atmosLighting(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl new file mode 100644 index 0000000000..e2145e1956 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -0,0 +1,35 @@ +/** + * @file fullbrightShinyV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +void calcAtmospherics(vec3 inPositionEye); + +uniform vec4 origin; + +varying float vary_texture_index; + +void main() +{ + //transform vertex + vec4 vert = vec4(gl_Vertex.xyz,1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix*vert; + + vec4 pos = (gl_ModelViewMatrix * vert); + vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + vec3 ref = reflect(pos.xyz, -norm); + + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + + calcAtmospherics(pos.xyz); + + gl_FrontColor = gl_Color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl new file mode 100644 index 0000000000..c4a3611a29 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -0,0 +1,29 @@ +/** + * @file fullbrightV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +void calcAtmospherics(vec3 inPositionEye); + +varying float vary_texture_index; + +void main() +{ + //transform vertex + vec4 vert = vec4(gl_Vertex.xyz,1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix*vert; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + vec4 pos = (gl_ModelViewMatrix * vert); + + calcAtmospherics(pos.xyz); + + gl_FrontColor = gl_Color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index 4cebb06df0..436c193c5d 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -11,14 +11,18 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); +varying float vary_texture_index; + uniform vec4 origin; void main() { //transform vertex - gl_Position = ftransform(); + vec4 vert = vec4(gl_Vertex.xyz,1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix*vert; - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); + vec4 pos = (gl_ModelViewMatrix * vert); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); vec3 ref = reflect(pos.xyz, -norm); diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl new file mode 100644 index 0000000000..50d2beee57 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -0,0 +1,33 @@ +/** + * @file simpleV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +varying float vary_texture_index; + +void main() +{ + //transform vertex + vec4 vert = vec4(gl_Vertex.xyz,1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix*vert; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + vec4 pos = (gl_ModelViewMatrix * vert); + + vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); + gl_FrontColor = color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 9645693493..b8b12018d2 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -191,6 +191,14 @@ void LLDrawPool::renderPostDeferred(S32 pass) //virtual void LLDrawPool::endRenderPass( S32 pass ) { + for (U32 i = 1; i < 8; i++) + { //dummy cleanup of any currently bound textures + if (gGL.getTexUnit(i)->getCurrType() != LLTexUnit::TT_NONE) + { + gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType()); + gGL.getTexUnit(i)->disable(); + } + } } //virtual diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 3b3d48ab36..71eee0188c 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -228,13 +228,13 @@ void LLDrawPoolAlpha::render(S32 pass) if (!LLPipeline::sRenderDeferred) { simple_shader->bind(); - pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask()); + pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } if (fullbright_shader) { fullbright_shader->bind(); } - pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask()); + pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); LLGLSLShader::bindNoShader(); } else @@ -273,7 +273,14 @@ void LLDrawPoolAlpha::render(S32 pass) } } - renderAlpha(getVertexDataMask()); + if (mVertexShaderLevel > 0) + { + renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX); + } + else + { + renderAlpha(getVertexDataMask()); + } gGL.setColorMask(true, false); @@ -341,10 +348,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) BOOL light_enabled = TRUE; S32 diffuse_channel = 0; - BOOL use_shaders = (LLPipeline::sUnderWaterRender && gPipeline.canUseVertexShaders()) - || gPipeline.canUseWindLightShadersOnObjects(); - - + BOOL use_shaders = gPipeline.canUseVertexShaders(); + for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i) { LLSpatialGroup* group = *i; @@ -368,92 +373,107 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) LLRenderPass::applyModelMatrix(params); + + if (params.mFullbright) { - if (params.mFullbright) - { - // Turn off lighting if it hasn't already been so. - if (light_enabled || !initialized_lighting) - { - initialized_lighting = TRUE; - if (use_shaders) - { - target_shader = fullbright_shader; - } - else - { - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); - } - light_enabled = FALSE; - } - } - // Turn on lighting if it isn't already. - else if (!light_enabled || !initialized_lighting) + // Turn off lighting if it hasn't already been so. + if (light_enabled || !initialized_lighting) { initialized_lighting = TRUE; if (use_shaders) { - target_shader = simple_shader; + target_shader = fullbright_shader; } else { - gPipeline.enableLightsDynamic(); + gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); } - light_enabled = TRUE; + light_enabled = FALSE; } - - // If we need shaders, and we're not ALREADY using the proper shader, then bind it - // (this way we won't rebind shaders unnecessarily). - if(use_shaders && (current_shader != target_shader)) + } + // Turn on lighting if it isn't already. + else if (!light_enabled || !initialized_lighting) + { + initialized_lighting = TRUE; + if (use_shaders) { - llassert(target_shader != NULL); - if (deferred_render && current_shader != NULL) - { - gPipeline.unbindDeferredShader(*current_shader); - diffuse_channel = 0; - } - current_shader = target_shader; - if (deferred_render) - { - gPipeline.bindDeferredShader(*current_shader); - diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - } - else - { - current_shader->bind(); - } + target_shader = simple_shader; } - else if (!use_shaders && current_shader != NULL) + else { - if (deferred_render) - { - gPipeline.unbindDeferredShader(*current_shader); - diffuse_channel = 0; - } - LLGLSLShader::bindNoShader(); - current_shader = NULL; + gPipeline.enableLightsDynamic(); } + light_enabled = TRUE; + } - if (params.mGroup) + // If we need shaders, and we're not ALREADY using the proper shader, then bind it + // (this way we won't rebind shaders unnecessarily). + if(use_shaders && (current_shader != target_shader)) + { + llassert(target_shader != NULL); + if (deferred_render && current_shader != NULL) + { + gPipeline.unbindDeferredShader(*current_shader); + diffuse_channel = 0; + } + current_shader = target_shader; + if (deferred_render) { - params.mGroup->rebuildMesh(); + gPipeline.bindDeferredShader(*current_shader); + diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); } + else + { + current_shader->bind(); + } + } + else if (!use_shaders && current_shader != NULL) + { + if (deferred_render) + { + gPipeline.unbindDeferredShader(*current_shader); + diffuse_channel = 0; + } + LLGLSLShader::bindNoShader(); + current_shader = NULL; + } - - if (params.mTexture.notNull()) + if (params.mGroup) + { + params.mGroup->rebuildMesh(); + } + + bool tex_setup = false; + + if (use_shaders && params.mTextureList.size() > 1) + { + for (U32 i = 0; i < params.mTextureList.size(); ++i) { - gGL.getTexUnit(diffuse_channel)->bind(params.mTexture.get()); - if(params.mTexture.notNull()) + if (params.mTextureList[i].notNull()) { - params.mTexture->addTextureStats(params.mVSize); + gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE); } + } + } + else + { //not batching textures or batch has only 1 texture -- might need a texture matrix + if (params.mTexture.notNull()) + { + params.mTexture->addTextureStats(params.mVSize); + gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ; if (params.mTextureMatrix) { + tex_setup = true; gGL.getTexUnit(0)->activate(); glMatrixMode(GL_TEXTURE); glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; } } + else + { + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + } } params.mVertexBuffer->setBuffer(mask); @@ -480,7 +500,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); } - if (params.mTextureMatrix && params.mTexture.notNull()) + if (tex_setup) { gGL.getTexUnit(0)->activate(); glLoadIdentity(); @@ -494,9 +514,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) { gPipeline.unbindDeferredShader(*current_shader); LLVertexBuffer::unbind(); - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); } if (!light_enabled) diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 645c7ebcae..7c017f5694 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -613,11 +613,11 @@ void LLDrawPoolAvatar::beginRigid() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectSimpleWaterProgram; + sVertexProgram = &gObjectSimpleNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectSimpleProgram; + sVertexProgram = &gObjectSimpleNonIndexedProgram; } if (sVertexProgram != NULL) @@ -669,7 +669,7 @@ void LLDrawPoolAvatar::endDeferredImpostor() void LLDrawPoolAvatar::beginDeferredRigid() { - sVertexProgram = &gDeferredDiffuseProgram; + sVertexProgram = &gDeferredNonIndexedDiffuseProgram; sVertexProgram->bind(); } @@ -700,11 +700,11 @@ void LLDrawPoolAvatar::beginSkinned() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectSimpleWaterProgram; + sVertexProgram = &gObjectSimpleNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectSimpleProgram; + sVertexProgram = &gObjectSimpleNonIndexedProgram; } } @@ -789,11 +789,11 @@ void LLDrawPoolAvatar::beginRiggedSimple() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectSimpleWaterProgram; + sVertexProgram = &gObjectSimpleNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectSimpleProgram; + sVertexProgram = &gObjectSimpleNonIndexedProgram; } } @@ -864,11 +864,11 @@ void LLDrawPoolAvatar::beginRiggedFullbright() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectFullbrightWaterProgram; + sVertexProgram = &gObjectFullbrightNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectFullbrightProgram; + sVertexProgram = &gObjectFullbrightNonIndexedProgram; } } @@ -908,11 +908,11 @@ void LLDrawPoolAvatar::beginRiggedShinySimple() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectShinyWaterProgram; + sVertexProgram = &gObjectShinyNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectShinyProgram; + sVertexProgram = &gObjectShinyNonIndexedProgram; } } @@ -953,11 +953,11 @@ void LLDrawPoolAvatar::beginRiggedFullbrightShiny() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectFullbrightShinyWaterProgram; + sVertexProgram = &gObjectFullbrightShinyNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectFullbrightShinyProgram; + sVertexProgram = &gObjectFullbrightShinyNonIndexedProgram; } } diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 3531073896..4ac4b89ab4 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -309,6 +309,9 @@ void LLDrawPoolBump::endRenderPass(S32 pass) llassert(0); break; } + + //to cleanup texture channels + LLRenderPass::endRenderPass(pass); } //static @@ -347,6 +350,11 @@ void LLDrawPoolBump::beginShiny(bool invisible) } bindCubeMap(shader, mVertexShaderLevel, diffuse_channel, cube_channel, invisible); + + if (mVertexShaderLevel > 1) + { //indexed texture rendering, channel 0 is always diffuse + diffuse_channel = 0; + } } //static @@ -414,16 +422,16 @@ void LLDrawPoolBump::renderShiny(bool invisible) LLGLEnable blend_enable(GL_BLEND); if (!invisible && mVertexShaderLevel > 1) { - LLRenderPass::renderTexture(LLRenderPass::PASS_SHINY, sVertexMask); + LLRenderPass::pushBatches(LLRenderPass::PASS_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } else if (!invisible) { renderGroups(LLRenderPass::PASS_SHINY, sVertexMask); } - else // invisible - { - renderGroups(LLRenderPass::PASS_INVISI_SHINY, sVertexMask); - } + //else // invisible (deprecated) + //{ + //renderGroups(LLRenderPass::PASS_INVISI_SHINY, sVertexMask); + //} } } @@ -536,7 +544,15 @@ void LLDrawPoolBump::renderFullbrightShiny() if( gSky.mVOSkyp->getCubeMap() ) { LLGLEnable blend_enable(GL_BLEND); - LLRenderPass::renderTexture(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask); + + if (mVertexShaderLevel > 1) + { + LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + } + else + { + LLRenderPass::renderTexture(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask); + } } } @@ -836,6 +852,9 @@ void LLDrawPoolBump::endPostDeferredPass(S32 pass) endBump(LLRenderPass::PASS_POST_BUMP); break; } + + //to disable texture channels + LLRenderPass::endRenderPass(pass); } void LLDrawPoolBump::renderPostDeferred(S32 pass) @@ -1296,39 +1315,56 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL { applyModelMatrix(params); - if (params.mTextureMatrix) + bool tex_setup = false; + + if (batch_textures && params.mTextureList.size() > 1) { - if (mShiny) + for (U32 i = 0; i < params.mTextureList.size(); ++i) { - gGL.getTexUnit(0)->activate(); - glMatrixMode(GL_TEXTURE); + if (params.mTextureList[i].notNull()) + { + gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE); + } } - else + } + else + { //not batching textures or batch has only 1 texture -- might need a texture matrix + if (params.mTextureMatrix) { - gGL.getTexUnit(1)->activate(); - glMatrixMode(GL_TEXTURE); + if (mShiny) + { + gGL.getTexUnit(0)->activate(); + glMatrixMode(GL_TEXTURE); + } + else + { + gGL.getTexUnit(1)->activate(); + glMatrixMode(GL_TEXTURE); + glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); + gPipeline.mTextureMatrixOps++; + gGL.getTexUnit(0)->activate(); + } + glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; - gGL.getTexUnit(0)->activate(); - } - glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); - gPipeline.mTextureMatrixOps++; - } - - if (mShiny && mVertexShaderLevel > 1 && texture) - { - if (params.mTexture.notNull()) - { - gGL.getTexUnit(diffuse_channel)->bind(params.mTexture) ; - params.mTexture->addTextureStats(params.mVSize); + tex_setup = true; } - else + + if (mShiny && mVertexShaderLevel > 1 && texture) { - gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE); + if (params.mTexture.notNull()) + { + gGL.getTexUnit(diffuse_channel)->bind(params.mTexture) ; + params.mTexture->addTextureStats(params.mVSize); + } + else + { + gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE); + } } } - + if (params.mGroup) { params.mGroup->rebuildMesh(); @@ -1336,7 +1372,7 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL params.mVertexBuffer->setBuffer(mask); params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); - if (params.mTextureMatrix) + if (tex_setup) { if (mShiny) { diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index 8ff60f73cc..9b73b2f9b6 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -105,7 +105,15 @@ void LLDrawPoolGlow::render(S32 pass) LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.setColorMask(false, true); - renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask()); + + if (shader_level > 1) + { + pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + } + else + { + renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask()); + } gGL.setColorMask(true, false); gGL.setSceneBlendType(LLRender::BT_ALPHA); @@ -179,13 +187,24 @@ void LLDrawPoolSimple::render(S32 pass) { //render simple LLFastTimer t(FTM_RENDER_SIMPLE); gPipeline.enableLightsDynamic(); - renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); - if (LLPipeline::sRenderDeferred) - { //if deferred rendering is enabled, bump faces aren't registered as simple - //render bump faces here as simple so bump faces will appear under water - renderTexture(LLRenderPass::PASS_BUMP, getVertexDataMask()); + if (mVertexShaderLevel > 0) + { + U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX; + + pushBatches(LLRenderPass::PASS_SIMPLE, mask, TRUE, TRUE); + + if (LLPipeline::sRenderDeferred) + { //if deferred rendering is enabled, bump faces aren't registered as simple + //render bump faces here as simple so bump faces will appear under water + pushBatches(LLRenderPass::PASS_BUMP, mask, TRUE, TRUE); + } } + else + { + renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); + } + } } @@ -246,11 +265,11 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass) if (LLPipeline::sUnderWaterRender) { - simple_shader = &gObjectSimpleWaterProgram; + simple_shader = &gObjectSimpleNonIndexedWaterProgram; } else { - simple_shader = &gObjectSimpleProgram; + simple_shader = &gObjectSimpleNonIndexedProgram; } if (mVertexShaderLevel > 0) @@ -386,25 +405,21 @@ void LLDrawPoolFullbright::endRenderPass(S32 pass) void LLDrawPoolFullbright::render(S32 pass) { //render fullbright LLFastTimer t(FTM_RENDER_FULLBRIGHT); + gGL.setSceneBlendType(LLRender::BT_ALPHA); + if (mVertexShaderLevel > 0) { fullbright_shader->bind(); fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f); + U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX; + pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE); } else { gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR; + renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask); } - - //gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.25f); - - //LLGLEnable test(GL_ALPHA_TEST); - //LLGLEnable blend(GL_BLEND); - gGL.setSceneBlendType(LLRender::BT_ALPHA); - U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR; - renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask); - - //gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } S32 LLDrawPoolFullbright::getNumPasses() diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index 195ee60a2e..81c796b146 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -66,11 +66,11 @@ void LLDrawPoolTree::beginRenderPass(S32 pass) if (LLPipeline::sUnderWaterRender) { - shader = &gObjectSimpleWaterProgram; + shader = &gObjectSimpleNonIndexedWaterProgram; } else { - shader = &gObjectSimpleProgram; + shader = &gObjectSimpleNonIndexedProgram; } if (gPipeline.canUseWindLightShadersOnObjects()) diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 29f3acdf91..e60b3f4543 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -66,12 +66,20 @@ LLGLSLShader gObjectSimpleProgram; LLGLSLShader gObjectSimpleWaterProgram; LLGLSLShader gObjectFullbrightProgram; LLGLSLShader gObjectFullbrightWaterProgram; - LLGLSLShader gObjectFullbrightShinyProgram; LLGLSLShader gObjectFullbrightShinyWaterProgram; LLGLSLShader gObjectShinyProgram; LLGLSLShader gObjectShinyWaterProgram; +LLGLSLShader gObjectSimpleNonIndexedProgram; +LLGLSLShader gObjectSimpleNonIndexedWaterProgram; +LLGLSLShader gObjectFullbrightNonIndexedProgram; +LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; +LLGLSLShader gObjectFullbrightShinyNonIndexedProgram; +LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram; +LLGLSLShader gObjectShinyNonIndexedProgram; +LLGLSLShader gObjectShinyNonIndexedWaterProgram; + //object hardware skinning shaders LLGLSLShader gSkinnedObjectSimpleProgram; LLGLSLShader gSkinnedObjectFullbrightProgram; @@ -113,6 +121,7 @@ LLGLSLShader gDeferredImpostorProgram; LLGLSLShader gDeferredEdgeProgram; LLGLSLShader gDeferredWaterProgram; LLGLSLShader gDeferredDiffuseProgram; +LLGLSLShader gDeferredNonIndexedDiffuseProgram; LLGLSLShader gDeferredSkinnedDiffuseProgram; LLGLSLShader gDeferredSkinnedBumpProgram; LLGLSLShader gDeferredSkinnedAlphaProgram; @@ -132,6 +141,7 @@ LLGLSLShader gDeferredShadowProgram; LLGLSLShader gDeferredAvatarShadowProgram; LLGLSLShader gDeferredAttachmentShadowProgram; LLGLSLShader gDeferredAlphaProgram; +LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gDeferredGIProgram; LLGLSLShader gDeferredGIFinalProgram; @@ -162,6 +172,10 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gObjectFullbrightProgram); mShaderList.push_back(&gObjectFullbrightShinyProgram); mShaderList.push_back(&gObjectFullbrightShinyWaterProgram); + mShaderList.push_back(&gObjectSimpleNonIndexedProgram); + mShaderList.push_back(&gObjectFullbrightNonIndexedProgram); + mShaderList.push_back(&gObjectFullbrightShinyNonIndexedProgram); + mShaderList.push_back(&gObjectFullbrightShinyNonIndexedWaterProgram); mShaderList.push_back(&gSkinnedObjectSimpleProgram); mShaderList.push_back(&gSkinnedObjectFullbrightProgram); mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram); @@ -185,6 +199,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredAlphaProgram); mShaderList.push_back(&gDeferredSkinnedAlphaProgram); mShaderList.push_back(&gDeferredFullbrightProgram); + mShaderList.push_back(&gDeferredAvatarEyesProgram); mShaderList.push_back(&gDeferredPostGIProgram); mShaderList.push_back(&gDeferredEdgeProgram); mShaderList.push_back(&gDeferredPostProgram); @@ -586,6 +601,16 @@ void LLViewerShaderMgr::unloadShaders() gObjectFullbrightShinyWaterProgram.unload(); gObjectShinyWaterProgram.unload(); + gObjectSimpleNonIndexedProgram.unload(); + gObjectSimpleNonIndexedWaterProgram.unload(); + gObjectFullbrightNonIndexedProgram.unload(); + gObjectFullbrightNonIndexedWaterProgram.unload(); + + gObjectShinyNonIndexedProgram.unload(); + gObjectFullbrightShinyNonIndexedProgram.unload(); + gObjectFullbrightShinyNonIndexedWaterProgram.unload(); + gObjectShinyNonIndexedWaterProgram.unload(); + gSkinnedObjectSimpleProgram.unload(); gSkinnedObjectFullbrightProgram.unload(); gSkinnedObjectFullbrightShinyProgram.unload(); @@ -616,6 +641,7 @@ void LLViewerShaderMgr::unloadShaders() gPostNightVisionProgram.unload(); gDeferredDiffuseProgram.unload(); + gDeferredNonIndexedDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); gDeferredSkinnedBumpProgram.unload(); gDeferredSkinnedAlphaProgram.unload(); @@ -707,6 +733,14 @@ BOOL LLViewerShaderMgr::loadBasicShaders() shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFullbrightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); for (U32 i = 0; i < shaders.size(); i++) { @@ -953,6 +987,32 @@ void setup_indexed_texture(LLGLSLShader& shader) shader.uniform1i("tex5", 5); shader.uniform1i("tex6", 6); shader.uniform1i("tex7", 7); + + S32 cur_tex = 8; //adjust any texture channels that might have been overwritten + for (U32 i = 0; i < shader.mTexture.size(); i++) + { + if (shader.mTexture[i] > -1 && shader.mTexture[i] < 7) + { + shader.uniform1i(i, cur_tex); + shader.mTexture[i] = cur_tex++; + } + } + shader.unbind(); +} + +void setup_indexed_texture_with_cubemap(LLGLSLShader& shader) +{ + shader.bind(); + shader.uniform1i("tex0", 0); + shader.uniform1i("tex1", 1); + shader.uniform1i("tex2", 2); + shader.uniform1i("tex3", 3); + shader.uniform1i("tex4", 4); + shader.uniform1i("tex5", 5); + shader.uniform1i("tex6", 6); + shader.uniform1i("environmentMap", 7); + shader.mTexture[LLViewerShaderMgr::ENVIRONMENT_MAP] = 7; + shader.mTexture[LLViewerShaderMgr::DIFFUSE_MAP] = 0; shader.unbind(); } @@ -962,6 +1022,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredTreeProgram.unload(); gDeferredDiffuseProgram.unload(); + gDeferredNonIndexedDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); gDeferredSkinnedBumpProgram.unload(); gDeferredSkinnedAlphaProgram.unload(); @@ -982,6 +1043,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.unload(); gDeferredAlphaProgram.unload(); gDeferredFullbrightProgram.unload(); + gDeferredAvatarEyesProgram.unload(); gDeferredPostGIProgram.unload(); gDeferredEdgeProgram.unload(); gDeferredPostProgram.unload(); @@ -1017,6 +1079,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() } } + if (success) + { + gDeferredNonIndexedDiffuseProgram.mName = "Non Indexed Deferred Diffuse Shader"; + gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear(); + gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredNonIndexedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredNonIndexedDiffuseProgram.createShader(NULL, NULL); + } + + if (success) { gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader"; @@ -1237,6 +1310,24 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAlphaProgram.createShader(NULL, NULL); + if (success) + { + setup_indexed_texture(gDeferredAlphaProgram); + } + } + + if (success) + { + gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader"; + gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true; + gDeferredAvatarEyesProgram.mFeatures.hasGamma = true; + gDeferredAvatarEyesProgram.mFeatures.hasTransport = true; + gDeferredAvatarEyesProgram.mFeatures.isFullbright = true; + gDeferredAvatarEyesProgram.mShaderFiles.clear(); + gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAvatarEyesProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarEyesProgram.createShader(NULL, NULL); } if (success) @@ -1515,6 +1606,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() BOOL LLViewerShaderMgr::loadShadersObject() { BOOL success = TRUE; + bool batch_textures = mVertexShaderLevel[SHADER_OBJECT] > 1; if (mVertexShaderLevel[SHADER_OBJECT] == 0) { @@ -1526,6 +1618,14 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectSimpleWaterProgram.unload(); gObjectFullbrightProgram.unload(); gObjectFullbrightWaterProgram.unload(); + gObjectShinyNonIndexedProgram.unload(); + gObjectFullbrightShinyNonIndexedProgram.unload(); + gObjectFullbrightShinyNonIndexedWaterProgram.unload(); + gObjectShinyNonIndexedWaterProgram.unload(); + gObjectSimpleNonIndexedProgram.unload(); + gObjectSimpleNonIndexedWaterProgram.unload(); + gObjectFullbrightNonIndexedProgram.unload(); + gObjectFullbrightNonIndexedWaterProgram.unload(); gSkinnedObjectSimpleProgram.unload(); gSkinnedObjectFullbrightProgram.unload(); gSkinnedObjectFullbrightShinyProgram.unload(); @@ -1538,6 +1638,137 @@ BOOL LLViewerShaderMgr::loadShadersObject() return TRUE; } + if (success) + { + gObjectSimpleNonIndexedProgram.mName = "Non indexed Shader"; + gObjectSimpleNonIndexedProgram.mFeatures.calculatesLighting = true; + gObjectSimpleNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleNonIndexedProgram.mFeatures.hasGamma = true; + gObjectSimpleNonIndexedProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleNonIndexedProgram.mFeatures.hasLighting = true; + gObjectSimpleNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectSimpleNonIndexedProgram.mShaderFiles.clear(); + gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectSimpleNonIndexedProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectSimpleNonIndexedWaterProgram.mName = "Non indexed Water Shader"; + gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesLighting = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.hasLighting = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectSimpleNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectSimpleNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectSimpleNonIndexedWaterProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectFullbrightNonIndexedProgram.mName = "Non Indexed Fullbright Shader"; + gObjectFullbrightNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightNonIndexedProgram.mFeatures.hasGamma = true; + gObjectFullbrightNonIndexedProgram.mFeatures.hasTransport = true; + gObjectFullbrightNonIndexedProgram.mFeatures.isFullbright = true; + gObjectFullbrightNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightNonIndexedProgram.mShaderFiles.clear(); + gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectFullbrightNonIndexedProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectFullbrightNonIndexedWaterProgram.mName = "Non Indexed Fullbright Water Shader"; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.isFullbright = true; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasTransport = true; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectFullbrightNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectShinyNonIndexedProgram.mName = "Non Indexed Shiny Shader"; + gObjectShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectShinyNonIndexedProgram.mFeatures.calculatesLighting = true; + gObjectShinyNonIndexedProgram.mFeatures.hasGamma = true; + gObjectShinyNonIndexedProgram.mFeatures.hasAtmospherics = true; + gObjectShinyNonIndexedProgram.mFeatures.isShiny = true; + gObjectShinyNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectShinyNonIndexedProgram.mShaderFiles.clear(); + gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectShinyNonIndexedProgram.createShader(NULL, &mShinyUniforms); + } + + if (success) + { + gObjectShinyNonIndexedWaterProgram.mName = "Non Indexed Shiny Water Shader"; + gObjectShinyNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.calculatesLighting = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.isShiny = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.hasAtmospherics = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectShinyNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectShinyNonIndexedWaterProgram.createShader(NULL, &mShinyUniforms); + } + + if (success) + { + gObjectFullbrightShinyNonIndexedProgram.mName = "Non Indexed Fullbright Shiny Shader"; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.isFullbright = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.isShiny = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.hasGamma = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.hasTransport = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.clear(); + gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectFullbrightShinyNonIndexedProgram.createShader(NULL, &mShinyUniforms); + } + + if (success) + { + gObjectFullbrightShinyNonIndexedWaterProgram.mName = "Non Indexed Fullbright Shiny Water Shader"; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.isFullbright = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.isShiny = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasGamma = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasTransport = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, &mShinyUniforms); + } + if (success) { gObjectSimpleProgram.mName = "Simple Shader"; @@ -1551,6 +1782,11 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectSimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectSimpleProgram.createShader(NULL, NULL); + + if (success && batch_textures) + { + setup_indexed_texture(gObjectSimpleProgram); + } } if (success) @@ -1567,6 +1803,11 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectSimpleWaterProgram.createShader(NULL, NULL); + + if (success && batch_textures) + { + setup_indexed_texture(gObjectSimpleWaterProgram); + } } if (success) @@ -1581,6 +1822,10 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectFullbrightProgram.createShader(NULL, NULL); + if (success && batch_textures) + { + setup_indexed_texture(gObjectFullbrightProgram); + } } if (success) @@ -1596,6 +1841,10 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectFullbrightWaterProgram.createShader(NULL, NULL); + if (success && batch_textures) + { + setup_indexed_texture(gObjectFullbrightWaterProgram); + } } if (success) @@ -1611,6 +1860,10 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectShinyProgram.createShader(NULL, &mShinyUniforms); + if (success && batch_textures) + { + setup_indexed_texture_with_cubemap(gObjectShinyProgram); + } } if (success) @@ -1627,6 +1880,10 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectShinyWaterProgram.createShader(NULL, &mShinyUniforms); + if (success && batch_textures) + { + setup_indexed_texture_with_cubemap(gObjectShinyWaterProgram); + } } if (success) @@ -1642,6 +1899,10 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms); + if (success && batch_textures) + { + setup_indexed_texture_with_cubemap(gObjectFullbrightShinyProgram); + } } if (success) @@ -1659,6 +1920,10 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectFullbrightShinyWaterProgram.createShader(NULL, &mShinyUniforms); + if (success && batch_textures) + { + setup_indexed_texture_with_cubemap(gObjectFullbrightShinyWaterProgram); + } } if (mVertexShaderLevel[SHADER_AVATAR] > 0) @@ -1672,6 +1937,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectSimpleProgram.mFeatures.hasAtmospherics = true; gSkinnedObjectSimpleProgram.mFeatures.hasLighting = true; gSkinnedObjectSimpleProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectSimpleProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectSimpleProgram.mShaderFiles.clear(); gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1687,6 +1953,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightProgram.mFeatures.hasTransport = true; gSkinnedObjectFullbrightProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectFullbrightProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1703,6 +1970,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightShinyProgram.mFeatures.isShiny = true; gSkinnedObjectFullbrightShinyProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightShinyProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectFullbrightShinyProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightShinyProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1719,6 +1987,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectShinySimpleProgram.mFeatures.hasAtmospherics = true; gSkinnedObjectShinySimpleProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectShinySimpleProgram.mFeatures.isShiny = true; + gSkinnedObjectShinySimpleProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectShinySimpleProgram.mShaderFiles.clear(); gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1734,9 +2003,11 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectSimpleWaterProgram.mFeatures.hasGamma = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasLighting = true; + gSkinnedObjectSimpleWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasWaterFog = true; gSkinnedObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectSimpleWaterProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectSimpleWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectSimpleWaterProgram.mShaderFiles.clear(); gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1753,6 +2024,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightWaterProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true; + gSkinnedObjectFullbrightWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectFullbrightWaterProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1771,6 +2043,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasWaterFog = true; + gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1789,6 +2062,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.isShiny = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasWaterFog = true; + gSkinnedObjectShinySimpleWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectShinySimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.clear(); gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index f5371f0619..6ecba65470 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -298,16 +298,25 @@ extern LLVector4 gShinyOrigin; //object shaders extern LLGLSLShader gObjectSimpleProgram; extern LLGLSLShader gObjectSimpleWaterProgram; +extern LLGLSLShader gObjectSimpleNonIndexedProgram; +extern LLGLSLShader gObjectSimpleNonIndexedWaterProgram; extern LLGLSLShader gObjectFullbrightProgram; extern LLGLSLShader gObjectFullbrightWaterProgram; +extern LLGLSLShader gObjectFullbrightNonIndexedProgram; +extern LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; extern LLGLSLShader gObjectSimpleLODProgram; extern LLGLSLShader gObjectFullbrightLODProgram; extern LLGLSLShader gObjectFullbrightShinyProgram; extern LLGLSLShader gObjectFullbrightShinyWaterProgram; +extern LLGLSLShader gObjectFullbrightShinyNonIndexedProgram; +extern LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram; + extern LLGLSLShader gObjectShinyProgram; extern LLGLSLShader gObjectShinyWaterProgram; +extern LLGLSLShader gObjectShinyNonIndexedProgram; +extern LLGLSLShader gObjectShinyNonIndexedWaterProgram; extern LLGLSLShader gSkinnedObjectSimpleProgram; extern LLGLSLShader gSkinnedObjectFullbrightProgram; @@ -349,6 +358,7 @@ extern LLGLSLShader gDeferredImpostorProgram; extern LLGLSLShader gDeferredEdgeProgram; extern LLGLSLShader gDeferredWaterProgram; extern LLGLSLShader gDeferredDiffuseProgram; +extern LLGLSLShader gDeferredNonIndexedDiffuseProgram; extern LLGLSLShader gDeferredSkinnedDiffuseProgram; extern LLGLSLShader gDeferredSkinnedBumpProgram; extern LLGLSLShader gDeferredSkinnedAlphaProgram; @@ -373,6 +383,7 @@ extern LLGLSLShader gDeferredAvatarShadowProgram; extern LLGLSLShader gDeferredAttachmentShadowProgram; extern LLGLSLShader gDeferredAlphaProgram; extern LLGLSLShader gDeferredFullbrightProgram; +extern LLGLSLShader gDeferredAvatarEyesProgram; extern LLGLSLShader gDeferredAvatarAlphaProgram; extern LLGLSLShader gDeferredWLSkyProgram; extern LLGLSLShader gDeferredWLCloudProgram; diff --git a/indra/newview/llvopartgroup.cpp b/indra/newview/llvopartgroup.cpp index 85b740d819..a4b0910c92 100644 --- a/indra/newview/llvopartgroup.cpp +++ b/indra/newview/llvopartgroup.cpp @@ -324,10 +324,18 @@ void LLVOPartGroup::getGeometry(S32 idx, LLVector3 normal = -LLViewerCamera::getInstance()->getXAxis(); - + + //HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should) + // this works because there is actually a 4th float stored after the vertex position which is used as a texture index + // also, somebody please VECTORIZE THIS + + verticesp->mV[3] = 0.f; *verticesp++ = part_pos_agent + up - right; + verticesp->mV[3] = 0.f; *verticesp++ = part_pos_agent - up - right; + verticesp->mV[3] = 0.f; *verticesp++ = part_pos_agent + up + right; + verticesp->mV[3] = 0.f; *verticesp++ = part_pos_agent - up + right; *colorsp++ = part.mColor; @@ -360,7 +368,7 @@ U32 LLVOPartGroup::getPartitionType() const } LLParticlePartition::LLParticlePartition() -: LLSpatialPartition(LLDrawPoolAlpha::VERTEX_DATA_MASK, TRUE, GL_STREAM_DRAW_ARB) +: LLSpatialPartition(LLDrawPoolAlpha::VERTEX_DATA_MASK | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, GL_STREAM_DRAW_ARB) { mRenderPass = LLRenderPass::PASS_ALPHA; mDrawableType = LLPipeline::RENDER_TYPE_PARTICLES; diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index 6396bc042d..800af26b69 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -1483,6 +1483,8 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons facep->setVertexBuffer(buff); } + llassert(facep->getVertexBuffer()->getNumIndices() == 6); + index_offset = facep->getGeometry(verticesp,normalsp,texCoordsp, indicesp); if (-1 == index_offset) diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 87de064ad1..713724cf46 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -73,6 +73,7 @@ #include "llagent.h" #include "llviewermediafocus.h" #include "lldatapacker.h" +#include "llviewershadermgr.h" #include "llvoavatar.h" #include "llvocache.h" @@ -4295,20 +4296,24 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) U32 bump_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR; U32 fullbright_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR; - if (LLPipeline::sRenderDeferred) + bool batch_textures = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 1; + + if (batch_textures) { bump_mask |= LLVertexBuffer::MAP_BINORMAL; genDrawInfo(group, simple_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, simple_faces, FALSE, TRUE); genDrawInfo(group, fullbright_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, fullbright_faces, FALSE, TRUE); genDrawInfo(group, bump_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, bump_faces, FALSE, TRUE); + genDrawInfo(group, alpha_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, alpha_faces, TRUE, TRUE); } else { genDrawInfo(group, simple_mask, simple_faces); genDrawInfo(group, fullbright_mask, fullbright_faces); genDrawInfo(group, bump_mask, bump_faces, FALSE, TRUE); + genDrawInfo(group, alpha_mask, alpha_faces, TRUE); } - genDrawInfo(group, alpha_mask, alpha_faces, TRUE); + if (!LLPipeline::sDelayVBUpdate) { @@ -4482,25 +4487,60 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: std::vector texture_list; - if (!distance_sort && batch_textures) + if (batch_textures) { U8 cur_tex = 0; facep->setTextureIndex(cur_tex); texture_list.push_back(tex); - if (can_batch_texture(facep)) + //if (can_batch_texture(facep)) { while (i != faces.end()) { facep = *i; if (facep->getTexture() != tex) { - cur_tex++; + if (distance_sort) + { //textures might be out of order, see if texture exists in current batch + bool found = false; + for (U32 tex_idx = 0; tex_idx < texture_list.size(); ++tex_idx) + { + if (facep->getTexture() == texture_list[tex_idx]) + { + cur_tex = tex_idx; + found = true; + break; + } + } + + if (!found) + { + cur_tex = texture_list.size(); + } + } + else + { + cur_tex++; + + if (cur_tex >= 7 && facep->getTextureEntry()->getShiny()) + { //entry 7 is reserved for the environment map for shiny faces + break; + } + } + + if (!can_batch_texture(facep)) + { //face is bump mapped or has an animated texture matrix -- can't + //batch more than 1 texture at a time + break; + } + if (cur_tex >= 8) { //cut batches on every 8 textures break; } + tex = facep->getTexture(); + texture_list.push_back(tex); } @@ -4509,11 +4549,6 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: break; } - if (!can_batch_texture(facep)) - { //cut batches on things that require single texture rendering (animated texture, bump maps) - break; - } - ++i; index_count += facep->getIndicesCount(); geom_count += facep->getGeomCount(); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index fadae7c71e..1489c033e2 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3606,7 +3606,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) if (gDebugGL) { check_stack_depth(stack_depth); - std::string msg = llformat("%s pass %d", gPoolNames[cur_type].c_str(), i); + std::string msg = llformat("pass %d", i); LLGLState::checkStates(msg); LLGLState::checkTextureChannels(msg); LLGLState::checkClientArrays(msg); @@ -6568,8 +6568,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen noise_map = mNoiseMap; } - LLGLState::checkTextureChannels(); - shader.bind(); S32 channel = 0; channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); @@ -7852,8 +7850,6 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->activate(); shader.unbind(); - - LLGLState::checkTextureChannels(); } inline float sgn(float a) -- cgit v1.3 From f96f223112b7a50336fe153d2e0408caa9ce3390 Mon Sep 17 00:00:00 2001 From: Xiaohong Bao Date: Wed, 8 Jun 2011 17:50:35 -0600 Subject: fix for SH-1561: Enabling show Physics Shape disables glow --- indra/newview/pipeline.cpp | 15 +++++++++++++++ 1 file changed, 15 insertions(+) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 1489c033e2..4d678117a5 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -773,14 +773,29 @@ void LLPipeline::updateRenderDeferred() //static void LLPipeline::refreshRenderDeferred() { + static BOOL physics_shapes_is_on = FALSE ; + static BOOL render_glow_copy = FALSE ; + if(gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) { + if(!physics_shapes_is_on) + { + physics_shapes_is_on = TRUE ; + render_glow_copy = sRenderGlow ; + } + //turn the deferred rendering and glow off when draw physics shapes. sRenderDeferred = FALSE ; sRenderGlow = FALSE ; } else { + if(physics_shapes_is_on) + { + physics_shapes_is_on = FALSE ; + sRenderGlow = render_glow_copy ; + } + updateRenderDeferred() ; } } -- cgit v1.3 From 99b05f9647353f9bf5a44b1eb424105598d2b725 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 10 Jun 2011 18:51:22 -0500 Subject: Fix for show object updates not working (and crashing, and behaving badly). --- indra/newview/llviewermessage.cpp | 12 ++---------- indra/newview/llviewerobject.cpp | 26 ++++++++------------------ indra/newview/pipeline.cpp | 36 ++++++++++++++++++++++++++++++++++++ indra/newview/pipeline.h | 16 ++++++++++++++++ 4 files changed, 62 insertions(+), 28 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/llviewermessage.cpp b/indra/newview/llviewermessage.cpp index 3832be727f..b4a4aaa329 100644 --- a/indra/newview/llviewermessage.cpp +++ b/indra/newview/llviewermessage.cpp @@ -96,7 +96,6 @@ #include "llviewerwindow.h" #include "llvlmanager.h" #include "llvoavatarself.h" -#include "llvotextbubble.h" #include "llworld.h" #include "pipeline.h" #include "llfloaterworldmap.h" @@ -4228,15 +4227,8 @@ void process_kill_object(LLMessageSystem *mesgsys, void **user_data) // Display green bubble on kill if ( gShowObjectUpdates ) { - LLViewerObject* newobject; - newobject = gObjectList.createObjectViewer(LL_PCODE_LEGACY_TEXT_BUBBLE, objectp->getRegion()); - - LLVOTextBubble* bubble = (LLVOTextBubble*) newobject; - - bubble->mColor.setVec(0.f, 1.f, 0.f, 1.f); - bubble->setScale( 2.0f * bubble->getScale() ); - bubble->setPositionGlobal(objectp->getPositionGlobal()); - gPipeline.addObject(bubble); + LLColor4 color(0.f,1.f,0.f,1.f); + gPipeline.addDebugBlip(objectp->getPositionAgent(), color); } // Do the kill diff --git a/indra/newview/llviewerobject.cpp b/indra/newview/llviewerobject.cpp index 72cdb4b355..be9ff872c0 100644 --- a/indra/newview/llviewerobject.cpp +++ b/indra/newview/llviewerobject.cpp @@ -89,7 +89,6 @@ #include "llvopartgroup.h" #include "llvosky.h" #include "llvosurfacepatch.h" -#include "llvotextbubble.h" #include "llvotree.h" #include "llvovolume.h" #include "llvowater.h" @@ -168,8 +167,6 @@ LLViewerObject *LLViewerObject::createObject(const LLUUID &id, const LLPCode pco // llwarns << "Creating new tree!" << llendl; // res = new LLVOTree(id, pcode, regionp); break; res = NULL; break; - case LL_PCODE_LEGACY_TEXT_BUBBLE: - res = new LLVOTextBubble(id, pcode, regionp); break; case LL_VO_CLOUDS: res = new LLVOClouds(id, pcode, regionp); break; case LL_VO_SURFACE_PATCH: @@ -1973,23 +1970,16 @@ U32 LLViewerObject::processUpdateMessage(LLMessageSystem *mesgsys, if ( gShowObjectUpdates ) { - if (!((mPrimitiveCode == LL_PCODE_LEGACY_AVATAR) && (((LLVOAvatar *) this)->isSelf())) - && mRegionp) + LLColor4 color; + if (update_type == OUT_TERSE_IMPROVED) { - LLViewerObject* object = gObjectList.createObjectViewer(LL_PCODE_LEGACY_TEXT_BUBBLE, mRegionp); - LLVOTextBubble* bubble = (LLVOTextBubble*) object; - - if (update_type == OUT_TERSE_IMPROVED) - { - bubble->mColor.setVec(0.f, 0.f, 1.f, 1.f); - } - else - { - bubble->mColor.setVec(1.f, 0.f, 0.f, 1.f); - } - object->setPositionGlobal(getPositionGlobal()); - gPipeline.addObject(object); + color.setVec(0.f, 0.f, 1.f, 1.f); + } + else + { + color.setVec(1.f, 0.f, 0.f, 1.f); } + gPipeline.addDebugBlip(getPositionAgent(), color); } if ((0.0f == vel_mag_sq) && diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 4d678117a5..f2294335ed 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4096,6 +4096,37 @@ void LLPipeline::renderDebug() bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD); + if (!hud_only && !mDebugBlips.empty()) + { //render debug blips + glPointSize(8.f); + LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); + + gGL.begin(LLRender::POINTS); + for (std::list::iterator iter = mDebugBlips.begin(); iter != mDebugBlips.end(); ) + { + DebugBlip& blip = *iter; + + blip.mAge += gFrameIntervalSeconds; + if (blip.mAge > 2.f) + { + mDebugBlips.erase(iter++); + } + else + { + iter++; + } + + blip.mPosition.mV[2] += gFrameIntervalSeconds*2.f; + + gGL.color4fv(blip.mColor.mV); + gGL.vertex3fv(blip.mPosition.mV); + } + gGL.end(); + gGL.flush(); + glPointSize(1.f); + } + + // Debug stuff. for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) @@ -9839,4 +9870,9 @@ void LLPipeline::clearRenderTypeMask(U32 type, ...) } } +void LLPipeline::addDebugBlip(const LLVector3& position, const LLColor4& color) +{ + DebugBlip blip(position, color); + mDebugBlips.push_back(blip); +} diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index e967b8c31e..e9da25e544 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -360,6 +360,8 @@ public: static void updateRenderDeferred(); static void refreshRenderDeferred(); + void addDebugBlip(const LLVector3& position, const LLColor4& color); + private: void unloadShaders(); void addToQuickLookup( LLDrawPool* new_poolp ); @@ -730,6 +732,20 @@ public: protected: std::vector mSelectedFaces; + class DebugBlip + { + public: + LLColor4 mColor; + LLVector3 mPosition; + F32 mAge; + + DebugBlip(const LLVector3& position, const LLColor4& color) + : mColor(color), mPosition(position), mAge(0.f) + { } + }; + + std::list mDebugBlips; + LLPointer mFaceSelectImagep; U32 mLightMask; -- cgit v1.3 From 44f0a1b68118f662e68904eea83a3801b4577070 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 11 Jun 2011 16:51:01 -0500 Subject: SH-1778 Physics shape display fix up. --- indra/llprimitive/llmodel.cpp | 6 ++- indra/llrender/llrendertarget.cpp | 7 ++- indra/newview/llspatialpartition.cpp | 7 --- indra/newview/pipeline.cpp | 93 +++--------------------------------- 4 files changed, 15 insertions(+), 98 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/llprimitive/llmodel.cpp b/indra/llprimitive/llmodel.cpp index b3d5c7b072..e0cfa07614 100644 --- a/indra/llprimitive/llmodel.cpp +++ b/indra/llprimitive/llmodel.cpp @@ -2093,7 +2093,7 @@ void LLModel::Decomposition::fromLLSD(LLSD& decomp) if (decomp.has("BoundingVerts")) { - const LLSD::Binary& position = decomp["BundingVerts"].asBinary(); + const LLSD::Binary& position = decomp["BoundingVerts"].asBinary(); U16* p = (U16*) &position[0]; @@ -2129,7 +2129,7 @@ void LLModel::Decomposition::fromLLSD(LLSD& decomp) { //empty base hull mesh to indicate decomposition has been loaded //but contains no base hull - mBaseHullMesh.clear();; + mBaseHullMesh.clear(); } } @@ -2252,6 +2252,8 @@ LLSD LLModel::Decomposition::asLLSD() const ret["Positions"] = p; } + llassert(!mBaseHull.empty()); + if (!mBaseHull.empty()) { LLSD::Binary p(mBaseHull.size()*3*2); diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index e773a639b0..b6463309e1 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -75,6 +75,9 @@ LLRenderTarget::~LLRenderTarget() void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, S32 samples) { stop_glerror(); + + release(); + mResX = resx; mResY = resy; @@ -96,8 +99,6 @@ void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo mSamples = 0; } - release(); - if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject) { if (depth) @@ -337,6 +338,8 @@ void LLRenderTarget::release() LLImageGL::deleteTextures(mTex.size(), &mTex[0], true); mTex.clear(); } + + mResX = mResY = 0; sBoundTarget = NULL; } diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index d96fa087b1..a5b91729e8 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -2969,13 +2969,6 @@ void render_hull(LLModel::PhysicsMesh& mesh, const LLColor4& color, const LLColo void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume) { - if (volume->isSelected()) - { - LLVector3 construct_me(5,5,5); - construct_me.normalize(); - } - - U8 physics_type = volume->getPhysicsShapeType(); if (physics_type == LLViewerObject::PHYSICS_SHAPE_NONE || volume->isFlexible()) diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f2294335ed..ba948bf139 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -773,31 +773,7 @@ void LLPipeline::updateRenderDeferred() //static void LLPipeline::refreshRenderDeferred() { - static BOOL physics_shapes_is_on = FALSE ; - static BOOL render_glow_copy = FALSE ; - - if(gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) - { - if(!physics_shapes_is_on) - { - physics_shapes_is_on = TRUE ; - render_glow_copy = sRenderGlow ; - } - - //turn the deferred rendering and glow off when draw physics shapes. - sRenderDeferred = FALSE ; - sRenderGlow = FALSE ; - } - else - { - if(physics_shapes_is_on) - { - physics_shapes_is_on = FALSE ; - sRenderGlow = render_glow_copy ; - } - - updateRenderDeferred() ; - } + updateRenderDeferred(); } void LLPipeline::releaseGLBuffers() @@ -6106,7 +6082,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) { LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM); if (!(gPipeline.canUseVertexShaders() && - sRenderGlow)) + sRenderGlow) || + (!sRenderDeferred && hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))) { return; } @@ -6152,67 +6129,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.setColorMask(true, true); glClearColor(0,0,0,0); - - /*if (for_snapshot) - { - gGL.getTexUnit(0)->bind(&mGlow[1]); - { - //LLGLEnable stencil(GL_STENCIL_TEST); - //glStencilFunc(GL_NOTEQUAL, 255, 0xFFFFFFFF); - //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - //LLGLDisable blend(GL_BLEND); - - // If the snapshot is constructed from tiles, calculate which - // tile we're in. - - //from LLViewerCamera::setPerpsective - if (zoom_factor > 1.f) - { - int pos_y = subfield / llceil(zoom_factor); - int pos_x = subfield - (pos_y*llceil(zoom_factor)); - F32 size = 1.f/zoom_factor; - - tc1.set(pos_x*size, pos_y*size); - tc2 = tc1 + LLVector2(size,size); - } - else - { - tc2.set(1,1); - } - - LLGLEnable blend(GL_BLEND); - gGL.setSceneBlendType(LLRender::BT_ADD); - - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.color4f(1,1,1,1); - gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); - gGL.vertex2f(-1,-1); - - gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); - gGL.vertex2f(-1,1); - - gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); - gGL.vertex2f(1,-1); - - gGL.texCoord2f(tc2.mV[0], tc2.mV[1]); - gGL.vertex2f(1,1); - - gGL.end(); - - gGL.flush(); - gGL.setSceneBlendType(LLRender::BT_ALPHA); - } - - gGL.flush(); - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - - return; - }*/ - + { { LLFastTimer ftm(FTM_RENDER_BLOOM_FBO); @@ -6568,6 +6485,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) { + gGL.setColorMask(true, false); + LLVector2 tc1(0,0); LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2, (F32) gViewerWindow->getWorldViewHeightRaw()*2); -- cgit v1.3 From 8746648c4ea43aff03854bab2a5739fbbbe24ea7 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 11 Jun 2011 17:10:26 -0500 Subject: Fix for under water render going black when deferred rendering and anti-aliasing enabled. --- indra/newview/pipeline.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index ba948bf139..e74bf2a620 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6257,9 +6257,9 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) LLVertexBuffer::unbind(); - if (LLPipeline::sRenderDeferred && !LLViewerCamera::getInstance()->cameraUnderWater()) + if (LLPipeline::sRenderDeferred) { - bool dof_enabled = true; + bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater(); LLGLSLShader* shader = &gDeferredPostProgram; if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) @@ -6267,7 +6267,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader = &gDeferredGIFinalProgram; dof_enabled = false; } - else if (LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField")) + else if (!dof_enabled || LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField")) { //squish focal length when in build mode (or if DoF is disabled) so DoF doesn't make editing objects difficult shader = &gDeferredPostNoDoFProgram; dof_enabled = false; -- cgit v1.3