Added bokeh DoF. Fixed some several SSAO and shadow combinations. Fixed GI crash bug. Enabled several fasttimers. Updated shaders.
This commit is contained in:
@@ -107,7 +107,23 @@ public:
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FTM_RENDER_BLOOM,
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FTM_RENDER_BLOOM_FBO,
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FTM_RENDER_FONTS,
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// deferred rendering
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FTM_RENDER_DEFERRED,
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FTM_BIND_DEFERRED,
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FTM_SUN_SHADOW,
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FTM_SOFTEN_SHADOW,
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FTM_EDGE_DETECTION,
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FTM_GI_TRACE,
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FTM_GI_GATHER,
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FTM_ATMOSPHERICS,
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FTM_LOCAL_LIGHTS,
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FTM_FULLSCREEN_LIGHTS,
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FTM_PROJECTORS,
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FTM_POST,
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FTM_VISIBLE_CLOUD,
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// newview specific
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FTM_MESSAGES,
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FTM_MOUSEHANDLER,
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@@ -2654,6 +2654,65 @@
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<key>Value</key>
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<real>1.0</real>
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</map>
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<key>CameraFocusTransitionTime</key>
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<map>
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<key>Comment</key>
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<string>How many seconds it takes the camera to transition between focal distances</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>F32</string>
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<key>Value</key>
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<real>0.5</real>
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</map>
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<key>CameraFNumber</key>
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<map>
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<key>Comment</key>
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<string>Camera f-number value for DoF effect</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>F32</string>
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<key>Value</key>
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<real>9.0</real>
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</map>
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<key>CameraFocalLength</key>
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<map>
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<key>Comment</key>
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<string>Camera focal length for DoF effect (in millimeters)</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>F32</string>
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<key>Value</key>
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<real>50</real>
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</map>
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<key>CameraFieldOfView</key>
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<map>
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<key>Comment</key>
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<string>Vertical camera field of view for DoF effect (in degrees)</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>F32</string>
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<key>Value</key>
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<real>60.0</real>
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</map>
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<key>CameraAspectRatio</key>
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<map>
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<key>Comment</key>
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<string>Camera aspect ratio for DoF effect</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>F32</string>
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<key>Value</key>
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<real>1.5</real>
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</map>
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<key>ChatBarStealsFocus</key>
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<map>
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<key>Comment</key>
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@@ -1,68 +0,0 @@
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/**
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* @file avatarAlphaF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2D diffuseMap;
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uniform sampler2DShadow shadowMap0;
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uniform sampler2DShadow shadowMap1;
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uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform sampler2D noiseMap;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec4 vary_position;
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varying vec3 vary_normal;
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void main()
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{
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float shadow = 1.0;
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vec4 pos = vary_position;
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vec3 norm = normalize(vary_normal);
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vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
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if (pos.z > -shadow_clip.w)
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{
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if (pos.z < -shadow_clip.z)
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{
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vec4 lpos = shadow_matrix[3]*pos;
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shadow = shadow2DProj(shadowMap3, lpos).x;
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}
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else if (pos.z < -shadow_clip.y)
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{
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vec4 lpos = shadow_matrix[2]*pos;
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shadow = shadow2DProj(shadowMap2, lpos).x;
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}
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else if (pos.z < -shadow_clip.x)
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{
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vec4 lpos = shadow_matrix[1]*pos;
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shadow = shadow2DProj(shadowMap1, lpos).x;
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}
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else
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{
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vec4 lpos = shadow_matrix[0]*pos;
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shadow = shadow2DProj(shadowMap0, lpos).x;
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}
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}
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vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);
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vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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gl_FragColor = color;
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}
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@@ -19,10 +19,38 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec3 scaleUpLight(vec3 light);
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varying vec4 vary_position;
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varying vec3 vary_position;
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_normal;
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varying vec3 vary_fragcoord;
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varying vec3 vary_pointlight_col;
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uniform float near_clip;
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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//normalize light vector
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lv *= 1.0/d;
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//distance attenuation
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float dist2 = d*d/(la*la);
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float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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return da;
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}
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void main()
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{
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@@ -42,9 +70,10 @@ void main()
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norm.z = dot(trans[2].xyz, gl_Normal);
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norm = normalize(norm);
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gl_Position = gl_ProjectionMatrix * pos;
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vary_position = pos;
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vary_normal = norm;
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vec4 frag_pos = gl_ProjectionMatrix * pos;
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gl_Position = frag_pos;
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vary_position = pos.xyz;
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calcAtmospherics(pos.xyz);
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@@ -52,18 +81,20 @@ void main()
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vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
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col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
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col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
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col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
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col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
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col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
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col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
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col.rgb = scaleDownLight(col.rgb);
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// Collect normal lights
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col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
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col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
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col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
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col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
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col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
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col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
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vary_pointlight_col = col.rgb*gl_Color.rgb;
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col.rgb = vec3(0,0,0);
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// Add windlight lights
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col.rgb += atmosAmbient(vec3(0.));
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col.rgb = atmosAmbient(vec3(0.));
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vary_ambient = col.rgb*gl_Color.rgb;
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vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
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@@ -73,7 +104,8 @@ void main()
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gl_FrontColor = col;
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gl_FogFragCoord = pos.z;
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vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
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}
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@@ -39,44 +39,50 @@ vec4 getPosition(vec2 pos_screen)
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void main()
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{
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vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
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vec2 tc = vary_fragcoord.xy;
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vec3 norm = texture2DRect(normalMap, tc).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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vec3 pos = getPosition(vary_fragcoord.xy).xyz;
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vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba;
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vec3 pos = getPosition(tc).xyz;
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vec4 ccol = texture2DRect(lightMap, tc).rgba;
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vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
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dlt /= max(-pos.z*dist_factor, 1.0);
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vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
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vec4 col = defined_weight.xyxx * ccol;
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// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
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float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
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// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
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//This causes some pretty nasty artifacting, so disabling for now.
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//tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
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for (int i = 1; i < 4; i++)
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{
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vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
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vec3 samppos = getPosition(tc).xyz;
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vec2 samptc = tc + kern[i].z*dlt;
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vec3 samppos = getPosition(samptc).xyz;
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float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
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if (d*d <= 0.003)
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if (d*d <= pointplanedist_tolerance_pow2)
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{
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col += texture2DRect(lightMap, tc)*kern[i].xyxx;
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col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
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defined_weight += kern[i].xy;
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}
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}
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for (int i = 1; i < 4; i++)
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{
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vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
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vec3 samppos = getPosition(tc).xyz;
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vec2 samptc = tc - kern[i].z*dlt;
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vec3 samppos = getPosition(samptc).xyz;
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float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
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if (d*d <= 0.003)
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if (d*d <= pointplanedist_tolerance_pow2)
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{
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col += texture2DRect(lightMap, tc)*kern[i].xyxx;
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col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
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defined_weight += kern[i].xy;
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}
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}
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col /= defined_weight.xyxx;
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col.y *= col.y;
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gl_FragColor = col;
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}
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@@ -10,50 +10,128 @@
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect localLightMap;
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uniform sampler2DRect sunLightMap;
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uniform sampler2DRect giLightMap;
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uniform sampler2D luminanceMap;
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uniform sampler2DRect lightMap;
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uniform sampler2DRect edgeMap;
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform sampler2D bloomMap;
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uniform vec3 lum_quad;
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uniform float lum_lod;
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uniform vec4 ambient;
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uniform vec3 gi_quad;
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uniform float depth_cutoff;
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uniform float norm_cutoff;
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uniform float focal_distance;
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uniform float blur_constant;
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uniform float tan_pixel_angle;
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uniform float magnification;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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varying vec2 vary_fragcoord;
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float getDepth(vec2 pos_screen)
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{
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float z = texture2DRect(depthMap, pos_screen.xy).a;
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z = z*2.0-1.0;
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vec4 ndc = vec4(0.0, 0.0, z, 1.0);
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vec4 p = inv_proj*ndc;
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return p.z/p.w;
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}
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float calc_cof(float depth)
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{
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float sc = abs(depth-focal_distance)/-depth*blur_constant;
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sc /= magnification;
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// tan_pixel_angle = pixel_length/-depth;
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float pixel_length = tan_pixel_angle*-focal_distance;
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sc = sc/pixel_length;
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sc *= 1.414;
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return sc;
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}
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void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
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{
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float d = getDepth(tc);
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float sc = calc_cof(d);
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float wg = 0.25;
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vec4 s = texture2DRect(diffuseRect, tc);
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// de-weight dull areas to make highlights 'pop'
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wg += s.r+s.g+s.b;
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diff += wg*s;
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w += wg;
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}
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void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc)
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{
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float d = getDepth(tc);
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float sc = calc_cof(d);
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if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
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|| d < cur_depth) //sampled pixel is further away than current pixel
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{
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float wg = 0.25;
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vec4 s = texture2DRect(diffuseRect, tc);
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// de-weight dull areas to make highlights 'pop'
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wg += s.r+s.g+s.b;
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diff += wg*s;
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w += wg;
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}
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}
|
||||
|
||||
|
||||
void main()
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||||
{
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vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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||||
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vec2 tc = vary_fragcoord.xy;
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vec3 lum = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
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float luminance = lum.r;
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luminance = luminance*lum_quad.y+lum_quad.z;
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||||
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||||
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float depth = getDepth(tc);
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vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
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||||
|
||||
{
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float w = 1.0;
|
||||
|
||||
float sc = calc_cof(depth);
|
||||
sc = min(abs(sc), 10.0);
|
||||
|
||||
float fd = depth*0.5f;
|
||||
|
||||
float PI = 3.14159265358979323846264;
|
||||
|
||||
float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g;
|
||||
|
||||
vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
|
||||
gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb;
|
||||
gi_col *= diff;
|
||||
|
||||
vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
|
||||
|
||||
vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
|
||||
// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
|
||||
//if (depth < focal_distance)
|
||||
{
|
||||
while (sc > 0.5)
|
||||
{
|
||||
int its = int(max(1.0,(sc*3.7)));
|
||||
for (int i=0; i<its; ++i)
|
||||
{
|
||||
float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
|
||||
float samp_x = sc*sin(ang);
|
||||
float samp_y = sc*cos(ang);
|
||||
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
|
||||
dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y));
|
||||
}
|
||||
sc -= 1.0;
|
||||
}
|
||||
}
|
||||
|
||||
diff /= w;
|
||||
}
|
||||
|
||||
sun_col *= 1.0/min(luminance, 1.0);
|
||||
gi_col *= 1.0/luminance;
|
||||
|
||||
vec3 col = sun_col.rgb+gi_col+local_col;
|
||||
|
||||
gl_FragColor.rgb = col.rgb;
|
||||
col.rgb = max(col.rgb-vec3(1.0,1.0,1.0), vec3(0.0, 0.0, 0.0));
|
||||
|
||||
gl_FragColor.a = 0.0; // max(dot(col.rgb,col.rgb)*lum_quad.x, sun_col.a);
|
||||
|
||||
//gl_FragColor.rgb = vec3(lum_lod);
|
||||
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
|
||||
gl_FragColor = diff + bloom;
|
||||
}
|
||||
|
||||
@@ -11,12 +11,9 @@
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect positionMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2D lightFunc;
|
||||
|
||||
uniform float blur_size;
|
||||
@@ -278,7 +275,6 @@ void main()
|
||||
|
||||
vec3 col = atmosAmbient(vec3(0));
|
||||
col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
|
||||
|
||||
col *= diffuse.rgb;
|
||||
|
||||
if (spec.a > 0.0) // specular reflection
|
||||
@@ -288,7 +284,6 @@ void main()
|
||||
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
|
||||
float sa = dot(refnormpersp, vary_light.xyz);
|
||||
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
|
||||
|
||||
/*
|
||||
// screen-space cheap fakey reflection map
|
||||
//
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
/**
|
||||
* @file softenLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
@@ -12,12 +12,8 @@
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform vec3 gi_quad;
|
||||
|
||||
uniform float blur_size;
|
||||
uniform float blur_fidelity;
|
||||
@@ -41,12 +37,10 @@ uniform vec4 max_y;
|
||||
uniform vec4 glow;
|
||||
uniform float scene_light_strength;
|
||||
uniform vec3 env_mat[3];
|
||||
uniform vec4 shadow_clip;
|
||||
//uniform mat4 shadow_matrix[3];
|
||||
//uniform vec4 shadow_clip;
|
||||
uniform mat3 ssao_effect_mat;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
varying vec4 vary_light;
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
@@ -57,6 +51,9 @@ vec3 vary_AmblitColor;
|
||||
vec3 vary_AdditiveColor;
|
||||
vec3 vary_AtmosAttenuation;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
vec4 getPosition_d(vec2 pos_screen, float depth)
|
||||
{
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
@@ -269,14 +266,10 @@ void main()
|
||||
vec4 diffuse = texture2DRect(diffuseRect, tc);
|
||||
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
|
||||
|
||||
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
|
||||
float scol = max(scol_ambocc.r, diffuse.a);
|
||||
float ambocc = scol_ambocc.g;
|
||||
|
||||
calcAtmospherics(pos.xyz, ambocc);
|
||||
calcAtmospherics(pos.xyz, 1.0);
|
||||
|
||||
vec3 col = atmosAmbient(vec3(0));
|
||||
col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
|
||||
col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
|
||||
|
||||
col *= diffuse.rgb;
|
||||
|
||||
@@ -286,7 +279,7 @@ void main()
|
||||
//
|
||||
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
|
||||
float sa = dot(refnormpersp, vary_light.xyz);
|
||||
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
|
||||
vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
|
||||
|
||||
/*
|
||||
// screen-space cheap fakey reflection map
|
||||
@@ -312,20 +305,18 @@ void main()
|
||||
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);
|
||||
refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm
|
||||
// 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
|
||||
// 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);
|
||||
float reflit = max(dot(refn, reflight.xyz), 0.0);
|
||||
// apply sun color to guess-point, dampen according to inappropriateness of guess
|
||||
float refmod = min(refapprop, reflit);
|
||||
vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
|
||||
@@ -51,57 +51,49 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
|
||||
{
|
||||
float ret = 1.0;
|
||||
|
||||
float dist = dot(pos.xyz,pos.xyz);
|
||||
|
||||
if (dist < 64.0*64.0)
|
||||
{
|
||||
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 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;
|
||||
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 angle_hidden = 0.0;
|
||||
int points = 0;
|
||||
|
||||
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
|
||||
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++)
|
||||
{
|
||||
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
|
||||
vec3 samppos_world = getPosition(samppos_screen).xyz;
|
||||
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?)
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
|
||||
vec3 samppos_world = getPosition(samppos_screen).xyz;
|
||||
|
||||
vec3 diff = pos_world - samppos_world;
|
||||
float dist2 = dot(diff, diff);
|
||||
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)
|
||||
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
|
||||
// --> solid angle shrinking by the square of distance
|
||||
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
|
||||
//(k should vary inversely with # of samples, but this is taken care of later)
|
||||
|
||||
//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
|
||||
// angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
|
||||
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
|
||||
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));
|
||||
ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
|
||||
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
|
||||
points = points + int(diff.z > -1.0);
|
||||
}
|
||||
|
||||
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
|
||||
|
||||
ret = (1.0 - (float(points != 0) * angle_hidden));
|
||||
|
||||
return min(ret, 1.0);
|
||||
}
|
||||
|
||||
@@ -1,98 +0,0 @@
|
||||
/**
|
||||
* @file avatarAlphaF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform sampler2DRectShadow shadowMap0;
|
||||
uniform sampler2DRectShadow shadowMap1;
|
||||
uniform sampler2DRectShadow shadowMap2;
|
||||
uniform sampler2DRectShadow shadowMap3;
|
||||
uniform sampler2D noiseMap;
|
||||
|
||||
uniform mat4 shadow_matrix[6];
|
||||
uniform vec4 shadow_clip;
|
||||
uniform vec2 screen_res;
|
||||
uniform vec2 shadow_res;
|
||||
|
||||
vec3 atmosLighting(vec3 light);
|
||||
vec3 scaleSoftClip(vec3 light);
|
||||
|
||||
varying vec3 vary_ambient;
|
||||
varying vec3 vary_directional;
|
||||
varying vec3 vary_position;
|
||||
varying vec3 vary_normal;
|
||||
|
||||
uniform float shadow_bias;
|
||||
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias;
|
||||
|
||||
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float shadow = 1.0;
|
||||
vec4 pos = vec4(vary_position, 1.0);
|
||||
vec3 norm = normalize(vary_normal);
|
||||
|
||||
//vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
|
||||
|
||||
vec4 spos = pos;
|
||||
|
||||
if (spos.z > -shadow_clip.w)
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
if (spos.z < -shadow_clip.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap3, lpos, 1.5);
|
||||
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, 1.5);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.x)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap1, lpos, 1.5);
|
||||
}
|
||||
else
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap0, lpos, 1.5);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);
|
||||
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
|
||||
|
||||
color.rgb = atmosLighting(color.rgb);
|
||||
|
||||
color.rgb = scaleSoftClip(color.rgb);
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
@@ -22,12 +22,38 @@ vec3 scaleUpLight(vec3 light);
|
||||
varying vec3 vary_position;
|
||||
varying vec3 vary_ambient;
|
||||
varying vec3 vary_directional;
|
||||
varying vec3 vary_normal;
|
||||
varying vec3 vary_fragcoord;
|
||||
varying vec3 vary_pointlight_col;
|
||||
|
||||
uniform float near_clip;
|
||||
uniform float shadow_offset;
|
||||
uniform float shadow_bias;
|
||||
|
||||
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
|
||||
{
|
||||
//get light vector
|
||||
vec3 lv = lp.xyz-v;
|
||||
|
||||
//get distance
|
||||
float d = length(lv);
|
||||
|
||||
//normalize light vector
|
||||
lv *= 1.0/d;
|
||||
|
||||
//distance attenuation
|
||||
float dist2 = d*d/(la*la);
|
||||
float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
|
||||
|
||||
// spotlight coefficient.
|
||||
float spot = max(dot(-ln, lv), is_pointlight);
|
||||
da *= spot*spot; // GL_SPOT_EXPONENT=2
|
||||
|
||||
//angular attenuation
|
||||
da *= calcDirectionalLight(n, lv);
|
||||
|
||||
return da;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
@@ -50,7 +76,6 @@ void main()
|
||||
|
||||
float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
|
||||
vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
|
||||
vary_normal = norm;
|
||||
|
||||
calcAtmospherics(pos.xyz);
|
||||
|
||||
@@ -58,18 +83,20 @@ void main()
|
||||
|
||||
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
|
||||
|
||||
// Collect normal lights (need to be divided by two, as we later multiply by 2)
|
||||
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
|
||||
col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
|
||||
col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
|
||||
col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
|
||||
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
|
||||
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
|
||||
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
|
||||
col.rgb = scaleDownLight(col.rgb);
|
||||
// Collect normal lights
|
||||
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
|
||||
col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
|
||||
col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
|
||||
col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
|
||||
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
|
||||
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
|
||||
|
||||
vary_pointlight_col = col.rgb*gl_Color.rgb;
|
||||
|
||||
col.rgb = vec3(0,0,0);
|
||||
|
||||
// Add windlight lights
|
||||
col.rgb += atmosAmbient(vec3(0.));
|
||||
col.rgb = atmosAmbient(vec3(0.));
|
||||
|
||||
vary_ambient = col.rgb*gl_Color.rgb;
|
||||
vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
|
||||
@@ -79,7 +106,7 @@ void main()
|
||||
gl_FrontColor = col;
|
||||
|
||||
gl_FogFragCoord = pos.z;
|
||||
|
||||
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1,81 +0,0 @@
|
||||
/**
|
||||
* @file blurLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
|
||||
uniform float dist_factor;
|
||||
uniform float blur_size;
|
||||
uniform vec2 delta;
|
||||
uniform vec3 kern[4];
|
||||
uniform float kern_scale;
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
vec3 pos = getPosition(vary_fragcoord.xy).xyz;
|
||||
vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba;
|
||||
|
||||
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
|
||||
|
||||
dlt /= max(-pos.z*dist_factor, 1.0);
|
||||
|
||||
vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
|
||||
vec4 col = defined_weight.xyxx * ccol;
|
||||
|
||||
for (int i = 1; i < 4; i++)
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
|
||||
vec3 samppos = getPosition(tc).xyz;
|
||||
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
|
||||
if (d*d <= 0.003)
|
||||
{
|
||||
col += texture2DRect(lightMap, tc)*kern[i].xyxx;
|
||||
defined_weight += kern[i].xy;
|
||||
}
|
||||
}
|
||||
for (int i = 1; i < 4; i++)
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
|
||||
vec3 samppos = getPosition(tc).xyz;
|
||||
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
|
||||
if (d*d <= 0.003)
|
||||
{
|
||||
col += texture2DRect(lightMap, tc)*kern[i].xyxx;
|
||||
defined_weight += kern[i].xy;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
col /= defined_weight.xyxx;
|
||||
|
||||
gl_FragColor = col;
|
||||
}
|
||||
|
||||
@@ -1,17 +0,0 @@
|
||||
/**
|
||||
* @file blurLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
|
||||
}
|
||||
@@ -1,59 +0,0 @@
|
||||
/**
|
||||
* @file postDeferredF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect localLightMap;
|
||||
uniform sampler2DRect sunLightMap;
|
||||
uniform sampler2DRect giLightMap;
|
||||
uniform sampler2D luminanceMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
|
||||
uniform vec3 gi_lum_quad;
|
||||
uniform vec3 sun_lum_quad;
|
||||
uniform vec3 lum_quad;
|
||||
uniform float lum_lod;
|
||||
uniform vec4 ambient;
|
||||
|
||||
uniform vec3 gi_quad;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
vec3 lcol = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
|
||||
|
||||
float lum = sqrt(lcol.r)*lum_quad.x+lcol.r*lcol.r*lum_quad.y+lcol.r*lum_quad.z;
|
||||
|
||||
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
|
||||
|
||||
float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g;
|
||||
|
||||
vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
|
||||
gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb;
|
||||
gi_col *= diff;
|
||||
|
||||
vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
|
||||
|
||||
vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
|
||||
|
||||
|
||||
float sun_lum = 1.0-lum;
|
||||
sun_lum = sun_lum*sun_lum*sun_lum_quad.x + sun_lum*sun_lum_quad.y+sun_lum_quad.z;
|
||||
|
||||
float gi_lum = lum;
|
||||
gi_lum = gi_lum*gi_lum*gi_lum_quad.x+gi_lum*gi_lum_quad.y+gi_lum_quad.z;
|
||||
gi_col *= 1.0/gi_lum;
|
||||
|
||||
vec3 col = sun_col.rgb*(1.0+max(sun_lum,0.0))+gi_col+local_col;
|
||||
|
||||
gl_FragColor.rgb = col.rgb;
|
||||
gl_FragColor.a = max(sun_lum*min(sun_col.r+sun_col.g+sun_col.b, 1.0), sun_col.a);
|
||||
|
||||
//gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
/**
|
||||
* @file postDeferredV.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = ftransform();
|
||||
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
|
||||
}
|
||||
@@ -63,15 +63,13 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
|
||||
|
||||
float dist = dot(pos.xyz,pos.xyz);
|
||||
|
||||
if (dist < 64.0*64.0)
|
||||
{
|
||||
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;
|
||||
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;
|
||||
@@ -80,38 +78,35 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
|
||||
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 angle_hidden = 0.0;
|
||||
int points = 0;
|
||||
|
||||
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
|
||||
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++)
|
||||
{
|
||||
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
|
||||
vec3 samppos_world = getPosition(samppos_screen).xyz;
|
||||
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
|
||||
vec3 samppos_world = getPosition(samppos_screen).xyz;
|
||||
|
||||
vec3 diff = pos_world - samppos_world;
|
||||
float dist2 = dot(diff, diff);
|
||||
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)
|
||||
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
|
||||
// --> solid angle shrinking by the square of distance
|
||||
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
|
||||
//(k should vary inversely with # of samples, but this is taken care of later)
|
||||
|
||||
//if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
|
||||
// angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
|
||||
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
|
||||
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));
|
||||
ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
|
||||
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
|
||||
points = points + int(diff.z > -1.0);
|
||||
}
|
||||
|
||||
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
|
||||
|
||||
ret = (1.0 - (float(points != 0) * angle_hidden));
|
||||
ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
|
||||
|
||||
return min(ret, 1.0);
|
||||
}
|
||||
|
||||
@@ -13,8 +13,7 @@ uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect normalMap;
|
||||
uniform sampler2DRect lightMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform vec3 gi_quad;
|
||||
|
||||
@@ -43,7 +42,6 @@ uniform vec3 env_mat[3];
|
||||
uniform vec4 shadow_clip;
|
||||
uniform mat3 ssao_effect_mat;
|
||||
|
||||
uniform sampler2DRect depthMap;
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
|
||||
@@ -195,6 +195,19 @@ static struct ft_display_info ft_display_table[] =
|
||||
{ LLFastTimer::FTM_RENDER_FAKE_VBO_UPDATE," Fake VBO update", &LLColor4::red2, 0 },
|
||||
{ LLFastTimer::FTM_RENDER_BLOOM, " Bloom", &LLColor4::blue4, 0 },
|
||||
{ LLFastTimer::FTM_RENDER_BLOOM_FBO, " First FBO", &LLColor4::blue, 0 },
|
||||
{ LLFastTimer::FTM_RENDER_DEFERRED, " Deferred", &LLColor4::cyan4, 1 },
|
||||
{ LLFastTimer::FTM_BIND_DEFERRED, " Bind", &LLColor4::pink2, 0 },
|
||||
{ LLFastTimer::FTM_SUN_SHADOW, " Sun Shadow", &LLColor4::cyan5, 0 },
|
||||
{ LLFastTimer::FTM_SOFTEN_SHADOW, " Soften Shadow", &LLColor4::yellow1, 0 },
|
||||
{ LLFastTimer::FTM_EDGE_DETECTION, " Edge Detect", &LLColor4::cyan2, 0 },
|
||||
{ LLFastTimer::FTM_GI_TRACE, " GI Trace", &LLColor4::green6, 0 },
|
||||
{ LLFastTimer::FTM_GI_GATHER, " GI Gather", &LLColor4::cyan1, 0 },
|
||||
{ LLFastTimer::FTM_ATMOSPHERICS, " Atmos", &LLColor4::pink1, 0 },
|
||||
{ LLFastTimer::FTM_LOCAL_LIGHTS, " Local Lights", &LLColor4::blue2, 0 },
|
||||
{ LLFastTimer::FTM_FULLSCREEN_LIGHTS, " FS Lights", &LLColor4::purple4, 0 },
|
||||
{ LLFastTimer::FTM_PROJECTORS, " Project", &LLColor4::orange2, 0 },
|
||||
{ LLFastTimer::FTM_POST, " Postprocess", &LLColor4::red4, 0 },
|
||||
{ LLFastTimer::FTM_VISIBLE_CLOUD, " Visible Cloud", &LLColor4::blue5, 0 },
|
||||
{ LLFastTimer::FTM_RENDER_UI, " UI", &LLColor4::cyan4, 1 },
|
||||
{ LLFastTimer::FTM_RENDER_TIMER, " Timers", &LLColor4::cyan5, 1, 0 },
|
||||
{ LLFastTimer::FTM_RENDER_FONTS, " Fonts", &LLColor4::pink1, 0 },
|
||||
|
||||
@@ -130,6 +130,7 @@ LLGLSLShader gDeferredGIProgram(LLViewerShaderMgr::SHADER_DEFERRED);
|
||||
LLGLSLShader gDeferredGIFinalProgram(LLViewerShaderMgr::SHADER_DEFERRED);
|
||||
LLGLSLShader gDeferredPostGIProgram(LLViewerShaderMgr::SHADER_DEFERRED);
|
||||
LLGLSLShader gDeferredPostProgram(LLViewerShaderMgr::SHADER_DEFERRED);
|
||||
LLGLSLShader gDeferredPostNoDoFProgram(LLViewerShaderMgr::SHADER_DEFERRED);
|
||||
|
||||
LLGLSLShader gLuminanceGatherProgram(LLViewerShaderMgr::SHADER_DEFERRED);
|
||||
//current avatar shader parameter pointer
|
||||
@@ -878,7 +879,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
||||
{
|
||||
gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader";
|
||||
gDeferredMultiLightProgram.mShaderFiles.clear();
|
||||
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
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.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredMultiLightProgram.createShader(NULL, NULL);
|
||||
@@ -980,10 +981,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
||||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
|
||||
if (mVertexShaderLevel[SHADER_DEFERRED] < 2 && !gSavedSettings.getBOOL("RenderDeferredSSAO"))
|
||||
{
|
||||
fragment = "deferred/softenLightNoSSAOF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/softenLightF.glsl";
|
||||
}
|
||||
|
||||
gDeferredSoftenProgram.mName = "Deferred Soften Shader";
|
||||
gDeferredSoftenProgram.mShaderFiles.clear();
|
||||
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredSoftenProgram.createShader(NULL, NULL);
|
||||
}
|
||||
@@ -1041,11 +1053,31 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
||||
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;
|
||||
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
|
||||
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredPostProgram.mName = "Deferred Post Shader";
|
||||
gDeferredPostProgram.mShaderFiles.clear();
|
||||
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredPostProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredPostNoDoFProgram.mName = "Deferred Post Shader";
|
||||
gDeferredPostNoDoFProgram.mShaderFiles.clear();
|
||||
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (mVertexShaderLevel[SHADER_DEFERRED] > 1)
|
||||
{
|
||||
if (success)
|
||||
|
||||
@@ -366,6 +366,7 @@ extern LLGLSLShader gDeferredSoftenProgram;
|
||||
extern LLGLSLShader gDeferredShadowProgram;
|
||||
extern LLGLSLShader gDeferredPostGIProgram;
|
||||
extern LLGLSLShader gDeferredPostProgram;
|
||||
extern LLGLSLShader gDeferredPostNoDoFProgram;
|
||||
extern LLGLSLShader gDeferredAvatarShadowProgram;
|
||||
extern LLGLSLShader gDeferredAlphaProgram;
|
||||
extern LLGLSLShader gDeferredFullbrightProgram;
|
||||
|
||||
@@ -548,8 +548,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
|
||||
mDeferredLight[0].release();
|
||||
}
|
||||
|
||||
if (ssao)
|
||||
{ //only need mDeferredLight[1] for ssao
|
||||
if (ssao || gi)
|
||||
{ //only need mDeferredLight[1] for ssao... and GI
|
||||
mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
|
||||
}
|
||||
else
|
||||
@@ -689,7 +689,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
|
||||
void LLPipeline::updateRenderDeferred()
|
||||
{
|
||||
sRenderDeferred = (gSavedSettings.getBOOL("RenderDeferred") &&
|
||||
LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
|
||||
LLRenderTarget::sUseFBO &&
|
||||
LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
|
||||
gSavedSettings.getBOOL("VertexShaderEnable") &&
|
||||
@@ -2842,9 +2841,9 @@ void LLPipeline::postSort(LLCamera& camera)
|
||||
else if (sourcep->isMuted())
|
||||
color = LLColor4(0.f, 1.f, 1.f, 0.5f);
|
||||
gObjectList.addDebugBeacon(pos, "", color, LLColor4(1.f, 1.f, 1.f, 0.5f), width);
|
||||
//</NewShinyStuff>
|
||||
//gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), debug_beacon_line_width);
|
||||
}
|
||||
//</NewShinyStuff>
|
||||
//gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), debug_beacon_line_width);
|
||||
}
|
||||
// now deal with highlights for all those seeable sound sources
|
||||
forAllVisibleDrawables(renderSoundHighlights);
|
||||
@@ -3604,6 +3603,8 @@ void LLPipeline::renderDebug()
|
||||
|
||||
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
|
||||
{
|
||||
LLVertexBuffer::unbind();
|
||||
|
||||
LLGLEnable blend(GL_BLEND);
|
||||
LLGLDepthTest depth(TRUE, FALSE);
|
||||
LLGLDisable cull(GL_CULL_FACE);
|
||||
@@ -5866,16 +5867,152 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
|
||||
|
||||
LLVertexBuffer::unbind();
|
||||
|
||||
if (LLPipeline::sRenderDeferred && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
|
||||
if (LLPipeline::sRenderDeferred && !LLViewerCamera::getInstance()->cameraUnderWater())
|
||||
{
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
bindDeferredShader(gDeferredGIFinalProgram);
|
||||
bool dof_enabled = true;
|
||||
|
||||
S32 channel = gDeferredGIFinalProgram.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
|
||||
LLGLSLShader* shader = &gDeferredPostProgram;
|
||||
static const LLCachedControl<bool> render_dof("RenderDepthOfField",false);
|
||||
if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
|
||||
{
|
||||
shader = &gDeferredGIFinalProgram;
|
||||
dof_enabled = false;
|
||||
}
|
||||
else if (LLToolMgr::getInstance()->inBuildMode() || !render_dof)
|
||||
{ //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;
|
||||
}
|
||||
|
||||
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
bindDeferredShader(*shader);
|
||||
|
||||
if (dof_enabled)
|
||||
{
|
||||
//depth of field focal plane calculations
|
||||
|
||||
static F32 current_distance = 16.f;
|
||||
static F32 start_distance = 16.f;
|
||||
static F32 transition_time = 1.f;
|
||||
|
||||
LLVector3 focus_point;
|
||||
|
||||
/*LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject();
|
||||
if (obj && obj->mDrawable && obj->isSelected())
|
||||
{ //focus on selected media object
|
||||
S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace();
|
||||
if (obj && obj->mDrawable)
|
||||
{
|
||||
LLFace* face = obj->mDrawable->getFace(face_idx);
|
||||
if (face)
|
||||
{
|
||||
focus_point = face->getPositionAgent();
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
if (focus_point.isExactlyZero())
|
||||
{
|
||||
if (LLViewerJoystick::getInstance()->getOverrideCamera())
|
||||
{ //focus on point under cursor
|
||||
focus_point = gDebugRaycastIntersection;
|
||||
}
|
||||
else if (gAgent.cameraMouselook())
|
||||
{ //focus on point under mouselook crosshairs
|
||||
gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE,
|
||||
NULL,
|
||||
&focus_point);
|
||||
}
|
||||
else
|
||||
{
|
||||
LLViewerObject* obj = gAgent.getFocusObject();
|
||||
if (obj)
|
||||
{ //focus on alt-zoom target
|
||||
focus_point = LLVector3(gAgent.getFocusGlobal()-gAgent.getRegion()->getOriginGlobal());
|
||||
}
|
||||
else
|
||||
{ //focus on your avatar
|
||||
focus_point = gAgent.getPositionAgent();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
|
||||
F32 target_distance = 16.f;
|
||||
if (!focus_point.isExactlyZero())
|
||||
{
|
||||
target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye);
|
||||
}
|
||||
|
||||
if (transition_time >= 1.f &&
|
||||
fabsf(current_distance-target_distance)/current_distance > 0.01f)
|
||||
{ //large shift happened, interpolate smoothly to new target distance
|
||||
transition_time = 0.f;
|
||||
start_distance = current_distance;
|
||||
}
|
||||
else if (transition_time < 1.f)
|
||||
{ //currently in a transition, continue interpolating
|
||||
static const LLCachedControl<F32> cam_focus_transition_time("CameraFocusTransitionTime",.5f);
|
||||
transition_time += 1.f/cam_focus_transition_time*gFrameIntervalSeconds;
|
||||
transition_time = llmin(transition_time, 1.f);
|
||||
|
||||
F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f;
|
||||
current_distance = start_distance + (target_distance-start_distance)*t;
|
||||
}
|
||||
else
|
||||
{ //small or no change, just snap to target distance
|
||||
current_distance = target_distance;
|
||||
}
|
||||
|
||||
//convert to mm
|
||||
F32 subject_distance = current_distance*1000.f;
|
||||
static const LLCachedControl<F32> fnumber("CameraFNumber",9.f);
|
||||
static const LLCachedControl<F32> default_focal_length("CameraFocalLength",50.f);
|
||||
static const LLCachedControl<F32> cam_field_of_view("CameraFieldOfView",60.f);
|
||||
|
||||
F32 fov = LLViewerCamera::getInstance()->getView();
|
||||
|
||||
const F32 default_fov = cam_field_of_view * F_PI/180.f;
|
||||
//const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio");
|
||||
|
||||
//F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
|
||||
|
||||
F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f);
|
||||
//F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f);
|
||||
|
||||
F32 focal_length = dv/(2*tanf(fov/2.f));
|
||||
|
||||
//F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
|
||||
|
||||
// from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
|
||||
// where N = fnumber
|
||||
// s2 = dot distance
|
||||
// s1 = subject distance
|
||||
// f = focal length
|
||||
//
|
||||
|
||||
F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length));
|
||||
blur_constant /= 1000.f; //convert to meters for shader
|
||||
F32 magnification = focal_length/(subject_distance-focal_length);
|
||||
|
||||
shader->uniform1f("focal_distance", -subject_distance/1000.f);
|
||||
shader->uniform1f("blur_constant", blur_constant);
|
||||
shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle));
|
||||
shader->uniform1f("magnification", magnification);
|
||||
}
|
||||
|
||||
S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
|
||||
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)
|
||||
//{
|
||||
//gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
|
||||
//}
|
||||
|
||||
gGL.begin(LLRender::TRIANGLE_STRIP);
|
||||
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
|
||||
@@ -5889,7 +6026,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
|
||||
|
||||
gGL.end();
|
||||
|
||||
unbindDeferredShader(gDeferredGIFinalProgram);
|
||||
unbindDeferredShader(*shader);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -5952,12 +6089,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
|
||||
|
||||
gGL.getTexUnit(0)->activate();
|
||||
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
|
||||
}
|
||||
|
||||
if (LLRenderTarget::sUseFBO)
|
||||
{ //copy depth buffer from mScreen to framebuffer
|
||||
LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
|
||||
0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||
}
|
||||
if (LLRenderTarget::sUseFBO)
|
||||
{ //copy depth buffer from mScreen to framebuffer
|
||||
LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
|
||||
0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||
}
|
||||
|
||||
|
||||
@@ -5976,7 +6113,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
|
||||
|
||||
void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map)
|
||||
{
|
||||
//LLFastTimer t(FTM_BIND_DEFERRED);
|
||||
LLFastTimer t(LLFastTimer::FTM_BIND_DEFERRED);
|
||||
|
||||
if (noise_map == 0xFFFFFFFF)
|
||||
{
|
||||
@@ -6083,6 +6220,14 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
|
||||
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
|
||||
}
|
||||
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
|
||||
if (channel > -1)
|
||||
{
|
||||
has_gi = TRUE;
|
||||
gi_source->bindTexture(0, channel);
|
||||
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
|
||||
}
|
||||
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
|
||||
if (channel > -1)
|
||||
{
|
||||
@@ -6188,13 +6333,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
|
||||
mGlow[1].bindTexture(0, channel);
|
||||
}
|
||||
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
|
||||
if (channel > -1)
|
||||
{
|
||||
gi_source->bindTexture(0, channel);
|
||||
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
|
||||
}
|
||||
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
|
||||
if (channel > -1)
|
||||
{
|
||||
@@ -6389,6 +6527,7 @@ void LLPipeline::renderDeferredLighting()
|
||||
}
|
||||
|
||||
{
|
||||
LLFastTimer ftm(LLFastTimer::FTM_RENDER_DEFERRED);
|
||||
|
||||
LLViewerCamera* camera = LLViewerCamera::getInstance();
|
||||
{
|
||||
@@ -6449,7 +6588,7 @@ void LLPipeline::renderDeferredLighting()
|
||||
{
|
||||
mDeferredLight[0].bindTarget();
|
||||
{ //paint shadow/SSAO light map (direct lighting lightmap)
|
||||
//LLFastTimer ftm(FTM_SUN_SHADOW);
|
||||
LLFastTimer ftm(LLFastTimer::FTM_SUN_SHADOW);
|
||||
bindDeferredShader(gDeferredSunProgram, 0);
|
||||
|
||||
glClearColor(1,1,1,1);
|
||||
@@ -6497,7 +6636,7 @@ void LLPipeline::renderDeferredLighting()
|
||||
if (render_deferred_blur_light &&
|
||||
render_shadow_gi)
|
||||
{
|
||||
//LLFastTimer ftm(FTM_EDGE_DETECTION);
|
||||
LLFastTimer ftm(LLFastTimer::FTM_EDGE_DETECTION);
|
||||
//generate edge map
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
LLGLDisable test(GL_ALPHA_TEST);
|
||||
@@ -6540,7 +6679,7 @@ void LLPipeline::renderDeferredLighting()
|
||||
}
|
||||
|
||||
{ //paint noisy GI map (bounce lighting lightmap)
|
||||
//LLFastTimer ftm(FTM_GI_TRACE);
|
||||
LLFastTimer ftm(LLFastTimer::FTM_GI_TRACE);
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
LLGLDepthTest depth(GL_FALSE);
|
||||
LLGLDisable test(GL_ALPHA_TEST);
|
||||
@@ -6565,7 +6704,7 @@ void LLPipeline::renderDeferredLighting()
|
||||
static const LLCachedControl<F32> render_gui_blur_brightness("RenderGIBlurBrightness",1.025f);
|
||||
for (U32 i = 0; i < pass_count; ++i)
|
||||
{ //gather/soften indirect lighting map
|
||||
//LLFastTimer ftm(FTM_GI_GATHER);
|
||||
LLFastTimer ftm(LLFastTimer::FTM_GI_GATHER);
|
||||
bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[0], NULL, mTrueNoiseMap);
|
||||
F32 blur_size = render_gui_blur_size/((F32) i * render_gui_blur_increment+1.f);
|
||||
gDeferredPostGIProgram.uniform2f("delta", 1.f, 0.f);
|
||||
@@ -6601,66 +6740,81 @@ void LLPipeline::renderDeferredLighting()
|
||||
}
|
||||
}
|
||||
|
||||
if(render_deferred_ssao)
|
||||
{ //soften direct lighting lightmap
|
||||
//LLFastTimer ftm(FTM_SOFTEN_SHADOW);
|
||||
//blur lightmap
|
||||
//if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
|
||||
//Make sure to blur normal shadows, even if ssao isn't enabled...
|
||||
if(mDeferredLight[0].getTexture(0))
|
||||
{
|
||||
LLFastTimer ftm(LLFastTimer::FTM_SOFTEN_SHADOW);
|
||||
//blur lightmap
|
||||
if(mDeferredLight[1].getTexture(0))
|
||||
{
|
||||
mDeferredLight[1].bindTarget();
|
||||
|
||||
glClearColor(1,1,1,1);
|
||||
mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT);
|
||||
glClearColor(0,0,0,0);
|
||||
glClearColor(0,0,0,0);
|
||||
}
|
||||
else
|
||||
mDeferredLight[0].bindTarget();
|
||||
|
||||
bindDeferredShader(gDeferredBlurLightProgram);
|
||||
bindDeferredShader(gDeferredBlurLightProgram);
|
||||
|
||||
static const LLCachedControl<LLVector3> go("RenderShadowGaussian",LLVector3(3.f,2.f,0.f));
|
||||
const U32 kern_length = 4;
|
||||
static const LLCachedControl<F32> blur_size("RenderShadowBlurSize",1.4f);
|
||||
static const LLCachedControl<F32> shadow_blur_dist_factor("RenderShadowBlurDistFactor",.1f);
|
||||
static const LLCachedControl<LLVector3> go("RenderShadowGaussian",LLVector3(3.f,2.f,0.f));
|
||||
const U32 kern_length = 4;
|
||||
static const LLCachedControl<F32> blur_size("RenderShadowBlurSize",1.4f);
|
||||
static const LLCachedControl<F32> shadow_blur_dist_factor("RenderShadowBlurDistFactor",.1f);
|
||||
|
||||
// sample symmetrically with the middle sample falling exactly on 0.0
|
||||
F32 x = 0.f;
|
||||
// sample symmetrically with the middle sample falling exactly on 0.0
|
||||
F32 x = 0.f;
|
||||
|
||||
LLVector3 gauss[32]; // xweight, yweight, offset
|
||||
LLVector3 gauss[32]; // xweight, yweight, offset
|
||||
|
||||
for (U32 i = 0; i < kern_length; i++)
|
||||
{
|
||||
gauss[i].mV[0] = llgaussian(x, go.get().mV[0]);
|
||||
gauss[i].mV[1] = llgaussian(x, go.get().mV[1]);
|
||||
gauss[i].mV[2] = x;
|
||||
x += 1.f;
|
||||
}
|
||||
for (U32 i = 0; i < kern_length; i++)
|
||||
{
|
||||
gauss[i].mV[0] = llgaussian(x, go.get().mV[0]);
|
||||
gauss[i].mV[1] = llgaussian(x, go.get().mV[1]);
|
||||
gauss[i].mV[2] = x;
|
||||
x += 1.f;
|
||||
}
|
||||
|
||||
gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f);
|
||||
gDeferredBlurLightProgram.uniform1f("dist_factor", shadow_blur_dist_factor);
|
||||
gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV);
|
||||
gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f));
|
||||
gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f);
|
||||
gDeferredBlurLightProgram.uniform1f("dist_factor", shadow_blur_dist_factor);
|
||||
gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV);
|
||||
gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f));
|
||||
|
||||
{
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
|
||||
stop_glerror();
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
|
||||
stop_glerror();
|
||||
}
|
||||
|
||||
if(mDeferredLight[1].getTexture(0))
|
||||
{
|
||||
mDeferredLight[1].flush();
|
||||
unbindDeferredShader(gDeferredBlurLightProgram);
|
||||
|
||||
{
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
|
||||
stop_glerror();
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
|
||||
stop_glerror();
|
||||
}
|
||||
|
||||
mDeferredLight[1].flush();
|
||||
unbindDeferredShader(gDeferredBlurLightProgram);
|
||||
bindDeferredShader(gDeferredBlurLightProgram, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
mDeferredLight[0].flush();
|
||||
}
|
||||
|
||||
mDeferredLight[0].bindTarget();
|
||||
|
||||
bindDeferredShader(gDeferredBlurLightProgram, 1);
|
||||
mDeferredLight[0].bindTarget();
|
||||
gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
|
||||
|
||||
gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
|
||||
|
||||
{
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
|
||||
stop_glerror();
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
|
||||
stop_glerror();
|
||||
}
|
||||
mDeferredLight[0].flush();
|
||||
unbindDeferredShader(gDeferredBlurLightProgram);
|
||||
{
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
|
||||
stop_glerror();
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
|
||||
stop_glerror();
|
||||
}
|
||||
mDeferredLight[0].flush();
|
||||
unbindDeferredShader(gDeferredBlurLightProgram);
|
||||
}
|
||||
|
||||
stop_glerror();
|
||||
@@ -6693,30 +6847,30 @@ void LLPipeline::renderDeferredLighting()
|
||||
static const LLCachedControl<bool> render_deferred_atmospheric("RenderDeferredAtmospheric",false);
|
||||
if (render_deferred_atmospheric)
|
||||
{ //apply sunlight contribution
|
||||
//LLFastTimer ftm(FTM_ATMOSPHERICS);
|
||||
LLFastTimer ftm(LLFastTimer::FTM_ATMOSPHERICS);
|
||||
bindDeferredShader(gDeferredSoftenProgram, 0, &mGIMapPost[0]);
|
||||
{
|
||||
LLGLDepthTest depth(GL_FALSE);
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
LLGLDisable test(GL_ALPHA_TEST);
|
||||
{
|
||||
LLGLDepthTest depth(GL_FALSE);
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
LLGLDisable test(GL_ALPHA_TEST);
|
||||
|
||||
//full screen blit
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
//full screen blit
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glVertexPointer(2, GL_FLOAT, 0, vert);
|
||||
glVertexPointer(2, GL_FLOAT, 0, vert);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
|
||||
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
}
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
unbindDeferredShader(gDeferredSoftenProgram);
|
||||
unbindDeferredShader(gDeferredSoftenProgram);
|
||||
}
|
||||
|
||||
{ //render sky
|
||||
@@ -6843,6 +6997,7 @@ void LLPipeline::renderDeferredLighting()
|
||||
continue;
|
||||
}
|
||||
|
||||
LLFastTimer ftm(LLFastTimer::FTM_LOCAL_LIGHTS);
|
||||
glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
|
||||
glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
|
||||
glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
|
||||
@@ -6874,7 +7029,7 @@ void LLPipeline::renderDeferredLighting()
|
||||
|
||||
for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
|
||||
{
|
||||
//LLFastTimer ftm(FTM_PROJECTORS);
|
||||
LLFastTimer ftm(LLFastTimer::FTM_PROJECTORS);
|
||||
LLDrawable* drawablep = *iter;
|
||||
|
||||
LLVOVolume* volume = drawablep->getVOVolume();
|
||||
@@ -6940,6 +7095,7 @@ void LLPipeline::renderDeferredLighting()
|
||||
|
||||
while (!fullscreen_lights.empty())
|
||||
{
|
||||
LLFastTimer ftm(LLFastTimer::FTM_FULLSCREEN_LIGHTS);
|
||||
light[count] = fullscreen_lights.front();
|
||||
fullscreen_lights.pop_front();
|
||||
col[count] = light_colors.front();
|
||||
@@ -6959,6 +7115,7 @@ void LLPipeline::renderDeferredLighting()
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
|
||||
}
|
||||
}
|
||||
|
||||
unbindDeferredShader(gDeferredMultiLightProgram);
|
||||
|
||||
bindDeferredShader(gDeferredMultiSpotLightProgram);
|
||||
@@ -6967,7 +7124,7 @@ void LLPipeline::renderDeferredLighting()
|
||||
|
||||
for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
|
||||
{
|
||||
//LLFastTimer ftm(FTM_PROJECTORS);
|
||||
LLFastTimer ftm(LLFastTimer::FTM_PROJECTORS);
|
||||
LLDrawable* drawablep = *iter;
|
||||
|
||||
LLVOVolume* volume = drawablep->getVOVolume();
|
||||
@@ -7012,7 +7169,7 @@ void LLPipeline::renderDeferredLighting()
|
||||
gGL.setSceneBlendType(LLRender::BT_ALPHA);
|
||||
|
||||
{ //mix various light maps (local, sun, gi)
|
||||
//LLFastTimer ftm(FTM_POST);
|
||||
LLFastTimer ftm(LLFastTimer::FTM_POST);
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
LLGLDisable test(GL_ALPHA_TEST);
|
||||
LLGLDepthTest depth(GL_FALSE);
|
||||
@@ -7635,14 +7792,14 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
||||
glLoadMatrixf(proj.m);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadMatrixf(view.m);
|
||||
glLoadMatrixd(gGLModelView);
|
||||
|
||||
stop_glerror();
|
||||
gGLLastMatrix = NULL;
|
||||
|
||||
{
|
||||
LLGLDepthTest depth(GL_TRUE);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//LLGLDepthTest depth(GL_TRUE);
|
||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
@@ -7658,7 +7815,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
||||
LLVertexBuffer::unbind();
|
||||
|
||||
{
|
||||
//LLFastTimer ftm(FTM_SHADOW_SIMPLE);
|
||||
LLFastTimer ftm(LLFastTimer::FTM_SHADOW_SIMPLE);
|
||||
LLGLDisable test(GL_ALPHA_TEST);
|
||||
gGL.getTexUnit(0)->disable();
|
||||
for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
|
||||
@@ -7680,7 +7837,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
||||
}
|
||||
|
||||
{
|
||||
//LLFastTimer ftm(FTM_SHADOW_ALPHA);
|
||||
LLFastTimer ftm(LLFastTimer::FTM_SHADOW_ALPHA);
|
||||
LLGLEnable test(GL_ALPHA_TEST);
|
||||
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.6f);
|
||||
renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
|
||||
@@ -7714,7 +7871,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
||||
|
||||
BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir)
|
||||
{
|
||||
//LLFastTimer t(FTM_VISIBLE_CLOUD);
|
||||
LLFastTimer t(LLFastTimer::FTM_VISIBLE_CLOUD);
|
||||
//get point cloud of intersection of frust and min, max
|
||||
|
||||
if (getVisibleExtents(camera, min, max))
|
||||
@@ -7800,7 +7957,7 @@ BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector
|
||||
0,1,
|
||||
1,2,
|
||||
2,3,
|
||||
3,1,
|
||||
3,0,
|
||||
|
||||
4,5,
|
||||
5,6,
|
||||
@@ -8128,6 +8285,14 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
|
||||
//LLVector3 &n = shadow_near_dist.get();
|
||||
//F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
|
||||
|
||||
//put together a universal "near clip" plane for shadow frusta
|
||||
/*LLPlane shadow_near_clip;
|
||||
{
|
||||
LLVector3 p = gAgent.getCameraPositionAgent();//gAgent.getPositionAgent();
|
||||
p += mSunDir * gSavedSettings.getF32("RenderFarClip")*2.f;
|
||||
shadow_near_clip.setVec(p, mSunDir);
|
||||
}*/
|
||||
|
||||
LLVector3 lightDir = -mSunDir;
|
||||
lightDir.normVec();
|
||||
|
||||
@@ -8555,7 +8720,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
|
||||
}
|
||||
}
|
||||
|
||||
shadow_cam.setFar(128.f);
|
||||
//shadow_cam.setFar(128.f);
|
||||
shadow_cam.setOriginAndLookAt(eye, up, center);
|
||||
|
||||
shadow_cam.setOrigin(0,0,0);
|
||||
@@ -8566,6 +8731,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
|
||||
LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
|
||||
|
||||
shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
|
||||
//shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip);
|
||||
|
||||
//translate and scale to from [-1, 1] to [0, 1]
|
||||
glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
|
||||
|
||||
Reference in New Issue
Block a user