Added bokeh DoF. Fixed some several SSAO and shadow combinations. Fixed GI crash bug. Enabled several fasttimers. Updated shaders.

This commit is contained in:
Shyotl
2011-05-24 20:31:17 -05:00
parent 34f252f52e
commit 4ee4d52b2f
21 changed files with 692 additions and 631 deletions

View File

@@ -107,7 +107,23 @@ public:
FTM_RENDER_BLOOM,
FTM_RENDER_BLOOM_FBO,
FTM_RENDER_FONTS,
// deferred rendering
FTM_RENDER_DEFERRED,
FTM_BIND_DEFERRED,
FTM_SUN_SHADOW,
FTM_SOFTEN_SHADOW,
FTM_EDGE_DETECTION,
FTM_GI_TRACE,
FTM_GI_GATHER,
FTM_ATMOSPHERICS,
FTM_LOCAL_LIGHTS,
FTM_FULLSCREEN_LIGHTS,
FTM_PROJECTORS,
FTM_POST,
FTM_VISIBLE_CLOUD,
// newview specific
FTM_MESSAGES,
FTM_MOUSEHANDLER,

View File

@@ -2654,6 +2654,65 @@
<key>Value</key>
<real>1.0</real>
</map>
<key>CameraFocusTransitionTime</key>
<map>
<key>Comment</key>
<string>How many seconds it takes the camera to transition between focal distances</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>0.5</real>
</map>
<key>CameraFNumber</key>
<map>
<key>Comment</key>
<string>Camera f-number value for DoF effect</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>9.0</real>
</map>
<key>CameraFocalLength</key>
<map>
<key>Comment</key>
<string>Camera focal length for DoF effect (in millimeters)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>50</real>
</map>
<key>CameraFieldOfView</key>
<map>
<key>Comment</key>
<string>Vertical camera field of view for DoF effect (in degrees)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>60.0</real>
</map>
<key>CameraAspectRatio</key>
<map>
<key>Comment</key>
<string>Camera aspect ratio for DoF effect</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>1.5</real>
</map>
<key>ChatBarStealsFocus</key>
<map>
<key>Comment</key>

View File

@@ -1,68 +0,0 @@
/**
* @file avatarAlphaF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2D noiseMap;
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec4 vary_position;
varying vec3 vary_normal;
void main()
{
float shadow = 1.0;
vec4 pos = vary_position;
vec3 norm = normalize(vary_normal);
vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
if (pos.z > -shadow_clip.w)
{
if (pos.z < -shadow_clip.z)
{
vec4 lpos = shadow_matrix[3]*pos;
shadow = shadow2DProj(shadowMap3, lpos).x;
}
else if (pos.z < -shadow_clip.y)
{
vec4 lpos = shadow_matrix[2]*pos;
shadow = shadow2DProj(shadowMap2, lpos).x;
}
else if (pos.z < -shadow_clip.x)
{
vec4 lpos = shadow_matrix[1]*pos;
shadow = shadow2DProj(shadowMap1, lpos).x;
}
else
{
vec4 lpos = shadow_matrix[0]*pos;
shadow = shadow2DProj(shadowMap0, lpos).x;
}
}
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;
}

View File

@@ -19,10 +19,38 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
varying vec4 vary_position;
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;
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()
{
@@ -42,9 +70,10 @@ void main()
norm.z = dot(trans[2].xyz, gl_Normal);
norm = normalize(norm);
gl_Position = gl_ProjectionMatrix * pos;
vary_position = pos;
vary_normal = norm;
vec4 frag_pos = gl_ProjectionMatrix * pos;
gl_Position = frag_pos;
vary_position = pos.xyz;
calcAtmospherics(pos.xyz);
@@ -52,18 +81,20 @@ 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)));
@@ -73,7 +104,8 @@ void main()
gl_FrontColor = col;
gl_FogFragCoord = pos.z;
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
}

View File

@@ -39,44 +39,50 @@ vec4 getPosition(vec2 pos_screen)
void main()
{
vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
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(vary_fragcoord.xy).xyz;
vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba;
vec3 pos = getPosition(tc).xyz;
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);
vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
vec4 col = defined_weight.xyxx * ccol;
// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
//This causes some pretty nasty artifacting, so disabling for now.
//tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
for (int i = 1; i < 4; i++)
{
vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
vec3 samppos = getPosition(tc).xyz;
vec2 samptc = tc + kern[i].z*dlt;
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= 0.003)
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture2DRect(lightMap, tc)*kern[i].xyxx;
col += texture2DRect(lightMap, samptc)*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;
vec2 samptc = tc - kern[i].z*dlt;
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= 0.003)
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture2DRect(lightMap, tc)*kern[i].xyxx;
col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
}
}
col /= defined_weight.xyxx;
col.y *= col.y;
gl_FragColor = col;
}

View File

@@ -10,50 +10,128 @@
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect localLightMap;
uniform sampler2DRect sunLightMap;
uniform sampler2DRect giLightMap;
uniform sampler2D luminanceMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect edgeMap;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D bloomMap;
uniform vec3 lum_quad;
uniform float lum_lod;
uniform vec4 ambient;
uniform vec3 gi_quad;
uniform float depth_cutoff;
uniform float norm_cutoff;
uniform float focal_distance;
uniform float blur_constant;
uniform float tan_pixel_angle;
uniform float magnification;
uniform mat4 inv_proj;
uniform vec2 screen_res;
varying vec2 vary_fragcoord;
float getDepth(vec2 pos_screen)
{
float z = texture2DRect(depthMap, pos_screen.xy).a;
z = z*2.0-1.0;
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
vec4 p = inv_proj*ndc;
return p.z/p.w;
}
float calc_cof(float depth)
{
float sc = abs(depth-focal_distance)/-depth*blur_constant;
sc /= magnification;
// tan_pixel_angle = pixel_length/-depth;
float pixel_length = tan_pixel_angle*-focal_distance;
sc = sc/pixel_length;
sc *= 1.414;
return sc;
}
void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
{
float d = getDepth(tc);
float sc = calc_cof(d);
float wg = 0.25;
vec4 s = texture2DRect(diffuseRect, tc);
// de-weight dull areas to make highlights 'pop'
wg += s.r+s.g+s.b;
diff += wg*s;
w += wg;
}
void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc)
{
float d = getDepth(tc);
float sc = calc_cof(d);
if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
|| d < cur_depth) //sampled pixel is further away than current pixel
{
float wg = 0.25;
vec4 s = texture2DRect(diffuseRect, tc);
// de-weight dull areas to make highlights 'pop'
wg += s.r+s.g+s.b;
diff += wg*s;
w += wg;
}
}
void main()
{
vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
vec2 tc = vary_fragcoord.xy;
vec3 lum = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
float luminance = lum.r;
luminance = luminance*lum_quad.y+lum_quad.z;
float depth = getDepth(tc);
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
{
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;
}

View File

@@ -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
//

View File

@@ -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;

View File

@@ -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);
}

View File

@@ -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;
}

View File

@@ -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);
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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);
}

View File

@@ -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;

View File

@@ -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 },

View File

@@ -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)

View File

@@ -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;

View File

@@ -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,