Merge branch 'master' of git://github.com/Shyotl/SingularityViewer
This commit is contained in:
@@ -60,6 +60,7 @@ uniform sampler2DShadow shadowMap0;
|
||||
uniform sampler2DShadow shadowMap1;
|
||||
uniform sampler2DShadow shadowMap2;
|
||||
uniform sampler2DShadow shadowMap3;
|
||||
uniform sampler2D noiseMap;
|
||||
|
||||
uniform vec2 shadow_res;
|
||||
|
||||
@@ -198,12 +199,13 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
|
||||
}
|
||||
|
||||
#if HAS_SHADOW
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, vec2 pos_screen)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias;
|
||||
|
||||
stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
|
||||
|
||||
stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x);
|
||||
//stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
|
||||
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
@@ -451,14 +453,14 @@ vec3 fullbrightScaleSoftClip(vec3 light)
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
|
||||
frag *= screen_res;
|
||||
|
||||
vec4 pos = vec4(vary_position, 1.0);
|
||||
|
||||
float shadow = 1.0;
|
||||
|
||||
#if HAS_SHADOW
|
||||
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
|
||||
frag *= screen_res;
|
||||
vec4 spos = pos;
|
||||
|
||||
if (spos.z > -shadow_clip.w)
|
||||
@@ -478,7 +480,7 @@ void main()
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos)*w;
|
||||
shadow += pcfShadow(shadowMap3, lpos,frag.xy)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
@@ -490,7 +492,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos)*w;
|
||||
shadow += pcfShadow(shadowMap2, lpos,frag.xy)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -501,7 +503,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos)*w;
|
||||
shadow += pcfShadow(shadowMap1, lpos,frag.xy)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -512,7 +514,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos)*w;
|
||||
shadow += pcfShadow(shadowMap0, lpos,frag.xy)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
|
||||
@@ -82,18 +82,20 @@ uniform sampler2DShadow shadowMap0;
|
||||
uniform sampler2DShadow shadowMap1;
|
||||
uniform sampler2DShadow shadowMap2;
|
||||
uniform sampler2DShadow shadowMap3;
|
||||
uniform sampler2D noiseMap;
|
||||
|
||||
uniform mat4 shadow_matrix[6];
|
||||
uniform vec4 shadow_clip;
|
||||
uniform vec2 shadow_res;
|
||||
uniform float shadow_bias;
|
||||
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, vec2 pos_screen)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias;
|
||||
|
||||
stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
|
||||
|
||||
stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x);
|
||||
//stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
|
||||
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
@@ -598,6 +600,7 @@ void main()
|
||||
vec3 pos = vary_position;
|
||||
|
||||
#if HAS_SUN_SHADOW
|
||||
vec2 frag = vary_fragcoord.xy;
|
||||
float shadow = 0.0;
|
||||
|
||||
vec4 spos = vec4(pos,1.0);
|
||||
@@ -617,7 +620,7 @@ void main()
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos)*w;
|
||||
shadow += pcfShadow(shadowMap3, lpos,frag.xy)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
@@ -629,7 +632,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos)*w;
|
||||
shadow += pcfShadow(shadowMap2, lpos,frag.xy)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -640,7 +643,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos)*w;
|
||||
shadow += pcfShadow(shadowMap1, lpos,frag.xy)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -651,7 +654,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos)*w;
|
||||
shadow += pcfShadow(shadowMap0, lpos,frag.xy)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
|
||||
@@ -41,7 +41,7 @@ uniform sampler2DShadow shadowMap2;
|
||||
uniform sampler2DShadow shadowMap3;
|
||||
uniform sampler2DShadow shadowMap4;
|
||||
uniform sampler2DShadow shadowMap5;
|
||||
|
||||
uniform sampler2D noiseMap;
|
||||
|
||||
// Inputs
|
||||
uniform mat4 shadow_matrix[6];
|
||||
@@ -100,15 +100,16 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias;
|
||||
|
||||
stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some jitter to X sample pos according to Y to disguise the snapping going on here
|
||||
stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x);
|
||||
//stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
|
||||
float shadow = cs;
|
||||
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
|
||||
|
||||
|
||||
return shadow*0.2;
|
||||
@@ -118,7 +119,8 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += spot_shadow_bias*scl;
|
||||
stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
|
||||
stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/proj_shadow_res.x);
|
||||
//stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
|
||||
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
@@ -156,7 +156,8 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias;
|
||||
|
||||
stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x;
|
||||
stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x);
|
||||
//stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x;
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
|
||||
float shadow = cs;
|
||||
@@ -173,7 +174,8 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += spot_shadow_bias*scl;
|
||||
stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
|
||||
stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/proj_shadow_res.x);
|
||||
//stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
|
||||
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
@@ -656,7 +656,6 @@ void LLViewerPartSim::updateSimulation()
|
||||
static LLFrameTimer update_timer;
|
||||
|
||||
//reset VBO cursor
|
||||
LLVOPartGroup::sVBSlotCursor = 0;
|
||||
|
||||
const F32 dt = llmin(update_timer.getElapsedTimeAndResetF32(), 0.1f);
|
||||
|
||||
|
||||
@@ -55,18 +55,18 @@ const F32 MAX_PART_LIFETIME = 120.f;
|
||||
extern U64 gFrameTime;
|
||||
|
||||
LLPointer<LLVertexBuffer> LLVOPartGroup::sVB = NULL;
|
||||
/*S32 LLVOPartGroup::sVBSlotFree[];
|
||||
S32* LLVOPartGroup::sVBSlotCursor = NULL;*/
|
||||
S32 LLVOPartGroup::sVBSlotCursor = 0;
|
||||
S32 LLVOPartGroup::sVBSlotFree[];
|
||||
S32* LLVOPartGroup::sVBSlotCursor = NULL;
|
||||
//S32 LLVOPartGroup::sVBSlotCursor = 0;
|
||||
|
||||
void LLVOPartGroup::initClass()
|
||||
{
|
||||
/*for (S32 i = 0; i < LL_MAX_PARTICLE_COUNT; ++i)
|
||||
for (S32 i = 0; i < LL_MAX_PARTICLE_COUNT; ++i)
|
||||
{
|
||||
sVBSlotFree[i] = i;
|
||||
}
|
||||
|
||||
sVBSlotCursor = sVBSlotFree;*/
|
||||
sVBSlotCursor = sVBSlotFree;
|
||||
}
|
||||
|
||||
//static
|
||||
@@ -131,22 +131,22 @@ void LLVOPartGroup::destroyGL()
|
||||
//static
|
||||
S32 LLVOPartGroup::findAvailableVBSlot()
|
||||
{
|
||||
if (sVBSlotCursor >= /*sVBSlotFree+*/LL_MAX_PARTICLE_COUNT)
|
||||
if (sVBSlotCursor >= sVBSlotFree+LL_MAX_PARTICLE_COUNT)
|
||||
{ //no more available slots
|
||||
return -1;
|
||||
}
|
||||
|
||||
/*S32 ret = *sVBSlotCursor;
|
||||
S32 ret = *sVBSlotCursor;
|
||||
sVBSlotCursor++;
|
||||
|
||||
return ret;*/
|
||||
return ret;
|
||||
|
||||
return sVBSlotCursor++;
|
||||
//return sVBSlotCursor++;
|
||||
}
|
||||
|
||||
bool ll_is_part_idx_allocated(S32 idx, S32* start, S32* end)
|
||||
{
|
||||
/*while (start < end)
|
||||
while (start < end)
|
||||
{
|
||||
if (*start == idx)
|
||||
{ //not allocated (in free list)
|
||||
@@ -156,14 +156,14 @@ bool ll_is_part_idx_allocated(S32 idx, S32* start, S32* end)
|
||||
}
|
||||
|
||||
//allocated (not in free list)
|
||||
return true;*/
|
||||
return false;
|
||||
return true;
|
||||
//return false;
|
||||
}
|
||||
|
||||
//static
|
||||
void LLVOPartGroup::freeVBSlot(S32 idx)
|
||||
{
|
||||
/*llassert(idx < LL_MAX_PARTICLE_COUNT && idx >= 0);
|
||||
llassert(idx < LL_MAX_PARTICLE_COUNT && idx >= 0);
|
||||
llassert(sVBSlotCursor > sVBSlotFree);
|
||||
llassert(ll_is_part_idx_allocated(idx, sVBSlotCursor, sVBSlotFree+LL_MAX_PARTICLE_COUNT));
|
||||
|
||||
@@ -171,7 +171,7 @@ void LLVOPartGroup::freeVBSlot(S32 idx)
|
||||
{
|
||||
sVBSlotCursor--;
|
||||
*sVBSlotCursor = idx;
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
LLVOPartGroup::LLVOPartGroup(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
|
||||
@@ -881,7 +881,7 @@ void LLParticlePartition::getGeometry(LLSpatialGroup* group)
|
||||
LLFace* facep = *i;
|
||||
LLAlphaObject* object = (LLAlphaObject*) facep->getViewerObject();
|
||||
|
||||
//if (!facep->isState(LLFace::PARTICLE))
|
||||
if (!facep->isState(LLFace::PARTICLE))
|
||||
{ //set the indices of this face
|
||||
S32 idx = LLVOPartGroup::findAvailableVBSlot();
|
||||
if (idx >= 0)
|
||||
@@ -890,7 +890,7 @@ void LLParticlePartition::getGeometry(LLSpatialGroup* group)
|
||||
facep->setIndicesIndex(idx*6);
|
||||
facep->setVertexBuffer(LLVOPartGroup::sVB);
|
||||
facep->setPoolType(LLDrawPool::POOL_ALPHA);
|
||||
//facep->setState(LLFace::PARTICLE);
|
||||
facep->setState(LLFace::PARTICLE);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -48,9 +48,9 @@ public:
|
||||
|
||||
//vertex buffer for holding all particles
|
||||
static LLPointer<LLVertexBuffer> sVB;
|
||||
/*static S32 sVBSlotFree[LL_MAX_PARTICLE_COUNT];
|
||||
static S32* sVBSlotCursor;*/
|
||||
static S32 sVBSlotCursor;
|
||||
static S32 sVBSlotFree[LL_MAX_PARTICLE_COUNT];
|
||||
static S32* sVBSlotCursor;
|
||||
//static S32 sVBSlotCursor;
|
||||
|
||||
static void initClass();
|
||||
static void restoreGL();
|
||||
|
||||
@@ -9715,7 +9715,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
||||
renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, mask, TRUE, TRUE);
|
||||
renderMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, mask, TRUE, TRUE);
|
||||
gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
|
||||
//renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
|
||||
renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
|
||||
|
||||
mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user