Merge branch 'master' of git://github.com/Shyotl/SingularityViewer

This commit is contained in:
Latif Khalifa
2013-11-10 11:14:08 +01:00
8 changed files with 52 additions and 44 deletions

View File

@@ -60,6 +60,7 @@ uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3; uniform sampler2DShadow shadowMap3;
uniform sampler2D noiseMap;
uniform vec2 shadow_res; uniform vec2 shadow_res;
@@ -198,12 +199,13 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
} }
#if HAS_SHADOW #if HAS_SHADOW
float pcfShadow(sampler2DShadow shadowMap, vec4 stc) float pcfShadow(sampler2DShadow shadowMap, vec4 stc, vec2 pos_screen)
{ {
stc.xyz /= stc.w; stc.xyz /= stc.w;
stc.z += shadow_bias; 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 cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs; float shadow = cs;
@@ -451,14 +453,14 @@ vec3 fullbrightScaleSoftClip(vec3 light)
void main() void main()
{ {
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
vec4 pos = vec4(vary_position, 1.0); vec4 pos = vec4(vary_position, 1.0);
float shadow = 1.0; float shadow = 1.0;
#if HAS_SHADOW #if HAS_SHADOW
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
vec4 spos = pos; vec4 spos = pos;
if (spos.z > -shadow_clip.w) if (spos.z > -shadow_clip.w)
@@ -478,7 +480,7 @@ void main()
float w = 1.0; float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; 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; weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); 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; float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; 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; weight += w;
} }
@@ -501,7 +503,7 @@ void main()
float w = 1.0; float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; 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; weight += w;
} }
@@ -512,7 +514,7 @@ void main()
float w = 1.0; float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; 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; weight += w;
} }

View File

@@ -82,18 +82,20 @@ uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3; uniform sampler2DShadow shadowMap3;
uniform sampler2D noiseMap;
uniform mat4 shadow_matrix[6]; uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip; uniform vec4 shadow_clip;
uniform vec2 shadow_res; uniform vec2 shadow_res;
uniform float shadow_bias; uniform float shadow_bias;
float pcfShadow(sampler2DShadow shadowMap, vec4 stc) float pcfShadow(sampler2DShadow shadowMap, vec4 stc, vec2 pos_screen)
{ {
stc.xyz /= stc.w; stc.xyz /= stc.w;
stc.z += shadow_bias; 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 cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs; float shadow = cs;
@@ -598,6 +600,7 @@ void main()
vec3 pos = vary_position; vec3 pos = vary_position;
#if HAS_SUN_SHADOW #if HAS_SUN_SHADOW
vec2 frag = vary_fragcoord.xy;
float shadow = 0.0; float shadow = 0.0;
vec4 spos = vec4(pos,1.0); vec4 spos = vec4(pos,1.0);
@@ -617,7 +620,7 @@ void main()
float w = 1.0; float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; 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; weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); 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; float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; 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; weight += w;
} }
@@ -640,7 +643,7 @@ void main()
float w = 1.0; float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; 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; weight += w;
} }
@@ -651,7 +654,7 @@ void main()
float w = 1.0; float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; 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; weight += w;
} }

View File

@@ -41,7 +41,7 @@ uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3; uniform sampler2DShadow shadowMap3;
uniform sampler2DShadow shadowMap4; uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5; uniform sampler2DShadow shadowMap5;
uniform sampler2D noiseMap;
// Inputs // Inputs
uniform mat4 shadow_matrix[6]; 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.xyz /= stc.w;
stc.z += shadow_bias; 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 cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs; 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(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; 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; return shadow*0.2;
@@ -118,7 +119,8 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
{ {
stc.xyz /= stc.w; stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl; 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 cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs; float shadow = cs;

View File

@@ -156,7 +156,8 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
stc.xyz /= stc.w; stc.xyz /= stc.w;
stc.z += shadow_bias; 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 cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs; float shadow = cs;
@@ -173,7 +174,8 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
{ {
stc.xyz /= stc.w; stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl; 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 cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs; float shadow = cs;

View File

@@ -656,7 +656,6 @@ void LLViewerPartSim::updateSimulation()
static LLFrameTimer update_timer; static LLFrameTimer update_timer;
//reset VBO cursor //reset VBO cursor
LLVOPartGroup::sVBSlotCursor = 0;
const F32 dt = llmin(update_timer.getElapsedTimeAndResetF32(), 0.1f); const F32 dt = llmin(update_timer.getElapsedTimeAndResetF32(), 0.1f);

View File

@@ -55,18 +55,18 @@ const F32 MAX_PART_LIFETIME = 120.f;
extern U64 gFrameTime; extern U64 gFrameTime;
LLPointer<LLVertexBuffer> LLVOPartGroup::sVB = NULL; LLPointer<LLVertexBuffer> LLVOPartGroup::sVB = NULL;
/*S32 LLVOPartGroup::sVBSlotFree[]; S32 LLVOPartGroup::sVBSlotFree[];
S32* LLVOPartGroup::sVBSlotCursor = NULL;*/ S32* LLVOPartGroup::sVBSlotCursor = NULL;
S32 LLVOPartGroup::sVBSlotCursor = 0; //S32 LLVOPartGroup::sVBSlotCursor = 0;
void LLVOPartGroup::initClass() 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; sVBSlotFree[i] = i;
} }
sVBSlotCursor = sVBSlotFree;*/ sVBSlotCursor = sVBSlotFree;
} }
//static //static
@@ -131,22 +131,22 @@ void LLVOPartGroup::destroyGL()
//static //static
S32 LLVOPartGroup::findAvailableVBSlot() S32 LLVOPartGroup::findAvailableVBSlot()
{ {
if (sVBSlotCursor >= /*sVBSlotFree+*/LL_MAX_PARTICLE_COUNT) if (sVBSlotCursor >= sVBSlotFree+LL_MAX_PARTICLE_COUNT)
{ //no more available slots { //no more available slots
return -1; return -1;
} }
/*S32 ret = *sVBSlotCursor; S32 ret = *sVBSlotCursor;
sVBSlotCursor++; sVBSlotCursor++;
return ret;*/ return ret;
return sVBSlotCursor++; //return sVBSlotCursor++;
} }
bool ll_is_part_idx_allocated(S32 idx, S32* start, S32* end) bool ll_is_part_idx_allocated(S32 idx, S32* start, S32* end)
{ {
/*while (start < end) while (start < end)
{ {
if (*start == idx) if (*start == idx)
{ //not allocated (in free list) { //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) //allocated (not in free list)
return true;*/ return true;
return false; //return false;
} }
//static //static
void LLVOPartGroup::freeVBSlot(S32 idx) 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(sVBSlotCursor > sVBSlotFree);
llassert(ll_is_part_idx_allocated(idx, sVBSlotCursor, sVBSlotFree+LL_MAX_PARTICLE_COUNT)); llassert(ll_is_part_idx_allocated(idx, sVBSlotCursor, sVBSlotFree+LL_MAX_PARTICLE_COUNT));
@@ -171,7 +171,7 @@ void LLVOPartGroup::freeVBSlot(S32 idx)
{ {
sVBSlotCursor--; sVBSlotCursor--;
*sVBSlotCursor = idx; *sVBSlotCursor = idx;
}*/ }
} }
LLVOPartGroup::LLVOPartGroup(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp) LLVOPartGroup::LLVOPartGroup(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
@@ -881,7 +881,7 @@ void LLParticlePartition::getGeometry(LLSpatialGroup* group)
LLFace* facep = *i; LLFace* facep = *i;
LLAlphaObject* object = (LLAlphaObject*) facep->getViewerObject(); LLAlphaObject* object = (LLAlphaObject*) facep->getViewerObject();
//if (!facep->isState(LLFace::PARTICLE)) if (!facep->isState(LLFace::PARTICLE))
{ //set the indices of this face { //set the indices of this face
S32 idx = LLVOPartGroup::findAvailableVBSlot(); S32 idx = LLVOPartGroup::findAvailableVBSlot();
if (idx >= 0) if (idx >= 0)
@@ -890,7 +890,7 @@ void LLParticlePartition::getGeometry(LLSpatialGroup* group)
facep->setIndicesIndex(idx*6); facep->setIndicesIndex(idx*6);
facep->setVertexBuffer(LLVOPartGroup::sVB); facep->setVertexBuffer(LLVOPartGroup::sVB);
facep->setPoolType(LLDrawPool::POOL_ALPHA); facep->setPoolType(LLDrawPool::POOL_ALPHA);
//facep->setState(LLFace::PARTICLE); facep->setState(LLFace::PARTICLE);
} }
else else
{ {

View File

@@ -48,9 +48,9 @@ public:
//vertex buffer for holding all particles //vertex buffer for holding all particles
static LLPointer<LLVertexBuffer> sVB; static LLPointer<LLVertexBuffer> sVB;
/*static S32 sVBSlotFree[LL_MAX_PARTICLE_COUNT]; static S32 sVBSlotFree[LL_MAX_PARTICLE_COUNT];
static S32* sVBSlotCursor;*/ static S32* sVBSlotCursor;
static S32 sVBSlotCursor; //static S32 sVBSlotCursor;
static void initClass(); static void initClass();
static void restoreGL(); static void restoreGL();

View File

@@ -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_ALPHA_MASK, mask, TRUE, TRUE);
renderMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, mask, TRUE, TRUE); renderMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, mask, TRUE, TRUE);
gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f); gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
//renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE); renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX; mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;