Pulled SSAO out into its own shader to support running at a lower-than-native framebuffer resolution (defaults at half-resolution [SHRenderSSAOResolutionScale=.5] ). This doesn't improve the slow ssao/shadow softening, however, as that bit remains unchanged.

This commit is contained in:
Shyotl
2013-12-13 02:19:57 -06:00
parent 78e3d61b98
commit 7da8b012e6
13 changed files with 445 additions and 207 deletions

View File

@@ -1177,6 +1177,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("depth_cutoff");
mReservedUniforms.push_back("norm_cutoff");
mReservedUniforms.push_back("shadow_target_width");
mReservedUniforms.push_back("downsampled_depth_scale");
llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH+1);
@@ -1195,6 +1196,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("dof_height");
mReservedUniforms.push_back("depthMap");
mReservedUniforms.push_back("depthMapDownsampled");
mReservedUniforms.push_back("shadowMap0");
mReservedUniforms.push_back("shadowMap1");
mReservedUniforms.push_back("shadowMap2");

View File

@@ -136,6 +136,7 @@ public:
DEFERRED_DEPTH_CUTOFF,
DEFERRED_NORM_CUTOFF,
DEFERRED_SHADOW_TARGET_WIDTH,
DEFERRED_DOWNSAMPLED_DEPTH_SCALE,
FXAA_TC_SCALE,
FXAA_RCP_SCREEN_RES,
@@ -152,6 +153,7 @@ public:
DOF_HEIGHT,
DEFERRED_DEPTH,
DEFERRED_DOWNSAMPLED_DEPTH,
DEFERRED_SHADOW0,
DEFERRED_SHADOW1,
DEFERRED_SHADOW2,

View File

@@ -229,5 +229,16 @@
<key>Value</key>
<real>1</real>
</map>
<key>SHRenderSSAOResolutionScale</key>
<map>
<key>Comment</key>
<string>SSAO resolution scale. Valid values: 0.01-1.0</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>.5</real>
</map>
</map>
</llsd>

View File

@@ -0,0 +1,140 @@
/**
* @file sunLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
VARYING vec2 vary_fragcoord;
uniform sampler2DRect depthMapDownsampled;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;
uniform vec2 screen_res;
uniform mat4 inv_proj;
uniform float downsampled_depth_scale;
uniform float ssao_radius;
uniform float ssao_max_radius;
uniform float ssao_factor;
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return n;
}
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMapDownsampled, pos_screen.xy*downsampled_depth_scale).r;
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;
}
vec2 getKern(int i)
{
vec2 kern[8];
// exponentially (^2) distant occlusion samples spread around origin
kern[0] = vec2(-1.0, 0.0) * (0.125*0.125*.9+.1);
kern[1] = vec2(1.0, 0.0) * (0.250*0.250*.9+.1);
kern[2] = vec2(0.0, 1.0) * (0.375*0.375*.9+.1);
kern[3] = vec2(0.0, -1.0) * (0.500*0.500*.9+.1);
kern[4] = vec2(0.7071, 0.7071) * (0.625*0.625*.9+.1);
kern[5] = vec2(-0.7071, -0.7071) * (0.750*0.750*.9+.1);
kern[6] = vec2(-0.7071, 0.7071) * (0.875*0.875*.9+.1);
kern[7] = vec2(0.7071, -0.7071) * (1.000*1.000*.9+.1);
return kern[i];
}
//calculate decreases in ambient lighting when crowded out (SSAO)
float calcAmbientOcclusion(vec4 pos, vec3 norm)
{
vec2 pos_screen = vary_fragcoord.xy;
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
// We treat the first sample as the origin, which definitely doesn't obscure itself thanks to being visible for sampling in the first place.
float points = 1.0;
float angle_hidden = 0.0;
// use a kernel scale that diminishes with distance.
// a scale of less than 32 is just wasting good samples, though.
float scale = max(32.0, min(ssao_radius / -pos.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(getKern(i), noise_reflect);
vec3 samppos_world = getPosition(samppos_screen).xyz;
vec3 diff = samppos_world - pos.xyz;
if (diff.z < ssao_factor && diff.z != 0.0)
{
float dist = length(diff);
float angrel = max(0.0, dot(norm.xyz, diff/dist));
float distrel = 1.0/(1.0+dist*dist);
float samplehidden = min(angrel, distrel);
angle_hidden += (samplehidden);
points += 1.0;
}
}
angle_hidden /= points;
float rtn = (1.0 - angle_hidden);
return (rtn * rtn) * (rtn * rtn); //Pow2 to increase darkness to match previous behavior.
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
//try doing an unproject here
vec4 pos = getPosition(pos_screen);
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = decode_normal(norm.xy);
frag_color = vec4(calcAmbientOcclusion(pos,norm),0,0,0);
}

View File

@@ -38,7 +38,7 @@ uniform sampler2DRect lightMap;
uniform float dist_factor;
uniform float blur_size;
uniform vec2 delta;
uniform vec3 kern[4];
//uniform vec3 kern[4];
uniform float kern_scale;
VARYING vec2 vary_fragcoord;
@@ -46,8 +46,14 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
vec3 getKern(int i)
vec2 getKern(int i)
{
vec2 kern[4];
kern[0] = vec2(0.3989422804,0.1994711402);
kern[1] = vec2(0.2419707245,0.1760326634);
kern[2] = vec2(0.0539909665,0.1209853623);
kern[3] = vec2(0.0044318484,0.0647587978);
return kern[i];
}
@@ -102,33 +108,37 @@ void main()
// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
vec2 tc_v = fract(0.5 * tc.xy); // we now have floor(mod(tc,2.0))*0.5
float tc_mod = 2.0 * abs(tc_v.x - tc_v.y); // diff of x,y makes checkerboard
tc += ( (tc_mod - 0.5) * getKern(1).z * dlt * 0.5 );
tc += ( (tc_mod - 0.5) * dlt * 0.5 );
for (int i = 1; i < 4; i++)
{
vec2 samptc = (tc + getKern(i).z * dlt);
vec3 samppos = getPosition(samptc).xyz;
vec2 samptc = (tc + i * dlt);
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
defined_weight += getKern(i).xy;
vec4 weight = getKern(i).xyxx;
col += texture2DRect(lightMap, samptc)*weight;
defined_weight += weight.xy;
}
}
for (int i = 1; i < 4; i++)
{
vec2 samptc = (tc - getKern(i).z * dlt);
vec3 samppos = getPosition(samptc).xyz;
vec2 samptc = (tc - i * dlt);
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
defined_weight += getKern(i).xy;
vec4 weight = getKern(i).xyxx;
col += texture2DRect(lightMap, samptc)*weight;
defined_weight += weight.xy;
}
}
col /= defined_weight.xyxx;
col.y *= col.y; // delinearize SSAO effect post-blur
//col.y *= col.y; // delinearize SSAO effect post-blur // Singu note: Performed pre-blur as to remove blur requirement
frag_color = col;
}

View File

@@ -0,0 +1,41 @@
/**
* @file sunLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect depthMap;
VARYING vec2 vary_fragcoord;
void main()
{
gl_FragDepth = texture2DRect(depthMap, vary_fragcoord.xy).r;
}

View File

@@ -31,120 +31,19 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
//class 1 -- no shadow, SSAO only
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;
// Inputs
uniform float ssao_radius;
uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform sampler2DRect depthMapDownsampled;
uniform sampler2DRect depthMap;
uniform sampler2DRect diffuseRect;
uniform float downsampled_depth_scale;
uniform vec2 screen_res;
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
return n.xy / f + 0.5;
}
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return n;
}
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
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;
}
//calculate decreases in ambient lighting when crowded out (SSAO)
float calcAmbientOcclusion(vec4 pos, vec3 norm)
{
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;
// We treat the first sample as the origin, which definitely doesn't obscure itself thanks to being visible for sampling in the first place.
float points = 1.0;
float angle_hidden = 0.0;
// use a kernel scale that diminishes with distance.
// a scale of less than 32 is just wasting good samples, though.
float scale = max(32.0, min(ssao_radius / -pos.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;
vec3 diff = samppos_world - pos.xyz;
if (diff.z < ssao_factor && diff.z != 0.0)
{
float dist = length(diff);
float angrel = max(0.0, dot(norm.xyz, diff/dist));
float distrel = 1.0/(1.0+dist*dist);
float samplehidden = min(angrel, distrel);
angle_hidden += (samplehidden);
points += 1.0;
}
}
angle_hidden /= points;
float rtn = (1.0 - angle_hidden);
return (rtn * rtn);
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
//try doing an unproject here
vec4 pos = getPosition(pos_screen);
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = decode_normal(norm.xy);
{
frag_color[0] = 1.0;
frag_color[1] = calcAmbientOcclusion(pos, norm);
frag_color[2] = 1.0;
frag_color[1] = texture2DRect(diffuseRect,vary_fragcoord.xy*downsampled_depth_scale).r;
frag_color[2] = 1.0;
frag_color[3] = 1.0;
}

View File

@@ -32,6 +32,7 @@ out vec4 frag_color;
//class 2 -- shadows and SSAO
uniform sampler2DRect diffuseRect;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DShadow shadowMap0;
@@ -40,16 +41,12 @@ uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
uniform sampler2D noiseMap;
//uniform sampler2D noiseMap;
// Inputs
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform float ssao_radius;
uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
VARYING vec2 vary_fragcoord;
@@ -66,6 +63,8 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
uniform float downsampled_depth_scale;
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -96,61 +95,6 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
vec2 getKern(int i)
{
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;
return kern[i];
}
//calculate decreases in ambient lighting when crowded out (SSAO)
float calcAmbientOcclusion(vec4 pos, vec3 norm)
{
vec2 pos_screen = vary_fragcoord.xy;
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
// We treat the first sample as the origin, which definitely doesn't obscure itself thanks to being visible for sampling in the first place.
float points = 1.0;
float angle_hidden = 0.0;
// use a kernel scale that diminishes with distance.
// a scale of less than 32 is just wasting good samples, though.
float scale = max(32.0, min(ssao_radius / -pos.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(getKern(i), noise_reflect);
vec3 samppos_world = getPosition(samppos_screen).xyz;
vec3 diff = samppos_world - pos.xyz;
if (diff.z < ssao_factor && diff.z != 0.0)
{
float dist = length(diff);
float angrel = max(0.0, dot(norm.xyz, diff/dist));
float distrel = 1.0/(1.0+dist*dist);
float samplehidden = min(angrel, distrel);
angle_hidden += (samplehidden);
points += 1.0;
}
}
angle_hidden /= points;
float rtn = (1.0 - angle_hidden);
return (rtn * rtn);
}
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
stc.xyz /= stc.w;
@@ -301,7 +245,7 @@ void main()
}
frag_color[0] = shadow;
frag_color[1] = calcAmbientOcclusion(pos, norm);
frag_color[1] = texture2DRect(diffuseRect,vary_fragcoord*downsampled_depth_scale);
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);

View File

@@ -693,6 +693,7 @@ void settings_setup_listeners()
gSavedSettings.getControl("RenderDeferred")->getSignal()->connect(boost::bind(&handleRenderDeferredChanged, _2));
gSavedSettings.getControl("RenderShadowDetail")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderDeferredSSAO")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("SHRenderSSAOResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderDepthOfField")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderPerformanceTest")->getSignal()->connect(boost::bind(&handleRenderPerfTestChanged, _2));
gSavedSettings.getControl("TextureMemory")->getSignal()->connect(boost::bind(&handleVideoMemoryChanged, _2));

View File

@@ -206,6 +206,8 @@ LLGLSLShader gDeferredLightProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShaderArray<LLViewerShaderMgr::SHADER_DEFERRED> gDeferredMultiLightProgram[16];
LLGLSLShader gDeferredSpotLightProgram(LLViewerShaderMgr::SHADER_DEFERRED); //Not in mShaderList
LLGLSLShader gDeferredMultiSpotLightProgram(LLViewerShaderMgr::SHADER_DEFERRED); //Not in mShaderList
LLGLSLShader gDeferredSSAOProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredDownsampleDepthNearestProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredSunProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredBlurLightProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredSoftenProgram(LLViewerShaderMgr::SHADER_DEFERRED);
@@ -1336,6 +1338,29 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredSunProgram.createShader(NULL, NULL);
}
if(gSavedSettings.getBOOL("RenderDeferredSSAO"))
{
if (success)
{
gDeferredSSAOProgram.mName = "Deferred Ambient Occlusion Shader";
gDeferredSSAOProgram.mShaderFiles.clear();
gDeferredSSAOProgram.mShaderFiles.push_back(make_pair("deferred/sunLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSSAOProgram.mShaderFiles.push_back(make_pair("deferred/SSAOF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSSAOProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredSSAOProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredDownsampleDepthNearestProgram.mName = "Deferred Nearest Downsample Depth Shader";
gDeferredDownsampleDepthNearestProgram.mShaderFiles.clear();
gDeferredDownsampleDepthNearestProgram.mShaderFiles.push_back(make_pair("deferred/sunLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDownsampleDepthNearestProgram.mShaderFiles.push_back(make_pair("deferred/downsampleDepthNearestF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredDownsampleDepthNearestProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDownsampleDepthNearestProgram.createShader(NULL, NULL);
}
}
if (success)
{
gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";

View File

@@ -313,6 +313,8 @@ extern LLGLSLShaderArray<LLViewerShaderMgr::SHADER_DEFERRED> gDeferredMultiLig
extern LLGLSLShader gDeferredSpotLightProgram;
extern LLGLSLShader gDeferredMultiSpotLightProgram;
extern LLGLSLShader gDeferredSunProgram;
extern LLGLSLShader gDeferredSSAOProgram;
extern LLGLSLShader gDeferredDownsampleDepthNearestProgram;
extern LLGLSLShader gDeferredBlurLightProgram;
extern LLGLSLShader gDeferredAvatarProgram;
extern LLGLSLShader gDeferredSoftenProgram;

View File

@@ -207,11 +207,11 @@ LLFastTimer::DeclareTimer FTM_RENDER_DEFERRED("Deferred Shading");
static LLFastTimer::DeclareTimer FTM_STATESORT_DRAWABLE("Sort Drawables");
static LLFastTimer::DeclareTimer FTM_STATESORT_POSTSORT("Post Sort");
static LLStaticHashedString sTint("tint");
static LLStaticHashedString sAmbiance("ambiance");
static LLStaticHashedString sAlphaScale("alpha_scale");
//static LLStaticHashedString sTint("tint");
//static LLStaticHashedString sAmbiance("ambiance");
//static LLStaticHashedString sAlphaScale("alpha_scale");
static LLStaticHashedString sNormMat("norm_mat");
static LLStaticHashedString sOffset("offset");
//static LLStaticHashedString sOffset("offset");
static LLStaticHashedString sScreenRes("screenRes");
static LLStaticHashedString sDelta("delta");
static LLStaticHashedString sDistFactor("dist_factor");
@@ -796,12 +796,15 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
mSampleBuffer.release();
mScreen.release();
mDeferredDownsampledDepth.release();
if (LLPipeline::sRenderDeferred)
{
S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO");
BOOL RenderDepthOfField = gSavedSettings.getBOOL("RenderDepthOfField");
static const LLCachedControl<S32> shadow_detail("RenderShadowDetail",0);
static const LLCachedControl<bool> ssao ("RenderDeferredSSAO",false);
static const LLCachedControl<bool> RenderDepthOfField("RenderDepthOfField",false);
static const LLCachedControl<F32> RenderShadowResolutionScale("RenderShadowResolutionScale",1.0f);
static const LLCachedControl<F32> RenderSSAOResolutionScale("SHRenderSSAOResolutionScale",.5f);
const U32 occlusion_divisor = 3;
@@ -835,6 +838,11 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0)
{ //only need mDeferredLight for shadows OR ssao OR dof OR fxaa
if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
if(ssao)
{
F32 scale = llclamp(RenderSSAOResolutionScale.get(),.01f,1.f);
if( scale < 1.f && !mDeferredDownsampledDepth.allocate(llceil(F32(resX)*scale), llceil(F32(resY)*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE) ) return false;
}
}
else
{
@@ -901,6 +909,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
mScreen.release();
mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first
mDeferredDepth.release();
mDeferredDownsampledDepth.release();
mOcclusionDepth.release();
if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
@@ -1022,6 +1031,7 @@ void LLPipeline::releaseScreenBuffers()
mPhysicsDisplay.release();
mDeferredScreen.release();
mDeferredDepth.release();
mDeferredDownsampledDepth.release();
mDeferredLight.release();
mOcclusionDepth.release();
@@ -7648,6 +7658,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
static const LLCachedControl<F32> RenderSpotShadowBias("RenderSpotShadowBias",0.f);
static const LLCachedControl<F32> RenderEdgeDepthCutoff("RenderEdgeDepthCutoff",.01f);
static const LLCachedControl<F32> RenderEdgeNormCutoff("RenderEdgeNormCutoff",.25f);
static const LLCachedControl<F32> RenderSSAOResolutionScale("SHRenderSSAOResolutionScale",.5f);
if (noise_map == 0xFFFFFFFF)
{
@@ -7677,10 +7688,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
S32 channel2 = shader.enableTexture(LLShaderMgr::DEFERRED_DOWNSAMPLED_DEPTH, mDeferredDepth.getUsage());
channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
if (channel > -1)
if (channel > -1 || channel2 >= -1)
{
gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
if(channel > -1)
gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
if(channel2 > -1)
{
F32 scale = llclamp(RenderSSAOResolutionScale.get(),.01f,1.f);
if(scale < 1.f)
gGL.getTexUnit(channel2)->bind(&mDeferredDownsampledDepth, TRUE);
else
gGL.getTexUnit(channel2)->bind(&mDeferredDepth, TRUE); //Bind full res depth instead, as downsampling is disabled if scale == 1.f
}
//gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
stop_glerror();
@@ -7774,21 +7796,24 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
stop_glerror();
F32 mat[16*6];
for (U32 i = 0; i < 16; i++)
if(shader.getUniformLocation(LLShaderMgr::DEFERRED_SHADOW_MATRIX) >= 0)
{
mat[i] = mSunShadowMatrix[0].m[i];
mat[i+16] = mSunShadowMatrix[1].m[i];
mat[i+32] = mSunShadowMatrix[2].m[i];
mat[i+48] = mSunShadowMatrix[3].m[i];
mat[i+64] = mSunShadowMatrix[4].m[i];
mat[i+80] = mSunShadowMatrix[5].m[i];
F32 mat[16*6];
for (U32 i = 0; i < 16; i++)
{
mat[i] = mSunShadowMatrix[0].m[i];
mat[i+16] = mSunShadowMatrix[1].m[i];
mat[i+32] = mSunShadowMatrix[2].m[i];
mat[i+48] = mSunShadowMatrix[3].m[i];
mat[i+64] = mSunShadowMatrix[4].m[i];
mat[i+80] = mSunShadowMatrix[5].m[i];
}
shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, FALSE, mat);
stop_glerror();
}
shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, FALSE, mat);
stop_glerror();
channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
if (channel > -1)
{
@@ -7844,6 +7869,8 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
glh::matrix4f norm_mat = glh_get_current_modelview().inverse().transpose();
shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.m);
}
shader.uniform1f(LLShaderMgr::DEFERRED_DOWNSAMPLED_DEPTH_SCALE, llclamp(RenderSSAOResolutionScale.get(),.01f,1.f));
}
static LLFastTimer::DeclareTimer FTM_GI_TRACE("Trace");
@@ -7867,6 +7894,7 @@ void LLPipeline::renderDeferredLighting()
static const LLCachedControl<U32> RenderFSAASamples("RenderFSAASamples",0);
static const LLCachedControl<bool> RenderDeferredSSAO("RenderDeferredSSAO",false);
static const LLCachedControl<F32> RenderSSAOResolutionScale("SHRenderSSAOResolutionScale",.5f);
static const LLCachedControl<S32> RenderShadowDetail("RenderShadowDetail",0);
static const LLCachedControl<LLVector3> RenderShadowGaussian("RenderShadowGaussian",LLVector3(3.f,2.f,0.f));
static const LLCachedControl<F32> RenderShadowBlurSize("RenderShadowBlurSize",1.4f);
@@ -7933,6 +7961,54 @@ void LLPipeline::renderDeferredLighting()
gGL.pushMatrix();
gGL.loadIdentity();
if (RenderDeferredSSAO)
{
F32 ssao_scale = llclamp(RenderSSAOResolutionScale.get(),.01f,1.f);
LLGLDisable blend(GL_BLEND);
//Downsample with fullscreen quad. GL_NEAREST
if(ssao_scale < 1.f)
{
mDeferredDownsampledDepth.bindTarget();
mDeferredDownsampledDepth.clear(GL_DEPTH_BUFFER_BIT);
bindDeferredShader(gDeferredDownsampleDepthNearestProgram, 0);
gDeferredDownsampleDepthNearestProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredDownsampledDepth.getWidth()/ssao_scale, mDeferredDownsampledDepth.getHeight()/ssao_scale);
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
{
LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
stop_glerror();
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
mDeferredDownsampledDepth.flush();
unbindDeferredShader(gDeferredDownsampleDepthNearestProgram);
}
//Run SSAO
{
mScreen.bindTarget();
glClearColor(1,1,1,1);
mScreen.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
bindDeferredShader(gDeferredSSAOProgram, 0);
if(ssao_scale < 1.f)
{
glViewport(0,0,mDeferredDownsampledDepth.getWidth(),mDeferredDownsampledDepth.getHeight());
gDeferredSSAOProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredDownsampledDepth.getWidth()/ssao_scale, mDeferredDownsampledDepth.getHeight()/ssao_scale);
}
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
{
LLGLDepthTest depth(GL_FALSE);
stop_glerror();
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
mScreen.flush();
unbindDeferredShader(gDeferredSSAOProgram);
}
}
if (RenderDeferredSSAO || RenderShadowDetail > 0)
{
mDeferredLight.bindTarget();
@@ -7944,7 +8020,7 @@ void LLPipeline::renderDeferredLighting()
mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
/*glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
const U32 slice = 32;
F32 offset[slice*3];
@@ -7978,8 +8054,18 @@ void LLPipeline::renderDeferredLighting()
}
}
gDeferredSunProgram.uniform3fv(sOffset, slice, offset);
gDeferredSunProgram.uniform3fv(sOffset, slice, offset);*/
gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight());
//Enable bilinear filtering, as the screen tex resolution may not match current framebuffer resolution. Eg, half-res SSAO
// diffuse map should only be found if the sun shader is the SSAO variant.
S32 channel = gDeferredSunProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
if (channel > -1)
{
mScreen.bindTexture(0,channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
}
{
LLGLDisable blend(GL_BLEND);
@@ -7988,6 +8074,11 @@ void LLPipeline::renderDeferredLighting()
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
if (channel > -1)
{
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
unbindDeferredShader(gDeferredSunProgram);
}
@@ -8106,6 +8197,9 @@ void LLPipeline::renderDeferredLighting()
gPipeline.pushRenderTypeMask();
gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
#if ENABLE_CLASSIC_CLOUDS
LLPipeline::RENDER_TYPE_CLASSIC_CLOUDS,
#endif
LLPipeline::RENDER_TYPE_WL_CLOUDS,
LLPipeline::RENDER_TYPE_WL_SKY,
LLPipeline::END_RENDER_TYPES);
@@ -8500,6 +8594,7 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
static const LLCachedControl<U32> RenderFSAASamples("RenderFSAASamples",0);
static const LLCachedControl<bool> RenderDeferredSSAO("RenderDeferredSSAO",false);
static const LLCachedControl<F32> RenderSSAOResolutionScale("SHRenderSSAOResolutionScale",.5f);
static const LLCachedControl<S32> RenderShadowDetail("RenderShadowDetail",0);
static const LLCachedControl<LLVector3> RenderShadowGaussian("RenderShadowGaussian",LLVector3(3.f,2.f,0.f));
static const LLCachedControl<F32> RenderShadowBlurSize("RenderShadowBlurSize",1.4f);
@@ -8560,6 +8655,54 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
gGL.pushMatrix();
gGL.loadIdentity();
if (RenderDeferredSSAO)
{
F32 ssao_scale = llclamp(RenderSSAOResolutionScale.get(),.01f,1.f);
LLGLDisable blend(GL_BLEND);
//Downsample with fullscreen quad. GL_NEAREST
if(ssao_scale < 1.f)
{
mDeferredDownsampledDepth.bindTarget();
mDeferredDownsampledDepth.clear(GL_DEPTH_BUFFER_BIT);
bindDeferredShader(gDeferredDownsampleDepthNearestProgram, 0);
gDeferredDownsampleDepthNearestProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredDownsampledDepth.getWidth()/ssao_scale, mDeferredDownsampledDepth.getHeight()/ssao_scale);
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
{
LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
stop_glerror();
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
mDeferredDownsampledDepth.flush();
unbindDeferredShader(gDeferredDownsampleDepthNearestProgram);
}
//Run SSAO
{
mScreen.bindTarget();
glClearColor(1,1,1,1);
mScreen.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
bindDeferredShader(gDeferredSSAOProgram, 0);
if(ssao_scale < 1.f)
{
glViewport(0,0,mDeferredDownsampledDepth.getWidth(),mDeferredDownsampledDepth.getHeight());
gDeferredSSAOProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredDownsampledDepth.getWidth()/ssao_scale, mDeferredDownsampledDepth.getHeight()/ssao_scale);
}
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
{
LLGLDepthTest depth(GL_FALSE);
stop_glerror();
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
mScreen.flush();
unbindDeferredShader(gDeferredSSAOProgram);
}
}
if (RenderDeferredSSAO || RenderShadowDetail > 0)
{
mDeferredLight.bindTarget();
@@ -8571,7 +8714,7 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
/*glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
const U32 slice = 32;
F32 offset[slice*3];
@@ -8590,9 +8733,18 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
}
}
gDeferredSunProgram.uniform3fv(LLShaderMgr::DEFERRED_SHADOW_OFFSET, slice, offset);
gDeferredSunProgram.uniform3fv(LLShaderMgr::DEFERRED_SHADOW_OFFSET, slice, offset);*/
gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight());
//Enable bilinear filtering, as the screen tex resolution may not match current framebuffer resolution. Eg, half-res SSAO
// diffuse map should only be found if the sun shader is the SSAO variant.
S32 channel = gDeferredSunProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
if (channel > -1)
{
mScreen.bindTexture(0,channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
}
{
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
@@ -8600,6 +8752,11 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
if (channel > -1)
{
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
unbindDeferredShader(gDeferredSunProgram);
}
@@ -8656,7 +8813,10 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
gPipeline.pushRenderTypeMask();
gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
#if ENABLE_CLASSIC_CLOUDS
LLPipeline::RENDER_TYPE_CLASSIC_CLOUDS,
#endif
LLPipeline::RENDER_TYPE_WL_CLOUDS,
LLPipeline::RENDER_TYPE_WL_SKY,
LLPipeline::END_RENDER_TYPES);

View File

@@ -615,6 +615,7 @@ public:
LLRenderTarget mFXAABuffer;
LLRenderTarget mEdgeMap;
LLRenderTarget mDeferredDepth;
LLRenderTarget mDeferredDownsampledDepth;
LLRenderTarget mOcclusionDepth;
LLRenderTarget mDeferredLight;
LLMultisampleBuffer mSampleBuffer;