Updated deferred rendering (STORM-1819 Ternary/Graded shadows)
This commit is contained in:
@@ -1105,8 +1105,9 @@ void LLShaderMgr::initAttribsAndUniforms()
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mReservedUniforms.push_back("proj_shadow_res");
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mReservedUniforms.push_back("depth_cutoff");
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mReservedUniforms.push_back("norm_cutoff");
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mReservedUniforms.push_back("shadow_target_width");
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llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_NORM_CUTOFF+1);
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llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH+1);
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mReservedUniforms.push_back("tc_scale");
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mReservedUniforms.push_back("rcp_screen_res");
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@@ -130,6 +130,7 @@ public:
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DEFERRED_PROJ_SHADOW_RES,
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DEFERRED_DEPTH_CUTOFF,
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DEFERRED_NORM_CUTOFF,
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DEFERRED_SHADOW_TARGET_WIDTH,
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FXAA_TC_SCALE,
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FXAA_RCP_SCREEN_RES,
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@@ -10595,7 +10595,7 @@
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<key>Type</key>
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<string>U32</string>
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<key>Value</key>
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<real>128</real>
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<real>512</real>
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</map>
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<key>RenderSpecularResY</key>
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@@ -10619,7 +10619,7 @@
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<key>Type</key>
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<string>F32</string>
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<key>Value</key>
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<real>8</real>
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<real>384</real>
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</map>
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<key>RenderDeferred</key>
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@@ -128,7 +128,7 @@ void main()
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if (sa > 0.0)
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{
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sa = texture2D(lightFunc,vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
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sa = 6 * texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
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sa *= noise;
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col += da*sa*light_col[i].rgb*spec.rgb;
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}
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@@ -109,7 +109,7 @@ void main()
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float sa = dot(normalize(lv-normalize(pos)),norm);
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if (sa > 0.0)
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{
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sa = texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
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sa = 6 * texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
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sa *= noise;
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col += da*sa*color.rgb*spec.rgb;
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}
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@@ -29,11 +29,11 @@ out vec4 frag_color;
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#define frag_color gl_FragColor
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#endif
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uniform float minimum_alpha;
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uniform sampler2D diffuseMap;
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VARYING vec4 post_pos;
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VARYING float pos_zd2;
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VARYING float pos_w;
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VARYING float target_pos_x;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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@@ -41,12 +41,20 @@ void main()
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{
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float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a;
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if (alpha < minimum_alpha)
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if (alpha < 0.05) // treat as totally transparent
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{
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discard;
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}
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if (alpha < 0.88) // treat as semi-transparent
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{
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if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
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{
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discard;
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}
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}
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frag_color = vec4(1,1,1,1);
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gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
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gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
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}
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@@ -25,12 +25,15 @@
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uniform mat4 texture_matrix0;
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uniform mat4 modelview_projection_matrix;
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uniform float shadow_target_width;
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ATTRIBUTE vec3 position;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec2 texcoord0;
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VARYING vec4 post_pos;
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VARYING float pos_zd2;
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VARYING float pos_w;
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VARYING float target_pos_x;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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@@ -39,8 +42,11 @@ void passTextureIndex();
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void main()
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{
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//transform vertex
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vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
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post_pos = pos;
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vec4 pre_pos = vec4(position.xyz, 1.0);
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vec4 pos = modelview_projection_matrix * pre_pos;
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target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
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pos_w = pos.w;
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pos_zd2 = pos.z * 0.5;
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gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
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@@ -301,11 +301,11 @@ void main()
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//
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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float sa = dot(refnormpersp, sun_dir.xyz);
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vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).r;
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vec3 dumbshiny = vary_SunlitColor*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);
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// add the two types of shiny together
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vec3 spec_contrib = dumbshiny * spec.rgb;
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bloom = dot(spec_contrib, spec_contrib);
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bloom = dot(spec_contrib, spec_contrib) / 4;
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col += spec_contrib;
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//add environmentmap
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@@ -210,6 +210,16 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue)
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return true;
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}
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static bool handleLUTBufferChanged(const LLSD& newvalue)
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{
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if (gPipeline.isInit())
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{
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gPipeline.releaseLUTBuffers();
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gPipeline.createLUTBuffers();
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}
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return true;
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}
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static bool handleAnisotropicChanged(const LLSD& newvalue)
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{
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LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean();
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@@ -636,9 +646,9 @@ void settings_setup_listeners()
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gSavedSettings.getControl("VertexShaderEnable")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
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gSavedSettings.getControl("RenderDepthOfField")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
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gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
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gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
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gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
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gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
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gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleLUTBufferChanged, _2));
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gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleLUTBufferChanged, _2));
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gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleLUTBufferChanged, _2));
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gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2));
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gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
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gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
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@@ -718,9 +718,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
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if (shadow_detail > 0)
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{ //allocate 4 sun shadow maps
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U32 sun_shadow_map_width = ((U32(resX*scale)+1)&~1); // must be even to avoid a stripe in the horizontal shadow blur
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for (U32 i = 0; i < 4; i++)
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{
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if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
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if (!mShadow[i].allocate(sun_shadow_map_width,U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
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}
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}
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else
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@@ -736,9 +737,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
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if (shadow_detail > 1)
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{ //allocate two spot shadow maps
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U32 spot_shadow_map_width = width;
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for (U32 i = 4; i < 6; i++)
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{
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if (!mShadow[i].allocate(width, height, 0, TRUE, FALSE)) return false;
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if (!mShadow[i].allocate(spot_shadow_map_width, height, 0, TRUE, FALSE)) return false;
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}
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}
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else
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@@ -845,15 +847,11 @@ void LLPipeline::releaseGLBuffers()
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mTrueNoiseMap = 0;
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}
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if (mLightFunc)
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{
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LLImageGL::deleteTextures(1, &mLightFunc);
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mLightFunc = 0;
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}
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releaseLUTBuffers();
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mWaterRef.release();
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mWaterDis.release();
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for (U32 i = 0; i < 3; i++)
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{
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mGlow[i].release();
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@@ -865,6 +863,15 @@ void LLPipeline::releaseGLBuffers()
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LLVOAvatar::resetImpostors();
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}
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void LLPipeline::releaseLUTBuffers()
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{
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if (mLightFunc)
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{
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LLImageGL::deleteTextures(1, &mLightFunc);
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mLightFunc = 0;
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}
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}
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void LLPipeline::releaseScreenBuffers()
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{
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mScreen.release();
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@@ -957,50 +964,68 @@ void LLPipeline::createGLBuffers()
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
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}
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if (!mLightFunc)
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{
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U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
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U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
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U8* lg = new U8[lightResX*lightResY];
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for (U32 y = 0; y < lightResY; ++y)
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{
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for (U32 x = 0; x < lightResX; ++x)
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{
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//spec func
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F32 sa = (F32) x/(lightResX-1);
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F32 spec = (F32) y/(lightResY-1);
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//lg[y*lightResX+x] = (U8) (powf(sa, 128.f*spec*spec)*255);
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//F32 sp = acosf(sa)/(1.f-spec);
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static const LLCachedControl<F32> render_specular_exponent("RenderSpecularExponent");
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sa = powf(sa, render_specular_exponent);
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F32 a = acosf(sa*0.25f+0.75f);
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F32 m = llmax(0.5f-spec*0.5f, 0.001f);
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F32 t2 = tanf(a)/m;
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t2 *= t2;
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F32 c4a = (3.f+4.f*cosf(2.f*a)+cosf(4.f*a))/8.f;
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F32 bd = 1.f/(4.f*m*m*c4a)*powf(F_E, -t2);
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lg[y*lightResX+x] = (U8) (llclamp(bd, 0.f, 1.f)*255);
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}
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}
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LLImageGL::generateTextures(1, &mLightFunc);
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gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
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LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, lg, false);
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gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
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delete [] lg;
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}
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createLUTBuffers();
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}
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gBumpImageList.restoreGL();
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}
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void LLPipeline::createLUTBuffers()
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{
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if (sRenderDeferred)
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{
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if (!mLightFunc)
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{
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U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
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U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
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U8* ls = new U8[lightResX*lightResY];
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static const LLCachedControl<F32> specExp("RenderSpecularExponent");
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// Calculate the (normalized) Blinn-Phong specular lookup texture.
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for (U32 y = 0; y < lightResY; ++y)
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{
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for (U32 x = 0; x < lightResX; ++x)
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{
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ls[y*lightResX+x] = 0;
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F32 sa = (F32) x/(lightResX-1);
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F32 spec = (F32) y/(lightResY-1);
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F32 n = spec * spec * specExp;
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// Nothing special here. Just your typical blinn-phong term.
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spec = powf(sa, n);
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// Apply our normalization function.
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// Note: This is the full equation that applies the full normalization curve, not an approximation.
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// This is fine, given we only need to create our LUT once per buffer initialization.
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// The only trade off is we have a really low dynamic range.
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// This means we have to account for things not being able to exceed 0 to 1 in our shaders.
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spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n)));
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// Always sample at a 1.0/2.2 curve.
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// This "Gamma corrects" our specular term, boosting our lower exponent reflections.
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spec = powf(spec, 1.f/2.2f);
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// Easy fix for our dynamic range problem: divide by 6 here, multiply by 6 in our shaders.
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// This allows for our specular term to exceed a value of 1 in our shaders.
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// This is something that can be important for energy conserving specular models where higher exponents can result in highlights that exceed a range of 0 to 1.
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// Technically, we could just use an R16F texture, but driver support for R16F textures can be somewhat spotty at times.
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// This works remarkably well for higher specular exponents, though banding can sometimes be seen on lower exponents.
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// Combined with a bit of noise and trilinear filtering, the banding is hardly noticable.
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ls[y*lightResX+x] = (U8)(llclamp(spec * (1.f / 6), 0.f, 1.f) * 255);
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}
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}
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LLImageGL::generateTextures(1, &mLightFunc);
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gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
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LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, ls, false);
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gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
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delete [] ls;
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}
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}
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}
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void LLPipeline::restoreGL()
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{
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LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_RESTORE_GL);
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@@ -8173,7 +8198,7 @@ static LLFastTimer::DeclareTimer FTM_SHADOW_RENDER("Render Shadows");
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static LLFastTimer::DeclareTimer FTM_SHADOW_ALPHA("Alpha Shadow");
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static LLFastTimer::DeclareTimer FTM_SHADOW_SIMPLE("Simple Shadow");
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void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult &result, BOOL use_shader, BOOL use_occlusion)
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void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult &result, BOOL use_shader, BOOL use_occlusion, U32 target_width)
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{
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LLFastTimer t(FTM_SHADOW_RENDER);
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@@ -8264,6 +8289,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
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LLFastTimer ftm(FTM_SHADOW_ALPHA);
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gDeferredShadowAlphaMaskProgram.bind();
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gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
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gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
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U32 mask = LLVertexBuffer::MAP_VERTEX |
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LLVertexBuffer::MAP_TEXCOORD0 |
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@@ -9050,11 +9076,13 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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mShadow[j].getViewport(gGLViewport);
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mShadow[j].clear();
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U32 target_width = mShadow[j].getWidth();
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{
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static LLCullResult result[4];
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//LLGLEnable enable(GL_DEPTH_CLAMP_NV);
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renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE);
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renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width);
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}
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mShadow[j].flush();
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@@ -9193,11 +9221,13 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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mShadow[i+4].getViewport(gGLViewport);
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mShadow[i+4].clear();
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U32 target_width = mShadow[i+4].getWidth();
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static LLCullResult result[2];
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LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+i+4;
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renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE);
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renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width);
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mShadow[i+4].flush();
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}
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@@ -118,8 +118,10 @@ public:
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void doResetVertexBuffers();
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void resizeScreenTexture();
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void releaseGLBuffers();
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void releaseLUTBuffers();
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void releaseScreenBuffers();
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void createGLBuffers();
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void createLUTBuffers();
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void allocateScreenBuffer(U32 resX, U32 resY);
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bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples);
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@@ -263,7 +265,7 @@ public:
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void generateSunShadow(LLCamera& camera);
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void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader = TRUE, BOOL use_occlusion = TRUE);
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void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader, BOOL use_occlusion, U32 target_width);
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void renderHighlights();
|
||||
void renderDebug();
|
||||
void renderPhysicsDisplay();
|
||||
|
||||
Reference in New Issue
Block a user