merge
commit
0d5a661e57
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@ -178,6 +178,12 @@ PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer = NULL;
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PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample = NULL;
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PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer = NULL;
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//GL_ARB_texture_multisample
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PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
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PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
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PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
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PFNGLSAMPLEMASKIPROC glSampleMaski;
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// GL_EXT_blend_func_separate
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PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT = NULL;
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@ -321,6 +327,7 @@ LLGLManager::LLGLManager() :
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mHasMipMapGeneration(FALSE),
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mHasCompressedTextures(FALSE),
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mHasFramebufferObject(FALSE),
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mMaxSamples(0),
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mHasBlendFuncSeparate(FALSE),
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mHasVertexBufferObject(FALSE),
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@ -334,6 +341,11 @@ LLGLManager::LLGLManager() :
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mHasPointParameters(FALSE),
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mHasDrawBuffers(FALSE),
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mHasTextureRectangle(FALSE),
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mHasTextureMultisample(FALSE),
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mMaxSampleMaskWords(0),
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mMaxColorTextureSamples(0),
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mMaxDepthTextureSamples(0),
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mMaxIntegerSamples(0),
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mHasAnisotropic(FALSE),
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mHasARBEnvCombine(FALSE),
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@ -541,6 +553,19 @@ bool LLGLManager::initGL()
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &num_tex_image_units);
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mNumTextureImageUnits = num_tex_image_units;
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}
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if (mHasTextureMultisample)
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{
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glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &mMaxColorTextureSamples);
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glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &mMaxDepthTextureSamples);
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glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &mMaxIntegerSamples);
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glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &mMaxSampleMaskWords);
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}
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if (mHasFramebufferObject)
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{
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glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
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}
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setToDebugGPU();
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@ -742,6 +767,7 @@ void LLGLManager::initExtensions()
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mHasDrawBuffers = ExtensionExists("GL_ARB_draw_buffers", gGLHExts.mSysExts);
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mHasBlendFuncSeparate = ExtensionExists("GL_EXT_blend_func_separate", gGLHExts.mSysExts);
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mHasTextureRectangle = ExtensionExists("GL_ARB_texture_rectangle", gGLHExts.mSysExts);
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mHasTextureMultisample = ExtensionExists("GL_ARB_texture_multisample", gGLHExts.mSysExts);
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#if !LL_DARWIN
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mHasPointParameters = !mIsATI && ExtensionExists("GL_ARB_point_parameters", gGLHExts.mSysExts);
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#endif
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@ -953,6 +979,13 @@ void LLGLManager::initExtensions()
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{
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glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC) GLH_EXT_GET_PROC_ADDRESS("glBlendFuncSeparateEXT");
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}
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if (mHasTextureRectangle)
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{
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glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) GLH_EXT_GET_PROC_ADDRESS("glTexImage2DMultisample");
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glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC) GLH_EXT_GET_PROC_ADDRESS("glTexImage3DMultisample");
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glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) GLH_EXT_GET_PROC_ADDRESS("glGetMultisamplefv");
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glSampleMaski = (PFNGLSAMPLEMASKIPROC) GLH_EXT_GET_PROC_ADDRESS("glSampleMaski");
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}
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#if (!LL_LINUX && !LL_SOLARIS) || LL_LINUX_NV_GL_HEADERS
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// This is expected to be a static symbol on Linux GL implementations, except if we use the nvidia headers - bah
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glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)GLH_EXT_GET_PROC_ADDRESS("glDrawRangeElements");
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@ -1384,7 +1417,8 @@ void LLGLState::checkTextureChannels(const std::string& msg)
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"GL_TEXTURE_GEN_T",
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"GL_TEXTURE_GEN_Q",
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"GL_TEXTURE_GEN_R",
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"GL_TEXTURE_RECTANGLE_ARB"
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"GL_TEXTURE_RECTANGLE_ARB",
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"GL_TEXTURE_2D_MULTISAMPLE"
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};
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static GLint value[] =
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@ -1397,7 +1431,8 @@ void LLGLState::checkTextureChannels(const std::string& msg)
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GL_TEXTURE_GEN_T,
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GL_TEXTURE_GEN_Q,
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GL_TEXTURE_GEN_R,
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GL_TEXTURE_RECTANGLE_ARB
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GL_TEXTURE_RECTANGLE_ARB,
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GL_TEXTURE_2D_MULTISAMPLE
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};
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GLint stackDepth = 0;
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@ -1439,9 +1474,17 @@ void LLGLState::checkTextureChannels(const std::string& msg)
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}
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S32 num_texture_types = 8;
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for (S32 j = (i == 0 ? 1 : 0);
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j < (gGLManager.mHasTextureRectangle ? 9 : 8); j++)
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j < 9; j++)
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{
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if (j == 8 && !gGLManager.mHasTextureRectangle ||
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j == 9 && !gGLManager.mHasTextureMultisample)
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{
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continue;
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}
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if (glIsEnabled(value[j]))
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{
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error = TRUE;
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@ -83,8 +83,9 @@ public:
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BOOL mHasMipMapGeneration;
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BOOL mHasCompressedTextures;
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BOOL mHasFramebufferObject;
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S32 mMaxSamples;
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BOOL mHasBlendFuncSeparate;
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// ARB Extensions
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BOOL mHasVertexBufferObject;
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BOOL mHasPBuffer;
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@ -98,6 +99,11 @@ public:
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BOOL mHasDrawBuffers;
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BOOL mHasDepthClamp;
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BOOL mHasTextureRectangle;
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BOOL mHasTextureMultisample;
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S32 mMaxSampleMaskWords;
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S32 mMaxColorTextureSamples;
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S32 mMaxDepthTextureSamples;
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S32 mMaxIntegerSamples;
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// Other extensions.
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BOOL mHasAnisotropic;
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@ -474,6 +474,11 @@ extern PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer;
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//GL_ARB_draw_buffers
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extern PFNGLDRAWBUFFERSARBPROC glDrawBuffersARB;
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//GL_ARB_texture_multisample
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extern PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
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extern PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
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extern PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
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extern PFNGLSAMPLEMASKIPROC glSampleMaski;
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#elif LL_WINDOWS
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//----------------------------------------------------------------------------
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@ -673,6 +678,11 @@ extern PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer;
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//GL_ARB_draw_buffers
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extern PFNGLDRAWBUFFERSARBPROC glDrawBuffersARB;
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//GL_ARB_texture_multisample
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extern PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
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extern PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
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extern PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
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extern PFNGLSAMPLEMASKIPROC glSampleMaski;
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#elif LL_DARWIN
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//----------------------------------------------------------------------------
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@ -293,7 +293,8 @@ void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
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GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
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{
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if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB)
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if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB ||
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type == GL_SAMPLER_2D_MULTISAMPLE)
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{ //this here is a texture
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glUniform1iARB(location, mActiveTextureChannels);
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LL_DEBUGS("ShaderLoading") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;
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@ -1083,12 +1083,17 @@ void LLImageGL::generateTextures(S32 numTextures, U32 *textures)
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}
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// static
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void LLImageGL::deleteTextures(S32 numTextures, U32 *textures)
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void LLImageGL::deleteTextures(S32 numTextures, U32 *textures, bool immediate)
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{
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for (S32 i = 0; i < numTextures; i++)
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{
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sDeadTextureList.push_back(textures[i]);
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}
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if (immediate)
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{
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LLImageGL::deleteDeadTextures();
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}
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}
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// static
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@ -1417,7 +1422,7 @@ void LLImageGL::deleteDeadTextures()
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{
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if (sCurrentBoundTextures[i] == tex)
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{
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gGL.getTexUnit(i)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType());
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stop_glerror();
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}
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}
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@ -98,7 +98,7 @@ public:
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// These 3 functions currently wrap glGenTextures(), glDeleteTextures(), and glTexImage2D()
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// for tracking purposes and will be deprecated in the future
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static void generateTextures(S32 numTextures, U32 *textures);
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static void deleteTextures(S32 numTextures, U32 *textures);
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static void deleteTextures(S32 numTextures, U32 *textures, bool immediate = false);
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static void setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels);
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BOOL createGLTexture() ;
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@ -53,7 +53,8 @@ static GLenum sGLTextureType[] =
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{
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GL_TEXTURE_2D,
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GL_TEXTURE_RECTANGLE_ARB,
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GL_TEXTURE_CUBE_MAP_ARB
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GL_TEXTURE_CUBE_MAP_ARB,
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GL_TEXTURE_2D_MULTISAMPLE
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};
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static GLint sGLAddressMode[] =
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@ -124,7 +125,7 @@ void LLTexUnit::refreshState(void)
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// Per apple spec, don't call glEnable/glDisable when index exceeds max texture units
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// http://www.mailinglistarchive.com/html/mac-opengl@lists.apple.com/2008-07/msg00653.html
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//
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bool enableDisable = (mIndex < gGLManager.mNumTextureUnits);
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bool enableDisable = (mIndex < gGLManager.mNumTextureUnits) && mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE;
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if (mCurrTexType != TT_NONE)
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{
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@ -182,8 +183,8 @@ void LLTexUnit::enable(eTextureType type)
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mCurrTexType = type;
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gGL.flush();
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if (mIndex < gGLManager.mNumTextureUnits)
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if (type != LLTexUnit::TT_MULTISAMPLE_TEXTURE &&
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mIndex < gGLManager.mNumTextureUnits)
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{
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glEnable(sGLTextureType[type]);
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}
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@ -199,8 +200,8 @@ void LLTexUnit::disable(void)
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activate();
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unbind(mCurrTexType);
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gGL.flush();
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if (mIndex < gGLManager.mNumTextureUnits)
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if (mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE &&
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mIndex < gGLManager.mNumTextureUnits)
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{
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glDisable(sGLTextureType[mCurrTexType]);
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}
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@ -423,7 +424,7 @@ void LLTexUnit::setTextureAddressMode(eTextureAddressMode mode)
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void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option)
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{
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if (mIndex < 0 || mCurrTexture == 0) return;
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if (mIndex < 0 || mCurrTexture == 0 || mCurrTexType == LLTexUnit::TT_MULTISAMPLE_TEXTURE) return;
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gGL.flush();
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@ -57,6 +57,7 @@ public:
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TT_TEXTURE = 0, // Standard 2D Texture
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TT_RECT_TEXTURE, // Non power of 2 texture
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TT_CUBE_MAP, // 6-sided cube map texture
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TT_MULTISAMPLE_TEXTURE, // see GL_ARB_texture_multisample
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TT_NONE // No texture type is currently enabled
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} eTextureType;
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@ -63,8 +63,7 @@ LLRenderTarget::LLRenderTarget() :
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mUseDepth(false),
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mRenderDepth(false),
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mUsage(LLTexUnit::TT_TEXTURE),
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mSamples(0),
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mSampleBuffer(NULL)
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mSamples(0)
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{
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}
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@ -73,13 +72,7 @@ LLRenderTarget::~LLRenderTarget()
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release();
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}
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void LLRenderTarget::setSampleBuffer(LLMultisampleBuffer* buffer)
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{
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mSampleBuffer = buffer;
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}
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void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo)
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void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, S32 samples)
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{
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stop_glerror();
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mResX = resx;
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@ -88,6 +81,21 @@ void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
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mStencil = stencil;
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mUsage = usage;
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mUseDepth = depth;
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mSamples = samples;
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mSamples = llmin(mSamples, (U32) gGLManager.mMaxColorTextureSamples);
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if (mSamples > 0 && gGLManager.mHasTextureMultisample)
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{
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mSamples = llmin(mSamples, (U32) gGLManager.mMaxColorTextureSamples);
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mUsage = LLTexUnit::TT_MULTISAMPLE_TEXTURE;
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//no support for multisampled stencil targets yet
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mStencil = false;
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}
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else
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{
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mSamples = 0;
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}
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release();
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@ -146,29 +154,47 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt)
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stop_glerror();
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LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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if (mSamples > 0)
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{
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glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, color_fmt, mResX, mResY, GL_TRUE);
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}
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else
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{
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LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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}
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stop_glerror();
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if (offset == 0)
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{
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
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}
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else
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{ //don't filter data attachments
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
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}
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if (mUsage != LLTexUnit::TT_RECT_TEXTURE)
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{
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gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR);
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}
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else
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{
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// ATI doesn't support mirrored repeat for rectangular textures.
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gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
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if (mSamples == 0)
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{
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if (offset == 0)
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{ //use bilinear filtering on single texture render targets that aren't multisampled
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
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stop_glerror();
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}
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else
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{ //don't filter data attachments
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
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stop_glerror();
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}
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if (mUsage != LLTexUnit::TT_RECT_TEXTURE)
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{
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gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR);
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stop_glerror();
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}
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else
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{
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// ATI doesn't support mirrored repeat for rectangular textures.
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gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
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stop_glerror();
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}
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}
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if (mFBO)
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{
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stop_glerror();
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glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset,
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LLTexUnit::getInternalType(mUsage), tex, 0);
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@ -197,9 +223,16 @@ void LLRenderTarget::allocateDepth()
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{
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LLImageGL::generateTextures(1, &mDepth);
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gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
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U32 internal_type = LLTexUnit::getInternalType(mUsage);
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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if (mSamples == 0)
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{
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U32 internal_type = LLTexUnit::getInternalType(mUsage);
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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}
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else
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{
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glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, GL_DEPTH_COMPONENT32, mResX, mResY, GL_TRUE);
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}
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}
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}
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@ -256,7 +289,7 @@ void LLRenderTarget::release()
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}
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else
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{
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LLImageGL::deleteTextures(1, &mDepth);
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LLImageGL::deleteTextures(1, &mDepth, true);
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stop_glerror();
|
||||
}
|
||||
mDepth = 0;
|
||||
|
|
@ -285,11 +318,10 @@ void LLRenderTarget::release()
|
|||
|
||||
if (mTex.size() > 0)
|
||||
{
|
||||
LLImageGL::deleteTextures(mTex.size(), &mTex[0]);
|
||||
LLImageGL::deleteTextures(mTex.size(), &mTex[0], true);
|
||||
mTex.clear();
|
||||
}
|
||||
|
||||
mSampleBuffer = NULL;
|
||||
sBoundTarget = NULL;
|
||||
}
|
||||
|
||||
|
|
@ -298,34 +330,27 @@ void LLRenderTarget::bindTarget()
|
|||
if (mFBO)
|
||||
{
|
||||
stop_glerror();
|
||||
if (mSampleBuffer)
|
||||
{
|
||||
mSampleBuffer->bindTarget(this);
|
||||
stop_glerror();
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
|
||||
stop_glerror();
|
||||
if (gGLManager.mHasDrawBuffers)
|
||||
{ //setup multiple render targets
|
||||
GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
|
||||
GL_COLOR_ATTACHMENT1,
|
||||
GL_COLOR_ATTACHMENT2,
|
||||
GL_COLOR_ATTACHMENT3};
|
||||
glDrawBuffersARB(mTex.size(), drawbuffers);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
|
||||
stop_glerror();
|
||||
if (gGLManager.mHasDrawBuffers)
|
||||
{ //setup multiple render targets
|
||||
GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
|
||||
GL_COLOR_ATTACHMENT1,
|
||||
GL_COLOR_ATTACHMENT2,
|
||||
GL_COLOR_ATTACHMENT3};
|
||||
glDrawBuffersARB(mTex.size(), drawbuffers);
|
||||
}
|
||||
|
||||
if (mTex.empty())
|
||||
{ //no color buffer to draw to
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
}
|
||||
|
||||
check_framebuffer_status();
|
||||
|
||||
stop_glerror();
|
||||
if (mTex.empty())
|
||||
{ //no color buffer to draw to
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
}
|
||||
|
||||
check_framebuffer_status();
|
||||
|
||||
stop_glerror();
|
||||
}
|
||||
|
||||
glViewport(0, 0, mResX, mResY);
|
||||
|
|
@ -407,50 +432,8 @@ void LLRenderTarget::flush(bool fetch_depth)
|
|||
else
|
||||
{
|
||||
stop_glerror();
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
stop_glerror();
|
||||
|
||||
if (mSampleBuffer)
|
||||
{
|
||||
LLGLEnable multisample(GL_MULTISAMPLE);
|
||||
stop_glerror();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
|
||||
stop_glerror();
|
||||
check_framebuffer_status();
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSampleBuffer->mFBO);
|
||||
check_framebuffer_status();
|
||||
|
||||
stop_glerror();
|
||||
glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
||||
stop_glerror();
|
||||
|
||||
if (mTex.size() > 1)
|
||||
{
|
||||
for (U32 i = 1; i < mTex.size(); ++i)
|
||||
{
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
||||
LLTexUnit::getInternalType(mUsage), mTex[i], 0);
|
||||
stop_glerror();
|
||||
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
|
||||
stop_glerror();
|
||||
glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
stop_glerror();
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < mTex.size(); ++i)
|
||||
{
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i,
|
||||
LLTexUnit::getInternalType(mUsage), mTex[i], 0);
|
||||
stop_glerror();
|
||||
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
|
||||
stop_glerror();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -467,37 +450,31 @@ void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0,
|
|||
llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
|
||||
}
|
||||
|
||||
if (mSampleBuffer)
|
||||
|
||||
if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
|
||||
{
|
||||
mSampleBuffer->copyContents(source, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
|
||||
stop_glerror();
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
|
||||
gGL.getTexUnit(0)->bind(this, true);
|
||||
stop_glerror();
|
||||
glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
|
||||
stop_glerror();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
stop_glerror();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
|
||||
{
|
||||
stop_glerror();
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
|
||||
gGL.getTexUnit(0)->bind(this, true);
|
||||
stop_glerror();
|
||||
glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
|
||||
stop_glerror();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
stop_glerror();
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
|
||||
stop_glerror();
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
|
||||
stop_glerror();
|
||||
check_framebuffer_status();
|
||||
stop_glerror();
|
||||
glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
|
||||
stop_glerror();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
stop_glerror();
|
||||
}
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
|
||||
stop_glerror();
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
|
||||
stop_glerror();
|
||||
check_framebuffer_status();
|
||||
stop_glerror();
|
||||
glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
|
||||
stop_glerror();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
stop_glerror();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -540,179 +517,3 @@ void LLRenderTarget::getViewport(S32* viewport)
|
|||
viewport[3] = mResY;
|
||||
}
|
||||
|
||||
//==================================================
|
||||
// LLMultisampleBuffer implementation
|
||||
//==================================================
|
||||
LLMultisampleBuffer::LLMultisampleBuffer()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
LLMultisampleBuffer::~LLMultisampleBuffer()
|
||||
{
|
||||
release();
|
||||
}
|
||||
|
||||
void LLMultisampleBuffer::release()
|
||||
{
|
||||
if (mFBO)
|
||||
{
|
||||
glDeleteFramebuffers(1, (GLuint *) &mFBO);
|
||||
mFBO = 0;
|
||||
}
|
||||
|
||||
if (mTex.size() > 0)
|
||||
{
|
||||
glDeleteRenderbuffers(mTex.size(), (GLuint *) &mTex[0]);
|
||||
mTex.clear();
|
||||
}
|
||||
|
||||
if (mDepth)
|
||||
{
|
||||
glDeleteRenderbuffers(1, (GLuint *) &mDepth);
|
||||
mDepth = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void LLMultisampleBuffer::bindTarget()
|
||||
{
|
||||
bindTarget(this);
|
||||
}
|
||||
|
||||
void LLMultisampleBuffer::bindTarget(LLRenderTarget* ref)
|
||||
{
|
||||
if (!ref)
|
||||
{
|
||||
ref = this;
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
|
||||
if (gGLManager.mHasDrawBuffers)
|
||||
{ //setup multiple render targets
|
||||
GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
|
||||
GL_COLOR_ATTACHMENT1,
|
||||
GL_COLOR_ATTACHMENT2,
|
||||
GL_COLOR_ATTACHMENT3};
|
||||
glDrawBuffersARB(ref->mTex.size(), drawbuffers);
|
||||
}
|
||||
|
||||
check_framebuffer_status();
|
||||
|
||||
glViewport(0, 0, mResX, mResY);
|
||||
|
||||
sBoundTarget = this;
|
||||
}
|
||||
|
||||
void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo )
|
||||
{
|
||||
allocate(resx,resy,color_fmt,depth,stencil,usage,use_fbo,2);
|
||||
}
|
||||
|
||||
void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples )
|
||||
{
|
||||
stop_glerror();
|
||||
mResX = resx;
|
||||
mResY = resy;
|
||||
|
||||
mUsage = usage;
|
||||
mUseDepth = depth;
|
||||
mStencil = stencil;
|
||||
|
||||
release();
|
||||
|
||||
mSamples = samples;
|
||||
|
||||
if (mSamples <= 1)
|
||||
{
|
||||
llerrs << "Cannot create a multisample buffer with less than 2 samples." << llendl;
|
||||
}
|
||||
|
||||
stop_glerror();
|
||||
|
||||
if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
|
||||
{
|
||||
|
||||
if (depth)
|
||||
{
|
||||
stop_glerror();
|
||||
allocateDepth();
|
||||
stop_glerror();
|
||||
}
|
||||
|
||||
glGenFramebuffers(1, (GLuint *) &mFBO);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
|
||||
|
||||
if (mDepth)
|
||||
{
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
|
||||
if (mStencil)
|
||||
{
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
|
||||
}
|
||||
}
|
||||
|
||||
stop_glerror();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
stop_glerror();
|
||||
}
|
||||
|
||||
addColorAttachment(color_fmt);
|
||||
}
|
||||
|
||||
void LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
|
||||
{
|
||||
if (color_fmt == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
U32 offset = mTex.size();
|
||||
if (offset >= 4 ||
|
||||
(offset > 0 && (mFBO == 0 || !gGLManager.mHasDrawBuffers)))
|
||||
{
|
||||
llerrs << "Too many color attachments!" << llendl;
|
||||
}
|
||||
|
||||
U32 tex;
|
||||
glGenRenderbuffers(1, &tex);
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, tex);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, color_fmt, mResX, mResY);
|
||||
stop_glerror();
|
||||
|
||||
if (mFBO)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset, GL_RENDERBUFFER, tex);
|
||||
stop_glerror();
|
||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
switch (status)
|
||||
{
|
||||
case GL_FRAMEBUFFER_COMPLETE:
|
||||
break;
|
||||
default:
|
||||
llerrs << "WTF? " << std::hex << status << llendl;
|
||||
break;
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
mTex.push_back(tex);
|
||||
}
|
||||
|
||||
void LLMultisampleBuffer::allocateDepth()
|
||||
{
|
||||
glGenRenderbuffers(1, (GLuint* ) &mDepth);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
|
||||
if (mStencil)
|
||||
{
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH24_STENCIL8, mResX, mResY);
|
||||
}
|
||||
else
|
||||
{
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH_COMPONENT16, mResX, mResY);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -71,10 +71,7 @@ public:
|
|||
//allocate resources for rendering
|
||||
//must be called before use
|
||||
//multiple calls will release previously allocated resources
|
||||
void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = FALSE);
|
||||
|
||||
//provide this render target with a multisample resource.
|
||||
void setSampleBuffer(LLMultisampleBuffer* buffer);
|
||||
void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = false, S32 samples = 0);
|
||||
|
||||
//add color buffer attachment
|
||||
//limit of 4 color attachments per render target
|
||||
|
|
@ -141,7 +138,6 @@ public:
|
|||
static LLRenderTarget* getCurrentBoundTarget() { return sBoundTarget; }
|
||||
|
||||
protected:
|
||||
friend class LLMultisampleBuffer;
|
||||
U32 mResX;
|
||||
U32 mResY;
|
||||
std::vector<U32> mTex;
|
||||
|
|
@ -152,26 +148,8 @@ protected:
|
|||
bool mRenderDepth;
|
||||
LLTexUnit::eTextureType mUsage;
|
||||
U32 mSamples;
|
||||
LLMultisampleBuffer* mSampleBuffer;
|
||||
|
||||
static LLRenderTarget* sBoundTarget;
|
||||
|
||||
};
|
||||
|
||||
class LLMultisampleBuffer : public LLRenderTarget
|
||||
{
|
||||
public:
|
||||
LLMultisampleBuffer();
|
||||
virtual ~LLMultisampleBuffer();
|
||||
|
||||
virtual void release();
|
||||
|
||||
virtual void bindTarget();
|
||||
void bindTarget(LLRenderTarget* ref);
|
||||
virtual void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo);
|
||||
void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples);
|
||||
virtual void addColorAttachment(U32 color_fmt);
|
||||
virtual void allocateDepth();
|
||||
static LLRenderTarget* sBoundTarget;
|
||||
};
|
||||
|
||||
#endif //!LL_MESA_HEADLESS
|
||||
|
|
|
|||
|
|
@ -374,6 +374,12 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
|
|||
GLcharARB* text[1024];
|
||||
GLuint count = 0;
|
||||
|
||||
//copy preprocessor definitions into buffer
|
||||
for (std::map<std::string,std::string>::iterator iter = mDefinitions.begin(); iter != mDefinitions.end(); ++iter)
|
||||
{
|
||||
std::string define = "#define " + iter->first + " " + iter->second + "\n";
|
||||
text[count++] = (GLcharARB *) strdup(define.c_str());
|
||||
}
|
||||
|
||||
//copy file into memory
|
||||
while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) )
|
||||
|
|
|
|||
|
|
@ -60,6 +60,9 @@ public:
|
|||
|
||||
std::vector<std::string> mReservedUniforms;
|
||||
|
||||
//preprocessor definitions (name/value)
|
||||
std::map<std::string, std::string> mDefinitions;
|
||||
|
||||
protected:
|
||||
|
||||
// our parameter manager singleton instance
|
||||
|
|
|
|||
|
|
@ -26,7 +26,7 @@ uniform vec2 screen_res;
|
|||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
|
|
@ -39,7 +39,7 @@ vec4 getPosition(vec2 pos_screen)
|
|||
|
||||
void main()
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
vec3 norm = texture2DRect(normalMap, tc).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
vec3 pos = getPosition(tc).xyz;
|
||||
|
|
|
|||
|
|
@ -0,0 +1,102 @@
|
|||
/**
|
||||
* @file blurLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2DMS lightMap;
|
||||
|
||||
uniform float dist_factor;
|
||||
uniform float blur_size;
|
||||
uniform vec2 delta;
|
||||
uniform vec3 kern[4];
|
||||
uniform float kern_scale;
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
|
||||
{
|
||||
vec4 ret = vec4(0,0,0,0);
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
ret += texelFetch(tex, tc, i);
|
||||
}
|
||||
|
||||
return ret/samples;
|
||||
}
|
||||
|
||||
vec4 getPosition(ivec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DMS(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;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
ivec2 itc = ivec2(tc);
|
||||
|
||||
vec3 norm = texture2DMS(normalMap, itc).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
vec3 pos = getPosition(itc).xyz;
|
||||
vec4 ccol = texture2DMS(lightMap, itc).rgba;
|
||||
|
||||
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
|
||||
dlt /= max(-pos.z*dist_factor, 1.0);
|
||||
|
||||
vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
|
||||
vec4 col = defined_weight.xyxx * ccol;
|
||||
|
||||
// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
|
||||
float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
|
||||
|
||||
// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
|
||||
tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
|
||||
|
||||
for (int i = 1; i < 4; i++)
|
||||
{
|
||||
ivec2 samptc = ivec2(tc + kern[i].z*dlt);
|
||||
vec3 samppos = getPosition(samptc).xyz;
|
||||
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
|
||||
if (d*d <= pointplanedist_tolerance_pow2)
|
||||
{
|
||||
col += texture2DMS(lightMap, samptc)*kern[i].xyxx;
|
||||
defined_weight += kern[i].xy;
|
||||
}
|
||||
}
|
||||
for (int i = 1; i < 4; i++)
|
||||
{
|
||||
ivec2 samptc = ivec2(tc - kern[i].z*dlt);
|
||||
vec3 samppos = getPosition(samptc).xyz;
|
||||
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
|
||||
if (d*d <= pointplanedist_tolerance_pow2)
|
||||
{
|
||||
col += texture2DMS(lightMap, samptc)*kern[i].xyxx;
|
||||
defined_weight += kern[i].xy;
|
||||
}
|
||||
}
|
||||
|
||||
col /= defined_weight.xyxx;
|
||||
col.y *= col.y;
|
||||
|
||||
gl_FragColor = col;
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,79 @@
|
|||
/**
|
||||
* @file WLCloudsF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// The fragment shader for the sky
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
|
||||
varying vec4 vary_CloudColorSun;
|
||||
varying vec4 vary_CloudColorAmbient;
|
||||
varying float vary_CloudDensity;
|
||||
|
||||
uniform sampler2D cloud_noise_texture;
|
||||
uniform vec4 cloud_pos_density1;
|
||||
uniform vec4 cloud_pos_density2;
|
||||
uniform vec4 gamma;
|
||||
|
||||
/// Soft clips the light with a gamma correction
|
||||
vec3 scaleSoftClip(vec3 light) {
|
||||
//soft clip effect:
|
||||
light = 1. - clamp(light, vec3(0.), vec3(1.));
|
||||
light = 1. - pow(light, gamma.xxx);
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Set variables
|
||||
vec2 uv1 = gl_TexCoord[0].xy;
|
||||
vec2 uv2 = gl_TexCoord[1].xy;
|
||||
|
||||
vec4 cloudColorSun = vary_CloudColorSun;
|
||||
vec4 cloudColorAmbient = vary_CloudColorAmbient;
|
||||
float cloudDensity = vary_CloudDensity;
|
||||
vec2 uv3 = gl_TexCoord[2].xy;
|
||||
vec2 uv4 = gl_TexCoord[3].xy;
|
||||
|
||||
// Offset texture coords
|
||||
uv1 += cloud_pos_density1.xy; //large texture, visible density
|
||||
uv2 += cloud_pos_density1.xy; //large texture, self shadow
|
||||
uv3 += cloud_pos_density2.xy; //small texture, visible density
|
||||
uv4 += cloud_pos_density2.xy; //small texture, self shadow
|
||||
|
||||
|
||||
// Compute alpha1, the main cloud opacity
|
||||
float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z;
|
||||
alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.);
|
||||
|
||||
// And smooth
|
||||
alpha1 = 1. - alpha1 * alpha1;
|
||||
alpha1 = 1. - alpha1 * alpha1;
|
||||
|
||||
|
||||
// Compute alpha2, for self shadowing effect
|
||||
// (1 - alpha2) will later be used as percentage of incoming sunlight
|
||||
float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5);
|
||||
alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
|
||||
|
||||
// And smooth
|
||||
alpha2 = 1. - alpha2;
|
||||
alpha2 = 1. - alpha2 * alpha2;
|
||||
|
||||
// Combine
|
||||
vec4 color;
|
||||
color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
|
||||
color *= 2.;
|
||||
|
||||
/// Gamma correct for WL (soft clip effect).
|
||||
gl_FragData[0] = vec4(scaleSoftClip(color.rgb), alpha1);
|
||||
gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
|
||||
gl_FragData[2] = vec4(0,0,1,0);
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,165 @@
|
|||
/**
|
||||
* @file WLCloudsV.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// The vertex shader for creating the atmospheric sky
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Output parameters
|
||||
varying vec4 vary_CloudColorSun;
|
||||
varying vec4 vary_CloudColorAmbient;
|
||||
varying float vary_CloudDensity;
|
||||
|
||||
// Inputs
|
||||
uniform vec3 camPosLocal;
|
||||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
uniform vec4 haze_horizon;
|
||||
uniform vec4 haze_density;
|
||||
|
||||
uniform vec4 cloud_shadow;
|
||||
uniform vec4 density_multiplier;
|
||||
uniform vec4 max_y;
|
||||
|
||||
uniform vec4 glow;
|
||||
|
||||
uniform vec4 cloud_color;
|
||||
|
||||
uniform vec4 cloud_scale;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
// World / view / projection
|
||||
gl_Position = ftransform();
|
||||
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
|
||||
// Get relative position
|
||||
vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
|
||||
|
||||
// Set altitude
|
||||
if (P.y > 0.)
|
||||
{
|
||||
P *= (max_y.x / P.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
P *= (-32000. / P.y);
|
||||
}
|
||||
|
||||
// Can normalize then
|
||||
vec3 Pn = normalize(P);
|
||||
float Plen = length(P);
|
||||
|
||||
// Initialize temp variables
|
||||
vec4 temp1 = vec4(0.);
|
||||
vec4 temp2 = vec4(0.);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
|
||||
// Sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
// this is used later for sunlight modulation at various altitudes
|
||||
light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
|
||||
|
||||
// Calculate relative weights
|
||||
temp1 = blue_density + haze_density.x;
|
||||
blue_weight = blue_density / temp1;
|
||||
haze_weight = haze_density.x / temp1;
|
||||
|
||||
// Compute sunlight from P & lightnorm (for long rays like sky)
|
||||
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
|
||||
temp2.y = 1. / temp2.y;
|
||||
sunlight *= exp( - light_atten * temp2.y);
|
||||
|
||||
// Distance
|
||||
temp2.z = Plen * density_multiplier.x;
|
||||
|
||||
// Transparency (-> temp1)
|
||||
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
|
||||
// compiler gets confused.
|
||||
temp1 = exp(-temp1 * temp2.z);
|
||||
|
||||
|
||||
// Compute haze glow
|
||||
temp2.x = dot(Pn, lightnorm.xyz);
|
||||
temp2.x = 1. - temp2.x;
|
||||
// temp2.x is 0 at the sun and increases away from sun
|
||||
temp2.x = max(temp2.x, .001);
|
||||
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
|
||||
temp2.x *= glow.x;
|
||||
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
|
||||
temp2.x = pow(temp2.x, glow.z);
|
||||
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
|
||||
|
||||
// Add "minimum anti-solar illumination"
|
||||
temp2.x += .25;
|
||||
|
||||
// Increase ambient when there are more clouds
|
||||
vec4 tmpAmbient = ambient;
|
||||
tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
|
||||
|
||||
// Dim sunlight by cloud shadow percentage
|
||||
sunlight *= (1. - cloud_shadow.x);
|
||||
|
||||
// Haze color below cloud
|
||||
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
|
||||
+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
|
||||
);
|
||||
|
||||
// CLOUDS
|
||||
|
||||
sunlight = sunlight_color;
|
||||
temp2.y = max(0., lightnorm.y * 2.);
|
||||
temp2.y = 1. / temp2.y;
|
||||
sunlight *= exp( - light_atten * temp2.y);
|
||||
|
||||
// Cloud color out
|
||||
vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
|
||||
vary_CloudColorAmbient = tmpAmbient * cloud_color;
|
||||
|
||||
// Attenuate cloud color by atmosphere
|
||||
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
|
||||
vary_CloudColorSun *= temp1;
|
||||
vary_CloudColorAmbient *= temp1;
|
||||
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
|
||||
|
||||
// Make a nice cloud density based on the cloud_shadow value that was passed in.
|
||||
vary_CloudDensity = 2. * (cloud_shadow.x - 0.25);
|
||||
|
||||
|
||||
// Texture coords
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_TexCoord[0].xy -= 0.5;
|
||||
gl_TexCoord[0].xy /= cloud_scale.x;
|
||||
gl_TexCoord[0].xy += 0.5;
|
||||
|
||||
gl_TexCoord[1] = gl_TexCoord[0];
|
||||
gl_TexCoord[1].x += lightnorm.x * 0.0125;
|
||||
gl_TexCoord[1].y += lightnorm.z * 0.0125;
|
||||
|
||||
gl_TexCoord[2] = gl_TexCoord[0] * 16.;
|
||||
gl_TexCoord[3] = gl_TexCoord[1] * 16.;
|
||||
|
||||
// Combine these to minimize register use
|
||||
vary_CloudColorAmbient += oHazeColorBelowCloud;
|
||||
|
||||
// needs this to compile on mac
|
||||
//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
|
||||
|
||||
// END CLOUDS
|
||||
}
|
||||
|
||||
|
|
@ -36,7 +36,7 @@ uniform mat4 inv_proj;
|
|||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,137 @@
|
|||
/**
|
||||
* @file multiPointLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2DMS specularRect;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D lightFunc;
|
||||
|
||||
|
||||
uniform vec3 env_mat[3];
|
||||
uniform float sun_wash;
|
||||
|
||||
uniform int light_count;
|
||||
|
||||
#define MAX_LIGHT_COUNT 16
|
||||
uniform vec4 light[MAX_LIGHT_COUNT];
|
||||
uniform vec4 light_col[MAX_LIGHT_COUNT];
|
||||
|
||||
varying vec4 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform float far_z;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
|
||||
vec4 getPosition(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen, sample).r;
|
||||
vec2 sc = vec2(pos_screen.xy)*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
|
||||
ivec2 itc = ivec2(frag);
|
||||
|
||||
int wght = 0;
|
||||
vec3 fcol = vec3(0,0,0);
|
||||
|
||||
for (int s = 0; s < samples; ++s)
|
||||
{
|
||||
vec3 pos = getPosition(itc, s).xyz;
|
||||
if (pos.z >= far_z)
|
||||
{
|
||||
vec3 norm = texelFetch(normalMap, itc, s).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
norm = normalize(norm);
|
||||
vec4 spec = texelFetch(specularRect, itc, s);
|
||||
vec3 diff = texelFetch(diffuseRect, itc, s).rgb;
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
vec3 out_col = vec3(0,0,0);
|
||||
vec3 npos = normalize(-pos);
|
||||
|
||||
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
|
||||
for (int i = 0; i < MAX_LIGHT_COUNT; ++i)
|
||||
{
|
||||
bool light_contrib = (i < light_count);
|
||||
|
||||
vec3 lv = light[i].xyz-pos;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= light[i].w;
|
||||
if (dist2 > 1.0)
|
||||
{
|
||||
light_contrib = false;
|
||||
}
|
||||
|
||||
float da = dot(norm, lv);
|
||||
if (da < 0.0)
|
||||
{
|
||||
light_contrib = false;
|
||||
}
|
||||
|
||||
if (light_contrib)
|
||||
{
|
||||
lv = normalize(lv);
|
||||
da = dot(norm, lv);
|
||||
|
||||
float fa = light_col[i].a+1.0;
|
||||
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
|
||||
dist_atten *= noise;
|
||||
|
||||
float lit = da * dist_atten;
|
||||
|
||||
vec3 col = light_col[i].rgb*lit*diff;
|
||||
//vec3 col = vec3(dist2, light_col[i].a, lit);
|
||||
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
//vec3 ref = dot(pos+lv, norm);
|
||||
|
||||
float sa = dot(normalize(lv+npos),norm);
|
||||
|
||||
if (sa > 0.0)
|
||||
{
|
||||
sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
|
||||
sa *= noise;
|
||||
col += da*sa*light_col[i].rgb*spec.rgb;
|
||||
}
|
||||
}
|
||||
|
||||
out_col += col;
|
||||
}
|
||||
}
|
||||
|
||||
fcol += out_col;
|
||||
++wght;
|
||||
}
|
||||
}
|
||||
|
||||
if (wght <= 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = fcol/wght;
|
||||
gl_FragColor.a = 0.0;
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,233 @@
|
|||
/**
|
||||
* @file multiSpotLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
//class 1 -- no shadows
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2DMS specularRect;
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform sampler2D projectionMap;
|
||||
|
||||
uniform mat4 proj_mat; //screen space to light space
|
||||
uniform float proj_near; //near clip for projection
|
||||
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
|
||||
uniform vec3 proj_n;
|
||||
uniform float proj_focus; //distance from plane to begin blurring
|
||||
uniform float proj_lod; //(number of mips in proj map)
|
||||
uniform float proj_range; //range between near clip and far clip plane of projection
|
||||
uniform float proj_ambient_lod;
|
||||
uniform float proj_ambiance;
|
||||
uniform float near_clip;
|
||||
uniform float far_clip;
|
||||
|
||||
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
|
||||
uniform float sun_wash;
|
||||
uniform int proj_shadow_idx;
|
||||
uniform float shadow_fade;
|
||||
|
||||
varying vec4 vary_light;
|
||||
|
||||
varying vec4 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
|
||||
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = tc-vec2(0.5);
|
||||
|
||||
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
|
||||
|
||||
float d = dot(dist,dist);
|
||||
|
||||
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
|
||||
|
||||
float det = min(lod/(proj_lod*0.5), 1.0);
|
||||
|
||||
float d = min(dist.x, dist.y);
|
||||
|
||||
float edge = 0.25*det;
|
||||
|
||||
ret *= clamp(d/edge, 0.0, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = tc-vec2(0.5);
|
||||
|
||||
float d = dot(dist,dist);
|
||||
|
||||
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
vec4 getPosition(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen, sample).r;
|
||||
vec2 sc = vec2(pos_screen.xy)*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
int wght = 0;
|
||||
|
||||
vec3 fcol = vec3(0,0,0);
|
||||
|
||||
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
|
||||
|
||||
ivec2 itc = ivec2(frag.xy);
|
||||
|
||||
for (int i = 0; i < samples; ++i)
|
||||
{
|
||||
vec3 pos = getPosition(itc, i).xyz;
|
||||
vec3 lv = vary_light.xyz-pos.xyz;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= vary_light.w;
|
||||
if (dist2 <= 1.0)
|
||||
{
|
||||
vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
|
||||
|
||||
norm = normalize(norm);
|
||||
float l_dist = -dot(lv, proj_n);
|
||||
|
||||
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
|
||||
if (proj_tc.z >= 0.0)
|
||||
{
|
||||
proj_tc.xyz /= proj_tc.w;
|
||||
|
||||
float fa = gl_Color.a+1.0;
|
||||
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
|
||||
if (dist_atten > 0.0)
|
||||
{
|
||||
lv = proj_origin-pos.xyz;
|
||||
lv = normalize(lv);
|
||||
float da = dot(norm, lv);
|
||||
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
|
||||
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
if (proj_tc.z > 0.0 &&
|
||||
proj_tc.x < 1.0 &&
|
||||
proj_tc.y < 1.0 &&
|
||||
proj_tc.x > 0.0 &&
|
||||
proj_tc.y > 0.0)
|
||||
{
|
||||
float lit = 0.0;
|
||||
float amb_da = proj_ambiance;
|
||||
|
||||
if (da > 0.0)
|
||||
{
|
||||
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
|
||||
float lod = diff * proj_lod;
|
||||
|
||||
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
|
||||
|
||||
vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
|
||||
|
||||
lit = da * dist_atten * noise;
|
||||
|
||||
col = lcol*lit*diff_tex;
|
||||
amb_da += (da*0.5)*proj_ambiance;
|
||||
}
|
||||
|
||||
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
|
||||
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
|
||||
|
||||
amb_da += (da*da*0.5+0.5)*proj_ambiance;
|
||||
|
||||
amb_da *= dist_atten * noise;
|
||||
|
||||
amb_da = min(amb_da, 1.0-lit);
|
||||
|
||||
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
}
|
||||
|
||||
|
||||
vec4 spec = texelFetch(specularRect, itc, i);
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
vec3 ref = reflect(normalize(pos), norm);
|
||||
|
||||
//project from point pos in direction ref to plane proj_p, proj_n
|
||||
vec3 pdelta = proj_p-pos;
|
||||
float ds = dot(ref, proj_n);
|
||||
|
||||
if (ds < 0.0)
|
||||
{
|
||||
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
|
||||
|
||||
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
|
||||
|
||||
if (stc.z > 0.0)
|
||||
{
|
||||
stc.xy /= stc.w;
|
||||
|
||||
float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
|
||||
|
||||
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
|
||||
|
||||
if (stc.x < 1.0 &&
|
||||
stc.y < 1.0 &&
|
||||
stc.x > 0.0 &&
|
||||
stc.y > 0.0)
|
||||
{
|
||||
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
|
||||
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fcol += col;
|
||||
++wght;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (wght <= 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = fcol/wght;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
|
|
@ -30,7 +30,7 @@ uniform vec4 viewport;
|
|||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
vec2 sc = (pos_screen.xy-viewport.xy)*2.0;
|
||||
sc /= viewport.zw;
|
||||
sc -= vec2(1.0,1.0);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,108 @@
|
|||
/**
|
||||
* @file pointLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2DMS specularRect;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D lightFunc;
|
||||
|
||||
|
||||
uniform vec3 env_mat[3];
|
||||
uniform float sun_wash;
|
||||
|
||||
varying vec4 vary_light;
|
||||
|
||||
varying vec4 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec4 viewport;
|
||||
|
||||
vec4 getPosition(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen, sample).r;
|
||||
vec2 sc = (vec2(pos_screen.xy)-viewport.xy)*2.0;
|
||||
sc /= viewport.zw;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 frag = vary_fragcoord;
|
||||
frag.xyz /= frag.w;
|
||||
frag.xyz = frag.xyz*0.5+0.5;
|
||||
frag.xy *= screen_res;
|
||||
|
||||
ivec2 itc = ivec2(frag.xy);
|
||||
|
||||
int wght = 0;
|
||||
vec3 fcol = vec3(0,0,0);
|
||||
|
||||
for (int s = 0; s < samples; ++s)
|
||||
{
|
||||
vec3 pos = getPosition(itc, s).xyz;
|
||||
vec3 lv = vary_light.xyz-pos;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= vary_light.w;
|
||||
if (dist2 <= 1.0)
|
||||
{
|
||||
vec3 norm = texelFetch(normalMap, itc, s).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
float da = dot(norm, lv);
|
||||
if (da >= 0.0)
|
||||
{
|
||||
norm = normalize(norm);
|
||||
lv = normalize(lv);
|
||||
da = dot(norm, lv);
|
||||
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
|
||||
vec3 col = texelFetch(diffuseRect, itc, s).rgb;
|
||||
float fa = gl_Color.a+1.0;
|
||||
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
|
||||
float lit = da * dist_atten * noise;
|
||||
|
||||
col = gl_Color.rgb*lit*col;
|
||||
|
||||
vec4 spec = texelFetch(specularRect, itc, s);
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
float sa = dot(normalize(lv-normalize(pos)),norm);
|
||||
if (sa > 0.0)
|
||||
{
|
||||
sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
|
||||
sa *= noise;
|
||||
col += da*sa*gl_Color.rgb*spec.rgb;
|
||||
}
|
||||
}
|
||||
|
||||
fcol += col;
|
||||
++wght;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (wght <= 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = fcol/wght;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
|
|
@ -10,14 +10,9 @@
|
|||
varying vec4 vary_light;
|
||||
varying vec4 vary_fragcoord;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
uniform float near_clip;
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
|
||||
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
vary_fragcoord = pos;
|
||||
|
||||
|
|
@ -25,6 +20,8 @@ void main()
|
|||
tex.w = 1.0;
|
||||
|
||||
vary_light = gl_MultiTexCoord0;
|
||||
|
||||
gl_Position = pos;
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -29,7 +29,7 @@ varying vec2 vary_fragcoord;
|
|||
|
||||
float getDepth(vec2 pos_screen)
|
||||
{
|
||||
float z = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float z = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
z = z*2.0-1.0;
|
||||
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
|
||||
vec4 p = inv_proj*ndc;
|
||||
|
|
|
|||
|
|
@ -0,0 +1,133 @@
|
|||
/**
|
||||
* @file postDeferredF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2DMS edgeMap;
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2D bloomMap;
|
||||
|
||||
uniform float depth_cutoff;
|
||||
uniform float norm_cutoff;
|
||||
uniform float focal_distance;
|
||||
uniform float blur_constant;
|
||||
uniform float tan_pixel_angle;
|
||||
uniform float magnification;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
|
||||
{
|
||||
vec4 ret = vec4(0,0,0,0);
|
||||
for (int i = 0; i < samples; ++i)
|
||||
{
|
||||
ret += texelFetch(tex, tc, i);
|
||||
}
|
||||
|
||||
return ret/samples;
|
||||
}
|
||||
|
||||
float getDepth(ivec2 pos_screen)
|
||||
{
|
||||
float z = texture2DMS(depthMap, pos_screen.xy).r;
|
||||
z = z*2.0-1.0;
|
||||
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
|
||||
vec4 p = inv_proj*ndc;
|
||||
return p.z/p.w;
|
||||
}
|
||||
|
||||
float calc_cof(float depth)
|
||||
{
|
||||
float sc = abs(depth-focal_distance)/-depth*blur_constant;
|
||||
|
||||
sc /= magnification;
|
||||
|
||||
// tan_pixel_angle = pixel_length/-depth;
|
||||
float pixel_length = tan_pixel_angle*-focal_distance;
|
||||
|
||||
sc = sc/pixel_length;
|
||||
sc *= 1.414;
|
||||
|
||||
return sc;
|
||||
}
|
||||
|
||||
void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 tc)
|
||||
{
|
||||
float d = getDepth(tc);
|
||||
|
||||
float sc = calc_cof(d);
|
||||
|
||||
if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
|
||||
|| d < cur_depth) //sampled pixel is further away than current pixel
|
||||
{
|
||||
float wg = 0.25;
|
||||
|
||||
vec4 s = texture2DMS(diffuseRect, tc);
|
||||
// de-weight dull areas to make highlights 'pop'
|
||||
wg += s.r+s.g+s.b;
|
||||
|
||||
diff += wg*s;
|
||||
|
||||
w += wg;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 itc = ivec2(vary_fragcoord.xy);
|
||||
|
||||
vec3 norm = texture2DMS(normalMap, itc).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
|
||||
float depth = getDepth(itc);
|
||||
|
||||
vec4 diff = texture2DMS(diffuseRect, itc);
|
||||
|
||||
{
|
||||
float w = 1.0;
|
||||
|
||||
float sc = calc_cof(depth);
|
||||
sc = min(abs(sc), 10.0);
|
||||
|
||||
float fd = depth*0.5f;
|
||||
|
||||
float PI = 3.14159265358979323846264;
|
||||
|
||||
int isc = int(sc);
|
||||
|
||||
// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
|
||||
//if (depth < focal_distance)
|
||||
{
|
||||
for (int x = -isc; x <= isc; x+=2)
|
||||
{
|
||||
for (int y = -isc; y <= isc; y+=2)
|
||||
{
|
||||
ivec2 cur_samp = ivec2(x,y);
|
||||
float cur_sc = length(vec2(cur_samp));
|
||||
if (cur_sc < sc)
|
||||
{
|
||||
dofSample(diff, w, cur_sc, depth, itc+cur_samp);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
diff /= w;
|
||||
}
|
||||
|
||||
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
|
||||
gl_FragColor = diff + bloom;
|
||||
}
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
/**
|
||||
* @file postDeferredF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2D bloomMap;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
|
||||
{
|
||||
vec4 ret = vec4(0,0,0,0);
|
||||
|
||||
for (int i = 0; i < samples; ++i)
|
||||
{
|
||||
ret += texelFetch(tex,tc,i);
|
||||
}
|
||||
|
||||
return ret/samples;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diff = texture2DMS(diffuseRect, ivec2(vary_fragcoord.xy));
|
||||
|
||||
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
|
||||
gl_FragColor = diff + bloom;
|
||||
}
|
||||
|
|
@ -0,0 +1,44 @@
|
|||
/**
|
||||
* @file WLSkyF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// The fragment shader for the sky
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
|
||||
varying vec4 vary_HazeColor;
|
||||
|
||||
uniform sampler2D cloud_noise_texture;
|
||||
uniform vec4 gamma;
|
||||
|
||||
/// Soft clips the light with a gamma correction
|
||||
vec3 scaleSoftClip(vec3 light) {
|
||||
//soft clip effect:
|
||||
light = 1. - clamp(light, vec3(0.), vec3(1.));
|
||||
light = 1. - pow(light, gamma.xxx);
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Potential Fill-rate optimization. Add cloud calculation
|
||||
// back in and output alpha of 0 (so that alpha culling kills
|
||||
// the fragment) if the sky wouldn't show up because the clouds
|
||||
// are fully opaque.
|
||||
|
||||
vec4 color;
|
||||
color = vary_HazeColor;
|
||||
color *= 2.;
|
||||
|
||||
/// Gamma correct for WL (soft clip effect).
|
||||
gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0);
|
||||
gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
|
||||
gl_FragData[2] = vec4(0,0,1,0);
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,140 @@
|
|||
/**
|
||||
* @file WLSkyV.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
// SKY ////////////////////////////////////////////////////////////////////////
|
||||
// The vertex shader for creating the atmospheric sky
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Output parameters
|
||||
varying vec4 vary_HazeColor;
|
||||
|
||||
// Inputs
|
||||
uniform vec3 camPosLocal;
|
||||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
uniform vec4 haze_horizon;
|
||||
uniform vec4 haze_density;
|
||||
|
||||
uniform vec4 cloud_shadow;
|
||||
uniform vec4 density_multiplier;
|
||||
uniform vec4 max_y;
|
||||
|
||||
uniform vec4 glow;
|
||||
|
||||
uniform vec4 cloud_color;
|
||||
|
||||
uniform vec4 cloud_scale;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
// World / view / projection
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
|
||||
// Get relative position
|
||||
vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
|
||||
//vec3 P = gl_Vertex.xyz + vec3(0,50,0);
|
||||
|
||||
// Set altitude
|
||||
if (P.y > 0.)
|
||||
{
|
||||
P *= (max_y.x / P.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
P *= (-32000. / P.y);
|
||||
}
|
||||
|
||||
// Can normalize then
|
||||
vec3 Pn = normalize(P);
|
||||
float Plen = length(P);
|
||||
|
||||
// Initialize temp variables
|
||||
vec4 temp1 = vec4(0.);
|
||||
vec4 temp2 = vec4(0.);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
|
||||
// Sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
// this is used later for sunlight modulation at various altitudes
|
||||
light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
|
||||
|
||||
// Calculate relative weights
|
||||
temp1 = blue_density + haze_density.x;
|
||||
blue_weight = blue_density / temp1;
|
||||
haze_weight = haze_density.x / temp1;
|
||||
|
||||
// Compute sunlight from P & lightnorm (for long rays like sky)
|
||||
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
|
||||
temp2.y = 1. / temp2.y;
|
||||
sunlight *= exp( - light_atten * temp2.y);
|
||||
|
||||
// Distance
|
||||
temp2.z = Plen * density_multiplier.x;
|
||||
|
||||
// Transparency (-> temp1)
|
||||
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
|
||||
// compiler gets confused.
|
||||
temp1 = exp(-temp1 * temp2.z);
|
||||
|
||||
|
||||
// Compute haze glow
|
||||
temp2.x = dot(Pn, lightnorm.xyz);
|
||||
temp2.x = 1. - temp2.x;
|
||||
// temp2.x is 0 at the sun and increases away from sun
|
||||
temp2.x = max(temp2.x, .001);
|
||||
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
|
||||
temp2.x *= glow.x;
|
||||
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
|
||||
temp2.x = pow(temp2.x, glow.z);
|
||||
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
|
||||
|
||||
// Add "minimum anti-solar illumination"
|
||||
temp2.x += .25;
|
||||
|
||||
|
||||
// Haze color above cloud
|
||||
vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient)
|
||||
+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient)
|
||||
);
|
||||
|
||||
|
||||
// Increase ambient when there are more clouds
|
||||
vec4 tmpAmbient = ambient;
|
||||
tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
|
||||
|
||||
// Dim sunlight by cloud shadow percentage
|
||||
sunlight *= (1. - cloud_shadow.x);
|
||||
|
||||
// Haze color below cloud
|
||||
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
|
||||
+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
|
||||
);
|
||||
|
||||
// Final atmosphere additive
|
||||
vary_HazeColor *= (1. - temp1);
|
||||
|
||||
// Attenuate cloud color by atmosphere
|
||||
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
|
||||
|
||||
// At horizon, blend high altitude sky color towards the darker color below the clouds
|
||||
vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1));
|
||||
|
||||
// won't compile on mac without this being set
|
||||
//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
|
||||
}
|
||||
|
||||
|
|
@ -259,7 +259,7 @@ vec3 scaleSoftClip(vec3 light)
|
|||
void main()
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
float depth = texture2DRect(depthMap, tc.xy).a;
|
||||
float depth = texture2DRect(depthMap, tc.xy).r;
|
||||
vec3 pos = getPosition_d(tc, depth).xyz;
|
||||
vec3 norm = texture2DRect(normalMap, tc).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
|
|
|
|||
|
|
@ -0,0 +1,318 @@
|
|||
/**
|
||||
* @file softenLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2DMS specularRect;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2D lightFunc;
|
||||
|
||||
uniform float blur_size;
|
||||
uniform float blur_fidelity;
|
||||
|
||||
// Inputs
|
||||
uniform vec4 morphFactor;
|
||||
uniform vec3 camPosLocal;
|
||||
//uniform vec4 camPosWorld;
|
||||
uniform vec4 gamma;
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
uniform vec4 haze_horizon;
|
||||
uniform vec4 haze_density;
|
||||
uniform vec4 cloud_shadow;
|
||||
uniform vec4 density_multiplier;
|
||||
uniform vec4 distance_multiplier;
|
||||
uniform vec4 max_y;
|
||||
uniform vec4 glow;
|
||||
uniform float scene_light_strength;
|
||||
uniform vec3 env_mat[3];
|
||||
//uniform mat4 shadow_matrix[3];
|
||||
//uniform vec4 shadow_clip;
|
||||
uniform mat3 ssao_effect_mat;
|
||||
|
||||
varying vec4 vary_light;
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
vec3 vary_PositionEye;
|
||||
|
||||
vec3 vary_SunlitColor;
|
||||
vec3 vary_AmblitColor;
|
||||
vec3 vary_AdditiveColor;
|
||||
vec3 vary_AtmosAttenuation;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
vec4 getPosition_d(vec2 pos_screen, float depth)
|
||||
{
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
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;
|
||||
}
|
||||
|
||||
vec3 getPositionEye()
|
||||
{
|
||||
return vary_PositionEye;
|
||||
}
|
||||
vec3 getSunlitColor()
|
||||
{
|
||||
return vary_SunlitColor;
|
||||
}
|
||||
vec3 getAmblitColor()
|
||||
{
|
||||
return vary_AmblitColor;
|
||||
}
|
||||
vec3 getAdditiveColor()
|
||||
{
|
||||
return vary_AdditiveColor;
|
||||
}
|
||||
vec3 getAtmosAttenuation()
|
||||
{
|
||||
return vary_AtmosAttenuation;
|
||||
}
|
||||
|
||||
|
||||
void setPositionEye(vec3 v)
|
||||
{
|
||||
vary_PositionEye = v;
|
||||
}
|
||||
|
||||
void setSunlitColor(vec3 v)
|
||||
{
|
||||
vary_SunlitColor = v;
|
||||
}
|
||||
|
||||
void setAmblitColor(vec3 v)
|
||||
{
|
||||
vary_AmblitColor = v;
|
||||
}
|
||||
|
||||
void setAdditiveColor(vec3 v)
|
||||
{
|
||||
vary_AdditiveColor = v;
|
||||
}
|
||||
|
||||
void setAtmosAttenuation(vec3 v)
|
||||
{
|
||||
vary_AtmosAttenuation = v;
|
||||
}
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
|
||||
|
||||
vec3 P = inPositionEye;
|
||||
setPositionEye(P);
|
||||
|
||||
//(TERRAIN) limit altitude
|
||||
if (P.y > max_y.x) P *= (max_y.x / P.y);
|
||||
if (P.y < -max_y.x) P *= (-max_y.x / P.y);
|
||||
|
||||
vec3 tmpLightnorm = lightnorm.xyz;
|
||||
|
||||
vec3 Pn = normalize(P);
|
||||
float Plen = length(P);
|
||||
|
||||
vec4 temp1 = vec4(0);
|
||||
vec3 temp2 = vec3(0);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
//sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
//this is used later for sunlight modulation at various altitudes
|
||||
light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
|
||||
//I had thought blue_density and haze_density should have equal weighting,
|
||||
//but attenuation due to haze_density tends to seem too strong
|
||||
|
||||
temp1 = blue_density + vec4(haze_density.r);
|
||||
blue_weight = blue_density / temp1;
|
||||
haze_weight = vec4(haze_density.r) / temp1;
|
||||
|
||||
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
|
||||
temp2.y = max(0.0, tmpLightnorm.y);
|
||||
temp2.y = 1. / temp2.y;
|
||||
sunlight *= exp( - light_atten * temp2.y);
|
||||
|
||||
// main atmospheric scattering line integral
|
||||
temp2.z = Plen * density_multiplier.x;
|
||||
|
||||
// Transparency (-> temp1)
|
||||
// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
|
||||
// compiler gets confused.
|
||||
temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
|
||||
|
||||
//final atmosphere attenuation factor
|
||||
setAtmosAttenuation(temp1.rgb);
|
||||
|
||||
//compute haze glow
|
||||
//(can use temp2.x as temp because we haven't used it yet)
|
||||
temp2.x = dot(Pn, tmpLightnorm.xyz);
|
||||
temp2.x = 1. - temp2.x;
|
||||
//temp2.x is 0 at the sun and increases away from sun
|
||||
temp2.x = max(temp2.x, .03); //was glow.y
|
||||
//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
|
||||
temp2.x *= glow.x;
|
||||
//higher glow.x gives dimmer glow (because next step is 1 / "angle")
|
||||
temp2.x = pow(temp2.x, glow.z);
|
||||
//glow.z should be negative, so we're doing a sort of (1 / "angle") function
|
||||
|
||||
//add "minimum anti-solar illumination"
|
||||
temp2.x += .25;
|
||||
|
||||
//increase ambient when there are more clouds
|
||||
vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
|
||||
|
||||
/* decrease value and saturation (that in HSV, not HSL) for occluded areas
|
||||
* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
|
||||
* // The following line of code performs the equivalent of:
|
||||
* float ambAlpha = tmpAmbient.a;
|
||||
* float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
|
||||
* vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
|
||||
* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
|
||||
*/
|
||||
tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
|
||||
|
||||
//haze color
|
||||
setAdditiveColor(
|
||||
vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
|
||||
+ (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
|
||||
+ tmpAmbient)));
|
||||
|
||||
//brightness of surface both sunlight and ambient
|
||||
setSunlitColor(vec3(sunlight * .5));
|
||||
setAmblitColor(vec3(tmpAmbient * .25));
|
||||
setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
|
||||
}
|
||||
|
||||
vec3 atmosLighting(vec3 light)
|
||||
{
|
||||
light *= getAtmosAttenuation().r;
|
||||
light += getAdditiveColor();
|
||||
return (2.0 * light);
|
||||
}
|
||||
|
||||
vec3 atmosTransport(vec3 light) {
|
||||
light *= getAtmosAttenuation().r;
|
||||
light += getAdditiveColor() * 2.0;
|
||||
return light;
|
||||
}
|
||||
vec3 atmosGetDiffuseSunlightColor()
|
||||
{
|
||||
return getSunlitColor();
|
||||
}
|
||||
|
||||
vec3 scaleDownLight(vec3 light)
|
||||
{
|
||||
return (light / scene_light_strength );
|
||||
}
|
||||
|
||||
vec3 scaleUpLight(vec3 light)
|
||||
{
|
||||
return (light * scene_light_strength);
|
||||
}
|
||||
|
||||
vec3 atmosAmbient(vec3 light)
|
||||
{
|
||||
return getAmblitColor() + light / 2.0;
|
||||
}
|
||||
|
||||
vec3 atmosAffectDirectionalLight(float lightIntensity)
|
||||
{
|
||||
return getSunlitColor() * lightIntensity;
|
||||
}
|
||||
|
||||
vec3 scaleSoftClip(vec3 light)
|
||||
{
|
||||
//soft clip effect:
|
||||
light = 1. - clamp(light, vec3(0.), vec3(1.));
|
||||
light = 1. - pow(light, gamma.xxx);
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
|
||||
{
|
||||
vec4 ret = vec4(0,0,0,0);
|
||||
|
||||
for (int i = 0; i < samples; ++i)
|
||||
{
|
||||
ret += texelFetch(tex,tc,i);
|
||||
}
|
||||
|
||||
return ret/samples;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
ivec2 itc = ivec2(tc);
|
||||
|
||||
vec3 fcol = vec3(0,0,0);
|
||||
|
||||
for (int i = 0; i < samples; ++i)
|
||||
{
|
||||
float depth = texelFetch(depthMap, itc, i).r;
|
||||
vec3 pos = getPosition_d(tc, depth).xyz;
|
||||
vec3 norm = texelFetch(normalMap, itc, i).xyz;
|
||||
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
|
||||
|
||||
float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
|
||||
|
||||
vec4 diffuse = texelFetch(diffuseRect, itc, i);
|
||||
if (diffuse.a >= 1.0)
|
||||
{
|
||||
fcol += diffuse.rgb;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec4 spec = texelFetch(specularRect, itc, i);
|
||||
|
||||
calcAtmospherics(pos.xyz, 1.0);
|
||||
|
||||
vec3 col = atmosAmbient(vec3(0));
|
||||
col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
|
||||
|
||||
col *= diffuse.rgb;
|
||||
|
||||
if (spec.a > 0.0) // specular reflection
|
||||
{
|
||||
// the old infinite-sky shiny reflection
|
||||
//
|
||||
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
|
||||
float sa = dot(refnormpersp, vary_light.xyz);
|
||||
vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
|
||||
|
||||
// add the two types of shiny together
|
||||
col += dumbshiny * spec.rgb;
|
||||
}
|
||||
|
||||
col = atmosLighting(col);
|
||||
col = scaleSoftClip(col);
|
||||
fcol += col;
|
||||
}
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = fcol.rgb/samples;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
|
|
@ -0,0 +1,234 @@
|
|||
/**
|
||||
* @file multiSpotLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
//class 1 -- no shadows
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2DMS specularRect;
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform sampler2D projectionMap;
|
||||
|
||||
uniform mat4 proj_mat; //screen space to light space
|
||||
uniform float proj_near; //near clip for projection
|
||||
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
|
||||
uniform vec3 proj_n;
|
||||
uniform float proj_focus; //distance from plane to begin blurring
|
||||
uniform float proj_lod; //(number of mips in proj map)
|
||||
uniform float proj_range; //range between near clip and far clip plane of projection
|
||||
uniform float proj_ambient_lod;
|
||||
uniform float proj_ambiance;
|
||||
uniform float near_clip;
|
||||
uniform float far_clip;
|
||||
|
||||
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
|
||||
uniform float sun_wash;
|
||||
uniform int proj_shadow_idx;
|
||||
uniform float shadow_fade;
|
||||
|
||||
varying vec4 vary_light;
|
||||
|
||||
varying vec4 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
|
||||
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = tc-vec2(0.5);
|
||||
|
||||
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
|
||||
|
||||
float d = dot(dist,dist);
|
||||
|
||||
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
|
||||
|
||||
float det = min(lod/(proj_lod*0.5), 1.0);
|
||||
|
||||
float d = min(dist.x, dist.y);
|
||||
|
||||
float edge = 0.25*det;
|
||||
|
||||
ret *= clamp(d/edge, 0.0, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = tc-vec2(0.5);
|
||||
|
||||
float d = dot(dist,dist);
|
||||
|
||||
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
vec4 getPosition(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen, sample).r;
|
||||
vec2 sc = vec2(pos_screen.xy)*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 frag = vary_fragcoord;
|
||||
frag.xyz /= frag.w;
|
||||
frag.xyz = frag.xyz*0.5+0.5;
|
||||
frag.xy *= screen_res;
|
||||
ivec2 itc = ivec2(frag.xy);
|
||||
|
||||
vec3 fcol = vec3(0,0,0);
|
||||
int wght = 0;
|
||||
|
||||
for (int i = 0; i < samples; ++i)
|
||||
{
|
||||
vec3 pos = getPosition(itc, i).xyz;
|
||||
vec3 lv = vary_light.xyz-pos.xyz;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= vary_light.w;
|
||||
if (dist2 <= 1.0)
|
||||
{
|
||||
vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
|
||||
|
||||
norm = normalize(norm);
|
||||
float l_dist = -dot(lv, proj_n);
|
||||
|
||||
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
|
||||
if (proj_tc.z >= 0.0)
|
||||
{
|
||||
proj_tc.xyz /= proj_tc.w;
|
||||
|
||||
float fa = gl_Color.a+1.0;
|
||||
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
|
||||
if (dist_atten > 0.0)
|
||||
{
|
||||
lv = proj_origin-pos.xyz;
|
||||
lv = normalize(lv);
|
||||
float da = dot(norm, lv);
|
||||
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
|
||||
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
if (proj_tc.z > 0.0 &&
|
||||
proj_tc.x < 1.0 &&
|
||||
proj_tc.y < 1.0 &&
|
||||
proj_tc.x > 0.0 &&
|
||||
proj_tc.y > 0.0)
|
||||
{
|
||||
float lit = 0.0;
|
||||
float amb_da = proj_ambiance;
|
||||
|
||||
if (da > 0.0)
|
||||
{
|
||||
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
|
||||
float lod = diff * proj_lod;
|
||||
|
||||
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
|
||||
|
||||
vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
|
||||
|
||||
lit = da * dist_atten * noise;
|
||||
|
||||
col = lcol*lit*diff_tex;
|
||||
amb_da += (da*0.5)*proj_ambiance;
|
||||
}
|
||||
|
||||
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
|
||||
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
|
||||
|
||||
amb_da += (da*da*0.5+0.5)*proj_ambiance;
|
||||
|
||||
amb_da *= dist_atten * noise;
|
||||
|
||||
amb_da = min(amb_da, 1.0-lit);
|
||||
|
||||
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
}
|
||||
|
||||
|
||||
vec4 spec = texelFetch(specularRect, itc, i);
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
vec3 ref = reflect(normalize(pos), norm);
|
||||
|
||||
//project from point pos in direction ref to plane proj_p, proj_n
|
||||
vec3 pdelta = proj_p-pos;
|
||||
float ds = dot(ref, proj_n);
|
||||
|
||||
if (ds < 0.0)
|
||||
{
|
||||
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
|
||||
|
||||
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
|
||||
|
||||
if (stc.z > 0.0)
|
||||
{
|
||||
stc.xy /= stc.w;
|
||||
|
||||
float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
|
||||
|
||||
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
|
||||
|
||||
if (stc.x < 1.0 &&
|
||||
stc.y < 1.0 &&
|
||||
stc.x > 0.0 &&
|
||||
stc.y > 0.0)
|
||||
{
|
||||
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
|
||||
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fcol += col;
|
||||
++wght;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (wght <= 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = fcol/wght;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
/**
|
||||
* @file starsF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
|
||||
gl_FragData[0] = col;
|
||||
gl_FragData[1] = vec4(0,0,0,0);
|
||||
gl_FragData[2] = vec4(0,0,1,0);
|
||||
}
|
||||
|
|
@ -0,0 +1,17 @@
|
|||
/**
|
||||
* @file starsV.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
//transform vertex
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
|
|
@ -0,0 +1,17 @@
|
|||
/**
|
||||
* @file sunLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
//class 1, no shadow, no SSAO, should never be called
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = vec4(0,0,0,0);
|
||||
}
|
||||
|
|
@ -35,7 +35,7 @@ uniform float shadow_offset;
|
|||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,123 @@
|
|||
/**
|
||||
* @file sunLightSSAOF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
//class 1 -- no shadow, SSAO only
|
||||
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
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;
|
||||
varying vec4 vary_light;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform float shadow_bias;
|
||||
uniform float shadow_offset;
|
||||
|
||||
vec4 getPosition(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen, sample).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, int sample)
|
||||
{
|
||||
float ret = 1.0;
|
||||
|
||||
vec2 kern[8];
|
||||
// exponentially (^2) distant occlusion samples spread around origin
|
||||
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
|
||||
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
|
||||
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
|
||||
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
|
||||
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
|
||||
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
|
||||
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
|
||||
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
|
||||
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
vec3 pos_world = pos.xyz;
|
||||
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
|
||||
|
||||
float angle_hidden = 0.0;
|
||||
int points = 0;
|
||||
|
||||
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
|
||||
|
||||
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?)
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect));
|
||||
vec3 samppos_world = getPosition(samppos_screen, sample).xyz;
|
||||
|
||||
vec3 diff = pos_world - samppos_world;
|
||||
float dist2 = dot(diff, diff);
|
||||
|
||||
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
|
||||
// --> solid angle shrinking by the square of distance
|
||||
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
|
||||
//(k should vary inversely with # of samples, but this is taken care of later)
|
||||
|
||||
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
|
||||
|
||||
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
|
||||
points = points + int(diff.z > -1.0);
|
||||
}
|
||||
|
||||
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
|
||||
|
||||
ret = (1.0 - (float(points != 0) * angle_hidden));
|
||||
|
||||
return min(ret, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
ivec2 itc = ivec2(pos_screen);
|
||||
|
||||
float col = 0;
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
vec4 pos = getPosition(itc, i);
|
||||
vec3 norm = texelFetch(normalMap, itc, i).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
col += calcAmbientOcclusion(pos,norm,i);
|
||||
}
|
||||
|
||||
col /= samples;
|
||||
|
||||
gl_FragColor[0] = 1.0;
|
||||
gl_FragColor[1] = col;
|
||||
gl_FragColor[2] = 1.0;
|
||||
gl_FragColor[3] = 1.0;
|
||||
}
|
||||
|
|
@ -0,0 +1,38 @@
|
|||
/**
|
||||
* @file glowExtractF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS diffuseMap;
|
||||
uniform float minLuminance;
|
||||
uniform float maxExtractAlpha;
|
||||
uniform vec3 lumWeights;
|
||||
uniform vec3 warmthWeights;
|
||||
uniform float warmthAmount;
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 itc = ivec2(gl_TexCoord[0].xy);
|
||||
vec4 fcol = vec4(0,0,0,0);
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
vec4 col = texelFetch(diffuseMap, itc, i);
|
||||
|
||||
/// CALCULATING LUMINANCE (Using NTSC lum weights)
|
||||
/// http://en.wikipedia.org/wiki/Luma_%28video%29
|
||||
float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
|
||||
float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
|
||||
|
||||
fcol += vec4(col.rgb, max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha));
|
||||
}
|
||||
|
||||
gl_FragColor = fcol/samples;
|
||||
}
|
||||
|
|
@ -22,7 +22,7 @@ uniform vec2 screen_res;
|
|||
|
||||
float getDepth(vec2 pos_screen)
|
||||
{
|
||||
float z = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float z = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
z = z*2.0-1.0;
|
||||
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
|
||||
vec4 p = inv_proj*ndc;
|
||||
|
|
|
|||
|
|
@ -0,0 +1,74 @@
|
|||
/**
|
||||
* @file edgeF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
uniform float depth_cutoff;
|
||||
uniform float norm_cutoff;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
float getDepth(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float z = texelFetch(depthMap, pos_screen, sample).r;
|
||||
z = z*2.0-1.0;
|
||||
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
|
||||
vec4 p = inv_proj*ndc;
|
||||
return p.z/p.w;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float e = 0;
|
||||
|
||||
ivec2 itc = ivec2(vary_fragcoord.xy);
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
vec3 norm = texelFetch(normalMap, itc, i).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
float depth = getDepth(itc, i);
|
||||
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
|
||||
int sc = 1;
|
||||
|
||||
vec2 de;
|
||||
de.x = (depth-getDepth(itc+ivec2(sc, sc),i)) + (depth-getDepth(itc+ivec2(-sc, -sc), i));
|
||||
de.y = (depth-getDepth(itc+ivec2(-sc, sc),i)) + (depth-getDepth(itc+ivec2(sc, -sc), i));
|
||||
de /= depth;
|
||||
de *= de;
|
||||
de = step(depth_cutoff, de);
|
||||
|
||||
vec2 ne;
|
||||
vec3 nexnorm = texelFetch(normalMap, itc+ivec2(-sc,-sc), i).rgb;
|
||||
nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
|
||||
ne.x = dot(nexnorm, norm);
|
||||
vec3 neynorm = texelFetch(normalMap, itc+ivec2(sc,sc), i).rgb;
|
||||
neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
|
||||
ne.y = dot(neynorm, norm);
|
||||
|
||||
ne = 1.0-ne;
|
||||
|
||||
ne = step(norm_cutoff, ne);
|
||||
|
||||
e += dot(de,de)+dot(ne,ne);
|
||||
}
|
||||
|
||||
e /= samples;
|
||||
|
||||
gl_FragColor.a = e;
|
||||
}
|
||||
|
|
@ -91,7 +91,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
|
|||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,244 @@
|
|||
/**
|
||||
* @file multiSpotLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2DMS specularRect;
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2DMS lightMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform sampler2D projectionMap;
|
||||
|
||||
uniform mat4 proj_mat; //screen space to light space
|
||||
uniform float proj_near; //near clip for projection
|
||||
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
|
||||
uniform vec3 proj_n;
|
||||
uniform float proj_focus; //distance from plane to begin blurring
|
||||
uniform float proj_lod; //(number of mips in proj map)
|
||||
uniform float proj_range; //range between near clip and far clip plane of projection
|
||||
uniform float proj_ambient_lod;
|
||||
uniform float proj_ambiance;
|
||||
uniform float near_clip;
|
||||
uniform float far_clip;
|
||||
|
||||
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
|
||||
uniform float sun_wash;
|
||||
uniform int proj_shadow_idx;
|
||||
uniform float shadow_fade;
|
||||
|
||||
varying vec4 vary_light;
|
||||
|
||||
varying vec4 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
|
||||
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = tc-vec2(0.5);
|
||||
|
||||
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
|
||||
|
||||
float d = dot(dist,dist);
|
||||
|
||||
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
|
||||
|
||||
float det = min(lod/(proj_lod*0.5), 1.0);
|
||||
|
||||
float d = min(dist.x, dist.y);
|
||||
|
||||
float edge = 0.25*det;
|
||||
|
||||
ret *= clamp(d/edge, 0.0, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = tc-vec2(0.5);
|
||||
|
||||
float d = dot(dist,dist);
|
||||
|
||||
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
vec4 getPosition(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen, sample).r;
|
||||
vec2 sc = vec2(pos_screen.xy)*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
int wght = 0;
|
||||
|
||||
vec3 fcol = vec3(0,0,0);
|
||||
|
||||
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
|
||||
|
||||
ivec2 itc = ivec2(frag.xy);
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
vec3 pos = getPosition(itc, i).xyz;
|
||||
vec3 lv = vary_light.xyz-pos.xyz;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= vary_light.w;
|
||||
if (dist2 <= 1.0)
|
||||
{
|
||||
float shadow = 1.0;
|
||||
|
||||
if (proj_shadow_idx >= 0)
|
||||
{
|
||||
vec4 shd = texelFetch(lightMap, itc, i);
|
||||
float sh[2];
|
||||
sh[0] = shd.b;
|
||||
sh[1] = shd.a;
|
||||
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
|
||||
}
|
||||
|
||||
vec3 norm = texelFetch(normalMap, itc, i).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
|
||||
norm = normalize(norm);
|
||||
float l_dist = -dot(lv, proj_n);
|
||||
|
||||
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
|
||||
if (proj_tc.z >= 0.0)
|
||||
{
|
||||
proj_tc.xyz /= proj_tc.w;
|
||||
|
||||
float fa = gl_Color.a+1.0;
|
||||
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
|
||||
if (dist_atten > 0.0)
|
||||
{
|
||||
lv = proj_origin-pos.xyz;
|
||||
lv = normalize(lv);
|
||||
float da = dot(norm, lv);
|
||||
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
|
||||
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
if (proj_tc.z > 0.0 &&
|
||||
proj_tc.x < 1.0 &&
|
||||
proj_tc.y < 1.0 &&
|
||||
proj_tc.x > 0.0 &&
|
||||
proj_tc.y > 0.0)
|
||||
{
|
||||
float lit = 0.0;
|
||||
float amb_da = proj_ambiance;
|
||||
|
||||
if (da > 0.0)
|
||||
{
|
||||
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
|
||||
float lod = diff * proj_lod;
|
||||
|
||||
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
|
||||
|
||||
vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
|
||||
|
||||
lit = da * dist_atten * noise;
|
||||
|
||||
col = lcol*lit*diff_tex*shadow;
|
||||
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
|
||||
}
|
||||
|
||||
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
|
||||
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
|
||||
|
||||
amb_da += (da*da*0.5+0.5)*proj_ambiance;
|
||||
|
||||
amb_da *= dist_atten * noise;
|
||||
|
||||
amb_da = min(amb_da, 1.0-lit);
|
||||
|
||||
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
}
|
||||
|
||||
|
||||
vec4 spec = texelFetch(specularRect, itc, i);
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
vec3 ref = reflect(normalize(pos), norm);
|
||||
|
||||
//project from point pos in direction ref to plane proj_p, proj_n
|
||||
vec3 pdelta = proj_p-pos;
|
||||
float ds = dot(ref, proj_n);
|
||||
|
||||
if (ds < 0.0)
|
||||
{
|
||||
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
|
||||
|
||||
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
|
||||
|
||||
if (stc.z > 0.0)
|
||||
{
|
||||
stc.xy /= stc.w;
|
||||
|
||||
float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
|
||||
|
||||
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
|
||||
|
||||
if (stc.x < 1.0 &&
|
||||
stc.y < 1.0 &&
|
||||
stc.x > 0.0 &&
|
||||
stc.y > 0.0)
|
||||
{
|
||||
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
|
||||
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fcol += col;
|
||||
wght++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (wght <= 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = fcol/wght;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
|
|
@ -71,7 +71,7 @@ vec4 getPosition_d(vec2 pos_screen, float depth)
|
|||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{ //get position in screen space (world units) given window coordinate and depth map
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
return getPosition_d(pos_screen, depth);
|
||||
}
|
||||
|
||||
|
|
@ -258,7 +258,7 @@ vec3 scaleSoftClip(vec3 light)
|
|||
void main()
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
float depth = texture2DRect(depthMap, tc.xy).a;
|
||||
float depth = texture2DRect(depthMap, tc.xy).r;
|
||||
vec3 pos = getPosition_d(tc, depth).xyz;
|
||||
vec3 norm = texture2DRect(normalMap, tc).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
|
|
@ -288,54 +288,8 @@ void main()
|
|||
float sa = dot(refnormpersp, vary_light.xyz);
|
||||
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
|
||||
|
||||
/*
|
||||
// screen-space cheap fakey reflection map
|
||||
//
|
||||
vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
|
||||
depth -= 0.5; // unbias depth
|
||||
// first figure out where we'll make our 2D guess from
|
||||
vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
|
||||
// Offset the guess source a little according to a trivial
|
||||
// checkerboard dither function and spec.a.
|
||||
// This is meant to be similar to sampling a blurred version
|
||||
// of the diffuse map. LOD would be better in that regard.
|
||||
// The goal of the blur is to soften reflections in surfaces
|
||||
// with low shinyness, and also to disguise our lameness.
|
||||
float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
|
||||
float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
|
||||
ref2d += vec2(checkoffset, checkoffset);
|
||||
ref2d += tc.xy; // use as offset from destination
|
||||
// Get attributes from the 2D guess point.
|
||||
// We average two samples of diffuse (not of anything else) per
|
||||
// pixel to try to reduce aliasing some more.
|
||||
vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
|
||||
texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
|
||||
float refdepth = texture2DRect(depthMap, ref2d).a;
|
||||
vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
|
||||
float refshad = texture2DRect(lightMap, ref2d).r;
|
||||
vec3 refn = texture2DRect(normalMap, ref2d).rgb;
|
||||
refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm
|
||||
refn = normalize(refn);
|
||||
// figure out how appropriate our guess actually was
|
||||
float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
|
||||
// darken reflections from points which face away from the reflected ray - our guess was a back-face
|
||||
//refapprop *= step(dot(refnorm, refn), 0.0);
|
||||
refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
|
||||
// get appropriate light strength for guess-point
|
||||
// reflect light direction to increase the illusion that
|
||||
// these are reflections.
|
||||
vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
|
||||
float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad);
|
||||
// apply sun color to guess-point, dampen according to inappropriateness of guess
|
||||
float refmod = min(refapprop, reflit);
|
||||
vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
|
||||
vec3 ssshiny = (refprod * spec.a);
|
||||
ssshiny *= 0.3; // dampen it even more
|
||||
*/
|
||||
vec3 ssshiny = vec3(0,0,0);
|
||||
|
||||
// add the two types of shiny together
|
||||
col += (ssshiny + dumbshiny) * spec.rgb;
|
||||
col += dumbshiny * spec.rgb;
|
||||
}
|
||||
|
||||
col = atmosLighting(col);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,306 @@
|
|||
/**
|
||||
* @file softenLightMSF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2DMS specularRect;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2DMS lightMap;
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform vec3 gi_quad;
|
||||
|
||||
uniform float blur_size;
|
||||
uniform float blur_fidelity;
|
||||
|
||||
// Inputs
|
||||
uniform vec4 morphFactor;
|
||||
uniform vec3 camPosLocal;
|
||||
//uniform vec4 camPosWorld;
|
||||
uniform vec4 gamma;
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
uniform vec4 haze_horizon;
|
||||
uniform vec4 haze_density;
|
||||
uniform vec4 cloud_shadow;
|
||||
uniform vec4 density_multiplier;
|
||||
uniform vec4 distance_multiplier;
|
||||
uniform vec4 max_y;
|
||||
uniform vec4 glow;
|
||||
uniform float scene_light_strength;
|
||||
uniform vec3 env_mat[3];
|
||||
uniform vec4 shadow_clip;
|
||||
uniform mat3 ssao_effect_mat;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
varying vec4 vary_light;
|
||||
varying vec2 vary_fragcoord;
|
||||
|
||||
vec3 vary_PositionEye;
|
||||
|
||||
vec3 vary_SunlitColor;
|
||||
vec3 vary_AmblitColor;
|
||||
vec3 vary_AdditiveColor;
|
||||
vec3 vary_AtmosAttenuation;
|
||||
|
||||
vec4 getPosition_d(vec2 pos_screen, float depth)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
vec3 getPositionEye()
|
||||
{
|
||||
return vary_PositionEye;
|
||||
}
|
||||
vec3 getSunlitColor()
|
||||
{
|
||||
return vary_SunlitColor;
|
||||
}
|
||||
vec3 getAmblitColor()
|
||||
{
|
||||
return vary_AmblitColor;
|
||||
}
|
||||
vec3 getAdditiveColor()
|
||||
{
|
||||
return vary_AdditiveColor;
|
||||
}
|
||||
vec3 getAtmosAttenuation()
|
||||
{
|
||||
return vary_AtmosAttenuation;
|
||||
}
|
||||
|
||||
|
||||
void setPositionEye(vec3 v)
|
||||
{
|
||||
vary_PositionEye = v;
|
||||
}
|
||||
|
||||
void setSunlitColor(vec3 v)
|
||||
{
|
||||
vary_SunlitColor = v;
|
||||
}
|
||||
|
||||
void setAmblitColor(vec3 v)
|
||||
{
|
||||
vary_AmblitColor = v;
|
||||
}
|
||||
|
||||
void setAdditiveColor(vec3 v)
|
||||
{
|
||||
vary_AdditiveColor = v;
|
||||
}
|
||||
|
||||
void setAtmosAttenuation(vec3 v)
|
||||
{
|
||||
vary_AtmosAttenuation = v;
|
||||
}
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
|
||||
|
||||
vec3 P = inPositionEye;
|
||||
setPositionEye(P);
|
||||
|
||||
//(TERRAIN) limit altitude
|
||||
if (P.y > max_y.x) P *= (max_y.x / P.y);
|
||||
if (P.y < -max_y.x) P *= (-max_y.x / P.y);
|
||||
|
||||
vec3 tmpLightnorm = lightnorm.xyz;
|
||||
|
||||
vec3 Pn = normalize(P);
|
||||
float Plen = length(P);
|
||||
|
||||
vec4 temp1 = vec4(0);
|
||||
vec3 temp2 = vec3(0);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
//sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
//this is used later for sunlight modulation at various altitudes
|
||||
light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
|
||||
//I had thought blue_density and haze_density should have equal weighting,
|
||||
//but attenuation due to haze_density tends to seem too strong
|
||||
|
||||
temp1 = blue_density + vec4(haze_density.r);
|
||||
blue_weight = blue_density / temp1;
|
||||
haze_weight = vec4(haze_density.r) / temp1;
|
||||
|
||||
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
|
||||
temp2.y = max(0.0, tmpLightnorm.y);
|
||||
temp2.y = 1. / temp2.y;
|
||||
sunlight *= exp( - light_atten * temp2.y);
|
||||
|
||||
// main atmospheric scattering line integral
|
||||
temp2.z = Plen * density_multiplier.x;
|
||||
|
||||
// Transparency (-> temp1)
|
||||
// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
|
||||
// compiler gets confused.
|
||||
temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
|
||||
|
||||
//final atmosphere attenuation factor
|
||||
setAtmosAttenuation(temp1.rgb);
|
||||
|
||||
//compute haze glow
|
||||
//(can use temp2.x as temp because we haven't used it yet)
|
||||
temp2.x = dot(Pn, tmpLightnorm.xyz);
|
||||
temp2.x = 1. - temp2.x;
|
||||
//temp2.x is 0 at the sun and increases away from sun
|
||||
temp2.x = max(temp2.x, .03); //was glow.y
|
||||
//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
|
||||
temp2.x *= glow.x;
|
||||
//higher glow.x gives dimmer glow (because next step is 1 / "angle")
|
||||
temp2.x = pow(temp2.x, glow.z);
|
||||
//glow.z should be negative, so we're doing a sort of (1 / "angle") function
|
||||
|
||||
//add "minimum anti-solar illumination"
|
||||
temp2.x += .25;
|
||||
|
||||
//increase ambient when there are more clouds
|
||||
vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
|
||||
|
||||
/* decrease value and saturation (that in HSV, not HSL) for occluded areas
|
||||
* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
|
||||
* // The following line of code performs the equivalent of:
|
||||
* float ambAlpha = tmpAmbient.a;
|
||||
* float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
|
||||
* vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
|
||||
* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
|
||||
*/
|
||||
tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
|
||||
|
||||
//haze color
|
||||
setAdditiveColor(
|
||||
vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
|
||||
+ (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
|
||||
+ tmpAmbient)));
|
||||
|
||||
//brightness of surface both sunlight and ambient
|
||||
setSunlitColor(vec3(sunlight * .5));
|
||||
setAmblitColor(vec3(tmpAmbient * .25));
|
||||
setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
|
||||
}
|
||||
|
||||
vec3 atmosLighting(vec3 light)
|
||||
{
|
||||
light *= getAtmosAttenuation().r;
|
||||
light += getAdditiveColor();
|
||||
return (2.0 * light);
|
||||
}
|
||||
|
||||
vec3 atmosTransport(vec3 light) {
|
||||
light *= getAtmosAttenuation().r;
|
||||
light += getAdditiveColor() * 2.0;
|
||||
return light;
|
||||
}
|
||||
vec3 atmosGetDiffuseSunlightColor()
|
||||
{
|
||||
return getSunlitColor();
|
||||
}
|
||||
|
||||
vec3 scaleDownLight(vec3 light)
|
||||
{
|
||||
return (light / scene_light_strength );
|
||||
}
|
||||
|
||||
vec3 scaleUpLight(vec3 light)
|
||||
{
|
||||
return (light * scene_light_strength);
|
||||
}
|
||||
|
||||
vec3 atmosAmbient(vec3 light)
|
||||
{
|
||||
return getAmblitColor() + light / 2.0;
|
||||
}
|
||||
|
||||
vec3 atmosAffectDirectionalLight(float lightIntensity)
|
||||
{
|
||||
return getSunlitColor() * lightIntensity;
|
||||
}
|
||||
|
||||
vec3 scaleSoftClip(vec3 light)
|
||||
{
|
||||
//soft clip effect:
|
||||
light = 1. - clamp(light, vec3(0.), vec3(1.));
|
||||
light = 1. - pow(light, gamma.xxx);
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tc = vary_fragcoord.xy;
|
||||
ivec2 itc = ivec2(tc);
|
||||
|
||||
vec3 fcol = vec3(0,0,0);
|
||||
|
||||
float amb = 0;
|
||||
|
||||
for (int i = 0; i < samples; ++i)
|
||||
{
|
||||
float depth = texelFetch(depthMap, itc.xy, i).r;
|
||||
vec3 pos = getPosition_d(tc, depth).xyz;
|
||||
vec3 norm = texelFetch(normalMap, itc, i).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
|
||||
float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
|
||||
|
||||
vec4 diffuse = texelFetch(diffuseRect, itc, i);
|
||||
vec4 spec = texelFetch(specularRect, itc, i);
|
||||
|
||||
vec2 scol_ambocc = texelFetch(lightMap, itc, i).rg;
|
||||
float scol = max(scol_ambocc.r, diffuse.a);
|
||||
float ambocc = scol_ambocc.g;
|
||||
amb += ambocc;
|
||||
|
||||
calcAtmospherics(pos.xyz, ambocc);
|
||||
|
||||
vec3 col = atmosAmbient(vec3(0));
|
||||
col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
|
||||
|
||||
col *= diffuse.rgb;
|
||||
|
||||
if (spec.a > 0.0) // specular reflection
|
||||
{
|
||||
// the old infinite-sky shiny reflection
|
||||
//
|
||||
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
|
||||
float sa = dot(refnormpersp, vary_light.xyz);
|
||||
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
|
||||
|
||||
// add the two types of shiny together
|
||||
col += dumbshiny * spec.rgb;
|
||||
}
|
||||
|
||||
col = atmosLighting(col);
|
||||
col = scaleSoftClip(col);
|
||||
|
||||
fcol += col;
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = fcol/samples;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
|
|
@ -0,0 +1,245 @@
|
|||
/**
|
||||
* @file multiSpotLightF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform sampler2DMS diffuseRect;
|
||||
uniform sampler2DMS specularRect;
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2DMS lightMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D lightFunc;
|
||||
uniform sampler2D projectionMap;
|
||||
|
||||
uniform mat4 proj_mat; //screen space to light space
|
||||
uniform float proj_near; //near clip for projection
|
||||
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
|
||||
uniform vec3 proj_n;
|
||||
uniform float proj_focus; //distance from plane to begin blurring
|
||||
uniform float proj_lod; //(number of mips in proj map)
|
||||
uniform float proj_range; //range between near clip and far clip plane of projection
|
||||
uniform float proj_ambient_lod;
|
||||
uniform float proj_ambiance;
|
||||
uniform float near_clip;
|
||||
uniform float far_clip;
|
||||
|
||||
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
|
||||
uniform float sun_wash;
|
||||
uniform int proj_shadow_idx;
|
||||
uniform float shadow_fade;
|
||||
|
||||
varying vec4 vary_light;
|
||||
|
||||
varying vec4 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
|
||||
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = tc-vec2(0.5);
|
||||
|
||||
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
|
||||
|
||||
float d = dot(dist,dist);
|
||||
|
||||
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
|
||||
|
||||
float det = min(lod/(proj_lod*0.5), 1.0);
|
||||
|
||||
float d = min(dist.x, dist.y);
|
||||
|
||||
float edge = 0.25*det;
|
||||
|
||||
ret *= clamp(d/edge, 0.0, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = tc-vec2(0.5);
|
||||
|
||||
float d = dot(dist,dist);
|
||||
|
||||
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
vec4 getPosition(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen, sample).r;
|
||||
vec2 sc = vec2(pos_screen.xy)*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
|
||||
vec4 pos = inv_proj * ndc;
|
||||
pos /= pos.w;
|
||||
pos.w = 1.0;
|
||||
return pos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 frag = vary_fragcoord;
|
||||
frag.xyz /= frag.w;
|
||||
frag.xyz = frag.xyz*0.5+0.5;
|
||||
frag.xy *= screen_res;
|
||||
ivec2 itc = ivec2(frag.xy);
|
||||
|
||||
vec3 fcol = vec3(0,0,0);
|
||||
int wght = 0;
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
vec3 pos = getPosition(itc, i).xyz;
|
||||
vec3 lv = vary_light.xyz-pos.xyz;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= vary_light.w;
|
||||
if (dist2 <= 1.0)
|
||||
{
|
||||
float shadow = 1.0;
|
||||
|
||||
if (proj_shadow_idx >= 0)
|
||||
{
|
||||
vec4 shd = texelFetch(lightMap, itc, i);
|
||||
float sh[2];
|
||||
sh[0] = shd.b;
|
||||
sh[1] = shd.a;
|
||||
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
|
||||
}
|
||||
|
||||
vec3 norm = texelFetch(normalMap, itc, i).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
|
||||
norm = normalize(norm);
|
||||
float l_dist = -dot(lv, proj_n);
|
||||
|
||||
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
|
||||
if (proj_tc.z >= 0.0)
|
||||
{
|
||||
proj_tc.xyz /= proj_tc.w;
|
||||
|
||||
float fa = gl_Color.a+1.0;
|
||||
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
|
||||
if (dist_atten > 0.0)
|
||||
{
|
||||
lv = proj_origin-pos.xyz;
|
||||
lv = normalize(lv);
|
||||
float da = dot(norm, lv);
|
||||
|
||||
vec3 col = vec3(0,0,0);
|
||||
|
||||
vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
|
||||
|
||||
float noise = texture2D(noiseMap, frag.xy/128.0).b;
|
||||
if (proj_tc.z > 0.0 &&
|
||||
proj_tc.x < 1.0 &&
|
||||
proj_tc.y < 1.0 &&
|
||||
proj_tc.x > 0.0 &&
|
||||
proj_tc.y > 0.0)
|
||||
{
|
||||
float lit = 0.0;
|
||||
float amb_da = proj_ambiance;
|
||||
|
||||
if (da > 0.0)
|
||||
{
|
||||
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
|
||||
float lod = diff * proj_lod;
|
||||
|
||||
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
|
||||
|
||||
vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
|
||||
|
||||
lit = da * dist_atten * noise;
|
||||
|
||||
col = lcol*lit*diff_tex*shadow;
|
||||
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
|
||||
}
|
||||
|
||||
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
|
||||
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
|
||||
|
||||
amb_da += (da*da*0.5+0.5)*proj_ambiance;
|
||||
|
||||
amb_da *= dist_atten * noise;
|
||||
|
||||
amb_da = min(amb_da, 1.0-lit);
|
||||
|
||||
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
}
|
||||
|
||||
|
||||
vec4 spec = texelFetch(specularRect, itc, i);
|
||||
if (spec.a > 0.0)
|
||||
{
|
||||
vec3 ref = reflect(normalize(pos), norm);
|
||||
|
||||
//project from point pos in direction ref to plane proj_p, proj_n
|
||||
vec3 pdelta = proj_p-pos;
|
||||
float ds = dot(ref, proj_n);
|
||||
|
||||
if (ds < 0.0)
|
||||
{
|
||||
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
|
||||
|
||||
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
|
||||
|
||||
if (stc.z > 0.0)
|
||||
{
|
||||
stc.xy /= stc.w;
|
||||
|
||||
float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
|
||||
|
||||
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
|
||||
|
||||
if (stc.x < 1.0 &&
|
||||
stc.y < 1.0 &&
|
||||
stc.x > 0.0 &&
|
||||
stc.y > 0.0)
|
||||
{
|
||||
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
|
||||
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fcol += col;
|
||||
wght++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (wght <= 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor.rgb = fcol/wght;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
|
|
@ -45,7 +45,7 @@ uniform float spot_shadow_offset;
|
|||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,202 @@
|
|||
/**
|
||||
* @file sunLightMSF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
//class 2, shadows, no SSAO
|
||||
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2DRectShadow shadowMap0;
|
||||
uniform sampler2DRectShadow shadowMap1;
|
||||
uniform sampler2DRectShadow shadowMap2;
|
||||
uniform sampler2DRectShadow shadowMap3;
|
||||
uniform sampler2DShadow shadowMap4;
|
||||
uniform sampler2DShadow shadowMap5;
|
||||
|
||||
|
||||
// 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;
|
||||
varying vec4 vary_light;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
uniform vec2 shadow_res;
|
||||
uniform vec2 proj_shadow_res;
|
||||
|
||||
uniform float shadow_bias;
|
||||
uniform float shadow_offset;
|
||||
|
||||
uniform float spot_shadow_bias;
|
||||
uniform float spot_shadow_offset;
|
||||
|
||||
vec4 getPosition(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen.xy, sample).r;
|
||||
vec2 sc = vec2(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;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias*scl;
|
||||
|
||||
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += spot_shadow_bias*scl;
|
||||
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
vec2 off = 1.5/proj_shadow_res;
|
||||
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
ivec2 itc = ivec2(pos_screen);
|
||||
|
||||
//try doing an unproject here
|
||||
|
||||
vec4 fcol = vec4(0,0,0,0);
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
vec4 pos = getPosition(itc, i);
|
||||
|
||||
vec4 nmap4 = texelFetch(normalMap, itc, i);
|
||||
nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
|
||||
float displace = nmap4.w;
|
||||
vec3 norm = nmap4.xyz;
|
||||
|
||||
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
|
||||
{
|
||||
gl_FragColor = vec4(0.0); // doesn't matter
|
||||
return;
|
||||
}*/
|
||||
|
||||
float shadow = 1.0;
|
||||
float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
|
||||
|
||||
vec3 shadow_pos = pos.xyz + displace*norm;
|
||||
vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
|
||||
|
||||
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
|
||||
|
||||
if (spos.z > -shadow_clip.w)
|
||||
{
|
||||
if (dp_directional_light == 0.0)
|
||||
{
|
||||
// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
|
||||
shadow = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
if (spos.z < -shadow_clip.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap3, lpos, 0.25);
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.y)
|
||||
{
|
||||
lpos = shadow_matrix[2]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap2, lpos, 0.5);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.x)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap1, lpos, 0.75);
|
||||
}
|
||||
else
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap0, lpos, 1.0);
|
||||
}
|
||||
|
||||
// take the most-shadowed value out of these two:
|
||||
// * the blurred sun shadow in the light (shadow) map
|
||||
// * an unblurred dot product between the sun and this norm
|
||||
// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
|
||||
shadow = min(shadow, dp_directional_light);
|
||||
|
||||
//lpos.xy /= lpos.w*32.0;
|
||||
//if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
|
||||
//{
|
||||
// shadow = 0.0;
|
||||
//}
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// more distant than the shadow map covers
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
fcol[0] += shadow;
|
||||
fcol[1] += 1.0;
|
||||
|
||||
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
|
||||
|
||||
//spotlight shadow 1
|
||||
vec4 lpos = shadow_matrix[4]*spos;
|
||||
fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
|
||||
|
||||
//spotlight shadow 2
|
||||
lpos = shadow_matrix[5]*spos;
|
||||
fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
|
||||
}
|
||||
|
||||
gl_FragColor = fcol/samples;
|
||||
}
|
||||
|
|
@ -45,7 +45,7 @@ uniform float spot_shadow_offset;
|
|||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,241 @@
|
|||
/**
|
||||
* @file sunLightSSAOF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
//class 2 -- shadows and SSAO
|
||||
|
||||
uniform sampler2DMS depthMap;
|
||||
uniform sampler2DMS normalMap;
|
||||
uniform sampler2DRectShadow shadowMap0;
|
||||
uniform sampler2DRectShadow shadowMap1;
|
||||
uniform sampler2DRectShadow shadowMap2;
|
||||
uniform sampler2DRectShadow shadowMap3;
|
||||
uniform sampler2DShadow shadowMap4;
|
||||
uniform sampler2DShadow shadowMap5;
|
||||
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;
|
||||
varying vec4 vary_light;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
uniform vec2 shadow_res;
|
||||
uniform vec2 proj_shadow_res;
|
||||
|
||||
uniform float shadow_bias;
|
||||
uniform float shadow_offset;
|
||||
|
||||
uniform float spot_shadow_bias;
|
||||
uniform float spot_shadow_offset;
|
||||
|
||||
vec4 getPosition(ivec2 pos_screen, int sample)
|
||||
{
|
||||
float depth = texelFetch(depthMap, pos_screen, sample).r;
|
||||
vec2 sc = vec2(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, int sample)
|
||||
{
|
||||
float ret = 1.0;
|
||||
|
||||
vec2 kern[8];
|
||||
// exponentially (^2) distant occlusion samples spread around origin
|
||||
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
|
||||
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
|
||||
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
|
||||
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
|
||||
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
|
||||
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
|
||||
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
|
||||
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
|
||||
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
vec3 pos_world = pos.xyz;
|
||||
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
|
||||
|
||||
float angle_hidden = 0.0;
|
||||
int points = 0;
|
||||
|
||||
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
|
||||
|
||||
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect));
|
||||
vec3 samppos_world = getPosition(samppos_screen, sample).xyz;
|
||||
|
||||
vec3 diff = pos_world - samppos_world;
|
||||
float dist2 = dot(diff, diff);
|
||||
|
||||
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
|
||||
// --> solid angle shrinking by the square of distance
|
||||
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
|
||||
//(k should vary inversely with # of samples, but this is taken care of later)
|
||||
|
||||
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
|
||||
|
||||
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
|
||||
points = points + int(diff.z > -1.0);
|
||||
}
|
||||
|
||||
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
|
||||
|
||||
ret = (1.0 - (float(points != 0) * angle_hidden));
|
||||
|
||||
return min(ret, 1.0);
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias*scl;
|
||||
|
||||
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += spot_shadow_bias*scl;
|
||||
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
vec2 off = 1.5/proj_shadow_res;
|
||||
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
|
||||
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos_screen = vary_fragcoord.xy;
|
||||
ivec2 itc = ivec2(pos_screen);
|
||||
vec4 fcol = vec4(0,0,0,0);
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
vec4 pos = getPosition(itc, i);
|
||||
|
||||
vec4 nmap4 = texelFetch(normalMap, itc, i);
|
||||
nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
|
||||
float displace = nmap4.w;
|
||||
vec3 norm = nmap4.xyz;
|
||||
|
||||
float shadow = 1.0;
|
||||
float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
|
||||
|
||||
vec3 shadow_pos = pos.xyz + displace*norm;
|
||||
vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
|
||||
|
||||
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
|
||||
|
||||
if (spos.z > -shadow_clip.w)
|
||||
{
|
||||
if (dp_directional_light == 0.0)
|
||||
{
|
||||
// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
|
||||
shadow = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
if (spos.z < -shadow_clip.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap3, lpos, 0.25);
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.y)
|
||||
{
|
||||
lpos = shadow_matrix[2]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap2, lpos, 0.5);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.x)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap1, lpos, 0.75);
|
||||
}
|
||||
else
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap0, lpos, 1.0);
|
||||
}
|
||||
|
||||
// take the most-shadowed value out of these two:
|
||||
// * the blurred sun shadow in the light (shadow) map
|
||||
// * an unblurred dot product between the sun and this norm
|
||||
// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
|
||||
shadow = min(shadow, dp_directional_light);
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// more distant than the shadow map covers
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
|
||||
fcol[0] += shadow;
|
||||
fcol[1] += calcAmbientOcclusion(pos, norm, i);
|
||||
|
||||
spos.xyz = shadow_pos+offset*spot_shadow_offset;
|
||||
|
||||
//spotlight shadow 1
|
||||
vec4 lpos = shadow_matrix[4]*spos;
|
||||
fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
|
||||
|
||||
//spotlight shadow 2
|
||||
lpos = shadow_matrix[5]*spos;
|
||||
fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
|
||||
}
|
||||
|
||||
gl_FragColor = fcol / samples;
|
||||
}
|
||||
|
|
@ -44,6 +44,8 @@ LLPointer<LLViewerTexture> LLDrawPoolWLSky::sCloudNoiseTexture = NULL;
|
|||
|
||||
LLPointer<LLImageRaw> LLDrawPoolWLSky::sCloudNoiseRawImage = NULL;
|
||||
|
||||
static LLGLSLShader* cloud_shader = NULL;
|
||||
static LLGLSLShader* sky_shader = NULL;
|
||||
|
||||
|
||||
LLDrawPoolWLSky::LLDrawPoolWLSky(void) :
|
||||
|
|
@ -83,12 +85,32 @@ LLViewerTexture *LLDrawPoolWLSky::getDebugTexture()
|
|||
|
||||
void LLDrawPoolWLSky::beginRenderPass( S32 pass )
|
||||
{
|
||||
sky_shader =
|
||||
LLPipeline::sUnderWaterRender ?
|
||||
&gObjectSimpleWaterProgram :
|
||||
&gWLSkyProgram;
|
||||
|
||||
cloud_shader =
|
||||
LLPipeline::sUnderWaterRender ?
|
||||
&gObjectSimpleWaterProgram :
|
||||
&gWLCloudProgram;
|
||||
}
|
||||
|
||||
void LLDrawPoolWLSky::endRenderPass( S32 pass )
|
||||
{
|
||||
}
|
||||
|
||||
void LLDrawPoolWLSky::beginDeferredPass(S32 pass)
|
||||
{
|
||||
sky_shader = &gDeferredWLSkyProgram;
|
||||
cloud_shader = &gDeferredWLCloudProgram;
|
||||
}
|
||||
|
||||
void LLDrawPoolWLSky::endDeferredPass(S32 pass)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) const
|
||||
{
|
||||
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
|
||||
|
|
@ -128,19 +150,14 @@ void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const
|
|||
{
|
||||
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
|
||||
{
|
||||
LLGLSLShader* shader =
|
||||
LLPipeline::sUnderWaterRender ?
|
||||
&gObjectSimpleWaterProgram :
|
||||
&gWLSkyProgram;
|
||||
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
|
||||
shader->bind();
|
||||
sky_shader->bind();
|
||||
|
||||
/// Render the skydome
|
||||
renderDome(camHeightLocal, shader);
|
||||
renderDome(camHeightLocal, sky_shader);
|
||||
|
||||
shader->unbind();
|
||||
sky_shader->unbind();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -186,23 +203,18 @@ void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const
|
|||
{
|
||||
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS))
|
||||
{
|
||||
LLGLSLShader* shader =
|
||||
LLPipeline::sUnderWaterRender ?
|
||||
&gObjectSimpleWaterProgram :
|
||||
&gWLCloudProgram;
|
||||
|
||||
LLGLEnable blend(GL_BLEND);
|
||||
gGL.setSceneBlendType(LLRender::BT_ALPHA);
|
||||
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
|
||||
|
||||
gGL.getTexUnit(0)->bind(sCloudNoiseTexture);
|
||||
|
||||
shader->bind();
|
||||
cloud_shader->bind();
|
||||
|
||||
/// Render the skydome
|
||||
renderDome(camHeightLocal, shader);
|
||||
renderDome(camHeightLocal, cloud_shader);
|
||||
|
||||
shader->unbind();
|
||||
cloud_shader->unbind();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -246,6 +258,53 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
|
|||
}
|
||||
}
|
||||
|
||||
void LLDrawPoolWLSky::renderDeferred(S32 pass)
|
||||
{
|
||||
if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
|
||||
{
|
||||
return;
|
||||
}
|
||||
LLFastTimer ftm(FTM_RENDER_WL_SKY);
|
||||
|
||||
const F32 camHeightLocal = LLWLParamManager::instance()->getDomeOffset() * LLWLParamManager::instance()->getDomeRadius();
|
||||
|
||||
LLGLSNoFog disableFog;
|
||||
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
|
||||
LLGLDisable clip(GL_CLIP_PLANE0);
|
||||
|
||||
gGL.setColorMask(true, false);
|
||||
|
||||
LLGLSquashToFarClip far_clip(glh_get_current_projection());
|
||||
|
||||
renderSkyHaze(camHeightLocal);
|
||||
|
||||
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
|
||||
glPushMatrix();
|
||||
|
||||
|
||||
glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
|
||||
|
||||
gDeferredStarProgram.bind();
|
||||
// *NOTE: have to bind a texture here since register combiners blending in
|
||||
// renderStars() requires something to be bound and we might as well only
|
||||
// bind the moon's texture once.
|
||||
gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture());
|
||||
|
||||
renderHeavenlyBodies();
|
||||
|
||||
renderStars();
|
||||
|
||||
gDeferredStarProgram.unbind();
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
renderSkyClouds(camHeightLocal);
|
||||
|
||||
gGL.setColorMask(true, true);
|
||||
//gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
|
||||
}
|
||||
|
||||
void LLDrawPoolWLSky::render(S32 pass)
|
||||
{
|
||||
if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
|
||||
|
|
|
|||
|
|
@ -44,10 +44,10 @@ public:
|
|||
|
||||
/*virtual*/ BOOL isDead() { return FALSE; }
|
||||
|
||||
/*virtual*/ S32 getNumPostDeferredPasses() { return getNumPasses(); }
|
||||
/*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); }
|
||||
/*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); }
|
||||
/*virtual*/ void renderPostDeferred(S32 pass) { render(pass); }
|
||||
/*virtual*/ S32 getNumDeferredPasses() { return 1; }
|
||||
/*virtual*/ void beginDeferredPass(S32 pass);
|
||||
/*virtual*/ void endDeferredPass(S32 pass);
|
||||
/*virtual*/ void renderDeferred(S32 pass);
|
||||
|
||||
/*virtual*/ LLViewerTexture *getDebugTexture();
|
||||
/*virtual*/ void beginRenderPass( S32 pass );
|
||||
|
|
|
|||
|
|
@ -183,6 +183,21 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue)
|
|||
return true;
|
||||
}
|
||||
|
||||
static bool handleFSAASamplesChanged(const LLSD& newvalue)
|
||||
{
|
||||
if (gPipeline.isInit())
|
||||
{
|
||||
gPipeline.releaseGLBuffers();
|
||||
gPipeline.createGLBuffers();
|
||||
|
||||
if (LLPipeline::sRenderDeferred)
|
||||
{
|
||||
LLViewerShaderMgr::instance()->setShaders();
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
static bool handleAnisotropicChanged(const LLSD& newvalue)
|
||||
{
|
||||
LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean();
|
||||
|
|
@ -568,7 +583,7 @@ void settings_setup_listeners()
|
|||
gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
|
||||
gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
|
||||
gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
|
||||
gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
|
||||
gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleFSAASamplesChanged, _2));
|
||||
gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2));
|
||||
gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
|
||||
gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
|
||||
|
|
|
|||
|
|
@ -836,7 +836,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
|
|||
if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
|
||||
{
|
||||
gPipeline.mDeferredScreen.bindTarget();
|
||||
glClearColor(0,0,0,0);
|
||||
glClearColor(1,0,1,1);
|
||||
gPipeline.mDeferredScreen.clear();
|
||||
}
|
||||
else
|
||||
|
|
|
|||
|
|
@ -138,7 +138,9 @@ LLGLSLShader gDeferredGIFinalProgram;
|
|||
LLGLSLShader gDeferredPostGIProgram;
|
||||
LLGLSLShader gDeferredPostProgram;
|
||||
LLGLSLShader gDeferredPostNoDoFProgram;
|
||||
|
||||
LLGLSLShader gDeferredWLSkyProgram;
|
||||
LLGLSLShader gDeferredWLCloudProgram;
|
||||
LLGLSLShader gDeferredStarProgram;
|
||||
LLGLSLShader gLuminanceGatherProgram;
|
||||
|
||||
|
||||
|
|
@ -190,6 +192,9 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
|
|||
mShaderList.push_back(&gDeferredGIFinalProgram);
|
||||
mShaderList.push_back(&gDeferredWaterProgram);
|
||||
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredWLSkyProgram);
|
||||
mShaderList.push_back(&gDeferredWLCloudProgram);
|
||||
mShaderList.push_back(&gDeferredStarProgram);
|
||||
}
|
||||
|
||||
LLViewerShaderMgr::~LLViewerShaderMgr()
|
||||
|
|
@ -347,6 +352,9 @@ void LLViewerShaderMgr::setShaders()
|
|||
return;
|
||||
}
|
||||
|
||||
//setup preprocessor definitions
|
||||
LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gSavedSettings.getU32("RenderFSAASamples"));
|
||||
|
||||
reentrance = true;
|
||||
|
||||
// Make sure the compiled shader map is cleared before we recompile shaders.
|
||||
|
|
@ -833,6 +841,8 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
|
|||
{
|
||||
BOOL success = TRUE;
|
||||
|
||||
bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 0 && gGLManager.mHasTextureMultisample;
|
||||
|
||||
if (mVertexShaderLevel[SHADER_EFFECT] == 0)
|
||||
{
|
||||
gGlowProgram.unload();
|
||||
|
|
@ -858,10 +868,21 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
|
|||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
|
||||
if (gSavedSettings.getU32("RenderFSAASamples") > 0 && LLRenderTarget::sUseFBO && gGLManager.mHasTextureMultisample)
|
||||
{
|
||||
fragment = "effects/glowExtractMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "effects/glowExtractF.glsl";
|
||||
}
|
||||
|
||||
gGlowExtractProgram.mName = "Glow Extract Shader (Post)";
|
||||
gGlowExtractProgram.mShaderFiles.clear();
|
||||
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gGlowExtractProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
|
||||
success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms);
|
||||
if (!success)
|
||||
|
|
@ -952,6 +973,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredGIProgram.unload();
|
||||
gDeferredGIFinalProgram.unload();
|
||||
gDeferredWaterProgram.unload();
|
||||
gDeferredWLSkyProgram.unload();
|
||||
gDeferredWLCloudProgram.unload();
|
||||
gDeferredStarProgram.unload();
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
|
@ -959,6 +983,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
|
||||
BOOL success = TRUE;
|
||||
|
||||
bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 0 && gGLManager.mHasTextureMultisample;
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
|
||||
|
|
@ -1039,40 +1065,83 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/pointLightMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/pointLightF.glsl";
|
||||
}
|
||||
|
||||
gDeferredLightProgram.mName = "Deferred Light Shader";
|
||||
gDeferredLightProgram.mShaderFiles.clear();
|
||||
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredLightProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/multiPointLightMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/multiPointLightF.glsl";
|
||||
}
|
||||
|
||||
gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader";
|
||||
gDeferredMultiLightProgram.mShaderFiles.clear();
|
||||
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredMultiLightProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/spotLightMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/multiSpotLightF.glsl";
|
||||
}
|
||||
|
||||
gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader";
|
||||
gDeferredSpotLightProgram.mShaderFiles.clear();
|
||||
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredSpotLightProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/multiSpotLightMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/multiSpotLightF.glsl";
|
||||
}
|
||||
|
||||
gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
|
||||
gDeferredMultiSpotLightProgram.mShaderFiles.clear();
|
||||
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
|
@ -1083,11 +1152,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
|
||||
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
|
||||
{
|
||||
fragment = "deferred/sunLightSSAOF.glsl";
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/sunlightSSAOMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/sunLightSSAOF.glsl";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/sunLightF.glsl";
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/sunlightMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/sunLightF.glsl";
|
||||
}
|
||||
}
|
||||
|
||||
gDeferredSunProgram.mName = "Deferred Sun Shader";
|
||||
|
|
@ -1100,10 +1183,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/blurLightMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/blurLightF.glsl";
|
||||
}
|
||||
|
||||
gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";
|
||||
gDeferredBlurLightProgram.mShaderFiles.clear();
|
||||
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredBlurLightProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
|
@ -1153,10 +1247,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/softenLightMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/softenLightF.glsl";
|
||||
}
|
||||
|
||||
gDeferredSoftenProgram.mName = "Deferred Soften Shader";
|
||||
gDeferredSoftenProgram.mShaderFiles.clear();
|
||||
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
|
||||
gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
|
|
@ -1239,32 +1344,96 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/postDeferredMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/postDeferredF.glsl";
|
||||
}
|
||||
|
||||
gDeferredPostProgram.mName = "Deferred Post Shader";
|
||||
gDeferredPostProgram.mShaderFiles.clear();
|
||||
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredPostProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredPostProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/postDeferredNoDoFMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/postDeferredNoDoFF.glsl";
|
||||
}
|
||||
|
||||
gDeferredPostNoDoFProgram.mName = "Deferred Post Shader";
|
||||
gDeferredPostNoDoFProgram.mShaderFiles.clear();
|
||||
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
|
||||
//gWLSkyProgram.mFeatures.hasGamma = true;
|
||||
gDeferredWLSkyProgram.mShaderFiles.clear();
|
||||
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
|
||||
success = gDeferredWLSkyProgram.createShader(NULL, &mWLUniforms);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program";
|
||||
gDeferredWLCloudProgram.mShaderFiles.clear();
|
||||
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
|
||||
success = gDeferredWLCloudProgram.createShader(NULL, &mWLUniforms);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredStarProgram.mName = "Deferred Star Program";
|
||||
gDeferredStarProgram.mShaderFiles.clear();
|
||||
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY;
|
||||
success = gDeferredStarProgram.createShader(NULL, &mWLUniforms);
|
||||
}
|
||||
|
||||
if (mVertexShaderLevel[SHADER_DEFERRED] > 1)
|
||||
{
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
if (multisample)
|
||||
{
|
||||
fragment = "deferred/edgeMSF.glsl";
|
||||
}
|
||||
else
|
||||
{
|
||||
fragment = "deferred/edgeF.glsl";
|
||||
}
|
||||
|
||||
gDeferredEdgeProgram.mName = "Deferred Edge Shader";
|
||||
gDeferredEdgeProgram.mShaderFiles.clear();
|
||||
gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredEdgeProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredEdgeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredEdgeProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
|
@ -1272,8 +1441,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
|
||||
if (mVertexShaderLevel[SHADER_DEFERRED] > 2)
|
||||
{
|
||||
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredPostGIProgram.mName = "Deferred Post GI Shader";
|
||||
|
|
|
|||
|
|
@ -374,7 +374,9 @@ extern LLGLSLShader gDeferredAttachmentShadowProgram;
|
|||
extern LLGLSLShader gDeferredAlphaProgram;
|
||||
extern LLGLSLShader gDeferredFullbrightProgram;
|
||||
extern LLGLSLShader gDeferredAvatarAlphaProgram;
|
||||
|
||||
extern LLGLSLShader gDeferredWLSkyProgram;
|
||||
extern LLGLSLShader gDeferredWLCloudProgram;
|
||||
extern LLGLSLShader gDeferredStarProgram;
|
||||
extern LLGLSLShader gLuminanceGatherProgram;
|
||||
|
||||
//current avatar shader parameter pointer
|
||||
|
|
|
|||
|
|
@ -580,11 +580,6 @@ void LLPipeline::allocatePhysicsBuffer()
|
|||
if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY)
|
||||
{
|
||||
mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
|
||||
if (mSampleBuffer.getWidth() == mPhysicsDisplay.getWidth() &&
|
||||
mSampleBuffer.getHeight() == mPhysicsDisplay.getHeight())
|
||||
{
|
||||
mPhysicsDisplay.setSampleBuffer(&mSampleBuffer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -594,8 +589,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
|
|||
mScreenWidth = resX;
|
||||
mScreenHeight = resY;
|
||||
|
||||
//never use more than 4 samples for render targets
|
||||
U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 4);
|
||||
U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 16);
|
||||
|
||||
if (gGLManager.mIsATI)
|
||||
{ //disable multisampling of render targets where ATI is involved
|
||||
samples = 0;
|
||||
|
|
@ -621,11 +616,11 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
|
|||
bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED);
|
||||
|
||||
//allocate deferred rendering color buffers
|
||||
mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
|
||||
mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
|
||||
mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);
|
||||
mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);
|
||||
addDeferredAttachments(mDeferredScreen);
|
||||
|
||||
mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
|
||||
mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);
|
||||
|
||||
#if LL_DARWIN
|
||||
// As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
|
||||
|
|
@ -636,7 +631,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
|
|||
|
||||
if (shadow_detail > 0 || ssao)
|
||||
{ //only need mDeferredLight[0] for shadows OR ssao
|
||||
mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
|
||||
mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -645,7 +640,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
|
|||
|
||||
if (ssao)
|
||||
{ //only need mDeferredLight[1] for ssao
|
||||
mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
|
||||
mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false, samples);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -654,7 +649,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
|
|||
|
||||
if (gi)
|
||||
{ //only need mDeferredLight[2] and mGIMapPost for gi
|
||||
mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
|
||||
mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false);
|
||||
for (U32 i = 0; i < 2; i++)
|
||||
{
|
||||
#if LL_DARWIN
|
||||
|
|
@ -744,25 +739,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
|
|||
mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
|
||||
}
|
||||
|
||||
if (LLRenderTarget::sUseFBO && samples > 1)
|
||||
{
|
||||
mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples);
|
||||
if (LLPipeline::sRenderDeferred)
|
||||
{
|
||||
addDeferredAttachments(mSampleBuffer);
|
||||
mDeferredScreen.setSampleBuffer(&mSampleBuffer);
|
||||
mEdgeMap.setSampleBuffer(&mSampleBuffer);
|
||||
}
|
||||
|
||||
mScreen.setSampleBuffer(&mSampleBuffer);
|
||||
|
||||
stop_glerror();
|
||||
}
|
||||
else
|
||||
{
|
||||
mSampleBuffer.release();
|
||||
}
|
||||
|
||||
if (LLPipeline::sRenderDeferred)
|
||||
{ //share depth buffer between deferred targets
|
||||
mDeferredScreen.shareDepthBuffer(mScreen);
|
||||
|
|
@ -841,7 +817,6 @@ void LLPipeline::releaseGLBuffers()
|
|||
mScreen.release();
|
||||
mPhysicsDisplay.release();
|
||||
mUIScreen.release();
|
||||
mSampleBuffer.release();
|
||||
mDeferredScreen.release();
|
||||
mDeferredDepth.release();
|
||||
for (U32 i = 0; i < 3; i++)
|
||||
|
|
@ -6195,11 +6170,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
|
|||
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
|
||||
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
|
||||
|
||||
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
gGL.getTexUnit(0)->disable();
|
||||
gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
|
||||
gGL.getTexUnit(0)->bind(&mScreen);
|
||||
|
||||
mScreen.bindTexture(0, 0);
|
||||
|
||||
gGL.color4f(1,1,1,1);
|
||||
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
|
||||
gGL.begin(LLRender::TRIANGLE_STRIP);
|
||||
|
|
@ -6214,7 +6186,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
|
|||
|
||||
gGL.end();
|
||||
|
||||
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
|
||||
gGL.getTexUnit(0)->unbind(mScreen.getUsage());
|
||||
|
||||
mGlow[2].flush();
|
||||
}
|
||||
|
|
@ -6242,7 +6214,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
|
|||
|
||||
for (S32 i = 0; i < kernel; i++)
|
||||
{
|
||||
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
{
|
||||
LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
|
||||
mGlow[i%2].bindTarget();
|
||||
|
|
@ -6435,11 +6406,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
|
|||
shader->uniform1f("magnification", magnification);
|
||||
}
|
||||
|
||||
S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
|
||||
S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
|
||||
if (channel > -1)
|
||||
{
|
||||
mScreen.bindTexture(0, channel);
|
||||
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
|
||||
}
|
||||
//channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
|
||||
//if (channel > -1)
|
||||
|
|
@ -6582,21 +6552,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
|
|||
|
||||
shader.bind();
|
||||
S32 channel = 0;
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
|
||||
if (channel > -1)
|
||||
{
|
||||
mDeferredScreen.bindTexture(0,channel);
|
||||
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
|
||||
}
|
||||
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
|
||||
if (channel > -1)
|
||||
{
|
||||
mDeferredScreen.bindTexture(1, channel);
|
||||
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
|
||||
}
|
||||
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
|
||||
if (channel > -1)
|
||||
{
|
||||
mDeferredScreen.bindTexture(2, channel);
|
||||
|
|
@ -6719,22 +6689,16 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
|
|||
shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m);
|
||||
}
|
||||
}
|
||||
|
||||
/*channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
|
||||
if (channel > -1)
|
||||
{
|
||||
mDeferredScreen.bindTexture(3, channel);
|
||||
}*/
|
||||
stop_glerror();
|
||||
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
|
||||
if (channel > -1)
|
||||
{
|
||||
gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
|
||||
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
|
||||
stop_glerror();
|
||||
|
||||
glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
|
||||
glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
|
||||
//glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
|
||||
//glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
|
||||
|
||||
stop_glerror();
|
||||
|
||||
|
|
@ -6763,7 +6727,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
|
|||
|
||||
stop_glerror();
|
||||
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
|
||||
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[light_index].getUsage());
|
||||
if (channel > -1)
|
||||
{
|
||||
mDeferredLight[light_index].bindTexture(0, channel);
|
||||
|
|
@ -6983,9 +6947,9 @@ void LLPipeline::renderDeferredLighting()
|
|||
}
|
||||
|
||||
//ati doesn't seem to love actually using the stencil buffer on FBO's
|
||||
LLGLEnable stencil(GL_STENCIL_TEST);
|
||||
glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
LLGLDisable stencil(GL_STENCIL_TEST);
|
||||
//glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
|
||||
//glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
||||
gGL.setColorMask(true, true);
|
||||
|
||||
|
|
@ -7804,16 +7768,15 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
|
|||
void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
|
||||
{
|
||||
stop_glerror();
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[0].getUsage());
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, mEdgeMap.getUsage());
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, mDeferredLight[1].getUsage());
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, mDeferredLight[2].getUsage());
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
|
||||
shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
|
||||
shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP);
|
||||
|
|
|
|||
|
|
@ -524,7 +524,6 @@ public:
|
|||
LLRenderTarget mEdgeMap;
|
||||
LLRenderTarget mDeferredDepth;
|
||||
LLRenderTarget mDeferredLight[3];
|
||||
LLMultisampleBuffer mSampleBuffer;
|
||||
LLRenderTarget mGIMap;
|
||||
LLRenderTarget mGIMapPost[2];
|
||||
LLRenderTarget mLuminanceMap;
|
||||
|
|
|
|||
Loading…
Reference in New Issue