#677 Add mirror clipping to rigged shaders

master
RunitaiLinden 2024-02-05 15:36:42 -06:00
parent 4e61152ca2
commit 0e91d18da3
4 changed files with 102 additions and 67 deletions

View File

@ -78,9 +78,7 @@ void main()
vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vary_position = pos;
#endif
gl_Position = projection_matrix*vec4(pos,1.0);

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@ -1675,8 +1675,6 @@ void LLEnvironment::update(const LLViewerCamera * cam)
updateSettingsUniforms();
// *TODO: potential optimization - this block may only need to be
// executed some of the time. For example for water shaders only.
{
LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
end_shaders = LLViewerShaderMgr::instance()->endShaders();
@ -1687,6 +1685,10 @@ void LLEnvironment::update(const LLViewerCamera * cam)
|| shaders_iter->mShaderGroup == LLGLSLShader::SG_WATER))
{
shaders_iter->mUniformsDirty = TRUE;
if (shaders_iter->mRiggedVariant)
{
shaders_iter->mRiggedVariant->mUniformsDirty = TRUE;
}
}
}
}

View File

@ -104,7 +104,6 @@ LLGLSLShader gObjectPreviewProgram;
LLGLSLShader gSkinnedObjectPreviewProgram;
LLGLSLShader gPhysicsPreviewProgram;
LLGLSLShader gObjectFullbrightAlphaMaskProgram;
LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
LLGLSLShader gObjectBumpProgram;
LLGLSLShader gSkinnedObjectBumpProgram;
LLGLSLShader gObjectAlphaMaskNoColorProgram;
@ -226,7 +225,7 @@ LLGLSLShader gDeferredSkinnedPBRAlphaProgram;
LLGLSLShader gDeferredPBRTerrainProgram;
//helper for making a rigged variant of a given shader
bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader)
static bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader)
{
riggedShader.mName = llformat("Skinned %s", shader.mName.c_str());
riggedShader.mFeatures = shader.mFeatures;
@ -241,67 +240,36 @@ bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader)
return riggedShader.createShader(NULL, NULL);
}
static bool no_redundant_shaders(const std::vector<LLGLSLShader*>& shaders)
{
std::set<std::string> names;
for (LLGLSLShader* shader : shaders)
{
if (names.find(shader->mName) != names.end())
{
LL_WARNS("Shader") << "Redundant shader: " << shader->mName << LL_ENDL;
return false;
}
names.insert(shader->mName);
if (shader->mRiggedVariant)
{
if (names.find(shader->mRiggedVariant->mName) != names.end())
{
LL_WARNS("Shader") << "Redundant shader: " << shader->mRiggedVariant->mName << LL_ENDL;
return false;
}
names.insert(shader->mRiggedVariant->mName);
}
}
return true;
}
LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderLevel(SHADER_COUNT, 0),
mMaxAvatarShaderLevel(0)
{
//ONLY shaders that need WL Param management should be added here
mShaderList.push_back(&gAvatarProgram);
mShaderList.push_back(&gWaterProgram);
mShaderList.push_back(&gWaterEdgeProgram);
mShaderList.push_back(&gAvatarEyeballProgram);
mShaderList.push_back(&gImpostorProgram);
mShaderList.push_back(&gObjectBumpProgram);
mShaderList.push_back(&gSkinnedObjectBumpProgram);
mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightAlphaMaskProgram);
mShaderList.push_back(&gObjectAlphaMaskNoColorProgram);
mShaderList.push_back(&gUnderWaterProgram);
mShaderList.push_back(&gDeferredSunProgram);
mShaderList.push_back(&gHazeProgram);
mShaderList.push_back(&gHazeWaterProgram);
mShaderList.push_back(&gDeferredSoftenProgram);
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gHUDAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
mShaderList.push_back(&gDeferredAlphaImpostorProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaImpostorProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
mShaderList.push_back(&gHUDFullbrightProgram);
mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram);
mShaderList.push_back(&gHUDFullbrightAlphaMaskProgram);
mShaderList.push_back(&gDeferredFullbrightAlphaMaskAlphaProgram);
mShaderList.push_back(&gHUDFullbrightAlphaMaskAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightShinyProgram);
mShaderList.push_back(&gHUDFullbrightShinyProgram);
mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram);
mShaderList.push_back(&gDeferredSkinnedFullbrightProgram);
mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskProgram);
mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskAlphaProgram);
mShaderList.push_back(&gDeferredEmissiveProgram);
mShaderList.push_back(&gDeferredSkinnedEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gDeferredWLSkyProgram);
mShaderList.push_back(&gDeferredWLCloudProgram);
mShaderList.push_back(&gDeferredWLMoonProgram);
mShaderList.push_back(&gDeferredWLSunProgram);
mShaderList.push_back(&gDeferredPBRAlphaProgram);
mShaderList.push_back(&gHUDPBRAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedPBRAlphaProgram);
mShaderList.push_back(&gDeferredPostGammaCorrectProgram); // for gamma
mShaderList.push_back(&gNoPostGammaCorrectProgram);
mShaderList.push_back(&gLegacyPostGammaCorrectProgram);
mShaderList.push_back(&gDeferredDiffuseProgram);
mShaderList.push_back(&gObjectBumpProgram);
mShaderList.push_back(&gDeferredBumpProgram);
mShaderList.push_back(&gDeferredPBROpaqueProgram);
mShaderList.push_back(&gDeferredPBRAlphaProgram);
mShaderList.push_back(&gDeferredAvatarProgram);
mShaderList.push_back(&gDeferredTerrainProgram);
mShaderList.push_back(&gDeferredDiffuseAlphaMaskProgram);
mShaderList.push_back(&gDeferredNonIndexedDiffuseAlphaMaskProgram);
mShaderList.push_back(&gDeferredTreeProgram);
}
LLViewerShaderMgr::~LLViewerShaderMgr()
@ -310,6 +278,58 @@ LLViewerShaderMgr::~LLViewerShaderMgr()
mShaderList.clear();
}
void LLViewerShaderMgr::finalizeShaderList()
{
//ONLY shaders that need WL Param management should be added here
mShaderList.push_back(&gAvatarProgram);
mShaderList.push_back(&gWaterProgram);
mShaderList.push_back(&gWaterEdgeProgram);
mShaderList.push_back(&gAvatarEyeballProgram);
mShaderList.push_back(&gImpostorProgram);
mShaderList.push_back(&gObjectBumpProgram);
mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram);
mShaderList.push_back(&gObjectAlphaMaskNoColorProgram);
mShaderList.push_back(&gUnderWaterProgram);
mShaderList.push_back(&gDeferredSunProgram);
mShaderList.push_back(&gHazeProgram);
mShaderList.push_back(&gHazeWaterProgram);
mShaderList.push_back(&gDeferredSoftenProgram);
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gHUDAlphaProgram);
mShaderList.push_back(&gDeferredAlphaImpostorProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
mShaderList.push_back(&gHUDFullbrightProgram);
mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram);
mShaderList.push_back(&gHUDFullbrightAlphaMaskProgram);
mShaderList.push_back(&gDeferredFullbrightAlphaMaskAlphaProgram);
mShaderList.push_back(&gHUDFullbrightAlphaMaskAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightShinyProgram);
mShaderList.push_back(&gHUDFullbrightShinyProgram);
mShaderList.push_back(&gDeferredEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gDeferredWLSkyProgram);
mShaderList.push_back(&gDeferredWLCloudProgram);
mShaderList.push_back(&gDeferredWLMoonProgram);
mShaderList.push_back(&gDeferredWLSunProgram);
mShaderList.push_back(&gDeferredPBRAlphaProgram);
mShaderList.push_back(&gHUDPBRAlphaProgram);
mShaderList.push_back(&gDeferredPostGammaCorrectProgram); // for gamma
mShaderList.push_back(&gNoPostGammaCorrectProgram);
mShaderList.push_back(&gLegacyPostGammaCorrectProgram);
mShaderList.push_back(&gDeferredDiffuseProgram);
mShaderList.push_back(&gDeferredBumpProgram);
mShaderList.push_back(&gDeferredPBROpaqueProgram);
mShaderList.push_back(&gDeferredAvatarProgram);
mShaderList.push_back(&gDeferredTerrainProgram);
mShaderList.push_back(&gDeferredDiffuseAlphaMaskProgram);
mShaderList.push_back(&gDeferredNonIndexedDiffuseAlphaMaskProgram);
mShaderList.push_back(&gDeferredTreeProgram);
// make sure there are no redundancies
llassert(no_redundant_shaders(mShaderList));
}
// static
LLViewerShaderMgr * LLViewerShaderMgr::instance()
{
@ -362,6 +382,8 @@ void LLViewerShaderMgr::setShaders()
return;
}
mShaderList.clear();
LLShaderMgr::sMirrorsEnabled = LLPipeline::RenderMirrors;
if (!gGLManager.mHasRequirements)
@ -545,6 +567,8 @@ void LLViewerShaderMgr::setShaders()
}
gPipeline.createGLBuffers();
finalizeShaderList();
reentrance = false;
}
@ -1077,9 +1101,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
if (success)
{
mShaderList.push_back(&gDeferredMaterialProgram[i]);
bool has_skin = i & 0x10;
gDeferredMaterialProgram[i].mName = llformat("Deferred Material Shader %d", i);
if (!has_skin)
{
mShaderList.push_back(&gDeferredMaterialProgram[i]);
gDeferredMaterialProgram[i].mName = llformat("Material Shader %d", i);
}
else
{
gDeferredMaterialProgram[i].mName = llformat("Skinned Material Shader %d", i);
}
U32 alpha_mode = i & 0x3;
@ -1116,7 +1148,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", "1");
}
bool has_skin = i & 0x10;
gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;
gDeferredMaterialProgram[i].mFeatures.encodesNormal = true;
gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;

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@ -41,6 +41,10 @@ public:
LLViewerShaderMgr();
/* virtual */ ~LLViewerShaderMgr();
// Add shaders to mShaderList for later uniform propagation
// Will assert on redundant shader entries in debug builds
void finalizeShaderList();
// singleton pattern implementation
static LLViewerShaderMgr * instance();
static void releaseInstance();
@ -172,7 +176,6 @@ extern LLGLSLShader gOneTextureFilterProgram;
//object shaders
extern LLGLSLShader gObjectPreviewProgram;
extern LLGLSLShader gPhysicsPreviewProgram;
extern LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
extern LLGLSLShader gObjectBumpProgram;
extern LLGLSLShader gSkinnedObjectBumpProgram;
extern LLGLSLShader gObjectAlphaMaskNoColorProgram;