SL-18293, SL-18190 -- Fix for debug displays not showing up (wireframe still busted). WIP on reflection probe/PBR driven water shader.
parent
7d42681501
commit
1900df3615
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@ -214,7 +214,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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}
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// we want this BEFORE shadows and AO because those facilities use pos/norm access
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if (features->isDeferred)
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if (features->isDeferred || features->hasReflectionProbes)
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{
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if (!shader->attachFragmentObject("deferred/deferredUtil.glsl"))
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{
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@ -1688,6 +1688,14 @@ set_source_files_properties(${viewer_XUI_FILES}
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list(APPEND viewer_SOURCE_FILES ${viewer_XUI_FILES})
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file(GLOB_RECURSE viewer_SHADER_FILES LIST_DIRECTORIES TRUE
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${CMAKE_CURRENT_SOURCE_DIR}/app_settings/shaders/*.glsl)
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source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR}/app_settings/shaders PREFIX "Shaders" FILES ${viewer_SHADER_FILES})
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set_source_files_properties(${viewer_SHADER_FILES}
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PROPERTIES HEADER_FILE_ONLY TRUE)
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list(APPEND viewer_SOURCE_FILES ${viewer_SHADER_FILES})
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set(viewer_APPSETTINGS_FILES
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app_settings/anim.ini
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app_settings/cmd_line.xml
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@ -22,170 +22,15 @@
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#extension GL_ARB_texture_rectangle : enable
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/*[EXTRA_CODE_HERE]*/
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#ifdef DEFINE_GL_FRAGCOLOR
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// debug stub
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out vec4 frag_data[4];
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#else
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#define frag_data gl_FragData
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#endif
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vec3 scaleSoftClip(vec3 inColor);
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vec3 atmosTransport(vec3 inColor);
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uniform sampler2D bumpMap;
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uniform sampler2D bumpMap2;
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uniform float blend_factor;
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uniform sampler2D screenTex;
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uniform sampler2D refTex;
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uniform float sunAngle;
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uniform float sunAngle2;
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uniform vec3 lightDir;
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uniform vec3 specular;
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uniform float lightExp;
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uniform float refScale;
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uniform float kd;
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uniform vec2 screenRes;
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uniform vec3 normScale;
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uniform float fresnelScale;
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uniform float fresnelOffset;
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uniform float blurMultiplier;
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uniform vec2 screen_res;
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uniform mat4 norm_mat; //region space to screen space
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uniform int water_edge;
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//bigWave is (refCoord.w, view.w);
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VARYING vec4 refCoord;
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VARYING vec4 littleWave;
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VARYING vec4 view;
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VARYING vec4 vary_position;
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vec2 encode_normal(vec3 n);
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vec3 scaleSoftClip(vec3 l);
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vec3 srgb_to_linear(vec3 c);
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vec3 linear_to_srgb(vec3 c);
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vec3 BlendNormal(vec3 bump1, vec3 bump2)
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void main()
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{
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vec3 n = mix(bump1, bump2, blend_factor);
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return n;
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}
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void main()
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{
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vec4 color;
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float dist = length(view.xyz);
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//normalize view vector
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vec3 viewVec = normalize(view.xyz);
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//get wave normals
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vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
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vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
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vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
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vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
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vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
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vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
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vec3 wave1 = BlendNormal(wave1_a, wave1_b);
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vec3 wave2 = BlendNormal(wave2_a, wave2_b);
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vec3 wave3 = BlendNormal(wave3_a, wave3_b);
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//get base fresnel components
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vec3 df = vec3(
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dot(viewVec, wave1),
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dot(viewVec, (wave2 + wave3) * 0.5),
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dot(viewVec, wave3)
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) * fresnelScale + fresnelOffset;
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df *= df;
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vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
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float dist2 = dist;
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dist = max(dist, 5.0);
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float dmod = sqrt(dist);
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vec2 dmod_scale = vec2(dmod*dmod, dmod);
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//get reflected color
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vec2 refdistort1 = wave1.xy*normScale.x;
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vec2 refvec1 = distort+refdistort1/dmod_scale;
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vec4 refcol1 = texture2D(refTex, refvec1);
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vec2 refdistort2 = wave2.xy*normScale.y;
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vec2 refvec2 = distort+refdistort2/dmod_scale;
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vec4 refcol2 = texture2D(refTex, refvec2);
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vec2 refdistort3 = wave3.xy*normScale.z;
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vec2 refvec3 = distort+refdistort3/dmod_scale;
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vec4 refcol3 = texture2D(refTex, refvec3);
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vec4 refcol = refcol1 + refcol2 + refcol3;
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float df1 = df.x + df.y + df.z;
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refcol *= df1 * 0.333;
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vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
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wavef.z *= max(-viewVec.z, 0.1);
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wavef = normalize(wavef);
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float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
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vec2 refdistort4 = wavef.xy*0.125;
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refdistort4.y -= abs(refdistort4.y);
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vec2 refvec4 = distort+refdistort4/dmod;
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float dweight = min(dist2*blurMultiplier, 1.0);
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vec4 baseCol = texture2D(refTex, refvec4);
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refcol = mix(baseCol*df2, refcol, dweight);
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//get specular component
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float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
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//harden specular
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spec = pow(spec, 128.0);
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//figure out distortion vector (ripply)
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vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
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vec4 fb = texture2D(screenTex, distort2);
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//mix with reflection
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// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
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color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f);
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vec4 pos = vary_position;
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//color.rgb += spec * specular;
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//color.rgb = atmosTransport(color.rgb);
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//color.rgb = scaleSoftClip(color.rgb);
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//color.rgb = refcol.rgb;
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color.rgb = vec3(0.0);
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color.a = spec * sunAngle2;
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vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
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//frag_data[0] = color;
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// TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code
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// Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now
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// SL-12975 (unfix pre-EEP broken alpha)
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frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0);
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frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness
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frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill)
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frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0);
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//frag_data[0] = vec4(0.0,0,0,0);
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//frag_data[1] = vec4(0, 1.0, 0.0, 0.0);
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//frag_data[3] = vec4(0);
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// emissive blue PBR material
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frag_data[0] = vec4(0, 0, 0, 0);
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frag_data[1] = vec4(0, 0, 0, 0);
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frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR);
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frag_data[3] = vec4(0, 0, 1, 0);
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}
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@ -23,146 +23,9 @@
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* $/LicenseInfo$
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*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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vec3 scaleSoftClip(vec3 inColor);
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vec3 atmosTransport(vec3 inColor);
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uniform sampler2D bumpMap;
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uniform sampler2D bumpMap2;
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uniform float blend_factor;
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uniform sampler2D screenTex;
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uniform sampler2D refTex;
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uniform float sunAngle;
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uniform float sunAngle2;
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uniform vec3 lightDir;
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uniform vec3 specular;
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uniform float lightExp;
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uniform float refScale;
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uniform float kd;
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uniform vec2 screenRes;
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uniform vec3 normScale;
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uniform float fresnelScale;
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uniform float fresnelOffset;
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uniform float blurMultiplier;
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//bigWave is (refCoord.w, view.w);
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VARYING vec4 refCoord;
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VARYING vec4 littleWave;
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VARYING vec4 view;
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vec3 BlendNormal(vec3 bump1, vec3 bump2)
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void main()
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{
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vec3 n = mix(bump1, bump2, blend_factor);
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return n;
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frag_color = vec4(0, 0, 1, 0);
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}
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void main()
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{
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vec4 color;
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float dist = length(view.xy);
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//normalize view vector
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vec3 viewVec = normalize(view.xyz);
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//get wave normals
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vec2 bigwave = vec2(refCoord.w, view.w);
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vec3 wave1_a = texture2D(bumpMap, bigwave ).xyz*2.0-1.0;
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vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
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vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
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vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0;
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vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
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vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
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vec3 wave1 = BlendNormal(wave1_a, wave1_b);
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vec3 wave2 = BlendNormal(wave2_a, wave2_b);
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vec3 wave3 = BlendNormal(wave3_a, wave3_b);
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//get base fresnel components
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vec3 df = vec3(
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dot(viewVec, wave1),
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dot(viewVec, (wave2 + wave3) * 0.5),
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dot(viewVec, wave3)
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) * fresnelScale + fresnelOffset;
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df *= df;
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vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
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float dist2 = dist;
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dist = max(dist, 5.0);
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float dmod = sqrt(dist);
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vec2 dmod_scale = vec2(dmod*dmod, dmod);
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//get reflected color
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vec2 refdistort1 = wave1.xy*normScale.x;
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vec2 refvec1 = distort+refdistort1/dmod_scale;
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vec4 refcol1 = texture2D(refTex, refvec1);
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vec2 refdistort2 = wave2.xy*normScale.y;
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vec2 refvec2 = distort+refdistort2/dmod_scale;
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vec4 refcol2 = texture2D(refTex, refvec2);
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vec2 refdistort3 = wave3.xy*normScale.z;
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vec2 refvec3 = distort+refdistort3/dmod_scale;
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vec4 refcol3 = texture2D(refTex, refvec3);
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vec4 refcol = refcol1 + refcol2 + refcol3;
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float df1 = df.x + df.y + df.z;
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refcol *= df1 * 0.333;
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vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
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wavef.z *= max(-viewVec.z, 0.1);
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wavef = normalize(wavef);
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float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
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vec2 refdistort4 = wavef.xy*0.125;
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refdistort4.y -= abs(refdistort4.y);
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vec2 refvec4 = distort+refdistort4/dmod;
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float dweight = min(dist2*blurMultiplier, 1.0);
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vec4 baseCol = texture2D(refTex, refvec4);
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refcol = mix(baseCol*df2, refcol, dweight);
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//get specular component
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float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
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//harden specular
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spec = pow(spec, 128.0);
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//figure out distortion vector (ripply)
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vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
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vec4 fb = texture2D(screenTex, distort2);
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//mix with reflection
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// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
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color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
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color.rgb += spec * specular;
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color.rgb = atmosTransport(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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color.a = spec * sunAngle2;
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frag_color = color;
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#if defined(WATER_EDGE)
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gl_FragDepth = 0.9999847f;
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#endif
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}
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@ -24,6 +24,7 @@
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*/
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uniform mat4 modelview_matrix;
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uniform mat3 normal_matrix;
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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@ -36,10 +37,15 @@ uniform vec2 waveDir2;
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uniform float time;
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uniform vec3 eyeVec;
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uniform float waterHeight;
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uniform vec3 lightDir;
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VARYING vec4 refCoord;
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VARYING vec4 littleWave;
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VARYING vec4 view;
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out vec3 vary_position;
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out vec3 vary_light_dir;
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out vec3 vary_tangent;
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out vec3 vary_normal;
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float wave(vec2 v, float t, float f, vec2 d, float s)
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{
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@ -52,6 +58,11 @@ void main()
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vec4 pos = vec4(position.xyz, 1.0);
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mat4 modelViewProj = modelview_projection_matrix;
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vary_position = (modelview_matrix * pos).xyz;
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vary_light_dir = normal_matrix * lightDir;
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vary_normal = normal_matrix * vec3(0, 0, 1);
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vary_tangent = normal_matrix * vec3(1, 0, 0);
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vec4 oPosition;
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//get view vector
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@ -63,12 +74,13 @@ void main()
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pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
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view.xyz = oEyeVec;
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d = clamp(ld/1536.0-0.5, 0.0, 1.0);
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d *= d;
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oPosition = vec4(position, 1.0);
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oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
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oPosition = modelViewProj * oPosition;
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refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
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@ -83,8 +95,7 @@ void main()
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pos = modelview_matrix*pos;
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calcAtmospherics(pos.xyz);
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//pass wave parameters to pixel shader
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vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055;
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//get two normal map (detail map) texture coordinates
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@ -0,0 +1,192 @@
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/**
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* @file class1/deferred/waterF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#extension GL_ARB_texture_rectangle : enable
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/*[EXTRA_CODE_HERE]*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_data[4];
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#else
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#define frag_data gl_FragData
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#endif
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vec3 scaleSoftClip(vec3 inColor);
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vec3 atmosTransport(vec3 inColor);
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|
||||
uniform sampler2D bumpMap;
|
||||
uniform sampler2D bumpMap2;
|
||||
uniform float blend_factor;
|
||||
uniform sampler2D screenTex;
|
||||
uniform sampler2D refTex;
|
||||
uniform float sunAngle;
|
||||
uniform float sunAngle2;
|
||||
uniform vec3 lightDir;
|
||||
uniform vec3 specular;
|
||||
uniform float lightExp;
|
||||
uniform float refScale;
|
||||
uniform float kd;
|
||||
uniform vec2 screenRes;
|
||||
uniform vec3 normScale;
|
||||
uniform float fresnelScale;
|
||||
uniform float fresnelOffset;
|
||||
uniform float blurMultiplier;
|
||||
uniform vec2 screen_res;
|
||||
uniform mat4 norm_mat; //region space to screen space
|
||||
uniform int water_edge;
|
||||
|
||||
//bigWave is (refCoord.w, view.w);
|
||||
VARYING vec4 refCoord;
|
||||
VARYING vec4 littleWave;
|
||||
VARYING vec4 view;
|
||||
VARYING vec4 vary_position;
|
||||
|
||||
vec2 encode_normal(vec3 n);
|
||||
vec3 scaleSoftClip(vec3 l);
|
||||
vec3 srgb_to_linear(vec3 c);
|
||||
vec3 linear_to_srgb(vec3 c);
|
||||
|
||||
vec3 BlendNormal(vec3 bump1, vec3 bump2)
|
||||
{
|
||||
vec3 n = mix(bump1, bump2, blend_factor);
|
||||
return n;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color;
|
||||
float dist = length(view.xyz);
|
||||
|
||||
//normalize view vector
|
||||
vec3 viewVec = normalize(view.xyz);
|
||||
|
||||
//get wave normals
|
||||
vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
|
||||
vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
|
||||
vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
|
||||
|
||||
|
||||
vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
|
||||
vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
|
||||
vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
|
||||
|
||||
vec3 wave1 = BlendNormal(wave1_a, wave1_b);
|
||||
vec3 wave2 = BlendNormal(wave2_a, wave2_b);
|
||||
vec3 wave3 = BlendNormal(wave3_a, wave3_b);
|
||||
|
||||
//get base fresnel components
|
||||
|
||||
vec3 df = vec3(
|
||||
dot(viewVec, wave1),
|
||||
dot(viewVec, (wave2 + wave3) * 0.5),
|
||||
dot(viewVec, wave3)
|
||||
) * fresnelScale + fresnelOffset;
|
||||
df *= df;
|
||||
|
||||
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
|
||||
|
||||
float dist2 = dist;
|
||||
dist = max(dist, 5.0);
|
||||
|
||||
float dmod = sqrt(dist);
|
||||
|
||||
vec2 dmod_scale = vec2(dmod*dmod, dmod);
|
||||
|
||||
//get reflected color
|
||||
vec2 refdistort1 = wave1.xy*normScale.x;
|
||||
vec2 refvec1 = distort+refdistort1/dmod_scale;
|
||||
vec4 refcol1 = texture2D(refTex, refvec1);
|
||||
|
||||
vec2 refdistort2 = wave2.xy*normScale.y;
|
||||
vec2 refvec2 = distort+refdistort2/dmod_scale;
|
||||
vec4 refcol2 = texture2D(refTex, refvec2);
|
||||
|
||||
vec2 refdistort3 = wave3.xy*normScale.z;
|
||||
vec2 refvec3 = distort+refdistort3/dmod_scale;
|
||||
vec4 refcol3 = texture2D(refTex, refvec3);
|
||||
|
||||
vec4 refcol = refcol1 + refcol2 + refcol3;
|
||||
float df1 = df.x + df.y + df.z;
|
||||
refcol *= df1 * 0.333;
|
||||
|
||||
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
|
||||
wavef.z *= max(-viewVec.z, 0.1);
|
||||
wavef = normalize(wavef);
|
||||
|
||||
float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
|
||||
|
||||
vec2 refdistort4 = wavef.xy*0.125;
|
||||
refdistort4.y -= abs(refdistort4.y);
|
||||
vec2 refvec4 = distort+refdistort4/dmod;
|
||||
float dweight = min(dist2*blurMultiplier, 1.0);
|
||||
vec4 baseCol = texture2D(refTex, refvec4);
|
||||
|
||||
refcol = mix(baseCol*df2, refcol, dweight);
|
||||
|
||||
//get specular component
|
||||
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
|
||||
|
||||
//harden specular
|
||||
spec = pow(spec, 128.0);
|
||||
|
||||
//figure out distortion vector (ripply)
|
||||
vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
|
||||
|
||||
vec4 fb = texture2D(screenTex, distort2);
|
||||
|
||||
//mix with reflection
|
||||
// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
|
||||
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f);
|
||||
|
||||
vec4 pos = vary_position;
|
||||
|
||||
//color.rgb += spec * specular;
|
||||
|
||||
//color.rgb = atmosTransport(color.rgb);
|
||||
//color.rgb = scaleSoftClip(color.rgb);
|
||||
|
||||
//color.rgb = refcol.rgb;
|
||||
color.rgb = vec3(0.0);
|
||||
color.a = spec * sunAngle2;
|
||||
|
||||
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
|
||||
|
||||
//frag_data[0] = color;
|
||||
|
||||
// TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code
|
||||
// Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now
|
||||
// SL-12975 (unfix pre-EEP broken alpha)
|
||||
frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0);
|
||||
|
||||
frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness
|
||||
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill)
|
||||
//frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0);
|
||||
frag_data[3] = vec4(0, 0, 0, 0);
|
||||
|
||||
|
||||
//frag_data[0] = vec4(0.0,0,0,0);
|
||||
//frag_data[1] = vec4(0, 1.0, 0.0, 0.0);
|
||||
//frag_data[3] = vec4(0);
|
||||
}
|
||||
|
|
@ -0,0 +1,237 @@
|
|||
/**
|
||||
* @file waterF.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* Second Life Viewer Source Code
|
||||
* Copyright (C) 2007, Linden Research, Inc.
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation;
|
||||
* version 2.1 of the License only.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
*
|
||||
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#ifdef DEFINE_GL_FRAGCOLOR
|
||||
out vec4 frag_color;
|
||||
#else
|
||||
#define frag_color gl_FragColor
|
||||
#endif
|
||||
|
||||
vec3 scaleSoftClipFragLinear(vec3 l);
|
||||
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
|
||||
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
|
||||
|
||||
// PBR interface
|
||||
vec3 pbrIbl(vec3 diffuseColor,
|
||||
vec3 specularColor,
|
||||
vec3 radiance, // radiance map sample
|
||||
vec3 irradiance, // irradiance map sample
|
||||
float ao, // ambient occlusion factor
|
||||
float nv, // normal dot view vector
|
||||
float perceptualRoughness);
|
||||
|
||||
vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
|
||||
float perceptualRoughness,
|
||||
float metallic,
|
||||
vec3 n, // normal
|
||||
vec3 v, // surface point to camera
|
||||
vec3 l); //surface point to light
|
||||
|
||||
uniform sampler2D bumpMap;
|
||||
uniform sampler2D bumpMap2;
|
||||
uniform float blend_factor;
|
||||
uniform sampler2D screenTex;
|
||||
uniform sampler2D refTex;
|
||||
|
||||
uniform float sunAngle;
|
||||
uniform float sunAngle2;
|
||||
uniform vec3 lightDir;
|
||||
uniform vec3 specular;
|
||||
uniform float lightExp;
|
||||
uniform float refScale;
|
||||
uniform float kd;
|
||||
uniform vec2 screenRes;
|
||||
uniform vec3 normScale;
|
||||
uniform float fresnelScale;
|
||||
uniform float fresnelOffset;
|
||||
uniform float blurMultiplier;
|
||||
uniform vec4 waterFogColor;
|
||||
|
||||
|
||||
//bigWave is (refCoord.w, view.w);
|
||||
VARYING vec4 refCoord;
|
||||
VARYING vec4 littleWave;
|
||||
VARYING vec4 view;
|
||||
in vec3 vary_position;
|
||||
in vec3 vary_normal;
|
||||
in vec3 vary_tangent;
|
||||
in vec3 vary_light_dir;
|
||||
|
||||
vec3 BlendNormal(vec3 bump1, vec3 bump2)
|
||||
{
|
||||
vec3 n = mix(bump1, bump2, blend_factor);
|
||||
return n;
|
||||
}
|
||||
|
||||
vec3 srgb_to_linear(vec3 col);
|
||||
|
||||
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
|
||||
vec3 pos, vec3 norm, float glossiness, float envIntensity);
|
||||
|
||||
vec3 vN, vT, vB;
|
||||
|
||||
vec3 transform_normal(vec3 vNt)
|
||||
{
|
||||
return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN);
|
||||
}
|
||||
|
||||
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
|
||||
vec3 pos, vec3 norm, float glossiness);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color;
|
||||
|
||||
vN = vary_normal;
|
||||
vT = vary_tangent;
|
||||
vB = cross(vN, vT);
|
||||
|
||||
vec3 pos = vary_position.xyz;
|
||||
|
||||
float dist = length(view.xy);
|
||||
|
||||
//normalize view vector
|
||||
vec3 viewVec = normalize(pos.xyz);
|
||||
|
||||
//get wave normals
|
||||
vec2 bigwave = vec2(refCoord.w, view.w);
|
||||
vec3 wave1_a = texture2D(bumpMap, bigwave ).xyz*2.0-1.0;
|
||||
vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
|
||||
vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
|
||||
|
||||
|
||||
vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0;
|
||||
vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
|
||||
vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
|
||||
|
||||
vec3 wave1 = BlendNormal(wave1_a, wave1_b);
|
||||
vec3 wave2 = BlendNormal(wave2_a, wave2_b);
|
||||
vec3 wave3 = BlendNormal(wave3_a, wave3_b);
|
||||
|
||||
wave1 = transform_normal(wave1);
|
||||
wave2 = transform_normal(wave2);
|
||||
wave3 = transform_normal(wave3);
|
||||
|
||||
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
|
||||
|
||||
wavef.z *= max(-viewVec.z, 0.1);
|
||||
|
||||
wavef = normalize(wavef);
|
||||
|
||||
//get base fresnel components
|
||||
|
||||
/*vec3 df = vec3(
|
||||
dot(viewVec, wave1),
|
||||
dot(viewVec, (wave2 + wave3) * 0.5),
|
||||
dot(viewVec, wave3)
|
||||
) * fresnelScale + fresnelOffset;*/
|
||||
|
||||
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
|
||||
|
||||
float dist2 = dist;
|
||||
dist = max(dist, 5.0);
|
||||
|
||||
float dmod = sqrt(dist);
|
||||
|
||||
vec2 dmod_scale = vec2(dmod*dmod, dmod);
|
||||
|
||||
//float df1 = df.x + df.y + df.z;
|
||||
|
||||
vec4 refcol = vec4(0, 0, 0, 0);
|
||||
|
||||
//get specular component
|
||||
float spec = clamp(dot(vary_light_dir, (reflect(viewVec,wavef))),0.0,1.0);
|
||||
|
||||
//harden specular
|
||||
spec = pow(spec, 128.0);
|
||||
|
||||
//figure out distortion vector (ripply)
|
||||
//vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
|
||||
|
||||
//vec4 fb = texture2D(screenTex, distort2);
|
||||
|
||||
vec3 sunlit;
|
||||
vec3 amblit;
|
||||
vec3 additive;
|
||||
vec3 atten;
|
||||
|
||||
calcAtmosphericVarsLinear(pos.xyz, wavef, lightDir, sunlit, amblit, additive, atten);
|
||||
|
||||
vec3 v = -viewVec;
|
||||
float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0);
|
||||
|
||||
float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness
|
||||
float roughness = 0.08;
|
||||
float gloss = 1.0 - roughness;
|
||||
|
||||
vec3 baseColor = vec3(0);
|
||||
vec3 f0 = vec3(0.04);
|
||||
vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
|
||||
diffuseColor *= gloss;
|
||||
|
||||
vec3 specularColor = mix(f0, baseColor.rgb, metallic);
|
||||
|
||||
|
||||
vec3 refnorm = normalize(wavef + vary_normal);
|
||||
|
||||
vec3 irradiance = vec3(0);
|
||||
vec3 radiance = vec3(0);
|
||||
sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss);
|
||||
|
||||
// fudge -- use refracted color as irradiance
|
||||
irradiance = srgb_to_linear(waterFogColor.rgb);
|
||||
|
||||
color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0);
|
||||
|
||||
//vec4 fb = waterFogColor;
|
||||
//fb.rgb = srgb_to_linear(fb.rgb);
|
||||
|
||||
//refcol.rgb = vec3(0, 1, 0);
|
||||
|
||||
//mix with reflection
|
||||
//color.rgb = mix(fb.rgb, refcol.rgb, df1);
|
||||
|
||||
//color.rgb += spec * specular;
|
||||
|
||||
// fudge -- for punctual lighting, pretend water is metallic
|
||||
diffuseColor = vec3(0);
|
||||
specularColor = vec3(1);
|
||||
roughness = 0.1;
|
||||
color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir);
|
||||
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
|
||||
color.rgb = scaleSoftClipFragLinear(color.rgb);
|
||||
|
||||
color.a = 0.f;
|
||||
|
||||
//color.a = spec * sunAngle2;
|
||||
|
||||
frag_color = color;
|
||||
|
||||
#if defined(WATER_EDGE)
|
||||
gl_FragDepth = 0.9999847f;
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -117,16 +117,20 @@ S32 LLDrawPoolWater::getNumPasses()
|
|||
return 0;
|
||||
}
|
||||
|
||||
void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
|
||||
S32 LLDrawPoolWater::getNumPostDeferredPasses()
|
||||
{
|
||||
beginRenderPass(pass);
|
||||
deferred_render = TRUE;
|
||||
return 1;
|
||||
}
|
||||
|
||||
void LLDrawPoolWater::endPostDeferredPass(S32 pass)
|
||||
void LLDrawPoolWater::renderPostDeferred(S32 pass)
|
||||
{
|
||||
endRenderPass(pass);
|
||||
deferred_render = FALSE;
|
||||
renderWater();
|
||||
}
|
||||
|
||||
|
||||
S32 LLDrawPoolWater::getNumDeferredPasses()
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
//===============================
|
||||
|
|
@ -152,6 +156,7 @@ void LLDrawPoolWater::renderDeferred(S32 pass)
|
|||
|
||||
void LLDrawPoolWater::render(S32 pass)
|
||||
{
|
||||
#if 0
|
||||
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_WATER);
|
||||
if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1)
|
||||
{
|
||||
|
|
@ -323,11 +328,13 @@ void LLDrawPoolWater::render(S32 pass)
|
|||
glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
|
||||
renderReflection(refl_face);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// for low end hardware
|
||||
void LLDrawPoolWater::renderOpaqueLegacyWater()
|
||||
{
|
||||
#if 0
|
||||
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
|
||||
LLVOSky *voskyp = gSky.mVOSkyp;
|
||||
|
||||
|
|
@ -432,11 +439,13 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
|
|||
}
|
||||
|
||||
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void LLDrawPoolWater::renderReflection(LLFace* face)
|
||||
{
|
||||
#if 0
|
||||
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
|
||||
LLVOSky *voskyp = gSky.mVOSkyp;
|
||||
|
||||
|
|
@ -462,6 +471,7 @@ void LLDrawPoolWater::renderReflection(LLFace* face)
|
|||
|
||||
LLOverrideFaceColor override(this, LLColor4(face->getFaceColor().mV));
|
||||
face->renderIndexed();
|
||||
#endif
|
||||
}
|
||||
|
||||
void LLDrawPoolWater::renderWater()
|
||||
|
|
@ -535,7 +545,8 @@ void LLDrawPoolWater::renderWater()
|
|||
shader = deferred_render ? &gDeferredWaterProgram : &gWaterProgram;
|
||||
}
|
||||
}
|
||||
shader->bind();
|
||||
|
||||
gPipeline.bindDeferredShader(*shader);
|
||||
|
||||
// bind textures for water rendering
|
||||
S32 reftex = shader->enableTexture(LLShaderMgr::WATER_REFTEX);
|
||||
|
|
@ -683,7 +694,8 @@ void LLDrawPoolWater::renderWater()
|
|||
shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH);
|
||||
|
||||
// clean up
|
||||
shader->unbind();
|
||||
gPipeline.unbindDeferredShader(*shader);
|
||||
|
||||
gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -35,7 +35,7 @@ class LLHeavenBody;
|
|||
class LLWaterSurface;
|
||||
class LLGLSLShader;
|
||||
|
||||
class LLDrawPoolWater: public LLFacePool
|
||||
class LLDrawPoolWater final: public LLFacePool
|
||||
{
|
||||
protected:
|
||||
LLPointer<LLViewerTexture> mWaterImagep[2];
|
||||
|
|
@ -63,19 +63,17 @@ public:
|
|||
|
||||
static void restoreGL();
|
||||
|
||||
/*virtual*/ S32 getNumPostDeferredPasses() { return 0; } //getNumPasses(); }
|
||||
/*virtual*/ void beginPostDeferredPass(S32 pass);
|
||||
/*virtual*/ void endPostDeferredPass(S32 pass);
|
||||
/*virtual*/ void renderPostDeferred(S32 pass) { render(pass); }
|
||||
/*virtual*/ S32 getNumDeferredPasses() { return 1; }
|
||||
/*virtual*/ void renderDeferred(S32 pass = 0);
|
||||
S32 getNumPostDeferredPasses() override;
|
||||
void renderPostDeferred(S32 pass) override;
|
||||
S32 getNumDeferredPasses() override;
|
||||
void renderDeferred(S32 pass = 0) override;
|
||||
|
||||
/*virtual*/ S32 getNumPasses();
|
||||
/*virtual*/ void render(S32 pass = 0);
|
||||
/*virtual*/ void prerender();
|
||||
S32 getNumPasses() override;
|
||||
void render(S32 pass = 0) override;
|
||||
void prerender() override;
|
||||
|
||||
/*virtual*/ LLViewerTexture *getDebugTexture();
|
||||
/*virtual*/ LLColor3 getDebugColor() const; // For AGP debug display
|
||||
LLViewerTexture *getDebugTexture();
|
||||
LLColor3 getDebugColor() const; // For AGP debug display
|
||||
|
||||
void renderReflection(LLFace* face);
|
||||
void renderWater();
|
||||
|
|
|
|||
|
|
@ -34,6 +34,7 @@
|
|||
#include "llviewershadermgr.h"
|
||||
#include "llviewercontrol.h"
|
||||
#include "llenvironment.h"
|
||||
#include "llstartup.h"
|
||||
|
||||
extern BOOL gCubeSnapshot;
|
||||
extern BOOL gTeleportDisplay;
|
||||
|
|
@ -63,7 +64,7 @@ struct CompareProbeDistance
|
|||
// helper class to seed octree with probes
|
||||
void LLReflectionMapManager::update()
|
||||
{
|
||||
if (!LLPipeline::sReflectionProbesEnabled || gTeleportDisplay)
|
||||
if (!LLPipeline::sReflectionProbesEnabled || gTeleportDisplay || LLStartUp::getStartupState() < STATE_PRECACHE)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
|
@ -212,7 +213,11 @@ LLReflectionMap* LLReflectionMapManager::addProbe(LLSpatialGroup* group)
|
|||
{
|
||||
LLReflectionMap* probe = new LLReflectionMap();
|
||||
probe->mGroup = group;
|
||||
probe->mOrigin = group->getOctreeNode()->getCenter();
|
||||
|
||||
if (group)
|
||||
{
|
||||
probe->mOrigin = group->getOctreeNode()->getCenter();
|
||||
}
|
||||
|
||||
if (gCubeSnapshot)
|
||||
{ //snapshot is in progress, mProbes is being iterated over, defer insertion until next update
|
||||
|
|
@ -272,7 +277,9 @@ LLReflectionMap* LLReflectionMapManager::registerSpatialGroup(LLSpatialGroup* gr
|
|||
return addProbe(group);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
if (group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_TERRAIN)
|
||||
{
|
||||
OctreeNode* node = group->getOctreeNode();
|
||||
|
|
|
|||
|
|
@ -62,7 +62,7 @@ public:
|
|||
void update();
|
||||
|
||||
// add a probe for the given spatial group
|
||||
LLReflectionMap* addProbe(LLSpatialGroup* group);
|
||||
LLReflectionMap* addProbe(LLSpatialGroup* group = nullptr);
|
||||
|
||||
// Populate "maps" with the N most relevant Reflection Maps where N is no more than maps.size()
|
||||
// If less than maps.size() ReflectionMaps are available, will assign trailing elements to nullptr.
|
||||
|
|
|
|||
|
|
@ -1062,11 +1062,9 @@ void display_cube_face()
|
|||
|
||||
llassert(!gSnapshot);
|
||||
llassert(!gTeleportDisplay);
|
||||
llassert(LLPipeline::sRenderDeferred);
|
||||
llassert(LLStartUp::getStartupState() >= STATE_PRECACHE);
|
||||
llassert(!LLAppViewer::instance()->logoutRequestSent());
|
||||
llassert(!gRestoreGL);
|
||||
llassert(!gUseWireframe);
|
||||
|
||||
bool rebuild = false;
|
||||
|
||||
|
|
|
|||
|
|
@ -830,6 +830,9 @@ void LLViewerRegion::sendReliableMessage()
|
|||
void LLViewerRegion::setWaterHeight(F32 water_level)
|
||||
{
|
||||
mImpl->mLandp->setWaterHeight(water_level);
|
||||
|
||||
// reflection probes move with the water height
|
||||
updateReflectionProbes();
|
||||
}
|
||||
|
||||
F32 LLViewerRegion::getWaterHeight() const
|
||||
|
|
@ -1233,6 +1236,45 @@ U32 LLViewerRegion::getNumOfVisibleGroups() const
|
|||
return mImpl ? mImpl->mVisibleGroups.size() : 0;
|
||||
}
|
||||
|
||||
void LLViewerRegion::updateReflectionProbes()
|
||||
{
|
||||
const F32 probe_spacing = 32.f;
|
||||
const F32 probe_radius = sqrtf((probe_spacing * 0.5f) * (probe_spacing * 0.5f) * 3.f);
|
||||
const F32 hover_height = 2.f;
|
||||
|
||||
F32 start = probe_spacing * 0.5f;
|
||||
|
||||
U32 grid_width = REGION_WIDTH_METERS / probe_spacing;
|
||||
|
||||
mReflectionMaps.resize(grid_width * grid_width);
|
||||
|
||||
F32 water_height = getWaterHeight();
|
||||
LLVector3 origin = getOriginAgent();
|
||||
|
||||
for (U32 i = 0; i < grid_width; ++i)
|
||||
{
|
||||
F32 x = i * probe_spacing + start;
|
||||
for (U32 j = 0; j < grid_width; ++j)
|
||||
{
|
||||
F32 y = j * probe_spacing + start;
|
||||
|
||||
U32 idx = i * grid_width + j;
|
||||
|
||||
if (mReflectionMaps[idx].isNull())
|
||||
{
|
||||
mReflectionMaps[idx] = gPipeline.mReflectionMapManager.addProbe();
|
||||
}
|
||||
|
||||
LLVector3 probe_origin = LLVector3(x,y, llmax(water_height, mImpl->mLandp->resolveHeightRegion(x,y)));
|
||||
probe_origin.mV[2] += hover_height;
|
||||
probe_origin += origin;
|
||||
|
||||
mReflectionMaps[idx]->mOrigin.load3(probe_origin.mV);
|
||||
mReflectionMaps[idx]->mRadius = probe_radius;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLViewerRegion::addToVOCacheTree(LLVOCacheEntry* entry)
|
||||
{
|
||||
if(!sVOCacheCullingEnabled)
|
||||
|
|
|
|||
|
|
@ -41,6 +41,7 @@
|
|||
#include "llcapabilityprovider.h"
|
||||
#include "m4math.h" // LLMatrix4
|
||||
#include "llframetimer.h"
|
||||
#include "llreflectionmap.h"
|
||||
|
||||
// Surface id's
|
||||
#define LAND 1
|
||||
|
|
@ -399,6 +400,9 @@ public:
|
|||
|
||||
static BOOL isNewObjectCreationThrottleDisabled() {return sNewObjectCreationThrottle < 0;}
|
||||
|
||||
// rebuild reflection probe list
|
||||
void updateReflectionProbes();
|
||||
|
||||
private:
|
||||
void addToVOCacheTree(LLVOCacheEntry* entry);
|
||||
LLViewerObject* addNewObject(LLVOCacheEntry* entry);
|
||||
|
|
@ -572,6 +576,10 @@ private:
|
|||
LLFrameTimer mMaterialsCapThrottleTimer;
|
||||
LLFrameTimer mRenderInfoRequestTimer;
|
||||
LLFrameTimer mRenderInfoReportTimer;
|
||||
|
||||
// list of reflection maps being managed by this llviewer region
|
||||
std::vector<LLPointer<LLReflectionMap> > mReflectionMaps;
|
||||
|
||||
};
|
||||
|
||||
inline BOOL LLViewerRegion::getRegionProtocol(U64 protocol) const
|
||||
|
|
|
|||
|
|
@ -1020,9 +1020,11 @@ BOOL LLViewerShaderMgr::loadShadersWater()
|
|||
// load water shader
|
||||
gWaterProgram.mName = "Water Shader";
|
||||
gWaterProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gWaterProgram.mFeatures.hasAtmospherics = true;
|
||||
gWaterProgram.mFeatures.hasGamma = true;
|
||||
gWaterProgram.mFeatures.hasTransport = true;
|
||||
gWaterProgram.mFeatures.hasSrgb = true;
|
||||
gWaterProgram.mFeatures.hasReflectionProbes = true;
|
||||
gWaterProgram.mShaderFiles.clear();
|
||||
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
|
||||
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER));
|
||||
|
|
@ -1037,9 +1039,11 @@ BOOL LLViewerShaderMgr::loadShadersWater()
|
|||
// load water shader
|
||||
gWaterEdgeProgram.mName = "Water Edge Shader";
|
||||
gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gWaterEdgeProgram.mFeatures.hasAtmospherics = true;
|
||||
gWaterEdgeProgram.mFeatures.hasGamma = true;
|
||||
gWaterEdgeProgram.mFeatures.hasTransport = true;
|
||||
gWaterEdgeProgram.mFeatures.hasSrgb = true;
|
||||
gWaterEdgeProgram.mFeatures.hasReflectionProbes = true;
|
||||
gWaterEdgeProgram.mShaderFiles.clear();
|
||||
gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
|
||||
gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER));
|
||||
|
|
|
|||
|
|
@ -1032,7 +1032,6 @@ void LLPipeline::updateRenderBump()
|
|||
// static
|
||||
void LLPipeline::updateRenderDeferred()
|
||||
{
|
||||
sRenderDeferred = !gUseWireframe;
|
||||
sRenderPBR = sRenderDeferred;
|
||||
static LLCachedControl<S32> sProbeDetail(gSavedSettings, "RenderReflectionProbeDetail", -1);
|
||||
sReflectionProbesEnabled = sProbeDetail >= 0 && gGLManager.mGLVersion > 3.99f;
|
||||
|
|
@ -4326,6 +4325,7 @@ U32 LLPipeline::sCurRenderPoolType = 0 ;
|
|||
|
||||
void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
|
||||
{
|
||||
#if 0
|
||||
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY);
|
||||
LL_PROFILE_GPU_ZONE("renderGeom");
|
||||
assertInitialized();
|
||||
|
|
@ -4575,6 +4575,7 @@ void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
|
|||
LLGLState::checkStates();
|
||||
// LLGLState::checkTextureChannels();
|
||||
// LLGLState::checkClientArrays();
|
||||
#endif
|
||||
}
|
||||
|
||||
void LLPipeline::renderGeomDeferred(LLCamera& camera)
|
||||
|
|
@ -4774,6 +4775,16 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)
|
|||
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
||||
gGL.loadMatrix(gGLModelView);
|
||||
}
|
||||
|
||||
if (!gCubeSnapshot)
|
||||
{
|
||||
// debug displays
|
||||
renderHighlights();
|
||||
mHighlightFaces.clear();
|
||||
|
||||
renderDebug();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void LLPipeline::renderGeomShadow(LLCamera& camera)
|
||||
|
|
@ -8692,6 +8703,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
|
|||
unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
|
||||
}
|
||||
|
||||
#if 0
|
||||
{ // render non-deferred geometry (fullbright, alpha, etc)
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
LLGLDisable stencil(GL_STENCIL_TEST);
|
||||
|
|
@ -8707,6 +8719,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
|
|||
renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
|
||||
gPipeline.popRenderTypeMask();
|
||||
}
|
||||
#endif
|
||||
|
||||
bool render_local = RenderLocalLights; // && !gCubeSnapshot;
|
||||
|
||||
|
|
@ -8970,10 +8983,6 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
|
|||
gGL.setColorMask(true, true);
|
||||
}
|
||||
|
||||
screen_target->flush();
|
||||
|
||||
screen_target->bindTarget();
|
||||
|
||||
{ // render non-deferred geometry (alpha, fullbright, glow)
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
LLGLDisable stencil(GL_STENCIL_TEST);
|
||||
|
|
@ -9001,6 +9010,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
|
|||
LLPipeline::RENDER_TYPE_CONTROL_AV,
|
||||
LLPipeline::RENDER_TYPE_ALPHA_MASK,
|
||||
LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
|
||||
LLPipeline::RENDER_TYPE_WATER,
|
||||
END_RENDER_TYPES);
|
||||
|
||||
renderGeomPostDeferred(*LLViewerCamera::getInstance());
|
||||
|
|
@ -9065,16 +9075,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
|
|||
gGL.popMatrix();
|
||||
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
||||
gGL.popMatrix();
|
||||
}
|
||||
|
||||
if (!gCubeSnapshot)
|
||||
{
|
||||
// render highlights, etc.
|
||||
renderHighlights();
|
||||
mHighlightFaces.clear();
|
||||
|
||||
renderDebug();
|
||||
|
||||
|
||||
LLVertexBuffer::unbind();
|
||||
|
||||
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
|
||||
|
|
@ -9346,6 +9347,7 @@ inline float sgn(float a)
|
|||
|
||||
void LLPipeline::generateWaterReflection(LLCamera& camera_in)
|
||||
{
|
||||
#if 0
|
||||
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
|
||||
LL_PROFILE_GPU_ZONE("generateWaterReflection");
|
||||
|
||||
|
|
@ -9684,6 +9686,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
|
|||
gPipeline.popRenderTypeMask();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up)
|
||||
|
|
|
|||
Loading…
Reference in New Issue