Merge + propagated class 2 alphaF changes to class 1 alphaF.

master
Geenz 2013-04-17 16:40:10 -04:00
commit 35cc62f24c
9 changed files with 717 additions and 97 deletions

View File

@ -49,8 +49,11 @@ public:
typedef enum
{
SHADER_COUNT = 16
SHADER_COUNT = 16,
ALPHA_SHADER_COUNT = 4
} eShaderCount;
static const U8 DEFAULT_SPECULAR_LIGHT_EXPONENT = ((U8)(0.2f * 255));
static const LLColor4U DEFAULT_SPECULAR_LIGHT_COLOR;

View File

@ -35,8 +35,6 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
uniform sampler2DRect depthMap;
#if INDEX_MODE != INDEXED
uniform sampler2D diffuseMap;
#endif
@ -72,10 +70,6 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
uniform sampler2D bumpMap;
uniform samplerCube environmentMap;
uniform mat3 env_mat;
uniform vec4 specular_color;
@ -137,10 +131,6 @@ void main()
#endif
vec3 normal = vary_norm;
normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
normal = vec3(dot(normal.xyz, vary_rotation[0]),
dot(normal.xyz, vary_rotation[1]),
dot(normal.xyz, vary_rotation[2]));
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l);

View File

@ -29,11 +29,362 @@
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
#if HAS_SUN_SHADOW
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform vec2 shadow_res;
uniform float shadow_bias;
float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
return shadow*0.2;
}
#endif
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
// 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 float haze_horizon;
uniform float haze_density;
uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform float scene_light_strength;
uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
VARYING vec2 vary_fragcoord;
VARYING vec3 vary_position;
vec3 vary_PositionEye;
vec3 vary_SunlitColor;
vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = pow(max(dot(n,l),0.0), 0.7);
return vec3(a,a,a);
}
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float d = dot(lv,lv);
float da = 1.0;
vec3 col = vec3(0,0,0);
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist2 = d/la;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= max(dot(n, lv), 0.0);
float lit = max(da * dist_atten, 0.0);
lit = pow(lit, 0.7);
col = light_col*lit*diffuse;
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv+npos);
float nh = dot(n, h);
float nv = dot(n, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
col += lit*scol*light_col.rgb*spec.rgb;
//col += spec.rgb;
}
}
}
return max(col, vec3(0.0,0.0,0.0));
}
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return n;
}
vec4 getPosition_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);
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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
//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);
blue_weight = blue_density / temp1;
haze_weight = vec4(haze_density) / 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;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z * distance_multiplier);
//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 * 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) + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * 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;
}
#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
#endif
uniform sampler2D diffuseMap;
@ -74,11 +425,11 @@ vec2 encode_normal(vec3 n)
void main()
{
vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
col.rgb *= vertex_color.rgb;
vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
if (col.a < minimum_alpha)
if (diffcol.a < minimum_alpha)
{
discard;
}
@ -103,7 +454,7 @@ void main()
vec3 tnorm = vary_normal;
#endif
vec4 final_color = col;
vec4 final_color = diffcol;
#if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE
final_color.a = 0;
@ -121,7 +472,186 @@ void main()
final_specular.a = specular_color.a;
#endif
#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
{
//forward rendering, output just lit RGBA
vec3 pos = vary_position;
#if HAS_SUN_SHADOW
float shadow = 0.0;
vec4 spos = vec4(pos,1.0);
if (spos.z > -shadow_clip.w)
{
vec4 lpos;
vec4 near_split = shadow_clip*-0.75;
vec4 far_split = shadow_clip*-1.25;
vec4 transition_domain = near_split-far_split;
float weight = 0.0;
if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap3, lpos)*w;
weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap2, lpos)*w;
weight += w;
}
if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
shadow += pcfShadow(shadowMap1, lpos)*w;
weight += w;
}
if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
shadow += pcfShadow(shadowMap0, lpos)*w;
weight += w;
}
shadow /= weight;
}
else
{
shadow = 1.0;
}
#else
float shadow = 1.0;
#endif
vec4 diffuse = final_color;
vec3 norm = normalize(tnorm);
vec4 spec = final_specular;
float envIntensity = final_normal.z;
vec3 col;
float bloom = 0.0;
{
calcAtmospherics(pos.xyz, 1.0);
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
da = pow(da, 0.7);
col = atmosAmbient(vec3(0));
col += atmosAffectDirectionalLight(max(min(da, shadow), 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, sun_dir.xyz);
vec3 dumbshiny = vary_SunlitColor*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
max(envIntensity-diffuse.a*2.0, 0.0));
}
col = atmosLighting(col);
col = scaleSoftClip(col);
//col = mix(col.rgb, diffuse.rgb, diffuse.a);
}
vec3 light_col = vec3(0,0,0);
vec3 npos = normalize(-pos.xyz);
/*vec3 calcPointLightOrSpotLight(
vec3 light_col,
vec3 npos,
vec3 diffuse,
vec4 spec,
vec3 v,
vec3 n,
vec4 lp,
vec3 ln,
float la,
float fa,
float is_pointlight)
*/
/*
#ifdef MAC_GEFORCE_HACK
#define LIGHT_LOOP(i) \
light_col += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
#else*/
for (int i = 2; i < 8; i++)
{
light_col += calcPointLightOrSpotLight(
light_diffuse[i].rgb,
npos,
diffuse.rgb,
final_specular,
pos.xyz,
norm,
light_position[i],
light_direction[i],
light_attenuation[i].x,
light_attenuation[i].y,
light_attenuation[i].z);
}
//#endif
col += light_col;
frag_color.rgb = col;
}
frag_color.a = diffcol.a*vertex_color.a;
#else
frag_data[0] = final_color;
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
}

View File

@ -23,6 +23,11 @@
* $/LicenseInfo$
*/
#define DIFFUSE_ALPHA_MODE_IGNORE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
#if HAS_SKIN
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
@ -32,8 +37,16 @@ uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
#endif
uniform mat4 texture_matrix0;
#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
#if !HAS_SKIN
uniform mat4 modelview_matrix;
#endif
VARYING vec3 vary_position;
#endif
uniform mat4 texture_matrix0;
ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
@ -71,6 +84,10 @@ 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);
#else
@ -116,4 +133,10 @@ vary_normal = n;
#endif //HAS_SKIN
vertex_color = diffuse_color;
#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
#if !HAS_SKIN
vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
#endif
#endif
}

View File

@ -39,7 +39,6 @@ uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2DRect depthMap;
#if INDEX_MODE != INDEXED
uniform sampler2D diffuseMap;
@ -77,10 +76,6 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
uniform sampler2D bumpMap;
uniform samplerCube environmentMap;
uniform mat3 env_mat;
uniform vec4 specular_color;
vec3 calcDirectionalLight(vec3 n, vec3 l)
@ -210,7 +205,6 @@ void main()
}
#if INDEX_MODE == INDEXED
vec4 diff = diffuseLookup(vary_texcoord0.xy);
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
@ -223,11 +217,7 @@ void main()
#endif
vec3 normal = vary_norm;
normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
normal = vec3(dot(normal.xyz, vary_rotation[0]),
dot(normal.xyz, vary_rotation[1]),
dot(normal.xyz, vary_rotation[2]));
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l);
dlight = dlight * vary_directional.rgb * vary_pointlight_col;

View File

@ -441,6 +441,13 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
LLRenderPass::applyModelMatrix(params);
LLMaterial* mat = NULL;
if (deferred_render && !LLPipeline::sUnderWaterRender)
{
mat = params.mMaterial;
}
if (params.mFullbright)
{
// Turn off lighting if it hasn't already been so.
@ -473,10 +480,30 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
light_enabled = TRUE;
}
// If we need shaders, and we're not ALREADY using the proper shader, then bind it
// (this way we won't rebind shaders unnecessarily).
if(use_shaders && (current_shader != target_shader))
if (!params.mFullbright && deferred_render && mat)
{
U32 mask = mat->getShaderMask();
llassert(mask < LLMaterial::SHADER_COUNT);
target_shader = &(gDeferredMaterialProgram[mask]);
if (current_shader != target_shader)
{
gPipeline.bindDeferredShader(*target_shader);
}
}
else if (!params.mFullbright)
{
target_shader = simple_shader;
}
else
{
target_shader = fullbright_shader;
}
if(use_shaders && (current_shader != target_shader))
{// If we need shaders, and we're not ALREADY using the proper shader, then bind it
// (this way we won't rebind shaders unnecessarily).
llassert(target_shader != NULL);
current_shader = target_shader;
current_shader->bind();
@ -487,7 +514,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
current_shader = NULL;
}
if (params.mMaterial.notNull() && current_shader == simple_shader)
if (mat && !params.mFullbright)
{
// I apologize in advance for not giving this its own shader.
// We have a material. Supply the appropriate data here.
@ -549,12 +576,20 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
}
}
}
else
else
{ //not batching textures or batch has only 1 texture -- might need a texture matrix
if (params.mTexture.notNull())
{
params.mTexture->addTextureStats(params.mVSize);
gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
if (use_shaders && mat)
{
current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, params.mTexture);
}
else
{
gGL.getTexUnit(0)->bind(params.mTexture, TRUE);
}
if (params.mTextureMatrix)
{
tex_setup = true;

View File

@ -230,7 +230,7 @@ void LLDrawPoolAvatar::renderDeferred(S32 pass)
S32 LLDrawPoolAvatar::getNumPostDeferredPasses()
{
return 6;
return 10;
}
void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass)
@ -254,6 +254,8 @@ void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass)
break;
case 5:
beginRiggedGlow();
default:
beginDeferredRiggedMaterialAlpha(pass-6);
break;
}
}
@ -274,21 +276,40 @@ void LLDrawPoolAvatar::beginPostDeferredAlpha()
void LLDrawPoolAvatar::beginDeferredRiggedAlpha()
{
#if LL_DARWIN
sVertexProgram = gGLManager.mIsMobileGF ? &gDeferredSkinnedAlphaProgramMac : &gDeferredSkinnedAlphaProgram;
#else
sVertexProgram = &gDeferredSkinnedAlphaProgram;
#endif
gPipeline.bindDeferredShader(*sVertexProgram);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAvatar::beginDeferredRiggedMaterialAlpha(S32 pass)
{
switch (pass)
{
case 0: pass = 1; break;
case 1: pass = 5; break;
case 2: pass = 9; break;
default: pass = 13; break;
}
pass += LLMaterial::SHADER_COUNT;
sVertexProgram = &gDeferredMaterialProgram[pass];
gPipeline.bindDeferredShader(*sVertexProgram);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP);
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAvatar::endDeferredRiggedAlpha()
{
LLVertexBuffer::unbind();
gPipeline.unbindDeferredShader(*sVertexProgram);
sDiffuseChannel = 0;
normal_channel = -1;
specular_channel = -1;
sVertexProgram = NULL;
}
@ -314,6 +335,9 @@ void LLDrawPoolAvatar::endPostDeferredPass(S32 pass)
case 5:
endRiggedGlow();
break;
default:
endDeferredRiggedAlpha();
break;
}
}
@ -337,7 +361,11 @@ void LLDrawPoolAvatar::renderPostDeferred(S32 pass)
6, //rigged fullbright shiny
7, //rigged alpha
8, //rigged fullbright alpha
9, //rigged glow
9, //rigged material alpha 1
10,//rigged material alpha 2
11,//rigged material alpha 3
12,//rigged material alpha 4
13, //rigged glow
};
pass = actual_pass[pass];
@ -1019,6 +1047,13 @@ void LLDrawPoolAvatar::endDeferredRiggedBump()
void LLDrawPoolAvatar::beginDeferredRiggedMaterial(S32 pass)
{
if (pass == 1 ||
pass == 5 ||
pass == 9 ||
pass == 13)
{ //skip alpha passes
return;
}
sVertexProgram = &gDeferredMaterialProgram[pass+LLMaterial::SHADER_COUNT];
sVertexProgram->bind();
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
@ -1028,6 +1063,14 @@ void LLDrawPoolAvatar::beginDeferredRiggedMaterial(S32 pass)
void LLDrawPoolAvatar::endDeferredRiggedMaterial(S32 pass)
{
if (pass == 1 ||
pass == 5 ||
pass == 9 ||
pass == 13)
{
return;
}
LLVertexBuffer::unbind();
sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP);
@ -1215,11 +1258,21 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
if (is_deferred_render && pass >= 5 && pass <= 21)
{
renderDeferredRiggedMaterial(avatarp, pass-5);
S32 p = pass-5;
if (p != 1 &&
p != 5 &&
p != 9 &&
p != 13)
{
renderDeferredRiggedMaterial(avatarp, p);
}
return;
}
if (pass == 5)
{
renderRiggedShinySimple(avatarp);
@ -1232,7 +1285,7 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
return;
}
if (pass >= 7 && pass < 9)
if (pass >= 7 && pass < 13)
{
if (pass == 7)
{
@ -1245,9 +1298,24 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
renderRiggedFullbrightAlpha(avatarp);
return;
}
S32 p = 0;
switch (pass)
{
case 9: p = 1; break;
case 10: p = 5; break;
case 11: p = 9; break;
case 12: p = 13; break;
}
{
LLGLEnable blend(GL_BLEND);
renderDeferredRiggedMaterial(avatarp, p);
}
return;
}
if (pass == 9)
if (pass == 13)
{
renderRiggedGlow(avatarp);
@ -1547,7 +1615,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
LLMaterial* mat = face->getTextureEntry()->getMaterialParams().get();
if (is_deferred_render && mat)
if (mat)
{
gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture(LLRender::DIFFUSE_MAP));
gGL.getTexUnit(normal_channel)->bind(face->getTexture(LLRender::NORMAL_MAP));

View File

@ -114,6 +114,7 @@ public:
void beginRiggedGlow();
void beginDeferredRiggedAlpha();
void beginDeferredRiggedMaterial(S32 pass);
void beginDeferredRiggedMaterialAlpha(S32 pass);
void endRiggedSimple();
void endRiggedFullbright();
@ -124,6 +125,7 @@ public:
void endRiggedGlow();
void endDeferredRiggedAlpha();
void endDeferredRiggedMaterial(S32 pass);
void endDeferredRiggedMaterialAlpha(S32 pass);
void beginDeferredRiggedSimple();
void beginDeferredRiggedBump();
@ -149,7 +151,7 @@ public:
void renderDeferredRiggedSimple(LLVOAvatar* avatar);
void renderDeferredRiggedBump(LLVOAvatar* avatar);
void renderDeferredRiggedMaterial(LLVOAvatar* avatar, S32 pass);
typedef enum
{
RIGGED_MATERIAL=0,

View File

@ -175,9 +175,6 @@ LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
LLGLSLShader gDeferredSkinnedDiffuseProgram;
LLGLSLShader gDeferredSkinnedBumpProgram;
LLGLSLShader gDeferredSkinnedAlphaProgram;
#if LL_DARWIN
LLGLSLShader gDeferredSkinnedAlphaProgramMac;
#endif
LLGLSLShader gDeferredBumpProgram;
LLGLSLShader gDeferredTerrainProgram;
LLGLSLShader gDeferredTreeProgram;
@ -277,11 +274,16 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gUnderWaterProgram);
mShaderList.push_back(&gDeferredSunProgram);
mShaderList.push_back(&gDeferredSoftenProgram);
mShaderList.push_back(&gDeferredMaterialProgram[1]);
mShaderList.push_back(&gDeferredMaterialProgram[5]);
mShaderList.push_back(&gDeferredMaterialProgram[9]);
mShaderList.push_back(&gDeferredMaterialProgram[13]);
mShaderList.push_back(&gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
#if LL_DARWIN
mShaderList.push_back(&gDeferredSkinnedAlphaProgramMac);
#endif
mShaderList.push_back(&gDeferredFullbrightProgram);
mShaderList.push_back(&gDeferredEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
@ -789,6 +791,9 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// Load basic dependency shaders first
// All of these have to load for any shaders to function
#if LL_DARWIN // Mac can't currently handle all 8 lights,
S32 sum_lights_class = 2;
#else
S32 sum_lights_class = 3;
// class one cards will get the lower sum lights
@ -799,21 +804,14 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
{
sum_lights_class = 2;
}
#endif
// If we have sun and moon only checked, then only sum those lights.
if (gPipeline.getLightingDetail() == 0)
{
sum_lights_class = 1;
}
#if LL_DARWIN
// Work around driver crashes on older Macs when using deferred rendering
// NORSPEC-59
//
if (gGLManager.mIsMobileGF)
sum_lights_class = 3;
#endif
// Use the feature table to mask out the max light level to use. Also make sure it's at least 1.
S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel");
sum_lights_class = llclamp(sum_lights_class, 1, max_light_class);
@ -1088,9 +1086,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedDiffuseProgram.unload();
gDeferredSkinnedBumpProgram.unload();
gDeferredSkinnedAlphaProgram.unload();
#if LL_DARWIN
gDeferredSkinnedAlphaProgramMac.unload();
#endif
gDeferredBumpProgram.unload();
gDeferredImpostorProgram.unload();
gDeferredTerrainProgram.unload();
@ -1224,8 +1219,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
gDeferredSkinnedAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0");
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
// Hack to include uniforms for lighting without linking in lighting file
@ -1233,36 +1226,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true;
}
#if LL_DARWIN
if (success)
{
gDeferredSkinnedAlphaProgramMac.mName = "Deferred Skinned Alpha Shader";
gDeferredSkinnedAlphaProgramMac.mFeatures.atmosphericHelpers = true;
gDeferredSkinnedAlphaProgramMac.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesAtmospherics = true;
gDeferredSkinnedAlphaProgramMac.mFeatures.hasGamma = true;
gDeferredSkinnedAlphaProgramMac.mFeatures.hasAtmospherics = true;
gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesLighting = false;
gDeferredSkinnedAlphaProgramMac.mFeatures.hasLighting = false;
gDeferredSkinnedAlphaProgramMac.mFeatures.isAlphaLighting = true;
gDeferredSkinnedAlphaProgramMac.mFeatures.disableTextureIndex = true;
gDeferredSkinnedAlphaProgramMac.mShaderFiles.clear();
gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedAlphaProgramMac.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredSkinnedAlphaProgramMac.addPermutation("INDEX_MODE", "2");
gDeferredSkinnedAlphaProgramMac.addPermutation("HAS_SKIN", "1");
gDeferredSkinnedAlphaProgramMac.addPermutation("IS_AVATAR_SKIN", "0");
gDeferredSkinnedAlphaProgramMac.addPermutation("MAC_GEFORCE_HACK","1");
success = gDeferredSkinnedAlphaProgramMac.createShader(NULL, NULL);
// Hack to include uniforms for lighting without linking in lighting file
gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesLighting = true;
gDeferredSkinnedAlphaProgramMac.mFeatures.hasLighting = true;
}
#endif
if (success)
{
gDeferredBumpProgram.mName = "Deferred Bump Shader";
@ -1273,6 +1236,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredBumpProgram.createShader(NULL, NULL);
}
gDeferredMaterialProgram[1].mFeatures.hasLighting = false;
gDeferredMaterialProgram[5].mFeatures.hasLighting = false;
gDeferredMaterialProgram[9].mFeatures.hasLighting = false;
gDeferredMaterialProgram[13].mFeatures.hasLighting = false;
gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
@ -1289,7 +1260,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
bool has_skin = i & 0x10;
gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
if (has_skin)
@ -1301,6 +1272,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
}
}
gDeferredMaterialProgram[1].mFeatures.hasLighting = true;
gDeferredMaterialProgram[5].mFeatures.hasLighting = true;
gDeferredMaterialProgram[9].mFeatures.hasLighting = true;
gDeferredMaterialProgram[13].mFeatures.hasLighting = true;
gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
if (success)
{
@ -1435,7 +1416,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.addPermutation("INDEX_MODE", "1");
gDeferredAlphaProgram.addPermutation("HAS_SKIN", "0");
gDeferredAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
gDeferredAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0");
success = gDeferredAlphaProgram.createShader(NULL, NULL);
// Hack
@ -1609,7 +1589,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.addPermutation("INDEX_MODE", "3");
gDeferredAvatarAlphaProgram.addPermutation("HAS_SKIN", "0");
gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
gDeferredAvatarAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0");
success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);