SH-469 GL_ARB_texture_multisample support

master
Dave Parks 2011-05-24 15:29:33 -05:00
parent fd574e3485
commit 4353eeb928
40 changed files with 1829 additions and 161 deletions

View File

@ -1083,12 +1083,17 @@ void LLImageGL::generateTextures(S32 numTextures, U32 *textures)
}
// static
void LLImageGL::deleteTextures(S32 numTextures, U32 *textures)
void LLImageGL::deleteTextures(S32 numTextures, U32 *textures, bool immediate)
{
for (S32 i = 0; i < numTextures; i++)
{
sDeadTextureList.push_back(textures[i]);
}
if (immediate)
{
LLImageGL::deleteDeadTextures();
}
}
// static

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@ -98,7 +98,7 @@ public:
// These 3 functions currently wrap glGenTextures(), glDeleteTextures(), and glTexImage2D()
// for tracking purposes and will be deprecated in the future
static void generateTextures(S32 numTextures, U32 *textures);
static void deleteTextures(S32 numTextures, U32 *textures);
static void deleteTextures(S32 numTextures, U32 *textures, bool immediate = false);
static void setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels);
BOOL createGLTexture() ;

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@ -289,7 +289,7 @@ void LLRenderTarget::release()
}
else
{
LLImageGL::deleteTextures(1, &mDepth);
LLImageGL::deleteTextures(1, &mDepth, true);
stop_glerror();
}
mDepth = 0;
@ -318,7 +318,7 @@ void LLRenderTarget::release()
if (mTex.size() > 0)
{
LLImageGL::deleteTextures(mTex.size(), &mTex[0]);
LLImageGL::deleteTextures(mTex.size(), &mTex[0], true);
mTex.clear();
}

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@ -374,6 +374,12 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
GLcharARB* text[1024];
GLuint count = 0;
//copy preprocessor definitions into buffer
for (std::map<std::string,std::string>::iterator iter = mDefinitions.begin(); iter != mDefinitions.end(); ++iter)
{
std::string define = "#define " + iter->first + " " + iter->second + "\n";
text[count++] = (GLcharARB *) strdup(define.c_str());
}
//copy file into memory
while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) )

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@ -60,6 +60,9 @@ public:
std::vector<std::string> mReservedUniforms;
//preprocessor definitions (name/value)
std::map<std::string, std::string> mDefinitions;
protected:
// our parameter manager singleton instance

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@ -26,7 +26,7 @@ uniform vec2 screen_res;
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@ -39,7 +39,7 @@ vec4 getPosition(vec2 pos_screen)
void main()
{
vec2 tc = vary_fragcoord.xy;
vec2 tc = vary_fragcoord.xy;
vec3 norm = texture2DRect(normalMap, tc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
vec3 pos = getPosition(tc).xyz;

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@ -28,12 +28,12 @@ uniform vec2 screen_res;
vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
{
vec4 ret = vec4(0,0,0,0);
for (int i = 0; i < 4; i++)
for (int i = 0; i < samples; i++)
{
ret += texelFetch(tex, tc, i);
}
return ret * 0.25;
return ret/samples;
}
vec4 getPosition(ivec2 pos_screen)

View File

@ -36,7 +36,7 @@ uniform mat4 inv_proj;
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);

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@ -0,0 +1,137 @@
/**
* @file multiPointLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
uniform sampler2DMS depthMap;
uniform sampler2DMS diffuseRect;
uniform sampler2DMS specularRect;
uniform sampler2DMS normalMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform vec3 env_mat[3];
uniform float sun_wash;
uniform int light_count;
#define MAX_LIGHT_COUNT 16
uniform vec4 light[MAX_LIGHT_COUNT];
uniform vec4 light_col[MAX_LIGHT_COUNT];
varying vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform float far_z;
uniform mat4 inv_proj;
vec4 getPosition(ivec2 pos_screen, int sample)
{
float depth = texelFetch(depthMap, pos_screen, sample).r;
vec2 sc = vec2(pos_screen.xy)*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = inv_proj * ndc;
pos /= pos.w;
pos.w = 1.0;
return pos;
}
void main()
{
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
ivec2 itc = ivec2(frag);
int wght = 0;
vec3 fcol = vec3(0,0,0);
for (int s = 0; s < samples; ++s)
{
vec3 pos = getPosition(itc, s).xyz;
if (pos.z >= far_z)
{
vec3 norm = texelFetch(normalMap, itc, s).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
norm = normalize(norm);
vec4 spec = texelFetch(specularRect, itc, s);
vec3 diff = texelFetch(diffuseRect, itc, s).rgb;
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 out_col = vec3(0,0,0);
vec3 npos = normalize(-pos);
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
for (int i = 0; i < MAX_LIGHT_COUNT; ++i)
{
bool light_contrib = (i < light_count);
vec3 lv = light[i].xyz-pos;
float dist2 = dot(lv,lv);
dist2 /= light[i].w;
if (dist2 > 1.0)
{
light_contrib = false;
}
float da = dot(norm, lv);
if (da < 0.0)
{
light_contrib = false;
}
if (light_contrib)
{
lv = normalize(lv);
da = dot(norm, lv);
float fa = light_col[i].a+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= noise;
float lit = da * dist_atten;
vec3 col = light_col[i].rgb*lit*diff;
//vec3 col = vec3(dist2, light_col[i].a, lit);
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
float sa = dot(normalize(lv+npos),norm);
if (sa > 0.0)
{
sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
sa *= noise;
col += da*sa*light_col[i].rgb*spec.rgb;
}
}
out_col += col;
}
}
fcol += out_col;
++wght;
}
}
if (wght <= 0)
{
discard;
}
gl_FragColor.rgb = fcol/wght;
gl_FragColor.a = 0.0;
}

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@ -0,0 +1,233 @@
/**
* @file multiSpotLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
//class 1 -- no shadows
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
uniform sampler2DMS diffuseRect;
uniform sampler2DMS specularRect;
uniform sampler2DMS depthMap;
uniform sampler2DMS normalMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod; //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
uniform float proj_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
varying vec4 vary_light;
varying vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
return ret;
}
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
return ret;
}
vec4 getPosition(ivec2 pos_screen, int sample)
{
float depth = texelFetch(depthMap, pos_screen, sample).r;
vec2 sc = vec2(pos_screen.xy)*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = inv_proj * ndc;
pos /= pos.w;
pos.w = 1.0;
return pos;
}
void main()
{
int wght = 0;
vec3 fcol = vec3(0,0,0);
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
ivec2 itc = ivec2(frag.xy);
for (int i = 0; i < samples; ++i)
{
vec3 pos = getPosition(itc, i).xyz;
vec3 lv = vary_light.xyz-pos.xyz;
float dist2 = dot(lv,lv);
dist2 /= vary_light.w;
if (dist2 <= 1.0)
{
vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
if (proj_tc.z >= 0.0)
{
proj_tc.xyz /= proj_tc.w;
float fa = gl_Color.a+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
if (dist_atten > 0.0)
{
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
float lit = 0.0;
float amb_da = proj_ambiance;
if (da > 0.0)
{
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
col = lcol*lit*diff_tex;
amb_da += (da*0.5)*proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
vec4 spec = texelFetch(specularRect, itc, i);
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
//project from point pos in direction ref to plane proj_p, proj_n
vec3 pdelta = proj_p-pos;
float ds = dot(ref, proj_n);
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc.xy /= stc.w;
float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
}
}
}
}
fcol += col;
++wght;
}
}
}
}
if (wght <= 0)
{
discard;
}
gl_FragColor.rgb = fcol/wght;
gl_FragColor.a = 0.0;
}

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@ -30,7 +30,7 @@ uniform vec4 viewport;
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = (pos_screen.xy-viewport.xy)*2.0;
sc /= viewport.zw;
sc -= vec2(1.0,1.0);

View File

@ -8,14 +8,15 @@
#version 120
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DMS depthMap;
uniform sampler2DMS diffuseRect;
uniform sampler2DMS specularRect;
uniform sampler2DMS normalMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform sampler2DRect depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
@ -28,10 +29,10 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
uniform vec4 viewport;
vec4 getPosition(vec2 pos_screen)
vec4 getPosition(ivec2 pos_screen, int sample)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
vec2 sc = (pos_screen.xy-viewport.xy)*2.0;
float depth = texelFetch(depthMap, pos_screen, sample).r;
vec2 sc = (vec2(pos_screen.xy)-viewport.xy)*2.0;
sc /= viewport.zw;
sc -= vec2(1.0,1.0);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
@ -48,53 +49,60 @@ void main()
frag.xyz = frag.xyz*0.5+0.5;
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = vary_light.xyz-pos;
float dist2 = dot(lv,lv);
dist2 /= vary_light.w;
if (dist2 > 1.0)
{
discard;
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
float da = dot(norm, lv);
if (da < 0.0)
{
discard;
}
norm = normalize(norm);
lv = normalize(lv);
da = dot(norm, lv);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
float fa = gl_Color.a+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
float lit = da * dist_atten * noise;
col = gl_Color.rgb*lit*col;
ivec2 itc = ivec2(frag.xy);
vec4 spec = texture2DRect(specularRect, frag.xy);
if (spec.a > 0.0)
int wght = 0;
vec3 fcol = vec3(0,0,0);
for (int s = 0; s < samples; ++s)
{
float sa = dot(normalize(lv-normalize(pos)),norm);
if (sa > 0.0)
vec3 pos = getPosition(itc, s).xyz;
vec3 lv = vary_light.xyz-pos;
float dist2 = dot(lv,lv);
dist2 /= vary_light.w;
if (dist2 <= 1.0)
{
sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
sa *= noise;
col += da*sa*gl_Color.rgb*spec.rgb;
vec3 norm = texelFetch(normalMap, itc, s).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
float da = dot(norm, lv);
if (da >= 0.0)
{
norm = normalize(norm);
lv = normalize(lv);
da = dot(norm, lv);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 col = texelFetch(diffuseRect, itc, s).rgb;
float fa = gl_Color.a+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
float lit = da * dist_atten * noise;
col = gl_Color.rgb*lit*col;
vec4 spec = texelFetch(specularRect, itc, s);
if (spec.a > 0.0)
{
float sa = dot(normalize(lv-normalize(pos)),norm);
if (sa > 0.0)
{
sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
sa *= noise;
col += da*sa*gl_Color.rgb*spec.rgb;
}
}
fcol += col;
++wght;
}
}
}
if (dot(col, col) <= 0.0)
if (wght <= 0)
{
discard;
}
gl_FragColor.rgb = col;
gl_FragColor.rgb = fcol/wght;
gl_FragColor.a = 0.0;
}

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@ -10,14 +10,9 @@
varying vec4 vary_light;
varying vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform float near_clip;
void main()
{
//transform vertex
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
vary_fragcoord = pos;
@ -25,6 +20,8 @@ void main()
tex.w = 1.0;
vary_light = gl_MultiTexCoord0;
gl_Position = pos;
gl_FrontColor = gl_Color;
}

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@ -29,7 +29,7 @@ varying vec2 vary_fragcoord;
float getDepth(vec2 pos_screen)
{
float z = texture2DRect(depthMap, pos_screen.xy).a;
float z = texture2DRect(depthMap, pos_screen.xy).r;
z = z*2.0-1.0;
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
vec4 p = inv_proj*ndc;

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@ -31,12 +31,12 @@ varying vec2 vary_fragcoord;
vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
{
vec4 ret = vec4(0,0,0,0);
for (int i = 0; i < 4; ++i)
for (int i = 0; i < samples; ++i)
{
ret += texelFetch(tex, tc, i);
}
return ret * 0.25;
return ret/samples;
}
float getDepth(ivec2 pos_screen)

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@ -18,13 +18,14 @@ varying vec2 vary_fragcoord;
vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
{
vec4 ret = texelFetch(tex,tc,0);
ret += texelFetch(tex,tc,1);
ret += texelFetch(tex,tc,2);
ret += texelFetch(tex,tc,3);
ret *= 0.25;
vec4 ret = vec4(0,0,0,0);
return ret;
for (int i = 0; i < samples; ++i)
{
ret += texelFetch(tex,tc,i);
}
return ret/samples;
}
void main()

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@ -259,7 +259,7 @@ vec3 scaleSoftClip(vec3 light)
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).a;
float depth = texture2DRect(depthMap, tc.xy).r;
vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm

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@ -251,18 +251,18 @@ vec3 scaleSoftClip(vec3 light)
vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
{
vec4 ret = texelFetch(tex,tc,0);
ret += texelFetch(tex,tc,1);
ret += texelFetch(tex,tc,2);
ret += texelFetch(tex,tc,3);
ret *= 0.25;
vec4 ret = vec4(0,0,0,0);
return ret;
for (int i = 0; i < samples; ++i)
{
ret += texelFetch(tex,tc,i);
}
return ret/samples;
}
void main()
{
int samples = 4;
vec2 tc = vary_fragcoord.xy;
ivec2 itc = ivec2(tc);

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@ -0,0 +1,234 @@
/**
* @file multiSpotLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
//class 1 -- no shadows
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
uniform sampler2DMS diffuseRect;
uniform sampler2DMS specularRect;
uniform sampler2DMS depthMap;
uniform sampler2DMS normalMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod; //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
uniform float proj_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
varying vec4 vary_light;
varying vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
return ret;
}
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
return ret;
}
vec4 getPosition(ivec2 pos_screen, int sample)
{
float depth = texelFetch(depthMap, pos_screen, sample).r;
vec2 sc = vec2(pos_screen.xy)*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = inv_proj * ndc;
pos /= pos.w;
pos.w = 1.0;
return pos;
}
void main()
{
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
frag.xy *= screen_res;
ivec2 itc = ivec2(frag.xy);
vec3 fcol = vec3(0,0,0);
int wght = 0;
for (int i = 0; i < samples; ++i)
{
vec3 pos = getPosition(itc, i).xyz;
vec3 lv = vary_light.xyz-pos.xyz;
float dist2 = dot(lv,lv);
dist2 /= vary_light.w;
if (dist2 <= 1.0)
{
vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
if (proj_tc.z >= 0.0)
{
proj_tc.xyz /= proj_tc.w;
float fa = gl_Color.a+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
if (dist_atten > 0.0)
{
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
float lit = 0.0;
float amb_da = proj_ambiance;
if (da > 0.0)
{
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
col = lcol*lit*diff_tex;
amb_da += (da*0.5)*proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
vec4 spec = texelFetch(specularRect, itc, i);
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
//project from point pos in direction ref to plane proj_p, proj_n
vec3 pdelta = proj_p-pos;
float ds = dot(ref, proj_n);
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc.xy /= stc.w;
float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
}
}
}
}
fcol += col;
++wght;
}
}
}
}
if (wght <= 0)
{
discard;
}
gl_FragColor.rgb = fcol/wght;
gl_FragColor.a = 0.0;
}

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@ -0,0 +1,19 @@
/**
* @file starsF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
uniform sampler2D diffuseMap;
void main()
{
vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
gl_FragData[0] = col;
gl_FragData[1] = vec4(0,0,0,0);
gl_FragData[2] = vec4(0,0,1,0);
}

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@ -0,0 +1,17 @@
/**
* @file starsV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
void main()
{
//transform vertex
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
}

View File

@ -35,7 +35,7 @@ uniform float shadow_offset;
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);

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@ -101,8 +101,6 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample)
void main()
{
int samples = 4;
vec2 pos_screen = vary_fragcoord.xy;
ivec2 itc = ivec2(pos_screen);

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@ -0,0 +1,38 @@
/**
* @file glowExtractF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
uniform sampler2DMS diffuseMap;
uniform float minLuminance;
uniform float maxExtractAlpha;
uniform vec3 lumWeights;
uniform vec3 warmthWeights;
uniform float warmthAmount;
void main()
{
ivec2 itc = ivec2(gl_TexCoord[0].xy);
vec4 fcol = vec4(0,0,0,0);
for (int i = 0; i < samples; i++)
{
vec4 col = texelFetch(diffuseMap, itc, i);
/// CALCULATING LUMINANCE (Using NTSC lum weights)
/// http://en.wikipedia.org/wiki/Luma_%28video%29
float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
fcol += vec4(col.rgb, max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha));
}
gl_FragColor = fcol/samples;
}

View File

@ -22,7 +22,7 @@ uniform vec2 screen_res;
float getDepth(vec2 pos_screen)
{
float z = texture2DRect(depthMap, pos_screen.xy).a;
float z = texture2DRect(depthMap, pos_screen.xy).r;
z = z*2.0-1.0;
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
vec4 p = inv_proj*ndc;

View File

@ -21,8 +21,9 @@ uniform float norm_cutoff;
uniform mat4 inv_proj;
uniform vec2 screen_res;
float getDepth(float z)
float getDepth(ivec2 pos_screen, int sample)
{
float z = texelFetch(depthMap, pos_screen, sample).r;
z = z*2.0-1.0;
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
vec4 p = inv_proj*ndc;
@ -31,7 +32,6 @@ float getDepth(float z)
void main()
{
float e = 0;
ivec2 itc = ivec2(vary_fragcoord.xy);
@ -40,24 +40,24 @@ void main()
{
vec3 norm = texelFetch(normalMap, itc, i).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
float depth = getDepth(texelFetch(depthMap, itc, i).r);
float depth = getDepth(itc, i);
vec2 tc = vary_fragcoord.xy;
float sc = 0.75;
int sc = 1;
vec2 de;
de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc)));
de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc)));
de.x = (depth-getDepth(itc+ivec2(sc, sc),i)) + (depth-getDepth(itc+ivec2(-sc, -sc), i));
de.y = (depth-getDepth(itc+ivec2(-sc, sc),i)) + (depth-getDepth(itc+ivec2(sc, -sc), i));
de /= depth;
de *= de;
de = step(depth_cutoff, de);
vec2 ne;
vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb;
vec3 nexnorm = texelFetch(normalMap, itc+ivec2(-sc,-sc), i).rgb;
nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
ne.x = dot(nexnorm, norm);
vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb;
vec3 neynorm = texelFetch(normalMap, itc+ivec2(sc,sc), i).rgb;
neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
ne.y = dot(neynorm, norm);

View File

@ -91,7 +91,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);

View File

@ -0,0 +1,244 @@
/**
* @file multiSpotLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
uniform sampler2DMS diffuseRect;
uniform sampler2DMS specularRect;
uniform sampler2DMS depthMap;
uniform sampler2DMS normalMap;
uniform sampler2DMS lightMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod; //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
uniform float proj_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
varying vec4 vary_light;
varying vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
return ret;
}
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
return ret;
}
vec4 getPosition(ivec2 pos_screen, int sample)
{
float depth = texelFetch(depthMap, pos_screen, sample).r;
vec2 sc = vec2(pos_screen.xy)*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = inv_proj * ndc;
pos /= pos.w;
pos.w = 1.0;
return pos;
}
void main()
{
int wght = 0;
vec3 fcol = vec3(0,0,0);
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
ivec2 itc = ivec2(frag.xy);
for (int i = 0; i < samples; i++)
{
vec3 pos = getPosition(itc, i).xyz;
vec3 lv = vary_light.xyz-pos.xyz;
float dist2 = dot(lv,lv);
dist2 /= vary_light.w;
if (dist2 <= 1.0)
{
float shadow = 1.0;
if (proj_shadow_idx >= 0)
{
vec4 shd = texelFetch(lightMap, itc, i);
float sh[2];
sh[0] = shd.b;
sh[1] = shd.a;
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
}
vec3 norm = texelFetch(normalMap, itc, i).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
if (proj_tc.z >= 0.0)
{
proj_tc.xyz /= proj_tc.w;
float fa = gl_Color.a+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
if (dist_atten > 0.0)
{
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
float lit = 0.0;
float amb_da = proj_ambiance;
if (da > 0.0)
{
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
col = lcol*lit*diff_tex*shadow;
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
vec4 spec = texelFetch(specularRect, itc, i);
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
//project from point pos in direction ref to plane proj_p, proj_n
vec3 pdelta = proj_p-pos;
float ds = dot(ref, proj_n);
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc.xy /= stc.w;
float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
}
}
}
}
fcol += col;
wght++;
}
}
}
}
if (wght <= 0)
{
discard;
}
gl_FragColor.rgb = fcol/wght;
gl_FragColor.a = 0.0;
}

View File

@ -71,7 +71,7 @@ vec4 getPosition_d(vec2 pos_screen, float depth)
vec4 getPosition(vec2 pos_screen)
{ //get position in screen space (world units) given window coordinate and depth map
float depth = texture2DRect(depthMap, pos_screen.xy).a;
float depth = texture2DRect(depthMap, pos_screen.xy).r;
return getPosition_d(pos_screen, depth);
}
@ -258,7 +258,7 @@ vec3 scaleSoftClip(vec3 light)
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).a;
float depth = texture2DRect(depthMap, tc.xy).r;
vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
@ -288,54 +288,8 @@ void main()
float sa = dot(refnormpersp, vary_light.xyz);
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
/*
// screen-space cheap fakey reflection map
//
vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
depth -= 0.5; // unbias depth
// first figure out where we'll make our 2D guess from
vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
// Offset the guess source a little according to a trivial
// checkerboard dither function and spec.a.
// This is meant to be similar to sampling a blurred version
// of the diffuse map. LOD would be better in that regard.
// The goal of the blur is to soften reflections in surfaces
// with low shinyness, and also to disguise our lameness.
float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
ref2d += vec2(checkoffset, checkoffset);
ref2d += tc.xy; // use as offset from destination
// Get attributes from the 2D guess point.
// We average two samples of diffuse (not of anything else) per
// pixel to try to reduce aliasing some more.
vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
float refdepth = texture2DRect(depthMap, ref2d).a;
vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
float refshad = texture2DRect(lightMap, ref2d).r;
vec3 refn = texture2DRect(normalMap, ref2d).rgb;
refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm
refn = normalize(refn);
// figure out how appropriate our guess actually was
float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
// darken reflections from points which face away from the reflected ray - our guess was a back-face
//refapprop *= step(dot(refnorm, refn), 0.0);
refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
// get appropriate light strength for guess-point
// reflect light direction to increase the illusion that
// these are reflections.
vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad);
// apply sun color to guess-point, dampen according to inappropriateness of guess
float refmod = min(refapprop, reflit);
vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
vec3 ssshiny = (refprod * spec.a);
ssshiny *= 0.3; // dampen it even more
*/
vec3 ssshiny = vec3(0,0,0);
// add the two types of shiny together
col += (ssshiny + dumbshiny) * spec.rgb;
col += dumbshiny * spec.rgb;
}
col = atmosLighting(col);

View File

@ -252,7 +252,6 @@ vec3 scaleSoftClip(vec3 light)
void main()
{
int samples = 4;
vec2 tc = vary_fragcoord.xy;
ivec2 itc = ivec2(tc);

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@ -0,0 +1,245 @@
/**
* @file multiSpotLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
uniform sampler2DMS diffuseRect;
uniform sampler2DMS specularRect;
uniform sampler2DMS depthMap;
uniform sampler2DMS normalMap;
uniform sampler2DMS lightMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod; //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
uniform float proj_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
varying vec4 vary_light;
varying vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
return ret;
}
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
return ret;
}
vec4 getPosition(ivec2 pos_screen, int sample)
{
float depth = texelFetch(depthMap, pos_screen, sample).r;
vec2 sc = vec2(pos_screen.xy)*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = inv_proj * ndc;
pos /= pos.w;
pos.w = 1.0;
return pos;
}
void main()
{
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
frag.xy *= screen_res;
ivec2 itc = ivec2(frag.xy);
vec3 fcol = vec3(0,0,0);
int wght = 0;
for (int i = 0; i < samples; i++)
{
vec3 pos = getPosition(itc, i).xyz;
vec3 lv = vary_light.xyz-pos.xyz;
float dist2 = dot(lv,lv);
dist2 /= vary_light.w;
if (dist2 <= 1.0)
{
float shadow = 1.0;
if (proj_shadow_idx >= 0)
{
vec4 shd = texelFetch(lightMap, itc, i);
float sh[2];
sh[0] = shd.b;
sh[1] = shd.a;
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
}
vec3 norm = texelFetch(normalMap, itc, i).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
if (proj_tc.z >= 0.0)
{
proj_tc.xyz /= proj_tc.w;
float fa = gl_Color.a+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
if (dist_atten > 0.0)
{
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
float lit = 0.0;
float amb_da = proj_ambiance;
if (da > 0.0)
{
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
col = lcol*lit*diff_tex*shadow;
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*proj_ambiance;
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
vec4 spec = texelFetch(specularRect, itc, i);
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
//project from point pos in direction ref to plane proj_p, proj_n
vec3 pdelta = proj_p-pos;
float ds = dot(ref, proj_n);
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc.xy /= stc.w;
float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
}
}
}
}
fcol += col;
wght++;
}
}
}
}
if (wght <= 0)
{
discard;
}
gl_FragColor.rgb = fcol/wght;
gl_FragColor.a = 0.0;
}

View File

@ -45,7 +45,7 @@ uniform float spot_shadow_offset;
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);

View File

@ -0,0 +1,202 @@
/**
* @file sunLightMSF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
//class 2, shadows, no SSAO
uniform sampler2DMS depthMap;
uniform sampler2DMS normalMap;
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
uniform sampler2DRectShadow shadowMap3;
uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
// Inputs
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform float ssao_radius;
uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
varying vec2 vary_fragcoord;
varying vec4 vary_light;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 shadow_res;
uniform vec2 proj_shadow_res;
uniform float shadow_bias;
uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
vec4 getPosition(ivec2 pos_screen, int sample)
{
float depth = texelFetch(depthMap, pos_screen.xy, sample).r;
vec2 sc = vec2(pos_screen.xy)*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = inv_proj * ndc;
pos /= pos.w;
pos.w = 1.0;
return pos;
}
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
stc.z += shadow_bias*scl;
float cs = shadow2DRect(shadowMap, stc.xyz).x;
float shadow = cs;
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
return shadow/5.0;
//return shadow;
}
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
vec2 off = 1.5/proj_shadow_res;
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
return shadow/5.0;
//return shadow;
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
ivec2 itc = ivec2(pos_screen);
//try doing an unproject here
vec4 fcol = vec4(0,0,0,0);
for (int i = 0; i < samples; i++)
{
vec4 pos = getPosition(itc, i);
vec4 nmap4 = texelFetch(normalMap, itc, i);
nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
float displace = nmap4.w;
vec3 norm = nmap4.xyz;
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
gl_FragColor = vec4(0.0); // doesn't matter
return;
}*/
float shadow = 1.0;
float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
vec3 shadow_pos = pos.xyz + displace*norm;
vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
if (spos.z > -shadow_clip.w)
{
if (dp_directional_light == 0.0)
{
// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
shadow = 0.0;
}
else
{
vec4 lpos;
if (spos.z < -shadow_clip.z)
{
lpos = shadow_matrix[3]*spos;
lpos.xy *= shadow_res;
shadow = pcfShadow(shadowMap3, lpos, 0.25);
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
else if (spos.z < -shadow_clip.y)
{
lpos = shadow_matrix[2]*spos;
lpos.xy *= shadow_res;
shadow = pcfShadow(shadowMap2, lpos, 0.5);
}
else if (spos.z < -shadow_clip.x)
{
lpos = shadow_matrix[1]*spos;
lpos.xy *= shadow_res;
shadow = pcfShadow(shadowMap1, lpos, 0.75);
}
else
{
lpos = shadow_matrix[0]*spos;
lpos.xy *= shadow_res;
shadow = pcfShadow(shadowMap0, lpos, 1.0);
}
// take the most-shadowed value out of these two:
// * the blurred sun shadow in the light (shadow) map
// * an unblurred dot product between the sun and this norm
// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
shadow = min(shadow, dp_directional_light);
//lpos.xy /= lpos.w*32.0;
//if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
//{
// shadow = 0.0;
//}
}
}
else
{
// more distant than the shadow map covers
shadow = 1.0;
}
fcol[0] += shadow;
fcol[1] += 1.0;
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
}
gl_FragColor = fcol/samples;
}

View File

@ -45,7 +45,7 @@ uniform float spot_shadow_offset;
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;
float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);

View File

@ -0,0 +1,241 @@
/**
* @file sunLightSSAOF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
//class 2 -- shadows and SSAO
uniform sampler2DMS depthMap;
uniform sampler2DMS normalMap;
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
uniform sampler2DRectShadow shadowMap3;
uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
uniform sampler2D noiseMap;
// Inputs
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform float ssao_radius;
uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
varying vec2 vary_fragcoord;
varying vec4 vary_light;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 shadow_res;
uniform vec2 proj_shadow_res;
uniform float shadow_bias;
uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
vec4 getPosition(ivec2 pos_screen, int sample)
{
float depth = texelFetch(depthMap, pos_screen, sample).r;
vec2 sc = vec2(pos_screen.xy)*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = inv_proj * ndc;
pos /= pos.w;
pos.w = 1.0;
return pos;
}
//calculate decreases in ambient lighting when crowded out (SSAO)
float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample)
{
float ret = 1.0;
vec2 kern[8];
// exponentially (^2) distant occlusion samples spread around origin
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
vec2 pos_screen = vary_fragcoord.xy;
vec3 pos_world = pos.xyz;
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
float angle_hidden = 0.0;
int points = 0;
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
for (int i = 0; i < 8; i++)
{
ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect));
vec3 samppos_world = getPosition(samppos_screen, sample).xyz;
vec3 diff = pos_world - samppos_world;
float dist2 = dot(diff, diff);
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
// --> solid angle shrinking by the square of distance
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
//(k should vary inversely with # of samples, but this is taken care of later)
angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
points = points + int(diff.z > -1.0);
}
angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
ret = (1.0 - (float(points != 0) * angle_hidden));
return min(ret, 1.0);
}
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
stc.z += shadow_bias*scl;
float cs = shadow2DRect(shadowMap, stc.xyz).x;
float shadow = cs;
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
return shadow/5.0;
//return shadow;
}
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
vec2 off = 1.5/proj_shadow_res;
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
return shadow/5.0;
//return shadow;
}
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
ivec2 itc = ivec2(pos_screen);
vec4 fcol = vec4(0,0,0,0);
for (int i = 0; i < samples; i++)
{
vec4 pos = getPosition(itc, i);
vec4 nmap4 = texelFetch(normalMap, itc, i);
nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
float displace = nmap4.w;
vec3 norm = nmap4.xyz;
float shadow = 1.0;
float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
vec3 shadow_pos = pos.xyz + displace*norm;
vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
if (spos.z > -shadow_clip.w)
{
if (dp_directional_light == 0.0)
{
// if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
shadow = 0.0;
}
else
{
vec4 lpos;
if (spos.z < -shadow_clip.z)
{
lpos = shadow_matrix[3]*spos;
lpos.xy *= shadow_res;
shadow = pcfShadow(shadowMap3, lpos, 0.25);
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
else if (spos.z < -shadow_clip.y)
{
lpos = shadow_matrix[2]*spos;
lpos.xy *= shadow_res;
shadow = pcfShadow(shadowMap2, lpos, 0.5);
}
else if (spos.z < -shadow_clip.x)
{
lpos = shadow_matrix[1]*spos;
lpos.xy *= shadow_res;
shadow = pcfShadow(shadowMap1, lpos, 0.75);
}
else
{
lpos = shadow_matrix[0]*spos;
lpos.xy *= shadow_res;
shadow = pcfShadow(shadowMap0, lpos, 1.0);
}
// take the most-shadowed value out of these two:
// * the blurred sun shadow in the light (shadow) map
// * an unblurred dot product between the sun and this norm
// the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
shadow = min(shadow, dp_directional_light);
}
}
else
{
// more distant than the shadow map covers
shadow = 1.0;
}
fcol[0] += shadow;
fcol[1] += calcAmbientOcclusion(pos, norm, i);
spos.xyz = shadow_pos+offset*spot_shadow_offset;
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
}
gl_FragColor = fcol / samples;
}

View File

@ -278,11 +278,13 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
renderSkyHaze(camHeightLocal);
/*LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
glPushMatrix();
glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
gDeferredStarProgram.bind();
// *NOTE: have to bind a texture here since register combiners blending in
// renderStars() requires something to be bound and we might as well only
// bind the moon's texture once.
@ -292,8 +294,9 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
renderStars();
gDeferredStarProgram.unbind();
glPopMatrix();*/
glPopMatrix();
renderSkyClouds(camHeightLocal);

View File

@ -183,6 +183,21 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue)
return true;
}
static bool handleFSAASamplesChanged(const LLSD& newvalue)
{
if (gPipeline.isInit())
{
gPipeline.releaseGLBuffers();
gPipeline.createGLBuffers();
if (LLPipeline::sRenderDeferred)
{
LLViewerShaderMgr::instance()->setShaders();
}
}
return true;
}
static bool handleAnisotropicChanged(const LLSD& newvalue)
{
LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean();
@ -568,7 +583,7 @@ void settings_setup_listeners()
gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleFSAASamplesChanged, _2));
gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2));
gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));

View File

@ -140,6 +140,7 @@ LLGLSLShader gDeferredPostProgram;
LLGLSLShader gDeferredPostNoDoFProgram;
LLGLSLShader gDeferredWLSkyProgram;
LLGLSLShader gDeferredWLCloudProgram;
LLGLSLShader gDeferredStarProgram;
LLGLSLShader gLuminanceGatherProgram;
@ -193,6 +194,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gDeferredWLSkyProgram);
mShaderList.push_back(&gDeferredWLCloudProgram);
mShaderList.push_back(&gDeferredStarProgram);
}
LLViewerShaderMgr::~LLViewerShaderMgr()
@ -350,6 +352,9 @@ void LLViewerShaderMgr::setShaders()
return;
}
//setup preprocessor definitions
LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gSavedSettings.getU32("RenderFSAASamples"));
reentrance = true;
// Make sure the compiled shader map is cleared before we recompile shaders.
@ -836,6 +841,8 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
{
BOOL success = TRUE;
bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 0 && gGLManager.mHasTextureMultisample;
if (mVertexShaderLevel[SHADER_EFFECT] == 0)
{
gGlowProgram.unload();
@ -861,10 +868,21 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
if (success)
{
std::string fragment;
if (gSavedSettings.getU32("RenderFSAASamples") > 0 && LLRenderTarget::sUseFBO && gGLManager.mHasTextureMultisample)
{
fragment = "effects/glowExtractMSF.glsl";
}
else
{
fragment = "effects/glowExtractF.glsl";
}
gGlowExtractProgram.mName = "Glow Extract Shader (Post)";
gGlowExtractProgram.mShaderFiles.clear();
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB));
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB));
gGlowExtractProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms);
if (!success)
@ -957,6 +975,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWaterProgram.unload();
gDeferredWLSkyProgram.unload();
gDeferredWLCloudProgram.unload();
gDeferredStarProgram.unload();
return TRUE;
}
@ -1046,40 +1065,83 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
std::string fragment;
if (multisample)
{
fragment = "deferred/pointLightMSF.glsl";
}
else
{
fragment = "deferred/pointLightF.glsl";
}
gDeferredLightProgram.mName = "Deferred Light Shader";
gDeferredLightProgram.mShaderFiles.clear();
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredLightProgram.createShader(NULL, NULL);
}
if (success)
{
std::string fragment;
if (multisample)
{
fragment = "deferred/multiPointLightMSF.glsl";
}
else
{
fragment = "deferred/multiPointLightF.glsl";
}
gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader";
gDeferredMultiLightProgram.mShaderFiles.clear();
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredMultiLightProgram.createShader(NULL, NULL);
}
if (success)
{
std::string fragment;
if (multisample)
{
fragment = "deferred/spotLightMSF.glsl";
}
else
{
fragment = "deferred/multiSpotLightF.glsl";
}
gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader";
gDeferredSpotLightProgram.mShaderFiles.clear();
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredSpotLightProgram.createShader(NULL, NULL);
}
if (success)
{
std::string fragment;
if (multisample)
{
fragment = "deferred/multiSpotLightMSF.glsl";
}
else
{
fragment = "deferred/multiSpotLightF.glsl";
}
gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
gDeferredMultiSpotLightProgram.mShaderFiles.clear();
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
}
@ -1343,6 +1405,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredWLCloudProgram.createShader(NULL, &mWLUniforms);
}
if (success)
{
gDeferredStarProgram.mName = "Deferred Star Program";
gDeferredStarProgram.mShaderFiles.clear();
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredStarProgram.createShader(NULL, &mWLUniforms);
}
if (mVertexShaderLevel[SHADER_DEFERRED] > 1)
{
if (success)

View File

@ -376,7 +376,7 @@ extern LLGLSLShader gDeferredFullbrightProgram;
extern LLGLSLShader gDeferredAvatarAlphaProgram;
extern LLGLSLShader gDeferredWLSkyProgram;
extern LLGLSLShader gDeferredWLCloudProgram;
extern LLGLSLShader gDeferredStarProgram;
extern LLGLSLShader gLuminanceGatherProgram;
//current avatar shader parameter pointer

View File

@ -589,8 +589,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
mScreenWidth = resX;
mScreenHeight = resY;
//never use more than 4 samples for render targets
U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 4);
U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 16);
if (gGLManager.mIsATI)
{ //disable multisampling of render targets where ATI is involved
samples = 0;
@ -6170,11 +6170,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->disable();
gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
gGL.getTexUnit(0)->bind(&mScreen);
mScreen.bindTexture(0, 0);
gGL.color4f(1,1,1,1);
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
gGL.begin(LLRender::TRIANGLE_STRIP);
@ -6189,7 +6186,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.end();
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->unbind(mScreen.getUsage());
mGlow[2].flush();
}
@ -6217,7 +6214,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
for (S32 i = 0; i < kernel; i++)
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
{
LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
mGlow[i%2].bindTarget();