Dave Parks 2013-03-27 21:59:52 -05:00
commit 4f8827d2a8
29 changed files with 324 additions and 328 deletions

View File

@ -762,9 +762,9 @@
<key>archive</key>
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<key>hash</key>
<string>af42ebf504bf1cbe6032c34e87270b10</string>
<string>21babc394dbf8572830f2e85adec7b9f</string>
<key>url</key>
<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/3p-google-breakpad-graham/rev/272414/arch/Darwin/installer/google_breakpad-0.0.0-rev1099-darwin-20130321.tar.bz2</string>
<string>http://s3.amazonaws.com/viewer-source-downloads/install_pkgs/google_breakpad-0.0.0-rev599-darwin-20110202.tar.bz2</string>
</map>
<key>name</key>
<string>darwin</string>
@ -774,9 +774,9 @@
<key>archive</key>
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<string>f38026d0e0b19d20cf11572d06c5332f</string>
<string>204b02a9480c411232255798839431a2</string>
<key>url</key>
<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/3p-google-breakpad-graham/rev/272414/arch/Linux/installer/google_breakpad-0.0.0-rev1099-linux-20130321.tar.bz2</string>
<string>http://s3.amazonaws.com/viewer-source-downloads/install_pkgs/google_breakpad-0.0.0-rev599-linux-20110311.tar.bz2</string>
</map>
<key>name</key>
<string>linux</string>
@ -786,9 +786,9 @@
<key>archive</key>
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<string>a30bc071ec5cc086c58307211a44ac36</string>
<string>627c51136e14e64c5d39933f3abd3bdf</string>
<key>url</key>
<string>http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/3p-google-breakpad-graham/rev/272414/arch/CYGWIN/installer/google_breakpad-0.0.0-rev1099-windows-20130320.tar.bz2</string>
<string>http://s3.amazonaws.com/viewer-source-downloads/install_pkgs/google_breakpad-0.0.0-rev599-windows-20110218.tar.bz2</string>
</map>
<key>name</key>
<string>windows</string>

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@ -181,3 +181,36 @@ bool LLMaterial::operator != (const LLMaterial& rhs) const
{
return !(*this == rhs);
}
U32 LLMaterial::getShaderMask()
{ //NEVER incorporate this value into the message system -- this function will vary depending on viewer implementation
U32 ret = 0;
//two least significant bits are "diffuse alpha mode"
ret = getDiffuseAlphaMode();
llassert(ret < SHADER_COUNT);
//next bit is whether or not specular map is present
const U32 SPEC_BIT = 0x4;
if (getSpecularID().notNull())
{
ret |= SPEC_BIT;
}
llassert(ret < SHADER_COUNT);
//next bit is whether or not normal map is present
const U32 NORM_BIT = 0x8;
if (getNormalID().notNull())
{
ret |= NORM_BIT;
}
llassert(ret < SHADER_COUNT);
return ret;
}

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@ -36,6 +36,20 @@
class LLMaterial
{
public:
typedef enum
{
DIFFUSE_ALPHA_MODE_NONE = 0,
DIFFUSE_ALPHA_MODE_BLEND = 1,
DIFFUSE_ALPHA_MODE_MASK = 2,
DIFFUSE_ALPHA_MODE_EMISSIVE = 3
} eDiffuseAlphaMode;
typedef enum
{
SHADER_COUNT = 16
} eShaderCount;
LLMaterial();
LLMaterial(const LLSD& material_data);
@ -77,6 +91,8 @@ public:
bool operator == (const LLMaterial& rhs) const;
bool operator != (const LLMaterial& rhs) const;
U32 getShaderMask();
protected:
LLUUID mNormalID;
F32 mNormalOffsetX;

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@ -59,7 +59,6 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
vec4 diff= diffuseLookup(vary_texcoord0.xy);
diff.rgb = pow(diff.rgb, vec3(2.2));
vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
vec4 color = diff * col;

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@ -48,7 +48,7 @@ void main()
dot(norm,vary_mat1),
dot(norm,vary_mat2));
frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0);
frag_data[0] = vec4(col, 0.0);
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(tnorm);

View File

@ -38,7 +38,7 @@ VARYING vec2 vary_texcoord0;
void main()
{
vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0);
frag_data[0] = vec4(col, 0.0);
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);

View File

@ -37,7 +37,7 @@ void main()
{
vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0);
frag_data[0] = vec4(col, 0.0);
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);

View File

@ -23,6 +23,12 @@
* $/LicenseInfo$
*/
#define DIFFUSE_ALPHA_MODE_IGNORE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_GLOW 3
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@ -31,36 +37,52 @@ out vec4 frag_data[3];
uniform sampler2D diffuseMap;
#if HAS_NORMAL_MAP
uniform sampler2D bumpMap;
#endif
#if HAS_SPECULAR_MAP
uniform sampler2D specularMap;
uniform float env_intensity;
#endif
uniform vec4 specular_color;
#ifdef ALPHA_TEST
#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
uniform float minimum_alpha;
#endif
#if HAS_NORMAL_MAP
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
#else
VARYING vec3 vary_normal;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
void main()
{
vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
col.rgb *= vertex_color.rgb;
#ifdef ALPHA_TEST
#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
if (col.a < minimum_alpha)
{
discard;
}
#endif
vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
#endif
#if HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
#else
vec4 spec = specular_color;
#endif
#if HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord0.xy);
norm.xyz = norm.xyz * 2 - 1;
@ -68,19 +90,29 @@ void main()
vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
dot(norm.xyz,vary_mat1),
dot(norm.xyz,vary_mat2));
#else
vec4 norm = vec4(0,0,0,1.0);
vec3 tnorm = vary_normal;
#endif
vec4 final_color = col;
final_color.rgb *= 1 - spec.a * env_intensity;
#ifndef EMISSIVE_MASK
#if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_GLOW
final_color.a = 0;
#endif
#endif
vec4 final_specular = spec;
#if HAS_SPECULAR_MAP
//final_color.rgb *= 1 - spec.a * env_intensity;
final_specular.rgb *= specular_color.rgb;
final_specular.a = specular_color.a * norm.a;
vec4 final_normal = vec4(normalize(tnorm), spec.a * env_intensity);
final_specular.a = specular_color.a * spec.a;
#else
vec4 final_normal = vec4(normalize(tnorm), 0.0);
final_specular.a = spec.a;
#endif
final_normal.xyz = final_normal.xyz * 0.5 + 0.5;
frag_data[0] = final_color;

View File

@ -31,11 +31,17 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
#if HAS_NORMAL_MAP
ATTRIBUTE vec3 binormal;
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
#else
VARYING vec3 vary_normal;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@ -45,13 +51,18 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 n = normalize(normal_matrix * normal);
#if HAS_NORMAL_MAP
vec3 b = normalize(normal_matrix * binormal);
vec3 t = cross(b, n);
vary_mat0 = vec3(t.x, b.x, n.x);
vary_mat1 = vec3(t.y, b.y, n.y);
vary_mat2 = vec3(t.z, b.z, n.z);
#else
vary_normal = n;
#endif
vertex_color = diffuse_color;
}

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@ -37,7 +37,6 @@ uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform float max_cof;
uniform float res_scale;
uniform float global_gamma;
VARYING vec2 vary_fragcoord;
@ -124,6 +123,6 @@ void main()
diff /= w;
}
diff.rgb = pow(diff.rgb, vec3(1.0/global_gamma));
frag_color = diff;
}

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@ -35,13 +35,12 @@ uniform sampler2DRect diffuseRect;
uniform sampler2D bloomMap;
uniform vec2 screen_res;
uniform float global_gamma;
VARYING vec2 vary_fragcoord;
void main()
{
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
diff.rgb = pow(diff.rgb, vec3(1.0/global_gamma));
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
frag_color = diff + bloom;
}

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@ -77,11 +77,6 @@ vec3 vary_AtmosAttenuation;
uniform mat4 inv_proj;
uniform vec2 screen_res;
vec3 samplesRGB(vec3 color)
{
return pow(color, vec3(2.2));
}
vec4 getPosition_d(vec2 pos_screen, float depth)
{
vec2 sc = pos_screen.xy*2.0;
@ -106,15 +101,15 @@ vec3 getPositionEye()
}
vec3 getSunlitColor()
{
return samplesRGB(vary_SunlitColor) * 4.4;
return vary_SunlitColor;
}
vec3 getAmblitColor()
{
return samplesRGB((vary_AmblitColor)) * 2.2;
return vary_AmblitColor;
}
vec3 getAdditiveColor()
{
return samplesRGB(vary_AdditiveColor) * 2.2;
return vary_AdditiveColor;
}
vec3 getAtmosAttenuation()
{
@ -305,7 +300,7 @@ void main()
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r);
vec3 dumbshiny = vary_SunlitColor*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
@ -314,7 +309,7 @@ void main()
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
col = mix(col.rgb, samplesRGB(textureCube(environmentMap, env_vec).rgb) * 2.2,
col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
max(norm.a-diffuse.a*2.0, 0.0));
}

View File

@ -72,8 +72,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
@ -89,8 +87,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@ -108,8 +104,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);

View File

@ -37,8 +37,6 @@ vec3 fullbrightScaleSoftClip(vec3 light);
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
uniform float texture_gamma;
void fullbright_lighting()
{
vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
@ -47,7 +45,7 @@ void fullbright_lighting()
{
discard;
}
color.rgb = pow(color.rgb, vec3(texture_gamma));
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);

View File

@ -149,7 +149,6 @@ void main()
}
vec4 diff = diffuseLookup(vary_texcoord0.xy);
diff.rgb = pow(diff.rgb, vec3(2.2));
vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
vec4 color = diff * col;

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@ -71,8 +71,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
@ -88,8 +86,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@ -107,8 +103,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);

View File

@ -79,11 +79,6 @@ vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
vec3 samplesRGB(vec3 color)
{
return pow(color, vec3(2.2));
}
vec4 getPosition_d(vec2 pos_screen, float depth)
{
vec2 sc = pos_screen.xy*2.0;
@ -108,15 +103,15 @@ vec3 getPositionEye()
}
vec3 getSunlitColor()
{
return samplesRGB(vary_SunlitColor) * 4.4;
return vary_SunlitColor;
}
vec3 getAmblitColor()
{
return samplesRGB(vary_AmblitColor) * 2.2;
return vary_AmblitColor;
}
vec3 getAdditiveColor()
{
return samplesRGB(vary_AdditiveColor) * 2.2;
return vary_AdditiveColor;
}
vec3 getAtmosAttenuation()
{
@ -314,7 +309,7 @@ void main()
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r);
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
@ -323,7 +318,7 @@ void main()
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
col = mix(col.rgb, samplesRGB(textureCube(environmentMap, env_vec).rgb) * 2.2,
col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
max(norm.a-diffuse.a*2.0, 0.0));
}

View File

@ -71,8 +71,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
@ -88,8 +86,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@ -107,8 +103,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);

View File

@ -27,7 +27,7 @@
VARYING vec3 vary_SunlitColor;
VARYING vec3 vary_AdditiveColor;
VARYING vec3 vary_AtmosAttenuation;
uniform float global_gamma;
vec3 getSunlitColor()
{
return vec3(0,0,0);
@ -38,7 +38,7 @@ vec3 getAmblitColor()
}
vec3 getAdditiveColor()
{
return pow(vary_AdditiveColor, vec3(global_gamma)) * global_gamma;
return vary_AdditiveColor;
}
vec3 getAtmosAttenuation()
{

View File

@ -33,20 +33,18 @@ vec3 sunlit_color;
vec3 amblit_color;
vec3 position_eye;
uniform float global_gamma;
vec3 getSunlitColor()
{
return pow(sunlit_color, vec3(global_gamma)) * global_gamma;
return sunlit_color;
}
vec3 getAmblitColor()
{
return pow(amblit_color, vec3(global_gamma)) * global_gamma;
return amblit_color;
}
vec3 getAdditiveColor()
{
return pow(additive_color, vec3(global_gamma)) * global_gamma;
return additive_color;
}
vec3 getAtmosAttenuation()
{

View File

@ -134,7 +134,22 @@ public:
PASS_SHINY,
PASS_BUMP,
PASS_POST_BUMP,
PASS_MATERIALS,
PASS_MATERIAL,
PASS_MATERIAL_ALPHA,
PASS_MATERIAL_ALPHA_MASK,
PASS_MATERIAL_ALPHA_GLOW,
PASS_SPECMAP,
PASS_SPECMAP_BLEND,
PASS_SPECMAP_MASK,
PASS_SPECMAP_GLOW,
PASS_NORMMAP,
PASS_NORMMAP_BLEND,
PASS_NORMMAP_MASK,
PASS_NORMMAP_GLOW,
PASS_NORMSPEC,
PASS_NORMSPEC_BLEND,
PASS_NORMSPEC_MASK,
PASS_NORMSPEC_GLOW,
PASS_GLOW,
PASS_ALPHA,
PASS_ALPHA_MASK,

View File

@ -44,20 +44,75 @@ void LLDrawPoolMaterials::prerender()
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
S32 LLDrawPoolMaterials::getNumDeferredPasses()
{
return 12;
}
void LLDrawPoolMaterials::beginDeferredPass(S32 pass)
{
U32 shader_idx[] =
{
0, //LLRenderPass::PASS_MATERIAL,
//1, //LLRenderPass::PASS_MATERIAL_ALPHA,
2, //LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
3, //LLRenderPass::PASS_MATERIAL_ALPHA_GLOW,
4, //LLRenderPass::PASS_SPECMAP,
//5, //LLRenderPass::PASS_SPECMAP_BLEND,
6, //LLRenderPass::PASS_SPECMAP_MASK,
7, //LLRenderPass::PASS_SPECMAP_GLOW,
8, //LLRenderPass::PASS_NORMMAP,
//9, //LLRenderPass::PASS_NORMMAP_BLEND,
10, //LLRenderPass::PASS_NORMMAP_MASK,
11, //LLRenderPass::PASS_NORMMAP_GLOW,
12, //LLRenderPass::PASS_NORMSPEC,
//13, //LLRenderPass::PASS_NORMSPEC_BLEND,
14, //LLRenderPass::PASS_NORMSPEC_MASK,
15, //LLRenderPass::PASS_NORMSPEC_GLOW,
};
mShader = &(gDeferredMaterialProgram[shader_idx[pass]]);
mShader->bind();
diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
LLFastTimer t(FTM_RENDER_MATERIALS);
}
void LLDrawPoolMaterials::endDeferredPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_MATERIALS);
mShader->unbind();
LLRenderPass::endRenderPass(pass);
}
void LLDrawPoolMaterials::renderDeferred(S32 pass)
{
U32 type = LLRenderPass::PASS_MATERIALS;
U32 type_list[] =
{
LLRenderPass::PASS_MATERIAL,
//LLRenderPass::PASS_MATERIAL_ALPHA,
LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
LLRenderPass::PASS_MATERIAL_ALPHA_GLOW,
LLRenderPass::PASS_SPECMAP,
//LLRenderPass::PASS_SPECMAP_BLEND,
LLRenderPass::PASS_SPECMAP_MASK,
LLRenderPass::PASS_SPECMAP_GLOW,
LLRenderPass::PASS_NORMMAP,
//LLRenderPass::PASS_NORMMAP_BLEND,
LLRenderPass::PASS_NORMMAP_MASK,
LLRenderPass::PASS_NORMMAP_GLOW,
LLRenderPass::PASS_NORMSPEC,
//LLRenderPass::PASS_NORMSPEC_BLEND,
LLRenderPass::PASS_NORMSPEC_MASK,
LLRenderPass::PASS_NORMSPEC_GLOW,
};
llassert(pass < sizeof(type_list)/sizeof(U32));
U32 type = type_list[pass];
LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
@ -65,27 +120,6 @@ void LLDrawPoolMaterials::renderDeferred(S32 pass)
{
LLDrawInfo& params = **i;
switch (params.mDiffuseAlphaMode)
{
case 0:
mShader = &gDeferredMaterialShinyNormal;
mShader->bind();
break;
case 1: // Alpha blending not supported in the opaque draw pool.
return;
case 2:
mShader = &gDeferredMaterialShinyNormalAlphaTest;
mShader->bind();
mShader->setMinimumAlpha(params.mAlphaMaskCutoff);
break;
case 3:
mShader = &gDeferredMaterialShinyNormalEmissive;
mShader->bind();
break;
};
mShader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
mShader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
@ -101,10 +135,9 @@ void LLDrawPoolMaterials::renderDeferred(S32 pass)
bindSpecularMap(params.mSpecularMap);
}
diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
mShader->setMinimumAlpha(params.mAlphaMaskCutoff);
pushBatch(params, VERTEX_DATA_MASK, TRUE);
mShader->disableTexture(LLShaderMgr::DIFFUSE_MAP);
mShader->unbind();
}
}
@ -118,72 +151,6 @@ void LLDrawPoolMaterials::bindNormalMap(LLViewerTexture* tex)
mShader->bindTexture(LLShaderMgr::BUMP_MAP, tex);
}
void LLDrawPoolMaterials::beginRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_MATERIALS);
// Materials isn't supported under forward rendering.
// Use the simple shaders to handle it instead.
// This is basically replicated from LLDrawPoolSimple.
if (LLPipeline::sUnderWaterRender)
{
mShader = &gObjectSimpleWaterProgram;
}
else
{
mShader = &gObjectSimpleProgram;
}
if (mVertexShaderLevel > 0)
{
mShader->bind();
}
else
{
// don't use shaders!
if (gGLManager.mHasShaderObjects)
{
LLGLSLShader::bindNoShader();
}
}
}
void LLDrawPoolMaterials::endRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_MATERIALS);
stop_glerror();
LLRenderPass::endRenderPass(pass);
stop_glerror();
if (mVertexShaderLevel > 0)
{
mShader->unbind();
}
}
void LLDrawPoolMaterials::render(S32 pass)
{
LLGLDisable blend(GL_BLEND);
{ //render simple
LLFastTimer t(FTM_RENDER_MATERIALS);
gPipeline.enableLightsDynamic();
if (mVertexShaderLevel > 0)
{
U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX;
pushBatches(LLRenderPass::PASS_MATERIALS, mask, TRUE, TRUE);
}
else
{
LLGLDisable alpha_test(GL_ALPHA_TEST);
renderTexture(LLRenderPass::PASS_MATERIALS, getVertexDataMask());
}
}
}
void LLDrawPoolMaterials::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
{
applyModelMatrix(params);

View File

@ -55,13 +55,11 @@ public:
/*virtual*/ U32 getVertexDataMask() { return VERTEX_DATA_MASK; }
/*virtual*/ void render(S32 pass = 0);
/*virtual*/ void beginRenderPass( S32 pass );
/*virtual*/ void endRenderPass( S32 pass );
/*virtual*/ S32 getNumPasses() {return 1;}
/*virtual*/ void render(S32 pass = 0) { }
/*virtual*/ S32 getNumPasses() {return 0;}
/*virtual*/ void prerender();
/*virtual*/ S32 getNumDeferredPasses() {return 1;}
/*virtual*/ S32 getNumDeferredPasses();
/*virtual*/ void beginDeferredPass(S32 pass);
/*virtual*/ void endDeferredPass(S32 pass);
/*virtual*/ void renderDeferred(S32 pass);

View File

@ -1087,7 +1087,7 @@ void render_hud_attachments()
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA);
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK);
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_BUMP);
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_MATERIALS);
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_MATERIAL);
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT);
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK);
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY);

View File

@ -208,15 +208,7 @@ LLGLSLShader gDeferredStarProgram;
LLGLSLShader gNormalMapGenProgram;
// Deferred materials shaders
LLGLSLShader gDeferredMaterialShiny;
LLGLSLShader gDeferredMaterialNormal;
LLGLSLShader gDeferredMaterialShinyNormal;
LLGLSLShader gDeferredMaterialShinyAlphaTest;
LLGLSLShader gDeferredMaterialNormalAlphaTest;
LLGLSLShader gDeferredMaterialShinyNormalAlphaTest;
LLGLSLShader gDeferredMaterialShinyEmissive;
LLGLSLShader gDeferredMaterialNormalEmissive;
LLGLSLShader gDeferredMaterialShinyNormalEmissive;
LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT];
LLViewerShaderMgr::LLViewerShaderMgr() :
mVertexShaderLevel(SHADER_COUNT, 0),
@ -1116,12 +1108,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLCloudProgram.unload();
gDeferredStarProgram.unload();
gNormalMapGenProgram.unload();
gDeferredMaterialShiny.unload();
gDeferredMaterialNormal.unload();
gDeferredMaterialShinyAlphaTest.unload();
gDeferredMaterialNormalAlphaTest.unload();
gDeferredMaterialShinyEmissive.unload();
gDeferredMaterialNormalEmissive.unload();
for (U32 i = 0; i < LLMaterial::SHADER_COUNT; ++i)
{
gDeferredMaterialProgram[i].unload();
}
return TRUE;
}
@ -1236,114 +1226,28 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredBumpProgram.createShader(NULL, NULL);
}
if (success)
for (U32 i = 0; i < LLMaterial::SHADER_COUNT; ++i)
{
gDeferredMaterialShiny.mName = "Deferred Shiny Material Shader";
gDeferredMaterialShiny.mShaderFiles.clear();
gDeferredMaterialShiny.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialShiny.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMaterialShiny.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredMaterialShiny.addPermutation("SHINY_MATERIAL", "1");
success = gDeferredMaterialShiny.createShader(NULL, NULL);
}
if (success)
{
gDeferredMaterialNormal.mName = "Deferred Normal Mapped Material Shader";
gDeferredMaterialNormal.mShaderFiles.clear();
gDeferredMaterialNormal.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialNormal.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMaterialNormal.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredMaterialNormal.addPermutation("NORMAL_MATERIAL", "1");
success = gDeferredMaterialNormal.createShader(NULL, NULL);
}
if (success)
{
gDeferredMaterialShinyNormal.mName = "Deferred Normal Mapped Shiny Material Shader";
gDeferredMaterialShinyNormal.mShaderFiles.clear();
gDeferredMaterialShinyNormal.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialShinyNormal.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMaterialShinyNormal.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredMaterialShinyNormal.addPermutation("NORMAL_MATERIAL", "1");
gDeferredMaterialShinyNormal.addPermutation("SHINY_MATERIAL", "1");
success = gDeferredMaterialShinyNormal.createShader(NULL, NULL);
}
if (success)
{
gDeferredMaterialShinyAlphaTest.mName = "Deferred Alpha Tested Shiny Material Shader";
gDeferredMaterialShinyAlphaTest.mShaderFiles.clear();
gDeferredMaterialShinyAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialShinyAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMaterialShinyAlphaTest.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredMaterialShinyAlphaTest.addPermutation("SHINY_MATERIAL", "1");
gDeferredMaterialShinyAlphaTest.addPermutation("ALPHA_TEST", "1");
success = gDeferredMaterialShinyAlphaTest.createShader(NULL, NULL);
}
if (success)
{
gDeferredMaterialNormalAlphaTest.mName = "Deferred Alpha Tested Normal Mapped Material Shader";
gDeferredMaterialNormalAlphaTest.mShaderFiles.clear();
gDeferredMaterialNormalAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialNormalAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMaterialNormalAlphaTest.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredMaterialNormalAlphaTest.addPermutation("NORMAL_MATERIAL", "1");
gDeferredMaterialNormalAlphaTest.addPermutation("ALPHA_TEST", "1");
success = gDeferredMaterialNormalAlphaTest.createShader(NULL, NULL);
}
if (success)
{
gDeferredMaterialNormalAlphaTest.mName = "Deferred Alpha Tested Shiny Normal Mapped Material Shader";
gDeferredMaterialShinyNormalAlphaTest.mShaderFiles.clear();
gDeferredMaterialShinyNormalAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialShinyNormalAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMaterialShinyNormalAlphaTest.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredMaterialShinyNormalAlphaTest.addPermutation("NORMAL_MATERIAL", "1");
gDeferredMaterialShinyNormalAlphaTest.addPermutation("SHINY_MATERIAL", "1");
gDeferredMaterialShinyNormalAlphaTest.addPermutation("ALPHA_TEST", "1");
success = gDeferredMaterialShinyNormalAlphaTest.createShader(NULL, NULL);
}
if (success)
{
gDeferredMaterialShinyEmissive.mName = "Deferred Emissive Mask Shiny Material Shader";
gDeferredMaterialShinyEmissive.mShaderFiles.clear();
gDeferredMaterialShinyEmissive.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialShinyEmissive.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMaterialShinyEmissive.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredMaterialShinyEmissive.addPermutation("SHINY_MATERIAL", "1");
gDeferredMaterialShinyEmissive.addPermutation("EMISSIVE_MASK", "1");
success = gDeferredMaterialShinyEmissive.createShader(NULL, NULL);
}
if (success)
{
gDeferredMaterialNormalEmissive.mName = "Deferred Emissive Mask Normal Mapped Material Shader";
gDeferredMaterialNormalEmissive.mShaderFiles.clear();
gDeferredMaterialNormalEmissive.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialNormalEmissive.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMaterialNormalEmissive.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredMaterialNormalEmissive.addPermutation("NORMAL_MATERIAL", "1");
gDeferredMaterialNormalEmissive.addPermutation("EMISSIVE_MASK", "1");
success = gDeferredMaterialNormalEmissive.createShader(NULL, NULL);
}
if (success)
{
gDeferredMaterialShinyNormalEmissive.mName = "Deferred Emissive Mask Normal Mapped Material Shader";
gDeferredMaterialShinyNormalEmissive.mShaderFiles.clear();
gDeferredMaterialShinyNormalEmissive.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialShinyNormalEmissive.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMaterialShinyNormalEmissive.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredMaterialShinyNormalEmissive.addPermutation("NORMAL_MATERIAL", "1");
gDeferredMaterialShinyNormalEmissive.addPermutation("SHINY_MATERIAL", "1");
gDeferredMaterialShinyNormalEmissive.addPermutation("EMISSIVE_MASK", "1");
success = gDeferredMaterialShinyNormalEmissive.createShader(NULL, NULL);
if (success)
{
gDeferredMaterialProgram[i].mName = llformat("Deferred Material Shader %d", i);
U32 alpha_mode = i & 0x3;
gDeferredMaterialProgram[i].mShaderFiles.clear();
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMaterialProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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));
success = gDeferredMaterialProgram[i].createShader(NULL, NULL);
}
}
if (success)
{
gDeferredTreeProgram.mName = "Deferred Tree Shader";

View File

@ -28,6 +28,7 @@
#define LL_VIEWER_SHADER_MGR_H
#include "llshadermgr.h"
#include "llmaterial.h"
class LLViewerShaderMgr: public LLShaderMgr
{
@ -363,14 +364,6 @@ extern LLGLSLShader gDeferredStarProgram;
extern LLGLSLShader gNormalMapGenProgram;
// Deferred materials shaders
extern LLGLSLShader gDeferredMaterialShiny;
extern LLGLSLShader gDeferredMaterialNormal;
extern LLGLSLShader gDeferredMaterialShinyNormal;
extern LLGLSLShader gDeferredMaterialShinyAlphaTest;
extern LLGLSLShader gDeferredMaterialNormalAlphaTest;
extern LLGLSLShader gDeferredMaterialShinyNormalAlphaTest;
extern LLGLSLShader gDeferredMaterialShinyEmissive;
extern LLGLSLShader gDeferredMaterialNormalEmissive;
extern LLGLSLShader gDeferredMaterialShinyNormalEmissive;
extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT];
#endif

View File

@ -4143,16 +4143,16 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
// We have a material. Update our draw info accordingly.
draw_info->mMaterialID = &facep->getTextureEntry()->getMaterialID();
LLVector4 specColor;
specColor.mV[0] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[0] * (1.0 / 255);
specColor.mV[1] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[1] * (1.0 / 255);
specColor.mV[2] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[2] * (1.0 / 255);
specColor.mV[3] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightExponent() * (1.0 / 255);
specColor.mV[0] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[0] * (1.f / 255.f);
specColor.mV[1] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[1] * (1.f / 255.f);
specColor.mV[2] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[2] * (1.f / 255.f);
specColor.mV[3] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightExponent() * (1.f / 255.f);
draw_info->mSpecColor = specColor;
draw_info->mEnvIntensity = facep->getTextureEntry()->getMaterialParams()->getEnvironmentIntensity() * (1.0 / 255);
draw_info->mAlphaMaskCutoff = facep->getTextureEntry()->getMaterialParams()->getAlphaMaskCutoff() * (1.0 / 255);
draw_info->mEnvIntensity = facep->getTextureEntry()->getMaterialParams()->getEnvironmentIntensity() * (1.f / 255.f);
draw_info->mAlphaMaskCutoff = facep->getTextureEntry()->getMaterialParams()->getAlphaMaskCutoff() * (1.f / 255.f);
draw_info->mDiffuseAlphaMode = facep->getTextureEntry()->getMaterialParams()->getDiffuseAlphaMode();
draw_info->mNormalMap = facep->getViewerObject()->getTENormalMap(facep->getTextureIndex());
draw_info->mSpecularMap = facep->getViewerObject()->getTESpecularMap(facep->getTextureIndex());
draw_info->mNormalMap = facep->getViewerObject()->getTENormalMap(facep->getTEOffset());
draw_info->mSpecularMap = facep->getViewerObject()->getTESpecularMap(facep->getTEOffset());
}
} else {
U8 shiny = facep->getTextureEntry()->getShiny();
@ -5151,7 +5151,39 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
BOOL is_alpha = (facep->getPoolType() == LLDrawPool::POOL_ALPHA) ? TRUE : FALSE;
if (is_alpha)
LLMaterial* mat = te->getMaterialParams().get();
if (mat && LLPipeline::sRenderDeferred && !hud_group)
{
U32 pass[] =
{
LLRenderPass::PASS_MATERIAL,
LLRenderPass::PASS_ALPHA, //LLRenderPass::PASS_MATERIAL_ALPHA,
LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
LLRenderPass::PASS_MATERIAL_ALPHA_GLOW,
LLRenderPass::PASS_SPECMAP,
LLRenderPass::PASS_ALPHA, //LLRenderPass::PASS_SPECMAP_BLEND,
LLRenderPass::PASS_SPECMAP_MASK,
LLRenderPass::PASS_SPECMAP_GLOW,
LLRenderPass::PASS_NORMMAP,
LLRenderPass::PASS_ALPHA, //LLRenderPass::PASS_NORMMAP_BLEND,
LLRenderPass::PASS_NORMMAP_MASK,
LLRenderPass::PASS_NORMMAP_GLOW,
LLRenderPass::PASS_NORMSPEC,
LLRenderPass::PASS_ALPHA, //LLRenderPass::PASS_NORMSPEC_BLEND,
LLRenderPass::PASS_NORMSPEC_MASK,
LLRenderPass::PASS_NORMSPEC_GLOW,
};
U32 mask = mat->getShaderMask();
llassert(mask < sizeof(pass)/sizeof(U32));
mask = llmin(mask, sizeof(pass)/sizeof(U32)-1);
registerFace(group, facep, pass[mask]);
}
else if (is_alpha)
{
// can we safely treat this as an alpha mask?
if (facep->getFaceColor().mV[3] <= 0.f)
@ -5197,10 +5229,6 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
{ //register in deferred bump pass
registerFace(group, facep, LLRenderPass::PASS_BUMP);
}
else if (te->getMaterialParams())
{
registerFace(group, facep, LLRenderPass::PASS_MATERIALS);
}
else
{ //register in deferred simple pass (deferred simple includes shiny)
llassert(mask & LLVertexBuffer::MAP_NORMAL);
@ -5236,10 +5264,6 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
{ //non-shiny or fullbright deferred bump
registerFace(group, facep, LLRenderPass::PASS_BUMP);
}
else if (te->getMaterialParams())
{
registerFace(group, facep, LLRenderPass::PASS_MATERIALS);
}
else
{ //all around simple
llassert(mask & LLVertexBuffer::MAP_NORMAL);

View File

@ -398,8 +398,8 @@ void validate_framebuffer_object();
bool addDeferredAttachments(LLRenderTarget& target)
{
return target.addColorAttachment(GL_SRGB_ALPHA) && //specular
target.addColorAttachment(GL_RGB10_A2); //normal+z
return target.addColorAttachment(GL_RGBA) && //specular
target.addColorAttachment(GL_RGBA); //normal+z
}
LLPipeline::LLPipeline() :
@ -908,7 +908,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
BOOL ssao = RenderDeferredSSAO;
//allocate deferred rendering color buffers
if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
if (!mDeferredScreen.allocate(resX, resY, GL_RGBA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
if (!addDeferredAttachments(mDeferredScreen)) return false;
@ -1204,7 +1204,7 @@ void LLPipeline::createGLBuffers()
for (U32 i = 0; i < 3; i++)
{
mGlow[i].allocate(512,glow_res,sRenderDeferred ? GL_RGB10_A2 : GL_RGB10_A2,FALSE,FALSE);
mGlow[i].allocate(512,glow_res, GL_RGBA,FALSE,FALSE);
}
allocateScreenBuffer(resX,resY);
@ -1268,6 +1268,45 @@ void LLPipeline::createLUTBuffers()
{
U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
U8* ls = new U8[lightResX*lightResY];
F32 specExp = gSavedSettings.getF32("RenderSpecularExponent");
// Calculate the (normalized) Blinn-Phong specular lookup texture.
for (U32 y = 0; y < lightResY; ++y)
{
for (U32 x = 0; x < lightResX; ++x)
{
ls[y*lightResX+x] = 0;
F32 sa = (F32) x/(lightResX-1);
F32 spec = (F32) y/(lightResY-1);
F32 n = spec * spec * specExp;
// Nothing special here. Just your typical blinn-phong term.
spec = powf(sa, n);
// Apply our normalization function.
// Note: This is the full equation that applies the full normalization curve, not an approximation.
// This is fine, given we only need to create our LUT once per buffer initialization.
// The only trade off is we have a really low dynamic range.
// This means we have to account for things not being able to exceed 0 to 1 in our shaders.
spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n)));
// Always sample at a 1.0/2.2 curve.
// This "Gamma corrects" our specular term, boosting our lower exponent reflections.
spec = powf(spec, 1.f/2.2f);
// Easy fix for our dynamic range problem: divide by 6 here, multiply by 6 in our shaders.
// This allows for our specular term to exceed a value of 1 in our shaders.
// This is something that can be important for energy conserving specular models where higher exponents can result in highlights that exceed a range of 0 to 1.
// Technically, we could just use an R16F texture, but driver support for R16F textures can be somewhat spotty at times.
// This works remarkably well for higher specular exponents, though banding can sometimes be seen on lower exponents.
// Combined with a bit of noise and trilinear filtering, the banding is hardly noticable.
ls[y*lightResX+x] = (U8)(llclamp(spec * (1.f / 6), 0.f, 1.f) * 255);
}
}
/*U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
F32* ls = new F32[lightResX*lightResY];
//F32 specExp = gSavedSettings.getF32("RenderSpecularExponent"); // Note: only use this when creating new specular lighting functions.
// Calculate the (normalized) blinn-phong specular lookup texture. (with a few tweaks)
@ -1292,11 +1331,11 @@ void LLPipeline::createLUTBuffers()
// Though some older drivers may not like this, newer drivers shouldn't have this problem.
ls[y*lightResX+x] = spec;
}
}
}*/
LLImageGL::generateTextures(LLTexUnit::TT_TEXTURE, GL_R16F, 1, &mLightFunc);
LLImageGL::generateTextures(LLTexUnit::TT_TEXTURE, GL_R8, 1, &mLightFunc);
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R16F, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false);
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R16F, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, ls, false);
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
@ -8297,7 +8336,7 @@ void LLPipeline::renderDeferredLighting()
light_colors.pop_front();
far_z = llmin(light[count].mV[2]-sqrtf(light[count].mV[3]), far_z);
col[count] = pow4fsrgb(col[count], 2.2f);
//col[count] = pow4fsrgb(col[count], 2.2f);
count++;
if (count == max_count || fullscreen_lights.empty())
{

View File

@ -437,7 +437,7 @@ public:
RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY,
RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP,
RENDER_TYPE_PASS_POST_BUMP = LLRenderPass::PASS_POST_BUMP,
RENDER_TYPE_PASS_MATERIALS = LLRenderPass::PASS_MATERIALS,
RENDER_TYPE_PASS_MATERIAL = LLRenderPass::PASS_MATERIAL,
RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW,
RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA,
RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK,