SL-10566 part the first

Tie using deferred rendering in water reflection/distortion map generation to debug var again
(claw back some performance lost to doing post-deferred in water map generation).

Edit softenLightF for class1/class2 to make them comparable again.
meow-7.2.2
Graham Linden 2019-02-26 14:51:02 -08:00
parent 982b8cdef2
commit 6f820163ce
5 changed files with 85 additions and 35 deletions

View File

@ -76,7 +76,16 @@ vec3 linear_to_srgb(vec3 c);
vec2 encode_normal (vec3 n);
vec3 scaleSoftClipFrag(vec3 l);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
#if defined(VERT_ATMOSPHERICS)
vec3 getSunlitColor();
vec3 getAmblitColor();
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
void calcAtmospherics(vec3 inPositionEye, float ambFactor);
#else
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
#endif
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
@ -174,7 +183,15 @@ void main()
vec3 amblit;
vec3 additive;
vec3 atten;
#if VERT_ATMOSPHERICS
sunlit = getSunlitColor();
amblit = getAmblitColor();
additive = getAdditiveColor();
atten = getAtmosAttenuation();
#else
calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
#endif
vec2 abnormal = encode_normal(norm.xyz);

View File

@ -41,7 +41,14 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
#if defined(VERT_ATMOSPHERICS)
vec3 getSunlitColor();
vec3 getAmblitColor();
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
#else
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
#endif
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
@ -278,8 +285,15 @@ void main()
vec3 additive;
vec3 atten;
#if VERT_ATMOSPHERICS
sunlit = getSunlitColor();
amblit = getAmblitColor();
additive = getAdditiveColor();
atten = getAtmosAttenuation();
#else
calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
#endif
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;

View File

@ -57,6 +57,7 @@ uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
@ -69,7 +70,16 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
vec3 getNorm(vec2 pos_screen);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten);
#if defined(VERT_ATMOSPHERICS)
vec3 getPositionEye();
vec3 getSunlitColor();
vec3 getAmblitColor();
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
#else
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
#endif
vec3 scaleSoftClip(vec3 l);
vec3 fullbrightScaleSoftClip(vec3 l);
@ -84,13 +94,14 @@ void main()
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
float da = max(da_sun, da_moon);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float da = dot(normalize(norm.xyz), light_dir.xyz);
da = clamp(da, 0.0, 1.0);
float final_da = clamp(da, 0.0, 1.0);
final_da = pow(final_da, global_gamma + 0.3);
float light_gamma = 1.0/1.3;
da = pow(da, light_gamma);
vec4 diffuse = texture2DRect(diffuseRect, tc);
@ -102,25 +113,33 @@ void main()
vec3 amblit;
vec3 additive;
vec3 atten;
#if defined(VERT_ATMOSPHERICS)
sunlit = getSunlitColor();
amblit = getAmblitColor();
additive = getAdditiveColor();
atten = getAtmosAttenuation();
#else
calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
#endif
float ambient = min(abs(da), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
ambient = 1.0 - ambient;
vec3 sun_contrib = da * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
col.rgb += sun_contrib;
col.rgb *= diffuse.rgb;
col = amblit;
col *= ambient;
col += (final_da * sunlit);
col *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
if (spec.a > 0.0) // specular reflection
{
// the old infinite-sky shiny reflection
//
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
@ -131,12 +150,12 @@ void main()
}
col = mix(col.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 refcol = textureCube(environmentMap, env_vec).rgb;
col = mix(col.rgb, refcol, envIntensity);
col = mix(col.rgb, refcol, envIntensity);
}
if (norm.w < 0.5)
@ -155,4 +174,3 @@ void main()
frag_color.rgb = col.rgb;
frag_color.a = bloom;
}

View File

@ -101,17 +101,16 @@ void main()
da = clamp(da, 0.0, 1.0);
float light_gamma = 1.0/1.3;
da = pow(da, light_gamma);
da = pow(da, light_gamma);
vec4 diffuse = texture2DRect(diffuseRect, tc);
scol = max(scol_ambocc.r, diffuse.a);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 col;
float bloom = 0.0;
{
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
float ambocc = scol_ambocc.g;
vec3 sunlit;
@ -147,7 +146,7 @@ void main()
col += spec_contrib;
}
col = mix(col, diffuse.rgb, diffuse.a);
col = mix(col.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ //add environmentmap
@ -155,7 +154,7 @@ void main()
vec3 refcol = textureCube(environmentMap, env_vec).rgb;
col = mix(col.rgb, refcol, envIntensity);
}
if (norm.w < 0.5)
{
col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
@ -168,6 +167,7 @@ void main()
bloom = fogged.a;
#endif
}
frag_color.rgb = col;
frag_color.rgb = col.rgb;
frag_color.a = bloom;
}

View File

@ -9413,6 +9413,10 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
stop_glerror();
LLPlane plane;
S32 detail = RenderReflectionDetail;
bool materials_in_water = LLPipeline::sRenderDeferred && gSavedSettings.getS32("RenderWaterMaterials");
F32 water_height = gAgent.getRegion()->getWaterHeight();
F32 camera_height = camera_in.getOrigin().mV[2];
F32 distance_to_water = (water_height < camera_height) ? (camera_height - water_height) : (water_height - camera_height);
@ -9504,7 +9508,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
stateSort(camera, sky_and_clouds);
gPipeline.grabReferences(sky_and_clouds);
if (LLPipeline::sRenderDeferred)
if (materials_in_water)
{
gPipeline.mWaterDeferredDepth.bindTarget();
gPipeline.mWaterDeferredDepth.clear();
@ -9532,7 +9536,6 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
LLPipeline::RENDER_TYPE_CLOUDS,
LLPipeline::END_RENDER_TYPES);
S32 detail = RenderReflectionDetail;
if (detail > 0)
{ //mask out selected geometry based on reflection detail
if (detail < 4)
@ -9564,11 +9567,10 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gPipeline.grabReferences(reflected_objects);
if (LLPipeline::sRenderDeferred)
if (materials_in_water)
{
renderGeomDeferred(camera);
renderGeomPostDeferred(camera);
gPipeline.mWaterDeferredScreen.flush();
gPipeline.mWaterDeferredDepth.flush();
mWaterRef.copyContents(gPipeline.mWaterDeferredScreen, 0, 0, gPipeline.mWaterDeferredScreen.getWidth(), gPipeline.mWaterDeferredScreen.getHeight(),
@ -9648,13 +9650,13 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
mWaterDis.clear();
gGL.setColorMask(true, false);
// ignore clip plane if we're underwater and viewing distortion map of objects above waterline
if (camera_is_underwater)
// ignore clip plane if we're underwater and viewing distortion map of objects above waterline
if (camera_is_underwater && materials_in_water)
{
clip_plane.disable();
}
if (LLPipeline::sRenderDeferred)
if (materials_in_water)
{
mWaterDis.flush();
gGL.setColorMask(true, true);
@ -9665,7 +9667,6 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gPipeline.mWaterDeferredScreen.clear();
gPipeline.grabReferences(refracted_objects);
gGL.setColorMask(true, false);
renderGeomDeferred(camera);
renderGeomPostDeferred(camera);
}
@ -9686,7 +9687,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
}
}
if (LLPipeline::sRenderDeferred)
if (materials_in_water)
{
gPipeline.mWaterDeferredScreen.flush();
gPipeline.mWaterDeferredDepth.flush();