Merged DRTVWR-559 into SL-18290

master
Jonathan Goodman 2022-10-06 19:53:18 +00:00
commit a73b226f9e
23 changed files with 678 additions and 365 deletions

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@ -623,6 +623,8 @@ void LLRenderTarget::flush(bool fetch_depth)
void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter)
{
LL_PROFILE_GPU_ZONE("LLRenderTarget::copyContents");
GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE;
LLGLDepthTest depth(write_depth, write_depth);

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@ -214,7 +214,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
// we want this BEFORE shadows and AO because those facilities use pos/norm access
if (features->isDeferred)
if (features->isDeferred || features->hasReflectionProbes)
{
if (!shader->attachFragmentObject("deferred/deferredUtil.glsl"))
{

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@ -1688,6 +1688,14 @@ set_source_files_properties(${viewer_XUI_FILES}
list(APPEND viewer_SOURCE_FILES ${viewer_XUI_FILES})
file(GLOB_RECURSE viewer_SHADER_FILES LIST_DIRECTORIES TRUE
${CMAKE_CURRENT_SOURCE_DIR}/app_settings/shaders/*.glsl)
source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR}/app_settings/shaders PREFIX "Shaders" FILES ${viewer_SHADER_FILES})
set_source_files_properties(${viewer_SHADER_FILES}
PROPERTIES HEADER_FILE_ONLY TRUE)
list(APPEND viewer_SOURCE_FILES ${viewer_SHADER_FILES})
set(viewer_APPSETTINGS_FILES
app_settings/anim.ini
app_settings/cmd_line.xml

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@ -310,16 +310,21 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
// get position given a normalized device coordinate
vec3 getPositionWithNDC(vec3 ndc)
{
vec4 pos = inv_proj * vec4(ndc, 1.0);
return pos.xyz / pos.w;
}
vec4 getPositionWithDepth(vec2 pos_screen, float depth)
{
vec2 sc = getScreenCoordinate(pos_screen);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = inv_proj * ndc;
pos /= pos.w;
pos.w = 1.0;
return pos;
vec3 ndc = vec3(sc.x, sc.y, 2.0*depth-1.0);
return vec4(getPositionWithNDC(ndc), 1.0);
}
vec2 getScreenXY(vec4 clip)
{
vec4 ndc = clip;

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@ -22,170 +22,15 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
// debug stub
out vec4 frag_data[4];
#else
#define frag_data gl_FragData
#endif
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
uniform sampler2D bumpMap;
uniform sampler2D bumpMap2;
uniform float blend_factor;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform float refScale;
uniform float kd;
uniform vec2 screenRes;
uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
uniform vec2 screen_res;
uniform mat4 norm_mat; //region space to screen space
uniform int water_edge;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
VARYING vec4 vary_position;
vec2 encode_normal(vec3 n);
vec3 scaleSoftClip(vec3 l);
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
vec3 BlendNormal(vec3 bump1, vec3 bump2)
void main()
{
vec3 n = mix(bump1, bump2, blend_factor);
return n;
}
void main()
{
vec4 color;
float dist = length(view.xyz);
//normalize view vector
vec3 viewVec = normalize(view.xyz);
//get wave normals
vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
vec3 wave1 = BlendNormal(wave1_a, wave1_b);
vec3 wave2 = BlendNormal(wave2_a, wave2_b);
vec3 wave3 = BlendNormal(wave3_a, wave3_b);
//get base fresnel components
vec3 df = vec3(
dot(viewVec, wave1),
dot(viewVec, (wave2 + wave3) * 0.5),
dot(viewVec, wave3)
) * fresnelScale + fresnelOffset;
df *= df;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
float dist2 = dist;
dist = max(dist, 5.0);
float dmod = sqrt(dist);
vec2 dmod_scale = vec2(dmod*dmod, dmod);
//get reflected color
vec2 refdistort1 = wave1.xy*normScale.x;
vec2 refvec1 = distort+refdistort1/dmod_scale;
vec4 refcol1 = texture2D(refTex, refvec1);
vec2 refdistort2 = wave2.xy*normScale.y;
vec2 refvec2 = distort+refdistort2/dmod_scale;
vec4 refcol2 = texture2D(refTex, refvec2);
vec2 refdistort3 = wave3.xy*normScale.z;
vec2 refvec3 = distort+refdistort3/dmod_scale;
vec4 refcol3 = texture2D(refTex, refvec3);
vec4 refcol = refcol1 + refcol2 + refcol3;
float df1 = df.x + df.y + df.z;
refcol *= df1 * 0.333;
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
wavef.z *= max(-viewVec.z, 0.1);
wavef = normalize(wavef);
float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
vec2 refdistort4 = wavef.xy*0.125;
refdistort4.y -= abs(refdistort4.y);
vec2 refvec4 = distort+refdistort4/dmod;
float dweight = min(dist2*blurMultiplier, 1.0);
vec4 baseCol = texture2D(refTex, refvec4);
refcol = mix(baseCol*df2, refcol, dweight);
//get specular component
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
//harden specular
spec = pow(spec, 128.0);
//figure out distortion vector (ripply)
vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f);
vec4 pos = vary_position;
//color.rgb += spec * specular;
//color.rgb = atmosTransport(color.rgb);
//color.rgb = scaleSoftClip(color.rgb);
//color.rgb = refcol.rgb;
color.rgb = vec3(0.0);
color.a = spec * sunAngle2;
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
//frag_data[0] = color;
// TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code
// Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now
// SL-12975 (unfix pre-EEP broken alpha)
frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0);
frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill)
frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0);
//frag_data[0] = vec4(0.0,0,0,0);
//frag_data[1] = vec4(0, 1.0, 0.0, 0.0);
//frag_data[3] = vec4(0);
// emissive blue PBR material
frag_data[0] = vec4(0, 0, 0, 0);
frag_data[1] = vec4(0, 0, 0, 0);
frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR);
frag_data[3] = vec4(0, 0, 1, 0);
}

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@ -23,146 +23,9 @@
* $/LicenseInfo$
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
uniform sampler2D bumpMap;
uniform sampler2D bumpMap2;
uniform float blend_factor;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform float refScale;
uniform float kd;
uniform vec2 screenRes;
uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
vec3 BlendNormal(vec3 bump1, vec3 bump2)
void main()
{
vec3 n = mix(bump1, bump2, blend_factor);
return n;
frag_color = vec4(0, 0, 1, 0);
}
void main()
{
vec4 color;
float dist = length(view.xy);
//normalize view vector
vec3 viewVec = normalize(view.xyz);
//get wave normals
vec2 bigwave = vec2(refCoord.w, view.w);
vec3 wave1_a = texture2D(bumpMap, bigwave ).xyz*2.0-1.0;
vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0;
vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
vec3 wave1 = BlendNormal(wave1_a, wave1_b);
vec3 wave2 = BlendNormal(wave2_a, wave2_b);
vec3 wave3 = BlendNormal(wave3_a, wave3_b);
//get base fresnel components
vec3 df = vec3(
dot(viewVec, wave1),
dot(viewVec, (wave2 + wave3) * 0.5),
dot(viewVec, wave3)
) * fresnelScale + fresnelOffset;
df *= df;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
float dist2 = dist;
dist = max(dist, 5.0);
float dmod = sqrt(dist);
vec2 dmod_scale = vec2(dmod*dmod, dmod);
//get reflected color
vec2 refdistort1 = wave1.xy*normScale.x;
vec2 refvec1 = distort+refdistort1/dmod_scale;
vec4 refcol1 = texture2D(refTex, refvec1);
vec2 refdistort2 = wave2.xy*normScale.y;
vec2 refvec2 = distort+refdistort2/dmod_scale;
vec4 refcol2 = texture2D(refTex, refvec2);
vec2 refdistort3 = wave3.xy*normScale.z;
vec2 refvec3 = distort+refdistort3/dmod_scale;
vec4 refcol3 = texture2D(refTex, refvec3);
vec4 refcol = refcol1 + refcol2 + refcol3;
float df1 = df.x + df.y + df.z;
refcol *= df1 * 0.333;
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
wavef.z *= max(-viewVec.z, 0.1);
wavef = normalize(wavef);
float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
vec2 refdistort4 = wavef.xy*0.125;
refdistort4.y -= abs(refdistort4.y);
vec2 refvec4 = distort+refdistort4/dmod;
float dweight = min(dist2*blurMultiplier, 1.0);
vec4 baseCol = texture2D(refTex, refvec4);
refcol = mix(baseCol*df2, refcol, dweight);
//get specular component
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
//harden specular
spec = pow(spec, 128.0);
//figure out distortion vector (ripply)
vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
color.rgb += spec * specular;
color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;
frag_color = color;
#if defined(WATER_EDGE)
gl_FragDepth = 0.9999847f;
#endif
}

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@ -32,6 +32,8 @@ uniform float waterFogKS;
vec3 getPositionEye();
vec3 srgb_to_linear(vec3 col);
vec4 applyWaterFogView(vec3 pos, vec4 color)
{
vec3 view = normalize(pos);
@ -71,6 +73,46 @@ vec4 applyWaterFogView(vec3 pos, vec4 color)
return color;
}
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
{
vec3 view = normalize(pos);
//normalize view vector
float es = -(dot(view, waterPlane.xyz));
//find intersection point with water plane and eye vector
//get eye depth
float e0 = max(-waterPlane.w, 0.0);
vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w / es : vec3(0.0, 0.0, 0.0);
//get object depth
float depth = length(pos - int_v);
//get "thickness" of water
float l = max(depth, 0.1);
float kd = waterFogDensity;
float ks = waterFogKS;
vec4 kc = waterFogColor;
kc.rgb = srgb_to_linear(kc.rgb); // TODO -- pass in waterFogColor linear
float F = 0.98;
float t1 = -kd * pow(F, ks * e0);
float t2 = kd + ks * es;
float t3 = pow(F, t2 * l) - 1.0;
float L = min(t1 / t2 * t3, 1.0);
float D = pow(0.98, l * kd);
color.rgb = color.rgb * D + kc.rgb * L;
color.a = kc.a + color.a;
return color;
}
vec4 applyWaterFog(vec4 color)
{
//normalize view vector

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@ -24,6 +24,7 @@
*/
uniform mat4 modelview_matrix;
uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
@ -36,10 +37,16 @@ uniform vec2 waveDir2;
uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
uniform vec3 lightDir;
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
out vec3 vary_position;
out vec3 vary_light_dir;
out vec3 vary_tangent;
out vec3 vary_normal;
out vec2 vary_fragcoord;
float wave(vec2 v, float t, float f, vec2 d, float s)
{
@ -52,6 +59,11 @@ void main()
vec4 pos = vec4(position.xyz, 1.0);
mat4 modelViewProj = modelview_projection_matrix;
vary_position = (modelview_matrix * pos).xyz;
vary_light_dir = normal_matrix * lightDir;
vary_normal = normal_matrix * vec3(0, 0, 1);
vary_tangent = normal_matrix * vec3(1, 0, 0);
vec4 oPosition;
//get view vector
@ -63,12 +75,13 @@ void main()
pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
view.xyz = oEyeVec;
d = clamp(ld/1536.0-0.5, 0.0, 1.0);
d *= d;
oPosition = vec4(position, 1.0);
oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
oPosition = modelViewProj * oPosition;
refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
@ -83,8 +96,7 @@ void main()
pos = modelview_matrix*pos;
calcAtmospherics(pos.xyz);
//pass wave parameters to pixel shader
vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055;
//get two normal map (detail map) texture coordinates

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@ -0,0 +1,192 @@
/**
* @file class1/deferred/waterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[4];
#else
#define frag_data gl_FragData
#endif
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
uniform sampler2D bumpMap;
uniform sampler2D bumpMap2;
uniform float blend_factor;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform float refScale;
uniform float kd;
uniform vec2 screenRes;
uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
uniform vec2 screen_res;
uniform mat4 norm_mat; //region space to screen space
uniform int water_edge;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
VARYING vec4 vary_position;
vec2 encode_normal(vec3 n);
vec3 scaleSoftClip(vec3 l);
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
vec3 BlendNormal(vec3 bump1, vec3 bump2)
{
vec3 n = mix(bump1, bump2, blend_factor);
return n;
}
void main()
{
vec4 color;
float dist = length(view.xyz);
//normalize view vector
vec3 viewVec = normalize(view.xyz);
//get wave normals
vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
vec3 wave1 = BlendNormal(wave1_a, wave1_b);
vec3 wave2 = BlendNormal(wave2_a, wave2_b);
vec3 wave3 = BlendNormal(wave3_a, wave3_b);
//get base fresnel components
vec3 df = vec3(
dot(viewVec, wave1),
dot(viewVec, (wave2 + wave3) * 0.5),
dot(viewVec, wave3)
) * fresnelScale + fresnelOffset;
df *= df;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
float dist2 = dist;
dist = max(dist, 5.0);
float dmod = sqrt(dist);
vec2 dmod_scale = vec2(dmod*dmod, dmod);
//get reflected color
vec2 refdistort1 = wave1.xy*normScale.x;
vec2 refvec1 = distort+refdistort1/dmod_scale;
vec4 refcol1 = texture2D(refTex, refvec1);
vec2 refdistort2 = wave2.xy*normScale.y;
vec2 refvec2 = distort+refdistort2/dmod_scale;
vec4 refcol2 = texture2D(refTex, refvec2);
vec2 refdistort3 = wave3.xy*normScale.z;
vec2 refvec3 = distort+refdistort3/dmod_scale;
vec4 refcol3 = texture2D(refTex, refvec3);
vec4 refcol = refcol1 + refcol2 + refcol3;
float df1 = df.x + df.y + df.z;
refcol *= df1 * 0.333;
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
wavef.z *= max(-viewVec.z, 0.1);
wavef = normalize(wavef);
float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
vec2 refdistort4 = wavef.xy*0.125;
refdistort4.y -= abs(refdistort4.y);
vec2 refvec4 = distort+refdistort4/dmod;
float dweight = min(dist2*blurMultiplier, 1.0);
vec4 baseCol = texture2D(refTex, refvec4);
refcol = mix(baseCol*df2, refcol, dweight);
//get specular component
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
//harden specular
spec = pow(spec, 128.0);
//figure out distortion vector (ripply)
vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f);
vec4 pos = vary_position;
//color.rgb += spec * specular;
//color.rgb = atmosTransport(color.rgb);
//color.rgb = scaleSoftClip(color.rgb);
//color.rgb = refcol.rgb;
color.rgb = vec3(0.0);
color.a = spec * sunAngle2;
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
//frag_data[0] = color;
// TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code
// Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now
// SL-12975 (unfix pre-EEP broken alpha)
frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0);
frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill)
//frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0);
frag_data[3] = vec4(0, 0, 0, 0);
//frag_data[0] = vec4(0.0,0,0,0);
//frag_data[1] = vec4(0, 1.0, 0.0, 0.0);
//frag_data[3] = vec4(0);
}

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@ -0,0 +1,249 @@
/**
* @file waterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
vec3 scaleSoftClipFragLinear(vec3 l);
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
// PBR interface
vec3 pbrIbl(vec3 diffuseColor,
vec3 specularColor,
vec3 radiance, // radiance map sample
vec3 irradiance, // irradiance map sample
float ao, // ambient occlusion factor
float nv, // normal dot view vector
float perceptualRoughness);
vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
vec3 l); //surface point to light
uniform sampler2D bumpMap;
uniform sampler2D bumpMap2;
uniform float blend_factor;
uniform sampler2D screenTex;
uniform sampler2D screenDepth;
uniform sampler2D refTex;
uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform float refScale;
uniform float kd;
uniform vec2 screenRes;
uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
uniform vec4 waterFogColor;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
in vec3 vary_position;
in vec3 vary_normal;
in vec3 vary_tangent;
in vec3 vary_light_dir;
vec3 BlendNormal(vec3 bump1, vec3 bump2)
{
vec3 n = mix(bump1, bump2, blend_factor);
return n;
}
vec3 srgb_to_linear(vec3 col);
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
vec3 pos, vec3 norm, float glossiness, float envIntensity);
vec3 vN, vT, vB;
vec3 transform_normal(vec3 vNt)
{
return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN);
}
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec3 pos, vec3 norm, float glossiness);
vec3 getPositionWithNDC(vec3 ndc);
void main()
{
vec4 color;
vN = vary_normal;
vT = vary_tangent;
vB = cross(vN, vT);
vec3 pos = vary_position.xyz;
float dist = length(pos.xyz);
//normalize view vector
vec3 viewVec = normalize(pos.xyz);
//get wave normals
vec2 bigwave = vec2(refCoord.w, view.w);
vec3 wave1_a = texture2D(bumpMap, bigwave ).xyz*2.0-1.0;
vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0;
vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
vec3 wave1 = BlendNormal(wave1_a, wave1_b);
vec3 wave2 = BlendNormal(wave2_a, wave2_b);
vec3 wave3 = BlendNormal(wave3_a, wave3_b);
wave1 = transform_normal(wave1);
wave2 = transform_normal(wave2);
wave3 = transform_normal(wave3);
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
wavef.z *= max(-viewVec.z, 0.1);
wavef = normalize(wavef);
//get base fresnel components
vec3 df = vec3(
dot(viewVec, wave1),
dot(viewVec, (wave2 + wave3) * 0.5),
dot(viewVec, wave3)
) * fresnelScale + fresnelOffset;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
float dist2 = dist;
dist = max(dist, 5.0);
float dmod = sqrt(dist);
vec2 dmod_scale = vec2(dmod*dmod, dmod);
float df1 = df.x + df.y + df.z;
wavef = normalize(wavef + vary_normal);
//wavef = vary_normal;
vec3 waver = reflect(viewVec, -wavef)*3;
//figure out distortion vector (ripply)
vec2 distort2 = distort + waver.xy * refScale / max(dmod * df1, 1.0);
distort2 = clamp(distort2, vec2(0), vec2(0.99));
vec4 fb = texture2D(screenTex, distort2);
float depth = texture2D(screenDepth, distort2).r;
vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));
#if 1
if (refPos.z > pos.z-0.05)
{
//we sampled an above water sample, don't distort
distort2 = distort;
fb = texture2D(screenTex, distort2);
depth = texture2D(screenDepth, distort2).r;
refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
}
#endif
fb = applyWaterFogViewLinear(refPos, fb);
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, wavef, lightDir, sunlit, amblit, additive, atten);
vec3 v = -viewVec;
float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0);
float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness
float roughness = 0.08;
float gloss = 1.0 - roughness;
vec3 baseColor = vec3(0.25);
vec3 f0 = vec3(0.04);
vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
diffuseColor *= gloss;
vec3 specularColor = mix(f0, baseColor.rgb, metallic);
//vec3 refnorm = normalize(wavef + vary_normal);
vec3 refnorm = wavef;
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss);
radiance *= 0.5;
irradiance = fb.rgb;
color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0);
// fudge -- for punctual lighting, pretend water is metallic
diffuseColor = vec3(0);
specularColor = vec3(1);
roughness = 0.1;
float scol = 1.0; // TODO -- incorporate shadow map
//color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol;
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
color.rgb = scaleSoftClipFragLinear(color.rgb);
color.a = 0.f;
//color.rgb = fb.rgb;
//color.rgb = vec3(depth*depth*depth*depth);
//color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5);
//color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5);
//color.rgb = srgb_to_linear(wavef * 0.5 + 0.5);
frag_color = color;
#if defined(WATER_EDGE)
gl_FragDepth = 0.9999847f;
#endif
}

View File

@ -211,15 +211,6 @@ void LLDrawPool::renderPostDeferred(S32 pass)
//virtual
void LLDrawPool::endRenderPass( S32 pass )
{
/*for (U32 i = 0; i < gGLManager.mNumTextureImageUnits; i++)
{ //dummy cleanup of any currently bound textures
if (gGL.getTexUnit(i)->getCurrType() != LLTexUnit::TT_NONE)
{
gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType());
gGL.getTexUnit(i)->disable();
}
}*/
//make sure channel 0 is active channel
gGL.getTexUnit(0)->activate();
}

View File

@ -48,6 +48,9 @@ public:
enum
{
// Correspond to LLPipeline render type
// Also controls render order, so passes that don't use alpha masking/blending should come before
// other passes and occlusion culling should happen just before rendering alpha masked passes
// in order to take advantage of hierarchical Z
// NOTE: Keep in sync with gPoolNames
POOL_SIMPLE = 1,
POOL_GROUND,

View File

@ -117,16 +117,33 @@ S32 LLDrawPoolWater::getNumPasses()
return 0;
}
void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
S32 LLDrawPoolWater::getNumPostDeferredPasses()
{
beginRenderPass(pass);
deferred_render = TRUE;
return 1;
}
void LLDrawPoolWater::endPostDeferredPass(S32 pass)
void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
{
endRenderPass(pass);
deferred_render = FALSE;
// copy framebuffer contents so far to a texture to be used for
// reflections and refractions
LLRenderTarget& src = gPipeline.mRT->screen;
LLRenderTarget& dst = gPipeline.mWaterDis;
dst.copyContents(src,
0, 0, src.getWidth(), src.getHeight(),
0, 0, dst.getWidth(), dst.getHeight(),
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
GL_NEAREST);
}
void LLDrawPoolWater::renderPostDeferred(S32 pass)
{
renderWater();
}
S32 LLDrawPoolWater::getNumDeferredPasses()
{
return 0;
}
//===============================
@ -152,6 +169,7 @@ void LLDrawPoolWater::renderDeferred(S32 pass)
void LLDrawPoolWater::render(S32 pass)
{
#if 0
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_WATER);
if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1)
{
@ -323,11 +341,13 @@ void LLDrawPoolWater::render(S32 pass)
glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
renderReflection(refl_face);
}
#endif
}
// for low end hardware
void LLDrawPoolWater::renderOpaqueLegacyWater()
{
#if 0
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
LLVOSky *voskyp = gSky.mVOSkyp;
@ -432,11 +452,13 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
}
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
#endif
}
void LLDrawPoolWater::renderReflection(LLFace* face)
{
#if 0
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
LLVOSky *voskyp = gSky.mVOSkyp;
@ -462,6 +484,7 @@ void LLDrawPoolWater::renderReflection(LLFace* face)
LLOverrideFaceColor override(this, LLColor4(face->getFaceColor().mV));
face->renderIndexed();
#endif
}
void LLDrawPoolWater::renderWater()
@ -535,7 +558,8 @@ void LLDrawPoolWater::renderWater()
shader = deferred_render ? &gDeferredWaterProgram : &gWaterProgram;
}
}
shader->bind();
gPipeline.bindDeferredShader(*shader);
// bind textures for water rendering
S32 reftex = shader->enableTexture(LLShaderMgr::WATER_REFTEX);
@ -576,6 +600,8 @@ void LLDrawPoolWater::renderWater()
// bind reflection texture from RenderTarget
S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX);
S32 screenDepth = shader->enableTexture(LLShaderMgr::WATER_SCREENDEPTH);
F32 screenRes[] = {1.f / gGLViewport[2], 1.f / gGLViewport[3]};
S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
@ -602,6 +628,11 @@ void LLDrawPoolWater::renderWater()
gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis);
}
if (screenDepth > -1)
{
gGL.getTexUnit(screenDepth)->bind(&gPipeline.mWaterDis, true);
}
if (mShaderLevel == 1)
{
fog_color.mV[VW] = log(fog_density) / log(2);
@ -683,7 +714,8 @@ void LLDrawPoolWater::renderWater()
shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH);
// clean up
shader->unbind();
gPipeline.unbindDeferredShader(*shader);
gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE);
}

View File

@ -35,7 +35,7 @@ class LLHeavenBody;
class LLWaterSurface;
class LLGLSLShader;
class LLDrawPoolWater: public LLFacePool
class LLDrawPoolWater final: public LLFacePool
{
protected:
LLPointer<LLViewerTexture> mWaterImagep[2];
@ -56,26 +56,26 @@ public:
LLVertexBuffer::MAP_TEXCOORD0
};
virtual U32 getVertexDataMask() { return VERTEX_DATA_MASK; }
virtual U32 getVertexDataMask() override { return VERTEX_DATA_MASK; }
LLDrawPoolWater();
/*virtual*/ ~LLDrawPoolWater();
static void restoreGL();
/*virtual*/ S32 getNumPostDeferredPasses() { return 0; } //getNumPasses(); }
/*virtual*/ void beginPostDeferredPass(S32 pass);
/*virtual*/ void endPostDeferredPass(S32 pass);
/*virtual*/ void renderPostDeferred(S32 pass) { render(pass); }
/*virtual*/ S32 getNumDeferredPasses() { return 1; }
/*virtual*/ void renderDeferred(S32 pass = 0);
S32 getNumPostDeferredPasses() override;
void beginPostDeferredPass(S32 pass) override;
void renderPostDeferred(S32 pass) override;
S32 getNumDeferredPasses() override;
void renderDeferred(S32 pass = 0) override;
/*virtual*/ S32 getNumPasses();
/*virtual*/ void render(S32 pass = 0);
/*virtual*/ void prerender();
S32 getNumPasses() override;
void render(S32 pass = 0) override;
void prerender() override;
/*virtual*/ LLViewerTexture *getDebugTexture();
/*virtual*/ LLColor3 getDebugColor() const; // For AGP debug display
LLViewerTexture *getDebugTexture() override;
LLColor3 getDebugColor() const; // For AGP debug display
void renderReflection(LLFace* face);
void renderWater();

View File

@ -34,6 +34,7 @@
#include "llviewershadermgr.h"
#include "llviewercontrol.h"
#include "llenvironment.h"
#include "llstartup.h"
extern BOOL gCubeSnapshot;
extern BOOL gTeleportDisplay;
@ -63,7 +64,7 @@ struct CompareProbeDistance
// helper class to seed octree with probes
void LLReflectionMapManager::update()
{
if (!LLPipeline::sReflectionProbesEnabled || gTeleportDisplay)
if (!LLPipeline::sReflectionProbesEnabled || gTeleportDisplay || LLStartUp::getStartupState() < STATE_PRECACHE)
{
return;
}
@ -212,7 +213,11 @@ LLReflectionMap* LLReflectionMapManager::addProbe(LLSpatialGroup* group)
{
LLReflectionMap* probe = new LLReflectionMap();
probe->mGroup = group;
probe->mOrigin = group->getOctreeNode()->getCenter();
if (group)
{
probe->mOrigin = group->getOctreeNode()->getCenter();
}
if (gCubeSnapshot)
{ //snapshot is in progress, mProbes is being iterated over, defer insertion until next update
@ -272,7 +277,9 @@ LLReflectionMap* LLReflectionMapManager::registerSpatialGroup(LLSpatialGroup* gr
return addProbe(group);
}
}
#endif
#if 0
if (group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_TERRAIN)
{
OctreeNode* node = group->getOctreeNode();

View File

@ -62,7 +62,7 @@ public:
void update();
// add a probe for the given spatial group
LLReflectionMap* addProbe(LLSpatialGroup* group);
LLReflectionMap* addProbe(LLSpatialGroup* group = nullptr);
// Populate "maps" with the N most relevant Reflection Maps where N is no more than maps.size()
// If less than maps.size() ReflectionMaps are available, will assign trailing elements to nullptr.

View File

@ -681,6 +681,13 @@ BOOL LLSurface::idleUpdate(F32 max_update_time)
}
}
}
if (did_update)
{
// some patches changed, update region reflection probes
mRegionp->updateReflectionProbes();
}
return did_update;
}

View File

@ -1007,7 +1007,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
if (LLPipeline::sRenderDeferred)
{
gPipeline.renderDeferredLighting(&gPipeline.mRT->screen);
gPipeline.renderDeferredLighting();
}
LLPipeline::sUnderWaterRender = FALSE;
@ -1062,11 +1062,9 @@ void display_cube_face()
llassert(!gSnapshot);
llassert(!gTeleportDisplay);
llassert(LLPipeline::sRenderDeferred);
llassert(LLStartUp::getStartupState() >= STATE_PRECACHE);
llassert(!LLAppViewer::instance()->logoutRequestSent());
llassert(!gRestoreGL);
llassert(!gUseWireframe);
bool rebuild = false;
@ -1148,7 +1146,7 @@ void display_cube_face()
gPipeline.mRT->deferredScreen.flush();
gPipeline.renderDeferredLighting(&gPipeline.mRT->screen);
gPipeline.renderDeferredLighting();
LLPipeline::sUnderWaterRender = FALSE;

View File

@ -1233,6 +1233,45 @@ U32 LLViewerRegion::getNumOfVisibleGroups() const
return mImpl ? mImpl->mVisibleGroups.size() : 0;
}
void LLViewerRegion::updateReflectionProbes()
{
const F32 probe_spacing = 32.f;
const F32 probe_radius = sqrtf((probe_spacing * 0.5f) * (probe_spacing * 0.5f) * 3.f);
const F32 hover_height = 2.f;
F32 start = probe_spacing * 0.5f;
U32 grid_width = REGION_WIDTH_METERS / probe_spacing;
mReflectionMaps.resize(grid_width * grid_width);
F32 water_height = getWaterHeight();
LLVector3 origin = getOriginAgent();
for (U32 i = 0; i < grid_width; ++i)
{
F32 x = i * probe_spacing + start;
for (U32 j = 0; j < grid_width; ++j)
{
F32 y = j * probe_spacing + start;
U32 idx = i * grid_width + j;
if (mReflectionMaps[idx].isNull())
{
mReflectionMaps[idx] = gPipeline.mReflectionMapManager.addProbe();
}
LLVector3 probe_origin = LLVector3(x,y, llmax(water_height, mImpl->mLandp->resolveHeightRegion(x,y)));
probe_origin.mV[2] += hover_height;
probe_origin += origin;
mReflectionMaps[idx]->mOrigin.load3(probe_origin.mV);
mReflectionMaps[idx]->mRadius = probe_radius;
}
}
}
void LLViewerRegion::addToVOCacheTree(LLVOCacheEntry* entry)
{
if(!sVOCacheCullingEnabled)

View File

@ -41,6 +41,7 @@
#include "llcapabilityprovider.h"
#include "m4math.h" // LLMatrix4
#include "llframetimer.h"
#include "llreflectionmap.h"
// Surface id's
#define LAND 1
@ -399,6 +400,9 @@ public:
static BOOL isNewObjectCreationThrottleDisabled() {return sNewObjectCreationThrottle < 0;}
// rebuild reflection probe list
void updateReflectionProbes();
private:
void addToVOCacheTree(LLVOCacheEntry* entry);
LLViewerObject* addNewObject(LLVOCacheEntry* entry);
@ -572,6 +576,10 @@ private:
LLFrameTimer mMaterialsCapThrottleTimer;
LLFrameTimer mRenderInfoRequestTimer;
LLFrameTimer mRenderInfoReportTimer;
// list of reflection maps being managed by this llviewer region
std::vector<LLPointer<LLReflectionMap> > mReflectionMaps;
};
inline BOOL LLViewerRegion::getRegionProtocol(U64 protocol) const

View File

@ -1020,9 +1020,12 @@ BOOL LLViewerShaderMgr::loadShadersWater()
// load water shader
gWaterProgram.mName = "Water Shader";
gWaterProgram.mFeatures.calculatesAtmospherics = true;
gWaterProgram.mFeatures.hasAtmospherics = true;
gWaterProgram.mFeatures.hasWaterFog = true;
gWaterProgram.mFeatures.hasGamma = true;
gWaterProgram.mFeatures.hasTransport = true;
gWaterProgram.mFeatures.hasSrgb = true;
gWaterProgram.mFeatures.hasReflectionProbes = true;
gWaterProgram.mShaderFiles.clear();
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER));
@ -1037,9 +1040,12 @@ BOOL LLViewerShaderMgr::loadShadersWater()
// load water shader
gWaterEdgeProgram.mName = "Water Edge Shader";
gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
gWaterEdgeProgram.mFeatures.hasAtmospherics = true;
gWaterEdgeProgram.mFeatures.hasWaterFog = true;
gWaterEdgeProgram.mFeatures.hasGamma = true;
gWaterEdgeProgram.mFeatures.hasTransport = true;
gWaterEdgeProgram.mFeatures.hasSrgb = true;
gWaterEdgeProgram.mFeatures.hasReflectionProbes = true;
gWaterEdgeProgram.mShaderFiles.clear();
gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER));

View File

@ -1032,7 +1032,6 @@ void LLPipeline::updateRenderBump()
// static
void LLPipeline::updateRenderDeferred()
{
sRenderDeferred = !gUseWireframe;
sRenderPBR = sRenderDeferred;
static LLCachedControl<S32> sProbeDetail(gSavedSettings, "RenderReflectionProbeDetail", -1);
sReflectionProbesEnabled = sProbeDetail >= 0 && gGLManager.mGLVersion > 3.99f;
@ -4326,6 +4325,7 @@ U32 LLPipeline::sCurRenderPoolType = 0 ;
void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
{
#if 0
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY);
LL_PROFILE_GPU_ZONE("renderGeom");
assertInitialized();
@ -4575,6 +4575,7 @@ void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
LLGLState::checkStates();
// LLGLState::checkTextureChannels();
// LLGLState::checkClientArrays();
#endif
}
void LLPipeline::renderGeomDeferred(LLCamera& camera)
@ -4774,6 +4775,16 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.loadMatrix(gGLModelView);
}
if (!gCubeSnapshot)
{
// debug displays
renderHighlights();
mHighlightFaces.clear();
renderDebug();
}
}
void LLPipeline::renderGeomShadow(LLCamera& camera)
@ -8431,7 +8442,7 @@ LLVector4 pow4fsrgb(LLVector4 v, F32 f)
return v;
}
void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
void LLPipeline::renderDeferredLighting()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
LL_PROFILE_GPU_ZONE("renderDeferredLighting");
@ -8440,6 +8451,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
return;
}
LLRenderTarget *screen_target = &mRT->screen;
LLRenderTarget *deferred_target = &mRT->deferredScreen;
LLRenderTarget *deferred_depth_target = &mRT->deferredDepth;
LLRenderTarget *deferred_light_target = &mRT->deferredLight;
@ -8692,6 +8704,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
}
#if 0
{ // render non-deferred geometry (fullbright, alpha, etc)
LLGLDisable blend(GL_BLEND);
LLGLDisable stencil(GL_STENCIL_TEST);
@ -8707,6 +8720,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
gPipeline.popRenderTypeMask();
}
#endif
bool render_local = RenderLocalLights; // && !gCubeSnapshot;
@ -8970,10 +8984,6 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
gGL.setColorMask(true, true);
}
screen_target->flush();
screen_target->bindTarget();
{ // render non-deferred geometry (alpha, fullbright, glow)
LLGLDisable blend(GL_BLEND);
LLGLDisable stencil(GL_STENCIL_TEST);
@ -9001,6 +9011,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
LLPipeline::RENDER_TYPE_CONTROL_AV,
LLPipeline::RENDER_TYPE_ALPHA_MASK,
LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
LLPipeline::RENDER_TYPE_WATER,
END_RENDER_TYPES);
renderGeomPostDeferred(*LLViewerCamera::getInstance());
@ -9065,16 +9076,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
gGL.popMatrix();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
}
if (!gCubeSnapshot)
{
// render highlights, etc.
renderHighlights();
mHighlightFaces.clear();
renderDebug();
LLVertexBuffer::unbind();
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
@ -9346,6 +9348,7 @@ inline float sgn(float a)
void LLPipeline::generateWaterReflection(LLCamera& camera_in)
{
#if 0
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
LL_PROFILE_GPU_ZONE("generateWaterReflection");
@ -9684,6 +9687,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gPipeline.popRenderTypeMask();
}
}
#endif
}
glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up)

View File

@ -306,7 +306,7 @@ public:
void renderDeferredLighting(LLRenderTarget* light_target);
void renderDeferredLighting();
void postDeferredGammaCorrect(LLRenderTarget* screen_target);
void generateWaterReflection(LLCamera& camera);