Occlusion culling overhaul.

meow-7.2.2
Dave Parks 2013-06-18 17:24:21 -05:00
parent 8d67ad3d86
commit ccd04cd66c
18 changed files with 699 additions and 82 deletions

View File

@ -7277,9 +7277,6 @@ void CalculateTangentArray(U32 vertexCount, const LLVector4a *vertex, const LLVe
const LLVector4a& t = tan1[a];
llassert(tan1[a].getLength3().getF32() >= 0.f);
llassert(tan2[a].getLength3().getF32() >= 0.f);
LLVector4a ncrosst;
ncrosst.setCross3(n,t);

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@ -149,6 +149,9 @@ void LLGLSLShader::clearStats()
mTimeElapsed = 0;
mSamplesDrawn = 0;
mDrawCalls = 0;
mTextureStateFetched = false;
mTextureMagFilter.clear();
mTextureMinFilter.clear();
}
void LLGLSLShader::dumpStats()
@ -161,6 +164,16 @@ void LLGLSLShader::dumpStats()
{
llinfos << mShaderFiles[i].first << llendl;
}
for (U32 i = 0; i < mTexture.size(); ++i)
{
GLint idx = mTexture[i];
if (idx >= 0)
{
GLint uniform_idx = getUniformLocation(i);
llinfos << mUniformNameMap[uniform_idx] << " - " << std::hex << mTextureMagFilter[i] << "/" << mTextureMinFilter[i] << std::dec << llendl;
}
}
llinfos << "=============================================" << llendl;
F32 ms = mTimeElapsed/1000000.f;
@ -211,6 +224,39 @@ void LLGLSLShader::placeProfileQuery()
glGenQueriesARB(1, &mTimerQuery);
}
if (!mTextureStateFetched)
{
mTextureStateFetched = true;
mTextureMagFilter.resize(mTexture.size());
mTextureMinFilter.resize(mTexture.size());
U32 cur_active = gGL.getCurrentTexUnitIndex();
for (U32 i = 0; i < mTexture.size(); ++i)
{
GLint idx = mTexture[i];
if (idx >= 0)
{
gGL.getTexUnit(idx)->activate();
U32 mag = 0xFFFFFFFF;
U32 min = 0xFFFFFFFF;
U32 type = LLTexUnit::getInternalType(gGL.getTexUnit(idx)->getCurrType());
glGetTexParameteriv(type, GL_TEXTURE_MAG_FILTER, (GLint*) &mag);
glGetTexParameteriv(type, GL_TEXTURE_MIN_FILTER, (GLint*) &min);
mTextureMagFilter[i] = mag;
mTextureMinFilter[i] = min;
}
}
gGL.getTexUnit(cur_active)->activate();
}
glBeginQueryARB(GL_SAMPLES_PASSED, 1);
glBeginQueryARB(GL_TIME_ELAPSED, mTimerQuery);
#endif
@ -573,6 +619,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
}
mUniformMap[name] = location;
mUniformNameMap[location] = name;
LL_DEBUGS("ShaderLoading") << "Uniform " << name << " is at location " << location << LL_ENDL;
//find the index of this uniform
@ -635,6 +682,7 @@ BOOL LLGLSLShader::mapUniforms(const vector<string> * uniforms)
mActiveTextureChannels = 0;
mUniform.clear();
mUniformMap.clear();
mUniformNameMap.clear();
mTexture.clear();
mValue.clear();
//initialize arrays
@ -1152,6 +1200,23 @@ void LLGLSLShader::uniform1i(const string& uniform, GLint v)
}
}
void LLGLSLShader::uniform2i(const string& uniform, GLint i, GLint j)
{
GLint location = getUniformLocation(uniform);
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
LLVector4 vec(i,j,0.f,0.f);
if (iter == mValue.end() || shouldChange(iter->second,vec))
{
glUniform2iARB(location, i, j);
mValue[location] = vec;
}
}
}
void LLGLSLShader::uniform1f(const string& uniform, GLfloat v)
{
GLint location = getUniformLocation(uniform);

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@ -111,6 +111,7 @@ public:
void uniform3fv(U32 index, U32 count, const GLfloat* v);
void uniform4fv(U32 index, U32 count, const GLfloat* v);
void uniform1i(const std::string& uniform, GLint i);
void uniform2i(const std::string& uniform, GLint i, GLint j);
void uniform1f(const std::string& uniform, GLfloat v);
void uniform2f(const std::string& uniform, GLfloat x, GLfloat y);
void uniform3f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z);
@ -170,6 +171,7 @@ public:
U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask())
std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
std::map<std::string, GLint> mUniformMap; //lookup map of uniform name to uniform location
std::map<GLint, std::string> mUniformNameMap; //lookup map of uniform location to uniform name
std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value
std::vector<GLint> mTexture;
S32 mTotalUniformSize;
@ -192,6 +194,11 @@ public:
static U64 sTotalSamplesDrawn;
U32 mDrawCalls;
static U32 sTotalDrawCalls;
bool mTextureStateFetched;
std::vector<U32> mTextureMagFilter;
std::vector<U32> mTextureMinFilter;
};
//UI shader (declared here so llui_libtest will link properly)

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@ -53,11 +53,23 @@ void check_framebuffer_status()
bool LLRenderTarget::sUseFBO = false;
U32 LLRenderTarget::sCurFBO = 0;
extern S32 gGLViewport[4];
//HEY DAVE HOOK THESE UP
U32 LLRenderTarget::sCurResX = 0;
U32 LLRenderTarget::sCurResY = 0;
/// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LLRenderTarget::LLRenderTarget() :
mResX(0),
mResY(0),
mFBO(0),
mPreviousFBO(0),
mPreviousResX(0),
mPreviousResY(0),
mDepth(0),
mStencil(0),
mUseDepth(false),
@ -390,13 +402,12 @@ void LLRenderTarget::bindTarget()
{
if (mFBO)
{
mPreviousFBO = sCurFBO;
stop_glerror();
mPreviousFBO = sCurFBO;
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
sCurFBO = mFBO;
stop_glerror();
if (gGLManager.mHasDrawBuffers)
{ //setup multiple render targets
@ -418,7 +429,12 @@ void LLRenderTarget::bindTarget()
stop_glerror();
}
mPreviousResX = sCurResX;
mPreviousResY = sCurResY;
glViewport(0, 0, mResX, mResY);
sCurResX = mResX;
sCurResY = mResY;
sBoundTarget = this;
}
@ -489,6 +505,20 @@ void LLRenderTarget::flush(bool fetch_depth)
stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, mPreviousFBO);
sCurFBO = mPreviousFBO;
if (mPreviousFBO)
{
glViewport(0, 0, mPreviousResX, mPreviousResY);
sCurResX = mPreviousResX;
sCurResY = mPreviousResY;
}
else
{
glViewport(gGLViewport[0],gGLViewport[1],gGLViewport[2],gGLViewport[3]);
sCurResX = gGLViewport[2];
sCurResY = gGLViewport[3];
}
stop_glerror();
}
}

View File

@ -63,6 +63,9 @@ public:
static bool sUseFBO;
static U32 sBytesAllocated;
static U32 sCurFBO;
static U32 sCurResX;
static U32 sCurResY;
LLRenderTarget();
~LLRenderTarget();
@ -146,6 +149,9 @@ protected:
std::vector<U32> mInternalFormat;
U32 mFBO;
U32 mPreviousFBO;
U32 mPreviousResX;
U32 mPreviousResY;
U32 mDepth;
bool mStencil;
bool mUseDepth;

View File

@ -7732,7 +7732,7 @@
<key>Type</key>
<string>S32</string>
<key>Value</key>
<integer>4</integer>
<integer>3</integer>
</map>
<key>OctreeAlphaDistanceFactor</key>
@ -8504,7 +8504,6 @@
<key>Value</key>
<real>1.0</real>
</map>
<key>RenderDeferredTreeShadowBias</key>
<map>
<key>Comment</key>

View File

@ -46,11 +46,6 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
vec3 getKern(int i)
{
return kern[i];
}
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@ -64,38 +59,38 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
return sn;
}
vec3 decode_normal (vec2 enc)
{
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
return n.xy / f + 0.5;
}
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return n;
}
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
return sn;
}
vec3 decode_normal (vec2 enc)
{
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
return n.xy / f + 0.5;
}
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return n;
}
#endif
void main()
@ -110,7 +105,7 @@ void main()
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
vec2 defined_weight = getKern(0).xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
vec4 col = defined_weight.xyxx * ccol;
// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
@ -120,28 +115,33 @@ void main()
float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2)
tc_mod -= floor(tc_mod);
tc_mod *= 2.0;
tc += ( (tc_mod - 0.5) * getKern(1).z * dlt * 0.5 );
tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 );
for (int i = 1; i < 4; i++)
{
vec2 samptc = tc + getKern(i).z*dlt;
vec3 samppos = getPosition(samptc).xyz;
vec2 samptc = tc + kern[i].z*dlt;
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
defined_weight += getKern(i).xy;
col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
}
}
for (int i = 1; i < 4; i++)
{
vec2 samptc = tc - getKern(i).z*dlt;
vec3 samppos = getPosition(samptc).xyz;
vec2 samptc = tc - kern[i].z*dlt;
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
defined_weight += getKern(i).xy;
col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
}
}

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@ -0,0 +1,67 @@
/**
* @file debugF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, 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
uniform sampler2D depthMap;
uniform float delta;
VARYING vec2 tc0;
VARYING vec2 tc1;
VARYING vec2 tc2;
VARYING vec2 tc3;
VARYING vec2 tc4;
VARYING vec2 tc5;
VARYING vec2 tc6;
VARYING vec2 tc7;
VARYING vec2 tc8;
void main()
{
vec4 depth1 =
vec4(texture2D(depthMap, tc0).r,
texture2D(depthMap, tc1).r,
texture2D(depthMap, tc2).r,
texture2D(depthMap, tc3).r);
vec4 depth2 =
vec4(texture2D(depthMap, tc4).r,
texture2D(depthMap, tc5).r,
texture2D(depthMap, tc6).r,
texture2D(depthMap, tc7).r);
depth1 = min(depth1, depth2);
float depth = min(depth1.x, depth1.y);
depth = min(depth, depth1.z);
depth = min(depth, depth1.w);
depth = min(depth, texture2D(depthMap, tc8).r);
gl_FragDepth = depth;
}

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@ -0,0 +1,67 @@
/**
* @file debugF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, 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
uniform sampler2DRect depthMap;
uniform float delta;
VARYING vec2 tc0;
VARYING vec2 tc1;
VARYING vec2 tc2;
VARYING vec2 tc3;
VARYING vec2 tc4;
VARYING vec2 tc5;
VARYING vec2 tc6;
VARYING vec2 tc7;
VARYING vec2 tc8;
void main()
{
vec4 depth1 =
vec4(texture2DRect(depthMap, tc0).r,
texture2DRect(depthMap, tc1).r,
texture2DRect(depthMap, tc2).r,
texture2DRect(depthMap, tc3).r);
vec4 depth2 =
vec4(texture2DRect(depthMap, tc4).r,
texture2DRect(depthMap, tc5).r,
texture2DRect(depthMap, tc6).r,
texture2DRect(depthMap, tc7).r);
depth1 = min(depth1, depth2);
float depth = min(depth1.x, depth1.y);
depth = min(depth, depth1.z);
depth = min(depth, depth1.w);
depth = min(depth, texture2DRect(depthMap, tc8).r);
gl_FragDepth = depth;
}

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@ -0,0 +1,59 @@
/**
* @file debugV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, 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
* $/LicenseInfo$
*/
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
uniform vec2 screen_res;
uniform vec2 delta;
VARYING vec2 tc0;
VARYING vec2 tc1;
VARYING vec2 tc2;
VARYING vec2 tc3;
VARYING vec2 tc4;
VARYING vec2 tc5;
VARYING vec2 tc6;
VARYING vec2 tc7;
VARYING vec2 tc8;
void main()
{
gl_Position = vec4(position, 1.0);
vec2 tc = (position.xy*0.5+0.5)*screen_res;
tc0 = tc+vec2(-delta.x,-delta.y);
tc1 = tc+vec2(0,-delta.y);
tc2 = tc+vec2(delta.x,-delta.y);
tc3 = tc+vec2(-delta.x,0);
tc4 = tc+vec2(0,0);
tc5 = tc+vec2(delta.x,0);
tc6 = tc+vec2(-delta.x,delta.y);
tc7 = tc+vec2(0,delta.y);
tc8 = tc+vec2(delta.x,delta.y);
}

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@ -1,3 +1,4 @@
/**
* @file llmeshrepository.cpp
* @brief Mesh repository implementation.

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@ -1498,6 +1498,8 @@ BOOL LLSpatialGroup::rebound()
if (mOctreeNode->getChildCount() == 1 && mOctreeNode->getElementCount() == 0)
{
LLSpatialGroup* group = (LLSpatialGroup*) mOctreeNode->getChild(0)->getListener(0);
//rebound single child
group->rebound();
//copy single child's bounding box
@ -1506,10 +1508,11 @@ BOOL LLSpatialGroup::rebound()
mExtents[0] = group->mExtents[0];
mExtents[1] = group->mExtents[1];
//treat this node as a "chute" to a deeper level of the tree
group->setState(SKIP_FRUSTUM_CHECK);
}
else if (mOctreeNode->isLeaf())
{ //copy object bounding box if this is a leaf
{ //copy object bounding box if this is a leaf
boundObjects(TRUE, mExtents[0], mExtents[1]);
mBounds[0] = mObjectBounds[0];
mBounds[1] = mObjectBounds[1];
@ -1518,14 +1521,17 @@ BOOL LLSpatialGroup::rebound()
{
LLVector4a& newMin = mExtents[0];
LLVector4a& newMax = mExtents[1];
//get bounding box of first child
LLSpatialGroup* group = (LLSpatialGroup*) mOctreeNode->getChild(0)->getListener(0);
group->clearState(SKIP_FRUSTUM_CHECK);
group->rebound();
//initialize to first child
newMin = group->mExtents[0];
newMax = group->mExtents[1];
//first, rebound children
//rebound remaining children, expanding bounding box to encompass children
for (U32 i = 1; i < mOctreeNode->getChildCount(); i++)
{
group = (LLSpatialGroup*) mOctreeNode->getChild(i)->getListener(0);
@ -2506,7 +2512,7 @@ void pushBufferVerts(LLVertexBuffer* buffer, U32 mask)
}
}
void pushBufferVerts(LLSpatialGroup* group, U32 mask)
void pushBufferVerts(LLSpatialGroup* group, U32 mask, bool push_alpha = true)
{
if (group->mSpatialPartition->mRenderByGroup)
{
@ -2515,7 +2521,10 @@ void pushBufferVerts(LLSpatialGroup* group, U32 mask)
LLDrawInfo* params = *(group->mDrawMap.begin()->second.begin());
LLRenderPass::applyModelMatrix(*params);
pushBufferVerts(group->mVertexBuffer, mask);
if (push_alpha)
{
pushBufferVerts(group->mVertexBuffer, mask);
}
for (LLSpatialGroup::buffer_map_t::iterator i = group->mBufferMap.begin(); i != group->mBufferMap.end(); ++i)
{
@ -2529,10 +2538,10 @@ void pushBufferVerts(LLSpatialGroup* group, U32 mask)
}
}
}
else
/*else
{
drawBox(group->mBounds[0], group->mBounds[1]);
}
//drawBox(group->mBounds[0], group->mBounds[1]);
}*/
}
void pushVertsColorCoded(LLSpatialGroup* group, U32 mask)
@ -2705,17 +2714,53 @@ void renderOctree(LLSpatialGroup* group)
// drawBoxOutline(LLVector3(node->getCenter()), LLVector3(node->getSize()));
}
std::set<LLSpatialGroup*> visible_selected_groups;
void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
{
LLGLEnable blend(GL_BLEND);
/*LLGLEnable blend(GL_BLEND);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
LLGLEnable cull(GL_CULL_FACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);*/
BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && group->isVisible() &&
/*BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && group->isVisible() &&
!group->isEmpty();
if (render_objects)
{
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
LLGLDisable blend(GL_BLEND);
gGL.diffuseColor4f(0.f, 0.75f, 0.f,0.5f);
pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX, false);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glLineWidth(4.f);
gGL.diffuseColor4f(0.f, 0.5f, 0.f, 1.f);
pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX, false);
glLineWidth(1.f);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
bool selected = false;
for (LLSpatialGroup::element_iter iter = group->getDataBegin(); iter != group->getDataEnd(); ++iter)
{
LLDrawable* drawable = *iter;
if (drawable->getVObj().notNull() && drawable->getVObj()->isSelected())
{
selected = true;
break;
}
}
if (selected)
{ //store for rendering occlusion volume as overlay
visible_selected_groups.insert(group);
}
}*/
/*if (render_objects)
{
LLGLDepthTest depth_under(GL_TRUE, GL_FALSE, GL_GREATER);
gGL.diffuseColor4f(0, 0.5f, 0, 0.5f);
@ -2740,6 +2785,59 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
gGL.diffuseColor4f(0.f, 0.75f, 0.f,0.5f);
gGL.diffuseColor4f(0.f, 0.75f, 0.f, 0.5f);
pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX);
bool selected = false;
for (LLSpatialGroup::element_iter iter = group->getDataBegin(); iter != group->getDataEnd(); ++iter)
{
LLDrawable* drawable = *iter;
if (drawable->getVObj().notNull() && drawable->getVObj()->isSelected())
{
selected = true;
break;
}
}
if (selected)
{ //store for rendering occlusion volume as overlay
visible_selected_groups.insert(group);
}
}
}*/
}
void renderXRay(LLSpatialGroup* group, LLCamera* camera)
{
BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && group->isVisible() &&
!group->isEmpty();
if (render_objects)
{
pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX, false);
bool selected = false;
for (LLSpatialGroup::element_iter iter = group->getDataBegin(); iter != group->getDataEnd(); ++iter)
{
LLDrawable* drawable = *iter;
if (drawable->getVObj().notNull() && drawable->getVObj()->isSelected())
{
selected = true;
break;
}
}
if (selected)
{ //store for rendering occlusion volume as overlay
if (!group->mSpatialPartition->isBridge())
{
visible_selected_groups.insert(group);
}
else
{
visible_selected_groups.insert(group->mSpatialPartition->asBridge()->getSpatialGroup());
}
}
}
}
@ -4210,6 +4308,48 @@ public:
}
};
class LLOctreeRenderXRay : public LLOctreeTraveler<LLDrawable>
{
public:
LLCamera* mCamera;
LLOctreeRenderXRay(LLCamera* camera): mCamera(camera) {}
virtual void traverse(const LLSpatialGroup::OctreeNode* node)
{
LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0);
if (!mCamera || mCamera->AABBInFrustumNoFarClip(group->mBounds[0], group->mBounds[1]))
{
node->accept(this);
stop_glerror();
for (U32 i = 0; i < node->getChildCount(); i++)
{
traverse(node->getChild(i));
stop_glerror();
}
//render visibility wireframe
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION))
{
group->rebuildGeom();
group->rebuildMesh();
gGL.flush();
gGL.pushMatrix();
gGLLastMatrix = NULL;
gGL.loadMatrix(gGLModelView);
renderXRay(group, mCamera);
stop_glerror();
gGLLastMatrix = NULL;
gGL.popMatrix();
}
}
}
virtual void visit(const LLSpatialGroup::OctreeNode* node) {}
};
class LLOctreeRenderPhysicsShapes : public LLOctreeTraveler<LLDrawable>
{
@ -4437,6 +4577,26 @@ void LLSpatialPartition::renderDebug()
LLOctreeRenderNonOccluded render_debug(camera);
render_debug.traverse(mOctree);
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION))
{
{
LLGLEnable cull(GL_CULL_FACE);
LLGLEnable blend(GL_BLEND);
LLGLDepthTest depth_under(GL_TRUE, GL_FALSE, GL_GREATER);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
gGL.diffuseColor4f(0.5f, 0.0f, 0, 0.25f);
LLGLEnable offset(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(-1.f, -1.f);
LLOctreeRenderXRay xray(camera);
xray.traverse(mOctree);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
if (LLGLSLShader::sNoFixedFunction)
{
gDebugProgram.unbind();

View File

@ -661,6 +661,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
static LLCullResult result;
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
gPipeline.updateCull(*LLViewerCamera::getInstance(), result, water_clip);
stop_glerror();
@ -867,7 +868,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
//}
LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
LLGLState::checkStates();
LLGLState::checkClientArrays();

View File

@ -93,6 +93,8 @@ LLGLSLShader gTwoTextureAddProgram;
LLGLSLShader gOneTextureNoColorProgram;
LLGLSLShader gDebugProgram;
LLGLSLShader gClipProgram;
LLGLSLShader gDownsampleDepthProgram;
LLGLSLShader gDownsampleDepthRectProgram;
LLGLSLShader gAlphaMaskProgram;
//object shaders
@ -702,6 +704,8 @@ void LLViewerShaderMgr::unloadShaders()
gOcclusionCubeProgram.unload();
gDebugProgram.unload();
gClipProgram.unload();
gDownsampleDepthProgram.unload();
gDownsampleDepthRectProgram.unload();
gAlphaMaskProgram.unload();
gUIProgram.unload();
gPathfindingProgram.unload();
@ -3001,6 +3005,26 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
success = gClipProgram.createShader(NULL, NULL);
}
if (success)
{
gDownsampleDepthProgram.mName = "DownsampleDepth Shader";
gDownsampleDepthProgram.mShaderFiles.clear();
gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB));
gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthF.glsl", GL_FRAGMENT_SHADER_ARB));
gDownsampleDepthProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gDownsampleDepthProgram.createShader(NULL, NULL);
}
if (success)
{
gDownsampleDepthRectProgram.mName = "DownsampleDepthRect Shader";
gDownsampleDepthRectProgram.mShaderFiles.clear();
gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB));
gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
gDownsampleDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gDownsampleDepthRectProgram.createShader(NULL, NULL);
}
if (success)
{
gAlphaMaskProgram.mName = "Alpha Mask Shader";

View File

@ -230,6 +230,8 @@ extern LLGLSLShader gSplatTextureRectProgram;
extern LLGLSLShader gGlowCombineFXAAProgram;
extern LLGLSLShader gDebugProgram;
extern LLGLSLShader gClipProgram;
extern LLGLSLShader gDownsampleDepthProgram;
extern LLGLSLShader gDownsampleDepthRectProgram;
//output tex0[tc0] + tex1[tc1]
extern LLGLSLShader gTwoTextureAddProgram;
@ -322,6 +324,7 @@ extern LLGLSLShader gWLCloudProgram;
extern LLGLSLShader gPostColorFilterProgram;
extern LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
extern LLGLSLShader gDeferredImpostorProgram;
extern LLGLSLShader gDeferredWaterProgram;
@ -369,7 +372,6 @@ extern LLGLSLShader gDeferredSkinnedFullbrightShinyProgram;
extern LLGLSLShader gDeferredSkinnedFullbrightProgram;
extern LLGLSLShader gNormalMapGenProgram;
// Deferred materials shaders
extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];

View File

@ -3515,7 +3515,12 @@ F32 LLVOVolume::getBinRadius()
}
else if (mDrawable->isStatic())
{
radius = llmax((S32) mDrawable->getRadius(), 1)*size_factor;
F32 szf = size_factor;
radius = llmax(mDrawable->getRadius(), szf);
radius = powf(radius, 1.f+szf/radius);
radius *= 1.f + mDrawable->mDistanceWRTCamera * distance_factor[1];
radius += mDrawable->mDistanceWRTCamera * distance_factor[0];
}

View File

@ -279,7 +279,7 @@ std::string gPoolNames[] =
"POOL_ALPHA"
};
void drawBox(const LLVector3& c, const LLVector3& r);
void drawBox(const LLVector4a& c, const LLVector4a& r);
void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
U32 nhpo2(U32 v);
LLVertexBuffer* ll_create_cube_vb(U32 type_mask, U32 usage);
@ -929,9 +929,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
S32 shadow_detail = RenderShadowDetail;
BOOL ssao = RenderDeferredSSAO;
const U32 occlusion_divisor = 3;
//allocate deferred rendering color buffers
if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, 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 (!mOcclusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
if (!addDeferredAttachments(mDeferredScreen)) return false;
GLuint screenFormat = GL_RGBA16;
@ -972,6 +975,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
for (U32 i = 0; i < 4; i++)
{
if (!mShadow[i].allocate(sun_shadow_map_width,U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false;
if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false;
}
}
else
@ -979,6 +983,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
for (U32 i = 0; i < 4; i++)
{
mShadow[i].release();
mShadowOcclusion[i].release();
}
}
@ -991,6 +996,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
for (U32 i = 4; i < 6; i++)
{
if (!mShadow[i].allocate(spot_shadow_map_width, height, 0, TRUE, FALSE)) return false;
if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE)) return false;
}
}
else
@ -998,6 +1004,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
for (U32 i = 4; i < 6; i++)
{
mShadow[i].release();
mShadowOcclusion[i].release();
}
}
@ -1014,11 +1021,13 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
for (U32 i = 0; i < 6; i++)
{
mShadow[i].release();
mShadowOcclusion[i].release();
}
mFXAABuffer.release();
mScreen.release();
mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first
mDeferredDepth.release();
mOcclusionDepth.release();
if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
}
@ -2433,7 +2442,14 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
if (to_texture)
{
mScreen.bindTarget();
if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
{
mOcclusionDepth.bindTarget();
}
else
{
mScreen.bindTarget();
}
}
if (sUseOcclusion > 1)
@ -2571,7 +2587,14 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
if (to_texture)
{
mScreen.flush();
if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
{
mOcclusionDepth.flush();
}
else
{
mScreen.flush();
}
}
}
@ -2639,6 +2662,75 @@ void LLPipeline::markOccluder(LLSpatialGroup* group)
}
}
void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
{
LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
LLGLSLShader* shader = NULL;
if (scratch_space)
{
scratch_space->copyContents(source,
0, 0, source.getWidth(), source.getHeight(),
0, 0, scratch_space->getWidth(), scratch_space->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
dest.bindTarget();
gDownsampleDepthProgram.bind();
LLStrider<LLVector3> vert;
mDeferredVB->getVertexStrider(vert);
LLStrider<LLVector2> tc0;
vert[0].set(-1,1,0);
vert[1].set(-1,-3,0);
vert[2].set(3,1,0);
if (source.getUsage() == LLTexUnit::TT_RECT_TEXTURE)
{
shader = &gDownsampleDepthRectProgram;
shader->bind();
shader->uniform2f("delta", 1.f, 1.f);
shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight());
}
else
{
shader = &gDownsampleDepthProgram;
shader->bind();
shader->uniform2f("delta", 1.f/source.getWidth(), 1.f/source.getHeight());
shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f);
}
gGL.getTexUnit(0)->bind(scratch_space ? scratch_space : &source, TRUE);
{
LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
}
dest.flush();
if (last_shader)
{
last_shader->bind();
}
else
{
gDownsampleDepthProgram.unbind();
}
}
void LLPipeline::doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
{
downsampleDepthBuffer(source, dest, scratch_space);
dest.bindTarget();
doOcclusion(camera);
dest.flush();
}
void LLPipeline::doOcclusion(LLCamera& camera)
{
if (LLPipeline::sUseOcclusion > 1 && sCull->hasOcclusionGroups())
@ -4551,7 +4643,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
gGL.setColorMask(true, false);
}
void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)
{
LLFastTimer t(FTM_POST_DEFERRED_POOLS);
U32 cur_type = 0;
@ -4566,7 +4658,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
gGL.setColorMask(true, false);
pool_set_t::iterator iter1 = mPools.begin();
BOOL occlude = LLPipeline::sUseOcclusion > 1;
BOOL occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion;
while ( iter1 != mPools.end() )
{
@ -4580,7 +4672,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
gGLLastMatrix = NULL;
gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
doOcclusion(camera, mScreen, mOcclusionDepth, &mDeferredDepth);
gGL.setColorMask(true, false);
}
@ -4798,6 +4890,7 @@ void LLPipeline::renderPhysicsDisplay()
mPhysicsDisplay.flush();
}
extern std::set<LLSpatialGroup*> visible_selected_groups;
void LLPipeline::renderDebug()
{
@ -5208,6 +5301,27 @@ void LLPipeline::renderDebug()
}
}
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION) && LLGLSLShader::sNoFixedFunction)
{ //render visible selected group occlusion geometry
gDebugProgram.bind();
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
gGL.diffuseColor3f(1,0,1);
for (std::set<LLSpatialGroup*>::iterator iter = visible_selected_groups.begin(); iter != visible_selected_groups.end(); ++iter)
{
LLSpatialGroup* group = *iter;
LLVector4a fudge;
fudge.splat(0.25f); //SG_OCCLUSION_FUDGE
LLVector4a size;
size.setAdd(fudge, group->mBounds[1]);
drawBox(group->mBounds[0], size);
}
}
visible_selected_groups.clear();
if (LLGLSLShader::sNoFixedFunction)
{
gUIProgram.bind();
@ -8205,11 +8319,7 @@ void LLPipeline::renderDeferredLighting()
LLStrider<LLVector3> vert;
mDeferredVB->getVertexStrider(vert);
LLStrider<LLVector2> tc0;
LLStrider<LLVector2> tc1;
mDeferredVB->getTexCoord0Strider(tc0);
mDeferredVB->getTexCoord1Strider(tc1);
vert[0].set(-1,1,0);
vert[1].set(-1,-3,0);
vert[2].set(3,1,0);
@ -8390,7 +8500,7 @@ void LLPipeline::renderDeferredLighting()
LLPipeline::END_RENDER_TYPES);
renderGeomPostDeferred(*LLViewerCamera::getInstance());
renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
gPipeline.popRenderTypeMask();
}
@ -9324,9 +9434,15 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gDeferredShadowCubeProgram.bind();
}
LLRenderTarget& occlusion_target = mShadowOcclusion[LLViewerCamera::sCurCameraID-1];
occlusion_target.bindTarget();
updateCull(shadow_cam, result);
occlusion_target.flush();
stateSort(shadow_cam, result);
//generate shadow map
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
@ -9414,7 +9530,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gDeferredShadowCubeProgram.bind();
gGLLastMatrix = NULL;
gGL.loadMatrix(gGLModelView);
doOcclusion(shadow_cam);
LLRenderTarget& occlusion_source = mShadow[LLViewerCamera::sCurCameraID-1];
doOcclusion(shadow_cam, occlusion_source, occlusion_target);
if (use_shader)
{

View File

@ -176,6 +176,12 @@ public:
// Object related methods
void markVisible(LLDrawable *drawablep, LLCamera& camera);
void markOccluder(LLSpatialGroup* group);
//downsample source to dest, taking the maximum depth value per pixel in source and writing to dest
// if source's depth buffer cannot be bound for reading, a scratch space depth buffer must be provided
void downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
void doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
void doOcclusion(LLCamera& camera);
void markNotCulled(LLSpatialGroup* group, LLCamera &camera);
void markMoved(LLDrawable *drawablep, BOOL damped_motion = FALSE);
@ -275,7 +281,7 @@ public:
void renderGeom(LLCamera& camera, BOOL forceVBOUpdate = FALSE);
void renderGeomDeferred(LLCamera& camera);
void renderGeomPostDeferred(LLCamera& camera);
void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true);
void renderGeomShadow(LLCamera& camera);
void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF);
void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
@ -603,6 +609,7 @@ public:
LLRenderTarget mFXAABuffer;
LLRenderTarget mEdgeMap;
LLRenderTarget mDeferredDepth;
LLRenderTarget mOcclusionDepth;
LLRenderTarget mDeferredLight;
LLRenderTarget mHighlight;
LLRenderTarget mPhysicsDisplay;
@ -615,6 +622,7 @@ public:
//sun shadow map
LLRenderTarget mShadow[6];
LLRenderTarget mShadowOcclusion[6];
std::vector<LLVector3> mShadowFrustPoints[4];
LLVector4 mShadowError;
LLVector4 mShadowFOV;