Add render debug controls for forcing disable of ambient, sun, and local light contributions

(engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish
  those tasks as required by each render mode).
master
Graham Linden 2019-05-23 09:58:33 -07:00
parent 360b3230bb
commit d0a0eede63
18 changed files with 461 additions and 139 deletions

View File

@ -12356,6 +12356,39 @@
<key>Value</key>
<integer>0</integer>
</map>
<key>AmbientDisable</key>
<map>
<key>Comment</key>
<string>If TRUE, ambient light has no effect</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>SunlightDisable</key>
<map>
<key>Comment</key>
<string>If TRUE, sunlight has no effect</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>LocalLightDisable</key>
<map>
<key>Comment</key>
<string>If TRUE, local lights have no effect</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>TextureDiscardLevel</key>
<map>
<key>Comment</key>

View File

@ -88,64 +88,49 @@ float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
{
//get light vector
vec3 lv = lp.xyz-v;
vec4 proj_tc = proj_mat * lp;
//get distance
float d = length(lv);
float da = 1.0;
vec3 col = vec3(0);
if (proj_tc.z < 0
|| proj_tc.z > 1
|| proj_tc.x < 0
|| proj_tc.x > 1
|| proj_tc.y < 0
|| proj_tc.y > 1)
{
return col;
}
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
lv = normalize(lv);
vec3 norm = normalize(n);
da = dot(norm, lv);
da = clamp(da, 0.0, 1.0);
//get light vector
vec3 lv = lp.xyz-v;
la /= 20.0f;
//distance attenuation
float dist = d/la;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
if (dist_atten < 0.0)
{
return col;
}
//get distance
float d = length(lv);
float da = 1.0;
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
vec3 col = vec3(0);
// to match spotLight (but not multiSpotLight) *sigh*
float lit = max(da * dist_atten,0.0);
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist = d/la;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0f;
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= max(dot(n, lv), 0.0);
float lit = max(da * dist_atten,0.0);
ambiance = 0.0f;
float amb_da = ambiance;
if (lit > 0)
{
col = lit * light_col * diffuse;
amb_da += (da*0.5+0.5) * ambiance;
amb_da += (da*da*0.5 + 0.5) * ambiance;
}
amb_da += (da*da*0.5 + 0.5) * ambiance;
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
col.rgb += amb_da * 0.5 * light_col * diffuse;
col.rgb += amb_da * light_col * diffuse;
// no spec for alpha shader...
}
@ -223,7 +208,6 @@ void main()
vec4 color = vec4(0.0);
color.rgb = amblit;
color.a = final_alpha;
float ambient = da;
@ -235,11 +219,16 @@ void main()
vec3 sun_contrib = min(final_da, shadow) * sunlit;
#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
#endif
vec3 post_ambient = color.rgb;
#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
#endif
vec3 post_sunlight = color.rgb;
@ -257,7 +246,7 @@ vec3 post_atmo = color.rgb;
// to linear!
color.rgb = srgb_to_linear(color.rgb);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@ -268,7 +257,9 @@ vec3 post_atmo = color.rgb;
LIGHT_LOOP(7)
// sum local light contrib in linear colorspace
#if !defined(LOCAL_LIGHT_KILL)
color.rgb += light.rgb;
#endif
// back to sRGB as we're going directly to the final RT post-deferred gamma correction
color.rgb = linear_to_srgb(color.rgb);

View File

@ -88,17 +88,19 @@ float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float d = length(lv);
float da = 1.0;
vec3 col = vec3(0);
vec3 col = vec3(0,0,0);
la /= 20.0f;
vec4 proj_tc = proj_mat * lp;
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float d = length(lv);
float da = 1.0;
/*vec4 proj_tc = proj_mat * lp;
if (proj_tc.z < 0
|| proj_tc.z > 1
@ -108,77 +110,68 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
|| proj_tc.y > 1)
{
return col;
}
}*/
if (d > 0.0 && la > 0.0 && fa > 0.0)
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
lv = normalize(lv);
la /= 20.0f;
//distance attenuation
float dist = d/la;
float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;
dist_atten *= dist_atten;
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist = d/la;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0f;
if (dist_atten <= 0)
{
return col;
}
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
//angular attenuation
da = dot(n, lv);
da = clamp(da, 0.0, 1.0);
da *= spot*spot; // GL_SPOT_EXPONENT=2
float lit = max(da * dist_atten, 0.0);
//angular attenuation
da *= max(dot(n, lv), 0.0);
float lit = max(da * dist_atten, 0.0);
float amb_da = ambiance;
if (lit > 0)
{
col = light_col*lit*diffuse;
amb_da += (da*0.5 + 0.5) * ambiance;
amb_da += (da*da*0.5+0.5) * ambiance;
}
amb_da += (da*da*0.5+0.5) * ambiance;
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
col.rgb += amb_da * 0.5 * light_col * diffuse;
col.rgb += amb_da * light_col * diffuse;
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv+npos);
float nh = dot(n, h);
float nv = dot(n, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv+npos);
float nh = dot(n, h);
float nv = dot(n, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
col += speccol;
col += speccol;
float cur_glare = max(speccol.r, speccol.g);
cur_glare = max(cur_glare, speccol.b);
glare = max(glare, speccol.r);
glare += max(cur_glare, 0.0);
}
}
}
float cur_glare = max(speccol.r, speccol.g);
cur_glare = max(cur_glare, speccol.b);
glare = max(glare, speccol.r);
glare += max(cur_glare, 0.0);
}
}
}
return max(col, vec3(0.0,0.0,0.0));
return max(col, vec3(0.0,0.0,0.0));
}
#else
@ -321,18 +314,22 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
float ambient_clamp = getAmbientClamp() + 0.1;
ambient = (1.0 - ambient) * ambient_clamp;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
#endif
vec3 post_ambient = color.rgb;
#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
#endif
vec3 post_sunlight = color.rgb;
@ -398,7 +395,7 @@ vec3 post_atmo = color.rgb;
vec3 light = vec3(0,0,0);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@ -408,11 +405,12 @@ vec3 post_atmo = color.rgb;
LIGHT_LOOP(6)
LIGHT_LOOP(7)
glare = min(glare, 1.0);
float al = max(diffuse_linear.a,glare)*vertex_color.a;
#if !defined(LOCAL_LIGHT_KILL)
color.rgb += light.rgb;
#endif
// (only) post-deferred needs inline gamma correction
color.rgb = linear_to_srgb(color.rgb);

View File

@ -61,6 +61,11 @@ vec3 getNorm(vec2 pos_screen);
void main()
{
vec3 out_col = vec3(0,0,0);
#if defined(LOCAL_LIGHT_KILL)
discard;
#else
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
vec3 pos = getPosition(frag.xy).xyz;
if (pos.z < far_z)
@ -74,7 +79,6 @@ void main()
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 out_col = vec3(0,0,0);
vec3 npos = normalize(-pos);
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
@ -130,7 +134,7 @@ void main()
}
}
}
#endif
frag_color.rgb = out_col;
frag_color.a = 0.0;

View File

@ -130,6 +130,11 @@ vec4 getPosition(vec2 pos_screen);
void main()
{
vec3 col = vec3(0,0,0);
#if defined(LOCAL_LIGHT_KILL)
discard;
#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@ -171,7 +176,6 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
vec3 dlit = vec3(0, 0, 0);
@ -267,7 +271,8 @@ void main()
}
}
}
//col.rgb = vec3(0);
#endif
frag_color.rgb = col;
frag_color.a = 0.0;
}

View File

@ -113,12 +113,16 @@ void main()
vec3 sun_contrib = final_da * sunlit;
#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
#endif
vec3 post_ambient = color.rgb;
#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
#endif
vec3 post_sunlight = color.rgb;

View File

@ -129,6 +129,11 @@ vec4 getPosition(vec2 pos_screen);
void main()
{
vec3 col = vec3(0,0,0);
#if defined(LOCAL_LIGHT_KILL)
discard;
#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@ -142,12 +147,10 @@ void main()
{
discard;
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
norm = getNorm(frag.xy);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
@ -173,14 +176,9 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
vec4 spec = texture2DRect(specularRect, frag.xy);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 dlit = vec3(0, 0, 0);
@ -216,7 +214,6 @@ void main()
amb_da = min(amb_da, 1.0-lit);
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb;
}
if (spec.a > 0.0)
{
@ -243,7 +240,6 @@ void main()
}
}
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
@ -272,7 +268,8 @@ void main()
}
}
}
//col.rgb = vec3(0);
#endif
frag_color.rgb = col;
frag_color.a = 0.0;
}

View File

@ -33,7 +33,11 @@ float getAmbientClamp();
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
vec4 c = sumLights(pos, norm, color);
#if !defined(AMBIENT_KILL)
c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp();
#endif
return c;
}

View File

@ -39,7 +39,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
#if defined(LOCAL_LIGHT_KILL)
col.rgb = vec3(0);
#endif
#if !defined(SUNLIGHT_KILL)
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
#endif
col.rgb = min(col.rgb*color.rgb, 1.0);
return col;
}

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@ -129,6 +129,12 @@ vec4 getPosition(vec2 pos_screen);
void main()
{
vec3 col = vec3(0,0,0);
#if defined(LOCAL_LIGHT_KILL)
discard;
#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@ -183,8 +189,6 @@ void main()
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
@ -284,10 +288,11 @@ void main()
}
}
}
#endif
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
//col.rgb = vec3(0);
frag_color.rgb = col;
frag_color.a = 0.0;
}

View File

@ -121,12 +121,16 @@ void main()
vec3 sun_contrib = min(scol, final_da) * sunlit;
#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
#endif
vec3 post_ambient = color.rgb;
#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
#endif
vec3 post_sunlight = color.rgb;

View File

@ -130,6 +130,11 @@ vec4 getPosition(vec2 pos_screen);
void main()
{
vec3 col = vec3(0,0,0);
#if defined(LOCAL_LIGHT_KILL)
discard;
#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@ -184,12 +189,8 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 dlit = vec3(0, 0, 0);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
@ -227,7 +228,6 @@ void main()
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
if (spec.a > 0.0)
{
@ -253,10 +253,6 @@ void main()
col += speccol;
}
}
if (envIntensity > 0.0)
{
@ -286,10 +282,11 @@ void main()
}
}
}
#endif
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
//col.rgb = vec3(0);
frag_color.rgb = col;
frag_color.a = 0.0;
}

View File

@ -44,9 +44,16 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
col.rgb = scaleDownLight(col.rgb);
#if defined(LOCAL_LIGHT_KILL)
col.rgb = vec3(0);
i#endif
// Add windlight lights
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
#if !defined(SUNLIGHT_KILL)
col.rgb = min(col.rgb*color.rgb, 1.0);
#endif
return col;
}

View File

@ -33,7 +33,11 @@ float getAmbientClamp();
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
vec4 c = sumLights(pos, norm, color);
#if !defined(AMBIENT_KILL)
c.rgb += atmosAmbient() * color.rgb * getAmbientClamp();
#endif
return c;
}

View File

@ -51,8 +51,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
#if defined(LOCAL_LIGHT_KILL)
col.rgb = vec3(0);
#endif
// Add windlight lights
#if !defined(SUNLIGHT_KILL)
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
#endif
col.rgb = min(col.rgb*color.rgb, 1.0);
return col;

View File

@ -7389,6 +7389,8 @@ void handle_dump_attachments(void*)
// these are used in the gl menus to set control values, generically.
class LLToggleControl : public view_listener_t
{
protected:
bool handleEvent(const LLSD& userdata)
{
std::string control_name = userdata.asString();
@ -7465,6 +7467,24 @@ class LLAdvancedClickRenderBenchmark: public view_listener_t
}
};
// these are used in the gl menus to set control values that require shader recompilation
class LLToggleShaderControl : public view_listener_t
{
bool handleEvent(const LLSD& userdata)
{
std::string control_name = userdata.asString();
BOOL checked = gSavedSettings.getBOOL( control_name );
gSavedSettings.setBOOL( control_name, !checked );
LLPipeline::refreshCachedSettings();
//gPipeline.updateRenderDeferred();
//gPipeline.releaseGLBuffers();
//gPipeline.createGLBuffers();
//gPipeline.resetVertexBuffers();
LLViewerShaderMgr::instance()->setShaders();
return !checked;
}
};
void menu_toggle_attached_lights(void* user_data)
{
LLPipeline::sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
@ -9268,6 +9288,7 @@ void initialize_menus()
view_listener_t::addMenu(new LLShowAgentProfile(), "ShowAgentProfile");
view_listener_t::addMenu(new LLToggleAgentProfile(), "ToggleAgentProfile");
view_listener_t::addMenu(new LLToggleControl(), "ToggleControl");
view_listener_t::addMenu(new LLToggleShaderControl(), "ToggleShaderControl");
view_listener_t::addMenu(new LLCheckControl(), "CheckControl");
view_listener_t::addMenu(new LLGoToObject(), "GoToObject");
commit.add("PayObject", boost::bind(&handle_give_money_dialog));

View File

@ -927,7 +927,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
if (gGLManager.mIsMobileGF)
sum_lights_class = 3;
#endif
// Use the feature table to mask out the max light level to use. Also make sure it's at least 1.
S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel");
sum_lights_class = llclamp(sum_lights_class, 1, max_light_class);
@ -959,6 +959,25 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
attribs["MAX_JOINTS_PER_MESH_OBJECT"] =
boost::lexical_cast<std::string>(LLSkinningUtil::getMaxJointCount());
BOOL ambient_kill = gSavedSettings.getBOOL("AmbientDisable");
BOOL sunlight_kill = gSavedSettings.getBOOL("SunlightDisable");
BOOL local_light_kill = gSavedSettings.getBOOL("LocalLightDisable");
if (ambient_kill)
{
attribs["AMBIENT_KILL"] = "1";
}
if (sunlight_kill)
{
attribs["SUNLIGHT_KILL"] = "1";
}
if (local_light_kill)
{
attribs["LOCAL_LIGHT_KILL"] = "1";
}
// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
for (U32 i = 0; i < shaders.size(); i++)
{
@ -1232,6 +1251,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1;
BOOL ambient_kill = gSavedSettings.getBOOL("AmbientDisable");
BOOL sunlight_kill = gSavedSettings.getBOOL("SunlightDisable");
BOOL local_light_kill = gSavedSettings.getBOOL("LocalLightDisable");
if (mShaderLevel[SHADER_DEFERRED] == 0)
{
gDeferredTreeProgram.unload();
@ -1457,6 +1480,22 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", "1");
}
if (ambient_kill)
{
gDeferredSkinnedAlphaProgram.addPermutation("AMBIENT_KILL", "1");
}
if (sunlight_kill)
{
gDeferredSkinnedAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
}
if (local_light_kill)
{
gDeferredSkinnedAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
}
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
llassert(success);
@ -1525,6 +1564,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", "1");
}
if (ambient_kill)
{
gDeferredMaterialProgram[i].addPermutation("AMBIENT_KILL", "1");
}
if (sunlight_kill)
{
gDeferredMaterialProgram[i].addPermutation("SUNLIGHT_KILL", "1");
}
if (local_light_kill)
{
gDeferredMaterialProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1");
}
gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
if (use_sun_shadow)
@ -1593,6 +1647,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
}
gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");
if (ambient_kill)
{
gDeferredMaterialWaterProgram[i].addPermutation("AMBIENT_KILL", "1");
}
if (sunlight_kill)
{
gDeferredMaterialWaterProgram[i].addPermutation("SUNLIGHT_KILL", "1");
}
if (local_light_kill)
{
gDeferredMaterialWaterProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1");
}
gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true;
gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true;
@ -1681,6 +1750,23 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredLightProgram.clearPermutations();
if (ambient_kill)
{
gDeferredLightProgram.addPermutation("AMBIENT_KILL", "1");
}
if (sunlight_kill)
{
gDeferredLightProgram.addPermutation("SUNLIGHT_KILL", "1");
}
if (local_light_kill)
{
gDeferredLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
}
success = gDeferredLightProgram.createShader(NULL, NULL);
llassert(success);
}
@ -1693,11 +1779,28 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMultiLightProgram[i].mFeatures.isDeferred = true;
gDeferredMultiLightProgram[i].mFeatures.hasShadows = true;
gDeferredMultiLightProgram[i].clearPermutations();
gDeferredMultiLightProgram[i].mShaderFiles.clear();
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiLightProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1));
if (ambient_kill)
{
gDeferredMultiLightProgram[i].addPermutation("AMBIENT_KILL", "1");
}
if (sunlight_kill)
{
gDeferredMultiLightProgram[i].addPermutation("SUNLIGHT_KILL", "1");
}
if (local_light_kill)
{
gDeferredMultiLightProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1");
}
success = gDeferredMultiLightProgram[i].createShader(NULL, NULL);
llassert(success);
}
@ -1711,10 +1814,26 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSpotLightProgram.mFeatures.isDeferred = true;
gDeferredSpotLightProgram.mFeatures.hasShadows = true;
gDeferredSpotLightProgram.clearPermutations();
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
if (ambient_kill)
{
gDeferredSpotLightProgram.addPermutation("AMBIENT_KILL", "1");
}
if (sunlight_kill)
{
gDeferredSpotLightProgram.addPermutation("SUNLIGHT_KILL", "1");
}
if (local_light_kill)
{
gDeferredSpotLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
}
success = gDeferredSpotLightProgram.createShader(NULL, NULL);
llassert(success);
}
@ -1726,11 +1845,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true;
gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true;
gDeferredMultiSpotLightProgram.clearPermutations();
gDeferredMultiSpotLightProgram.mShaderFiles.clear();
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
if (local_light_kill)
{
gDeferredMultiSpotLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
}
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
llassert(success);
}
@ -1821,6 +1946,22 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.addPermutation("HAS_SHADOW", "1");
}
gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
if (ambient_kill)
{
gDeferredAlphaProgram.addPermutation("AMBIENT_KILL", "1");
}
if (sunlight_kill)
{
gDeferredAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
}
if (local_light_kill)
{
gDeferredAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
}
gDeferredAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaProgram.createShader(NULL, NULL);
@ -1914,6 +2055,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", "1");
}
if (ambient_kill)
{
gDeferredAlphaWaterProgram.addPermutation("AMBIENT_KILL", "1");
}
if (sunlight_kill)
{
gDeferredAlphaWaterProgram.addPermutation("SUNLIGHT_KILL", "1");
}
if (local_light_kill)
{
gDeferredAlphaWaterProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
}
gDeferredAlphaWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaWaterProgram.createShader(NULL, NULL);
@ -2129,11 +2285,27 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenProgram.mFeatures.isDeferred = true;
gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow;
gDeferredSoftenProgram.clearPermutations();
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSoftenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
if (ambient_kill)
{
gDeferredSoftenProgram.addPermutation("AMBIENT_KILL", "1");
}
if (sunlight_kill)
{
gDeferredSoftenProgram.addPermutation("SUNLIGHT_KILL", "1");
}
if (local_light_kill)
{
gDeferredSoftenProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
}
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2);
@ -2150,6 +2322,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSoftenWaterProgram.clearPermutations();
gDeferredSoftenWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1");
gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
@ -2162,6 +2335,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenWaterProgram.mFeatures.isDeferred = true;
gDeferredSoftenWaterProgram.mFeatures.hasShadows = use_sun_shadow;
if (ambient_kill)
{
gDeferredSoftenWaterProgram.addPermutation("AMBIENT_KILL", "1");
}
if (sunlight_kill)
{
gDeferredSoftenWaterProgram.addPermutation("SUNLIGHT_KILL", "1");
}
if (local_light_kill)
{
gDeferredSoftenWaterProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
}
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
gDeferredSoftenWaterProgram.mShaderLevel = llmax(gDeferredSoftenWaterProgram.mShaderLevel, 2);
@ -2397,6 +2585,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", "1");
}
if (ambient_kill)
{
gDeferredAvatarAlphaProgram.addPermutation("AMBIENT_KILL", "1");
}
if (sunlight_kill)
{
gDeferredAvatarAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
}
if (local_light_kill)
{
gDeferredAvatarAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
}
gDeferredAvatarAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL);

View File

@ -2951,6 +2951,36 @@
function="ToggleControl"
parameter="TextureDisable" />
</menu_item_check>
<menu_item_check
label="Disable Ambient"
name="Disable Ambient">
<menu_item_check.on_check
function="CheckControl"
parameter="AmbientDisable" />
<menu_item_check.on_click
function="ToggleShaderControl"
parameter="AmbientDisable" />
</menu_item_check>
<menu_item_check
label="Disable Sunlight"
name="Disable Sunlight">
<menu_item_check.on_check
function="CheckControl"
parameter="SunlightDisable" />
<menu_item_check.on_click
function="ToggleShaderControl"
parameter="SunlightDisable" />
</menu_item_check>
<menu_item_check
label="Disable Local Lights"
name="Disable Local Lights">
<menu_item_check.on_check
function="CheckControl"
parameter="LocalLightDisable" />
<menu_item_check.on_click
function="ToggleShaderControl"
parameter="LocalLightDisable" />
</menu_item_check>
<menu_item_check
label="Full Res Textures"
name="Rull Res Textures">