Commit Graph

114 Commits (1a437cbedf94de90d749f426dde09f2466693de2)

Author SHA1 Message Date
Dave Parks 8dc59e5ef3 SL-18128 Clear out much OpenGL cruft and switch to core profile on AMD 2022-09-16 16:25:26 -05:00
Andrey Kleshchev e0c4304e4a Restored SL-15400, it got lost in an automatic merge
Pausing clouds should not pause water
2022-04-19 21:15:58 +03:00
Ptolemy d38a273014 SL-16722 Fix void water not being rendered due to PR 782 skipping second pass of water rendering 2022-01-28 18:05:18 -08:00
Ptolemy cfd39c3663 SL-16606: Add profiler category DRAWPOOL 2022-01-14 11:50:19 -08:00
Dave Houlton d718f25f7d SL-16461 disable occlusion-based reflection update 2021-12-09 10:50:50 -07:00
Dave Houlton fab60f242e SL-16386 purge no-op fxn LLTexUnit::setTextureAlphaBlend() 2021-11-30 17:04:35 -07:00
Dave Houlton 3d1901dd4c SL-16386 purge no-op fxn LLTexUnit::setTextureColorBlend() 2021-11-30 17:04:35 -07:00
Dave Houlton 5fcea00c4f SL-16386 purge no-op fxn LLTexUnit::setTextureBlendType() 2021-11-30 17:04:35 -07:00
Dave Houlton 68e09edad0 SL-16386 remove references to (const true) LLGLSLShader::sNoFixedFunction 2021-11-30 17:04:35 -07:00
Dave Houlton 100f53dd5a SL-13565 refactor (consolidate getters) water drawing 2021-11-22 15:22:29 -07:00
Dave Houlton bb379cb8cc SL-13565 disable reflection render pass when all non-void water is occluded 2021-11-22 15:22:28 -07:00
Andrey Kleshchev 709184e0ff SL-15993 Disabling transparent water should not disable advanced lighting 2021-11-12 17:34:27 +02:00
Dave Houlton 5e9351a41a SL-13565 occlusion/reflection tracy markup 2021-11-04 16:19:18 -06:00
Andrey Lihatskiy a2cb61d9f4 Merge branch 'master' into DRTVWR-507-maint
# Conflicts:
#	indra/newview/pipeline.cpp
2020-09-28 22:08:48 +03:00
Andrey Kleshchev 812e6285c5 SL-12007 Toggling 'Transparent water' checkbox has no effect
Opaque water is not compatible with ALM
2020-05-13 21:48:36 +03:00
Andrey Lihatskiy 7a311fe30e Merge branch 'master' into DRTVWR-497 2020-04-20 21:21:12 +03:00
andreykproductengine 4f5d785226 SL-12014 Animesh is now a separate rendering type 2019-10-25 17:32:19 +03:00
Graham Linden fac181b179 SL-11212
Calculate sunAngle2 correctly given light dir in new coord space.
2019-08-13 08:39:55 -07:00
Graham Linden 5937a42224 SL-10566, SL-10677
Make sky updates only occur if the input atmospherics values have actually changed (perf optimization).

Make water rendering use specular color for coloring spec.
2019-08-12 14:25:35 -07:00
Graham Linden 158a0104c1 SL-11367
Use rotated lightnorm directly in water shader instead of forcing all shaders marked as water (including lighting) to get that norm
(where it would only affect Mid as only that graphics mode has atmospherics on but isn't using deferred rendering).
2019-06-06 15:55:50 -07:00
Graham Linden c8ae0c0c3f SL-11112
Fix blend between reflected/refracted water maps (make less transparent)
and fix setting of water fog color alpha on low end to better match
prev behavior of setting the internal control value in that case.
2019-05-17 14:21:52 -07:00
Graham Linden 2d514e4b10 SL-10763
Fix broken logic for alpha drawpool when rendering with basic shaders off.

Force unbind of 2nd tex unit that we use during water rendering.
2019-03-19 17:24:16 -07:00
Graham Linden 3396b728d2 Don't rebuild reflection when only edge water patches are in play.
Use (Restore)TexSetup for tex binding (should be equivalent now).

Simplify uniform management in alpha drawpool loop.

Fix wrong modelview mat being used for distortion map gen.
2019-03-05 09:35:04 -08:00
Graham Linden 4c3050a395 SL-10664, SL-10666
Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.

Baseline for performance work.
2019-03-03 10:42:19 -08:00
Graham Linden c1d2416826 EEP performance WIP
Mods to improve alpha obj render performance.

Removes hacky fix for HUD elements getting atmospherics.

Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding.

Fix up default classes and basic shader loading (remove unused shared modules).
2019-02-28 14:06:19 -08:00
Graham Linden d7ad30a2d4 SL-10566 part the fourth
Fix water rendering causing distortion map update very frame.

Reduce binds in alpha draw pool for HUD atmo suppression (may regress HUD lighting weirdness).

Add ability to retrieve current user clip plane so it can be saved/restored around water map gen.

Leave render type masks as is after reflection map render to get detail filtering applied to distortion map again.

Re-enable occlusion in distortion map rendering.
2019-02-27 17:07:31 -08:00
Graham Linden 7989df1c36 Merge 2019-02-21 17:20:53 -08:00
Graham Linden 65927e0a76 SL-10181, SL-10546
Fix distortion map rendering in deferred mode not including underwater fog effects.

Fix distortion map rendering not including post-deferred content at all.

Fix distortion map rendering not including anything but sky when camera is underwater.

Update sun_up_factor/sunmoon_glow_factor uniforms even when sun disc isn't in use.
2019-02-13 13:09:14 -08:00
andreykproductengine dfc80120cc Backed out changeset: 43f8558c602b 2019-02-06 19:44:24 +02:00
andreykproductengine a19d7c92b5 temp fog 2019-02-05 22:14:35 +02:00
Graham Linden 5a8610ccb7 SL-9996, SL-1130, SL-5546
Fix bug with setting texture matrix for rigged mesh.

Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth.

Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning
(we can no longer depend on them being mutex to each other).
2019-02-01 13:41:31 -08:00
Graham Linden 767fb53aeb 9996 partial fix (works for non-ALM rendering only)
Use a new edge water shader to allow forcing frag depth to avoid z-fighting at back edge of water edge pieces.

This will not work for ALM because forcing the depth breaks the use of the depth to backproject gbuffer position which breaks lighting calcs.
2019-01-31 09:56:37 -08:00
Graham Linden deb6110098 Eliminate helper GLSL modules depending on further GLSL modules to give Intel HD x000 compiler a fighting chance.
More WIP for edge-specific water shader for 9996.
2019-01-30 13:26:35 -08:00
Graham Linden 08440def11 WIP for 10374 (reduce number of shaders linking against deferredUtil).
Prepare for using ifdef to conditionally engage using gl_FragDepth in water shaders
(because GL requires that writing to gl_FragDepth on any path means you need to
 write a depth value on every path).
2019-01-30 12:34:20 -08:00
Graham Linden 368602fb81 Merge 2019-01-08 09:47:21 -08:00
Graham Linden aed659c5b4 SL-10304 fix handling of water normal map blending when both current and next textures are identical. 2019-01-07 16:47:16 -08:00
Graham Linden 30fc38603a Fix two files stomped my merging VR before a downstream branch. 2019-01-03 11:22:46 -08:00
Graham Linden a0a1d93fb6 Merge 6ish 2018-11-15 09:49:36 -08:00
Graham Linden 75858d9f3f SL-9929
Replace WL atmospherics sun color calcs, fix water specular sunlight contribution to use them,
and do not add moon contribution during daytime.
2018-10-19 17:45:40 +01:00
Graham Linden ae099c639f SL-1655
Make water horizon consistent between ALM and non-ALM rendering again.

Fix using deferred sky rendering in reflections.

Make matrix mode explicit around push/pop for safety.
2018-10-01 17:16:58 +01:00
AndreyL ProductEngine 46481b25cd line endings fix 2018-09-24 17:44:32 +03:00
Graham Linden 741d283c0e SL-9696
Remove squashfarclip hackery to make horizon lines in deferred match non-ALM rendering to avoid seam when rendering deferred.
2018-09-19 18:47:39 +01:00
Graham Linden 862b8f72dc SL-9685
Make sure legacy opaque water texture ID is assigned so it can be bound for lowest graphics use.
2018-09-18 20:31:26 +01:00
Graham Linden d452fd77ef MAINT-9007
fix management of water plane and fog Ks shader uniforms
2018-08-30 21:37:10 +01:00
Graham Linden b86e899e7e MAINT-9006
Make perspective projection consistent between ALM and non-ALM when drawing water (horizon matches).

Make perspective projection consistent between ALM and non-ALM when drawing heavenly bodies (sun disc position matches).

Make gamma correction of sun disc tex consistent between ALM and non-ALM rendering.
2018-08-23 00:53:11 +01:00
Graham Linden 26514a0c80 Remove MSVC optimize pragma. 2018-08-14 21:13:11 +01:00
Graham Linden 8e9d27fdcd MAINT-8884 Re-arrange water norm/reflection tex binding to be less incorrect. 2018-08-14 21:10:54 +01:00
Rider Linden bc82509ccd fix init on array 2018-07-27 12:20:05 -07:00
Rider Linden ed8082a94b Pausing the clouds will now also stop the waves. 2018-07-27 10:46:32 -07:00
Graham Linden 71a0d3e959 Fix OSX bug from OLD_SELECT GLSL work-around define not being used with automatically linked feature shaders.
Add LL_RELEASE_FOR_DOWNLOAD ifdef around launcher nag.

Fix OSX 10.14 SDK compile issue from unused var in scroll list.
2018-06-26 23:31:03 +01:00