Ansariel
c29a661b22
Merge branch 'master' of https://bitbucket.org/Ansariel/phoenix-firestorm-600
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# Conflicts:
# indra/llimage/llimage.cpp
# indra/llprimitive/llgltfmaterial.h
# indra/llrender/llglslshader.cpp
# indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
# indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
# indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
# indra/newview/gltf/accessor.cpp
# indra/newview/gltf/accessor.h
# indra/newview/gltf/animation.h
# indra/newview/gltf/asset.cpp
# indra/newview/gltf/primitive.cpp
# indra/newview/gltf/primitive.h
# indra/newview/gltfscenemanager.h
# indra/newview/llenvironment.cpp
# indra/newview/llfetchedgltfmaterial.cpp
# indra/newview/llfloaterregioninfo.h
# indra/newview/llimprocessing.cpp
# indra/newview/lltexturectrl.cpp
# indra/newview/lltinygltfhelper.cpp
# indra/newview/llviewermenu.cpp
# indra/newview/llvlcomposition.cpp
# indra/newview/llvlcomposition.h
# indra/newview/llvovolume.cpp
# indra/newview/pipeline.cpp
2024-06-13 01:54:18 +02:00
Ansariel
1ebf62e102
Clean up line endings that got mangled up during last merge
2024-06-11 15:40:09 +02:00
Dave Parks
15fd13f830
#1530 Increase joint limit for GLTF Assets ( #1582 )
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* Migrate GLTF scene rendering to its own shaders
* Add support for ambient occlusion map separate from metallic roughness map (or absent)
* Use UBO's for GLTF joints
* Better error handling of downloading GLTF assets
2024-05-29 16:56:39 -05:00
Brad Linden
a1f49564d6
Merge remote-tracking branch 'origin/DRTVWR-600-maint-A' into brad/merge-maint-a-to-dev
2024-05-23 11:31:19 -07:00
Andrey Lihatskiy
b06a99f7c7
Post-merge spaces fix
2024-05-15 12:47:27 +03:00
Andrey Lihatskiy
bf1235b017
Merge branch 'marchcat/w-whitespace' into marchcat/x-mf-merge
2024-05-15 12:46:26 +03:00
Andrey Lihatskiy
1b68f71348
#824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed
2024-04-29 07:56:09 +03:00
Rye Mutt
f1b7e806eb
Fix sampling normals from gbuffer and cleanup redundant gbuffer samples ( #1294 )
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* Fix sampling normals from gbuffer and cleanup redundant gbuffer samples
* Allow negative normals in gbuffer to fix broken material rendering
2024-04-21 19:40:13 -05:00
RunitaiLinden
2880e5ceee
#1139 Fix for world going black/white in some scenes (NaNs) ( #1273 )
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* #1139 Fix for world going black/white in some scenes (NaNs)
NaNs were coming from normal encode/decode. Take advantage of available gbuffer space to send full normal instead of encoding.
* #1139 Cleanup
remove now unused encodeNormF.glsl
* #1139 Remove final reference to encodeNormF
* #1139 Fix for getNormalEnvIntensityFlags referencing wrong sampler for env intensity
* Mac build fix
2024-04-19 11:59:28 -05:00
RunitaiLinden
169562bf13
#677 WIP -- Add clipping to alpha and pbr (not working on PBR for some reason)
2024-02-01 13:50:47 -06:00
RunitaiLinden
18f42a659b
SL-20611 Followup -- fix edge cases with transparent PBR objects around eye/object above/below water.
2023-12-04 17:01:01 -06:00
RunitaiLinden
6472b75bcd
SL-20611 Followup -- fix edge cases with transparent objects around eye/object above/below water.
2023-12-04 16:50:06 -06:00
RunitaiLinden
bdb53fd56d
SL-20611 Make haze effect local lights -- move sky and water haze to their own passes and unify sky and water haze in forward rendering shaders.
2023-11-16 16:46:12 -06:00
RunitaiLinden
478703e3c8
SL-20440 Fix for projector ambiance destroying PBR shading. Also fix longstanding bug with hard line in projector ambiance lighting. Incidental decruft of legacy_adjust and LOCAL_LIGHT_KILL, etc.
2023-10-11 14:20:47 -05:00
RunitaiLinden
41433fdb08
SL-20394 Remove "glare" effect from PBR alpha shaders.
2023-10-02 15:16:53 -05:00
RunitaiLinden
43cd4e84bc
SL-19842 WIP -- Change how probe ambiance mixes with sky ambient.
2023-09-06 10:31:03 -05:00
Jonathan "Geenz" Goodman
22f83b3436
Add missing variable initialization, and make water support glossy SSR again.
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SL-19784
2023-06-15 09:01:39 -07:00
Jonathan "Geenz" Goodman
3581c81328
More performance addressing. Ditch glossy SSR on semi-transparent surfaces.
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SL-19784
2023-06-14 05:35:34 -07:00
RunitaiLinden
b0540f8189
DRTVWR-559 Rebalance PBR against Blinn-Phong.
2023-06-01 20:15:35 -05:00
RunitaiLinden
50ec54831d
DRTVWR-559 Revert skies to be very close to release and disable tone mapping when probe ambiance is zero.
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Hack for desaturating legacy materials has been removed for performance and quality reasons.
Adds a new setting for auto adjusting legacy skies. This is the PBR "opt out" button. If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure. If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half.
HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed. If you want relatively even exposure all the time, set HDR Scale to 1.0. If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale.
Also tuned up SSAO (thanks Rye!).
Reviewed with Brad.
2023-06-01 19:49:23 -05:00
Rye Mutt
cbd17fce86
Fix underwater fog mismatch between opaque and alpha blend when local lights are nearby ( #227 )
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* Fix water fog mismatch between alpha blend and opaque when local light is nearby
* Add PBR underwater alpha blend shader
2023-05-25 15:09:22 -05:00
RunitaiLinden
c12712aa96
DRTVWR-559 Fix for off-color fullbright alpha blinn-phong materials. Scrub some NaNs.
2023-05-25 13:09:03 -05:00
RunitaiLinden
c827d32ebe
SL-19655 Decruft legacy GLSL shaders and now unused build queues.
2023-05-17 18:09:36 -05:00
RunitaiLinden
cdc9852f05
SL-19709 Fix for fullbright shiny not factoring out exposure and flickering fullbright alpha. Incidental decruft.
2023-05-15 11:01:24 -05:00
RunitaiLinden
49a88c6f5a
SL-19560 Revert hacky fix for other avatars having low res BoM textures. Fix for brightening of PBR materials at the shadow horizon.
2023-04-20 13:39:16 -05:00
RunitaiLinden
03bd681564
DRTVWR-559 Balance night scenes against release, nudge glow down a smidge, remove exposure correction from legacy fullbright balance PBR materials against legacy.
2023-04-14 19:24:21 -05:00
Cosmic Linden
137a21fd99
SL-19592: Fix alpha blend PBR prims on HUD
2023-04-13 11:55:10 -07:00
RunitaiLinden
2b2154f021
SL-19564 Rebalance exposure and sky. Hack legacy diffuse map saturation and brightness to allow ACES Hill all the time.
2023-04-11 15:09:58 -05:00
Dave Parks
72a0408401
SL-19538 Back off on sun brightening a bit, remove errant brightening of clouds, and update midday to not be red shifted.
2023-04-06 22:55:51 -05:00
Dave Parks
b127e1bd12
SL-19538 Nudge sun brightness and replace "gamma" with an exposure scaler approximation
2023-04-06 18:58:24 -05:00
Dave Parks
bb79718c8f
SL-19538 Followup -- scrub all possible sources of NaNs, make dynamic exposure controls not persist, limit exposure range, and do a debug gl pass.
2023-04-06 13:21:25 -05:00
RunitaiLinden
5bf60f5d9e
SL-19538 Followup -- fix for dynamic exposure having large gaps in it… ( #157 )
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* SL-19538 Followup -- fix for dynamic exposure having large gaps in its luminance sampling.
* SL-19538 Followup -- review feedback changes.
2023-04-05 16:48:34 -05:00
RunitaiLinden
1f79379bf2
SL-19538 Followup -- tune exposure parameters and clamp local light ambiance. Make render targets 16F and scrube NaNs (thanks Rye). Update midday. ( #154 )
2023-04-05 11:55:51 -05:00
RunitaiLinden
698966f8e7
SL-19538 Remove hacky ambiance scale and take the mittens off probe a… ( #151 )
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* SL-19538 Remove hacky ambiance scale and take the mittens off probe ambiance values. Fix for sky brightening being done in sRGB space.
2023-04-04 10:29:12 -07:00
Dave Parks
c0958922c3
DRTVWR-559 Auto exposure tuning (fix horizon).
2023-03-30 18:41:34 -05:00
Dave Parks
46702c4e80
DRTVWR-559 Auto exposure tuning.
2023-03-30 18:19:32 -05:00
Dave Parks
b130831106
DRTVWR-559 Dynamic exposure followup -- stochastic sampling, weight based on luminance and distance to center of screen, rebalance night, don't rely on blending not clamping R16F.
2023-03-29 13:24:07 -05:00
Dave Parks
81c440a4a9
DRTVWR-559 Dynamic exposure followup -- balance moon brightness and add glow to exposure sample.
2023-03-28 15:51:29 -05:00
Dave Parks
10f66c0519
DRTVWR-559 Dynamically adjust exposure.
2023-03-28 14:30:59 -05:00
Dave Parks
960715efc1
SL-19477 Remove angular attenuation from sphere probe weight to fix harsh indirect lighting. Minor incidental decruft.
2023-03-27 13:07:31 -05:00
Dave Parks
29b3727b8c
SL-19355 Irradiance rebalance.
2023-03-07 14:06:01 -06:00
Dave Parks
7139444461
SL-19281 Post review cleanup.
2023-03-02 18:36:57 -06:00
Dave Parks
bc7856098f
SL-19281 Unify handling of haze and gamma between fullbright and not and move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
2023-03-02 16:36:03 -06:00
Dave Parks
e5a2f85005
SL-19226 Reimplement water fresnel offset/scale, exposure balance for midday, adjust reflections off, and decruft depth buffer error correction shenanigans that are no longer used.
2023-02-27 16:53:56 -06:00
cosmic-linden
9601abba55
Merge pull request #92 from secondlife/SL-19262
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SL-19265: Fix precision issue with texture transforms, separate texture animations
2023-02-27 10:16:48 -08:00
Cosmic Linden
33085b9d83
SL-19265: Fix precision issue with texture transforms by moving transform matrix calculation into the shader
2023-02-24 13:53:55 -08:00
Dave Parks
86427ec145
SL-19212 Resurrect glare and apply to PBR materials as well (and fix color mismatch in legacy alpha vs opaque).
2023-02-24 14:54:25 -06:00
Cosmic Linden
a7ecfc9b19
SL-19228: Remove DEBUG_TEXCOORD
2023-02-24 09:27:19 -08:00
Cosmic Linden
6494eed242
SL-19228: Fix GLTF texture transform rotation and add UV debug (PBR only). See textureUtilV.glsl for UV coordinate comments
2023-02-23 14:28:42 -08:00
Dave Parks
e5e94b5fa8
DRTVWR-559 Fix for irradiance maps going black at 128x128 radiance map resolution. Improve radiance map anti-aliasing and default to 128x128 everywhere.
2023-02-23 11:47:24 -06:00