diff --git a/doc/contributions.txt b/doc/contributions.txt
--- a/doc/contributions.txt
+++ b/doc/contributions.txt
@@ -395,6 +395,8 @@
Fury Rosewood
Gaberoonie Zanzibar
Ganymedes Costagravas
+Geenz Spad
+ STORM-1823
Gene Frostbite
GeneJ Composer
Geneko Nemeth
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -8217,7 +8217,7 @@
Type
U32
Value
- 128
+ 512
RenderSpecularResY
@@ -8241,7 +8241,7 @@
Type
F32
Value
- 8
+ 384
RenderDeferred
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -126,7 +126,7 @@
if (sa > 0.0)
{
- sa = texture2D(lightFunc,vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
+ sa = 6 * texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
sa *= noise;
col += da*sa*light_col[i].rgb*spec.rgb;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -107,7 +107,7 @@
float sa = dot(normalize(lv-normalize(pos)),norm);
if (sa > 0.0)
{
- sa = texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
+ sa = 6 * texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
sa *= noise;
col += da*sa*color.rgb*spec.rgb;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -299,11 +299,11 @@
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).r;
+ vec3 dumbshiny = vary_SunlitColor*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib);
+ bloom = dot(spec_contrib, spec_contrib) / 4;
col += spec_contrib;
//add environmentmap
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -307,11 +307,11 @@
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).r;
+ vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib);
+ bloom = dot(spec_contrib, spec_contrib) / 4;
col += spec_contrib;
//add environmentmap
diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp
--- a/indra/newview/llviewercontrol.cpp
+++ b/indra/newview/llviewercontrol.cpp
@@ -181,6 +181,16 @@
return true;
}
+static bool handleLUTBufferChanged(const LLSD& newvalue)
+{
+ if (gPipeline.isInit())
+ {
+ gPipeline.releaseLUTBuffers();
+ gPipeline.createLUTBuffers();
+ }
+ return true;
+}
+
static bool handleAnisotropicChanged(const LLSD& newvalue)
{
LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean();
@@ -569,9 +579,9 @@
gSavedSettings.getControl("RenderUIBuffer")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderDepthOfField")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
- gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
- gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
- gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
+ gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleLUTBufferChanged, _2));
+ gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleLUTBufferChanged, _2));
+ gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleLUTBufferChanged, _2));
gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2));
gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -113,8 +113,10 @@
void resetVertexBuffers();
void resizeScreenTexture();
void releaseGLBuffers();
+ void releaseLUTBuffers();
void releaseScreenBuffers();
void createGLBuffers();
+ void createLUTBuffers();
void allocateScreenBuffer(U32 resX, U32 resY);
bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples);
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -1032,24 +1032,29 @@
mTrueNoiseMap = 0;
}
+ releaseLUTBuffers();
+
+ mWaterRef.release();
+ mWaterDis.release();
+
+ for (U32 i = 0; i < 3; i++)
+ {
+ mGlow[i].release();
+ }
+
+ releaseScreenBuffers();
+
+ gBumpImageList.destroyGL();
+ LLVOAvatar::resetImpostors();
+}
+
+void LLPipeline::releaseLUTBuffers()
+{
if (mLightFunc)
{
LLImageGL::deleteTextures(1, &mLightFunc);
mLightFunc = 0;
}
-
- mWaterRef.release();
- mWaterDis.release();
-
- for (U32 i = 0; i < 3; i++)
- {
- mGlow[i].release();
- }
-
- releaseScreenBuffers();
-
- gBumpImageList.destroyGL();
- LLVOAvatar::resetImpostors();
}
void LLPipeline::releaseScreenBuffers()
@@ -1146,50 +1151,69 @@
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
+ createLUTBuffers();
+ }
+
+ gBumpImageList.restoreGL();
+}
+
+void LLPipeline::createLUTBuffers()
+{
+ if (sRenderDeferred)
+ {
if (!mLightFunc)
{
U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
- U8* lg = new U8[lightResX*lightResY];
-
+ U8* ls = new U8[lightResX*lightResY];
+ F32 specExp = gSavedSettings.getF32("RenderSpecularExponent");
+ // Calculate the (normalized) Blinn-Phong specular lookup texture.
for (U32 y = 0; y < lightResY; ++y)
{
for (U32 x = 0; x < lightResX; ++x)
{
- //spec func
+ ls[y*lightResX+x] = 0;
F32 sa = (F32) x/(lightResX-1);
F32 spec = (F32) y/(lightResY-1);
- //lg[y*lightResX+x] = (U8) (powf(sa, 128.f*spec*spec)*255);
-
- //F32 sp = acosf(sa)/(1.f-spec);
-
- sa = powf(sa, gSavedSettings.getF32("RenderSpecularExponent"));
- F32 a = acosf(sa*0.25f+0.75f);
- F32 m = llmax(0.5f-spec*0.5f, 0.001f);
- F32 t2 = tanf(a)/m;
- t2 *= t2;
-
- F32 c4a = (3.f+4.f*cosf(2.f*a)+cosf(4.f*a))/8.f;
- F32 bd = 1.f/(4.f*m*m*c4a)*powf(F_E, -t2);
-
- lg[y*lightResX+x] = (U8) (llclamp(bd, 0.f, 1.f)*255);
+ F32 n = spec * spec * specExp;
+
+ // Nothing special here. Just your typical blinn-phong term.
+ spec = powf(sa, n);
+
+ // Apply our normalization function.
+ // Note: This is the full equation that applies the full normalization curve, not an approximation.
+ // This is fine, given we only need to create our LUT once per buffer initialization.
+ // The only trade off is we have a really low dynamic range.
+ // This means we have to account for things not being able to exceed 0 to 1 in our shaders.
+ spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n)));
+
+ // Always sample at a 1.0/2.2 curve.
+ // This "Gamma corrects" our specular term, boosting our lower exponent reflections.
+ spec = powf(spec, 1.f/2.2f);
+
+ // Easy fix for our dynamic range problem: divide by 6 here, multiply by 6 in our shaders.
+ // This allows for our specular term to exceed a value of 1 in our shaders.
+ // This is something that can be important for energy conserving specular models where higher exponents can result in highlights that exceed a range of 0 to 1.
+ // Technically, we could just use an R16F texture, but driver support for R16F textures can be somewhat spotty at times.
+ // This works remarkably well for higher specular exponents, though banding can sometimes be seen on lower exponents.
+ // Combined with a bit of noise and trilinear filtering, the banding is hardly noticable.
+ ls[y*lightResX+x] = (U8)(llclamp(spec * (1.f / 6), 0.f, 1.f) * 255);
}
}
-
+
LLImageGL::generateTextures(1, &mLightFunc);
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
- LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, lg);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, ls);
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
-
- delete [] lg;
- }
- }
-
- gBumpImageList.restoreGL();
-}
-
-void LLPipeline::restoreGL()
+
+ delete [] ls;
+ }
+ }
+}
+
+
+void LLPipeline::restoreGL()
{
LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_RESTORE_GL);
assertInitialized();