Merge branch 'future' of https://github.com/Shyotl/SingularityViewer
This commit is contained in:
@@ -60,7 +60,7 @@ inline void LLMatrix3a::setTranspose(const LLMatrix3a& src)
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const LLQuad srcCol1 = src.mColumns[1];
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const LLQuad unpacklo = _mm_unpacklo_ps( srcCol0, srcCol1 );
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mColumns[0] = _mm_movelh_ps( unpacklo, src.mColumns[2] );
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mColumns[1] = _mm_shuffle_ps( _mm_movehl_ps( srcCol0, unpacklo ), src.mColumns[2], _MM_SHUFFLE(0, 1, 1, 0) );
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mColumns[1] = _mm_shuffle_ps( unpacklo, src.mColumns[2], _MM_SHUFFLE(0, 1, 3, 2) );
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mColumns[2] = _mm_shuffle_ps( _mm_unpackhi_ps( srcCol0, srcCol1 ), src.mColumns[2], _MM_SHUFFLE(0, 2, 1, 0) );
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}
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@@ -105,24 +105,42 @@ public:
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mMatrix[3].setAdd(a.mMatrix[3],d3);
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}
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inline void rotate(const LLVector4a& v, LLVector4a& res)
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inline void rotate(const LLVector4a& v, LLVector4a& res) const
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{
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res = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));
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res.mul(mMatrix[0]);
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LLVector4a y;
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y = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));
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y.mul(mMatrix[1]);
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LLVector4a x,y,z;
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LLVector4a z;
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x = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));
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y = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));
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z = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2));
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x.mul(mMatrix[0]);
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y.mul(mMatrix[1]);
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z.mul(mMatrix[2]);
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res.add(y);
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res.add(z);
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x.add(y);
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res.setAdd(x,z);
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}
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inline void rotate4(const LLVector4a& v, LLVector4a& res) const
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{
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LLVector4a x,y,z,w;
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x = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));
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y = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));
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z = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2));
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w = _mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 3));
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x.mul(mMatrix[0]);
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y.mul(mMatrix[1]);
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z.mul(mMatrix[2]);
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w.mul(mMatrix[3]);
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x.add(y);
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z.add(w);
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res.setAdd(x,z);
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}
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inline void affineTransform(const LLVector4a& v, LLVector4a& res)
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inline void affineTransform(const LLVector4a& v, LLVector4a& res) const
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{
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LLVector4a x,y,z;
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@@ -270,9 +270,9 @@ void LLCubeMap::setMatrix(S32 stage)
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gGL.getTexUnit(stage)->activate();
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}
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LLVector3 x(LLVector3d(gGLModelView+0));
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LLVector3 y(LLVector3d(gGLModelView+4));
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LLVector3 z(LLVector3d(gGLModelView+8));
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LLVector3 x(gGLModelView+0);
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LLVector3 y(gGLModelView+4);
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LLVector3 z(gGLModelView+8);
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LLMatrix3 mat3;
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mat3.setRows(x,y,z);
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@@ -1009,10 +1009,9 @@ void LLGLSLShader::uniformMatrix4fv(const string& uniform, U32 count, GLboolean
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}
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void LLGLSLShader::setAlphaRange(F32 minimum, F32 maximum)
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void LLGLSLShader::setMinimumAlpha(F32 minimum)
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{
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uniform1f("minimum_alpha", minimum);
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uniform1f("maximum_alpha", maximum);
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}
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void LLGLSLShader::vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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@@ -116,7 +116,7 @@ public:
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void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
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void setAlphaRange(F32 minimum, F32 maximum);
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void setMinimumAlpha(F32 minimum);
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void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void vertexAttrib4fv(U32 index, GLfloat* v);
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@@ -741,7 +741,10 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips)
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{
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if (mAutoGenMips)
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{
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glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_GENERATE_MIPMAP_SGIS, TRUE);
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if (!gGLManager.mHasFramebufferObject)
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{
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glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_GENERATE_MIPMAP_SGIS, TRUE);
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}
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stop_glerror();
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{
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// LLFastTimer t2(LLFastTimer::FTM_TEMP4);
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@@ -770,6 +773,12 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips)
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stop_glerror();
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}
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}
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if (gGLManager.mHasFramebufferObject)
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{
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//GL_EXT_framebuffer_object implies glGenerateMipmap
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glGenerateMipmap(LLTexUnit::getInternalType(mBindTarget));
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}
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}
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else
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{
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@@ -44,11 +44,12 @@
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LLRender gGL;
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// Handy copies of last good GL matrices
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F64 gGLModelView[16];
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F64 gGLLastModelView[16];
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F64 gGLLastProjection[16];
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F64 gGLProjection[16];
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S32 gGLViewport[4];
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//Would be best to migrate these to LLMatrix4a and LLVector4a, but that's too divergent right now.
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LL_ALIGN_16(F32 gGLModelView[16]);
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LL_ALIGN_16(F32 gGLLastModelView[16]);
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LL_ALIGN_16(F32 gGLLastProjection[16]);
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LL_ALIGN_16(F32 gGLProjection[16]);
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LL_ALIGN_16(S32 gGLViewport[4]);
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U32 LLTexUnit::sWhiteTexture = 0;
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@@ -408,10 +408,10 @@ private:
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F32 mMaxAnisotropy;
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};
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extern F64 gGLModelView[16];
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extern F64 gGLLastModelView[16];
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extern F64 gGLLastProjection[16];
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extern F64 gGLProjection[16];
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extern F32 gGLModelView[16];
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extern F32 gGLLastModelView[16];
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extern F32 gGLLastProjection[16];
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extern F32 gGLProjection[16];
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extern S32 gGLViewport[4];
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extern LLRender gGL;
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@@ -7,7 +7,6 @@
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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uniform sampler2D diffuseMap;
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@@ -17,7 +16,7 @@ void main()
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{
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vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
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if (col.a < minimum_alpha || col.a > maximum_alpha)
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if (col.a < minimum_alpha)
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{
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discard;
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}
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@@ -8,13 +8,12 @@
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varying vec3 vary_normal;
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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void main()
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{
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vec4 col = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
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if (col.a < minimum_alpha || col.a > maximum_alpha)
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if (col.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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uniform sampler2D diffuseMap;
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uniform sampler2D normalMap;
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@@ -15,7 +14,7 @@ uniform sampler2D specularMap;
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void main()
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{
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vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
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if (col.a < minimum_alpha || col.a > maximum_alpha)
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if (col.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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uniform sampler2D diffuseMap;
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@@ -16,7 +15,7 @@ void main()
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{
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float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a;
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if (alpha < minimum_alpha || alpha > maximum_alpha)
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if (alpha < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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vec3 fullbrightAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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@@ -17,7 +16,7 @@ void main()
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{
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vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -7,7 +7,6 @@
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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@@ -16,7 +15,7 @@ void default_lighting()
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{
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vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -7,7 +7,6 @@
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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uniform sampler2D diffuseMap;
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@@ -19,7 +18,7 @@ void default_lighting()
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{
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vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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vec3 fullbrightAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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@@ -15,7 +14,7 @@ void fullbright_lighting()
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{
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vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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vec3 fullbrightAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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@@ -17,7 +16,7 @@ void fullbright_lighting()
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{
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vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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vec4 diffuseLookup(vec2 texcoord);
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@@ -17,7 +16,7 @@ void fullbright_lighting_water()
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{
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vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
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if (color.a < minimum_alpha || color.a > maximum_alpha)
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if (color.a < minimum_alpha)
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{
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discard;
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}
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@@ -6,7 +6,6 @@
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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uniform sampler2D diffuseMap;
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@@ -17,7 +16,7 @@ void fullbright_lighting_water()
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{
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vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
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|
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if (color.a < minimum_alpha || color.a > maximum_alpha)
|
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if (color.a < minimum_alpha)
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{
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discard;
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}
|
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|
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@@ -6,7 +6,6 @@
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*/
|
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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|
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vec3 atmosLighting(vec3 light);
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vec4 applyWaterFog(vec4 color);
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@@ -15,7 +14,7 @@ void default_lighting_water()
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{
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vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
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|
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if (color.a < minimum_alpha || color.a > maximum_alpha)
|
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if (color.a < minimum_alpha)
|
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{
|
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discard;
|
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}
|
||||
|
||||
@@ -6,7 +6,6 @@
|
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*/
|
||||
|
||||
uniform float minimum_alpha;
|
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uniform float maximum_alpha;
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
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@@ -17,7 +16,7 @@ void default_lighting_water()
|
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{
|
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vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
|
||||
|
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if (color.a < minimum_alpha || color.a > maximum_alpha)
|
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if (color.a < minimum_alpha)
|
||||
{
|
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discard;
|
||||
}
|
||||
|
||||
@@ -462,7 +462,7 @@ void LLRenderPass::applyModelMatrix(LLDrawInfo& params)
|
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if (params.mModelMatrix != gGLLastMatrix)
|
||||
{
|
||||
gGLLastMatrix = params.mModelMatrix;
|
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glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
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if (params.mModelMatrix)
|
||||
{
|
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glMultMatrixf((GLfloat*) params.mModelMatrix->mMatrix);
|
||||
|
||||
@@ -97,7 +97,7 @@ void LLDrawPoolAlpha::renderDeferred(S32 pass)
|
||||
{
|
||||
LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
|
||||
gDeferredDiffuseAlphaMaskProgram.bind();
|
||||
gDeferredDiffuseAlphaMaskProgram.setAlphaRange(0.33f, 1.f);
|
||||
gDeferredDiffuseAlphaMaskProgram.setMinimumAlpha(0.33f);
|
||||
|
||||
//render alpha masked objects
|
||||
LLRenderPass::pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
|
||||
@@ -143,7 +143,7 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
|
||||
simple_shader = NULL;
|
||||
fullbright_shader = NULL;
|
||||
gObjectFullbrightAlphaMaskProgram.bind();
|
||||
gObjectFullbrightAlphaMaskProgram.setAlphaRange(0.33f, 1.f);
|
||||
gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f);
|
||||
}
|
||||
|
||||
deferred_render = TRUE;
|
||||
@@ -236,14 +236,14 @@ void LLDrawPoolAlpha::render(S32 pass)
|
||||
if (!LLPipeline::sRenderDeferred || !deferred_render)
|
||||
{
|
||||
simple_shader->bind();
|
||||
simple_shader->setAlphaRange(0.33f, 1.f);
|
||||
simple_shader->setMinimumAlpha(0.33f);
|
||||
|
||||
pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
|
||||
}
|
||||
if (fullbright_shader)
|
||||
{
|
||||
fullbright_shader->bind();
|
||||
fullbright_shader->setAlphaRange(0.33f, 1.f);
|
||||
fullbright_shader->setMinimumAlpha(0.33f);
|
||||
}
|
||||
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
|
||||
//LLGLSLShader::bindNoShader();
|
||||
@@ -279,16 +279,16 @@ void LLDrawPoolAlpha::render(S32 pass)
|
||||
if (LLPipeline::sImpostorRender)
|
||||
{
|
||||
fullbright_shader->bind();
|
||||
fullbright_shader->setAlphaRange(0.5f, 1.f);
|
||||
fullbright_shader->setMinimumAlpha(0.5f);
|
||||
simple_shader->bind();
|
||||
simple_shader->setAlphaRange(0.5f, 1.f);
|
||||
simple_shader->setMinimumAlpha(0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
fullbright_shader->bind();
|
||||
fullbright_shader->setAlphaRange(0.f, 1.f);
|
||||
fullbright_shader->setMinimumAlpha(0.f);
|
||||
simple_shader->bind();
|
||||
simple_shader->setAlphaRange(0.f, 1.f);
|
||||
simple_shader->setMinimumAlpha(0.f);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
@@ -678,7 +678,7 @@ void LLDrawPoolAvatar::beginImpostor()
|
||||
if (LLGLSLShader::sNoFixedFunction)
|
||||
{
|
||||
gImpostorProgram.bind();
|
||||
gImpostorProgram.setAlphaRange(0.01f, 1.f);
|
||||
gImpostorProgram.setMinimumAlpha(0.01f);
|
||||
}
|
||||
|
||||
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
|
||||
@@ -710,7 +710,7 @@ void LLDrawPoolAvatar::beginRigid()
|
||||
if (sVertexProgram != NULL)
|
||||
{ //eyeballs render with the specular shader
|
||||
sVertexProgram->bind();
|
||||
sVertexProgram->setAlphaRange(0.2f, 1.f);
|
||||
sVertexProgram->setMinimumAlpha(0.2f);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -743,7 +743,7 @@ void LLDrawPoolAvatar::beginDeferredImpostor()
|
||||
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
|
||||
|
||||
sVertexProgram->bind();
|
||||
sVertexProgram->setAlphaRange(0.01f, 1.f);
|
||||
sVertexProgram->setMinimumAlpha(0.01f);
|
||||
}
|
||||
|
||||
void LLDrawPoolAvatar::endDeferredImpostor()
|
||||
@@ -829,7 +829,7 @@ void LLDrawPoolAvatar::beginSkinned()
|
||||
//if (LLGLSLShader::sNoFixedFunction) //Singu Note: sNoFixedFunction being false does not imply shaders are off, unlike in V3.
|
||||
if (gPipeline.canUseVertexShaders()) //Check if shaders are REALLY used.
|
||||
{
|
||||
sVertexProgram->setAlphaRange(0.2f, 1.f);
|
||||
sVertexProgram->setMinimumAlpha(0.2f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -267,7 +267,7 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass)
|
||||
if (mVertexShaderLevel > 0)
|
||||
{
|
||||
simple_shader->bind();
|
||||
simple_shader->setAlphaRange(0.5f, 1.f);
|
||||
simple_shader->setMinimumAlpha(0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -324,7 +324,7 @@ void LLDrawPoolGrass::renderDeferred(S32 pass)
|
||||
LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
|
||||
//LLFastTimer t(FTM_RENDER_GRASS_DEFERRED);
|
||||
gDeferredNonIndexedDiffuseAlphaMaskProgram.bind();
|
||||
gDeferredNonIndexedDiffuseAlphaMaskProgram.setAlphaRange(0.5f, 1.f);
|
||||
gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f);
|
||||
//render grass
|
||||
LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
|
||||
}
|
||||
|
||||
@@ -80,7 +80,7 @@ void LLDrawPoolTree::beginRenderPass(S32 pass)
|
||||
if (gPipeline.canUseVertexShaders())
|
||||
{
|
||||
shader->bind();
|
||||
shader->setAlphaRange(0.5f, 1.f);
|
||||
shader->setMinimumAlpha(0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -149,7 +149,7 @@ void LLDrawPoolTree::beginDeferredPass(S32 pass)
|
||||
|
||||
shader = &gDeferredNonIndexedDiffuseAlphaMaskProgram;
|
||||
shader->bind();
|
||||
shader->setAlphaRange(0.5f, 1.f);
|
||||
shader->setMinimumAlpha(0.5f);
|
||||
}
|
||||
|
||||
void LLDrawPoolTree::renderDeferred(S32 pass)
|
||||
@@ -175,7 +175,7 @@ void LLDrawPoolTree::beginShadowPass(S32 pass)
|
||||
static const LLCachedControl<F32> render_deferred_bias("RenderDeferredTreeShadowBias",1.f);
|
||||
glPolygonOffset(render_deferred_offset,render_deferred_bias);
|
||||
gDeferredShadowAlphaMaskProgram.bind();
|
||||
gDeferredShadowAlphaMaskProgram.setAlphaRange(0.5f, 1.f);
|
||||
gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.5f);
|
||||
}
|
||||
|
||||
void LLDrawPoolTree::renderShadow(S32 pass)
|
||||
@@ -233,13 +233,10 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
|
||||
}
|
||||
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
//glPushMatrix();
|
||||
F32 mat[16];
|
||||
for (U32 i = 0; i < 16; i++)
|
||||
mat[i] = (F32) gGLModelView[i];
|
||||
|
||||
LLMatrix4 matrix(mat);
|
||||
LLMatrix4 matrix(gGLModelView);
|
||||
|
||||
// Translate to tree base HACK - adjustment in Z plants tree underground
|
||||
const LLVector3 &pos_agent = treep->getPositionAgent();
|
||||
|
||||
@@ -54,6 +54,8 @@ void hud_render_utf8text(const std::string &str, const LLVector3 &pos_agent,
|
||||
hud_render_text(wstr, pos_agent, font, style, x_offset, y_offset, color, orthographic);
|
||||
}
|
||||
|
||||
int glProjectf(const LLVector3& object, const F32* modelview, const F32* projection, const LLRect& viewport, LLVector3& windowCoordinate);
|
||||
|
||||
void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
|
||||
const LLFontGL &font,
|
||||
const U8 style,
|
||||
@@ -103,17 +105,15 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
|
||||
|
||||
//get the render_pos in screen space
|
||||
|
||||
F64 winX, winY, winZ;
|
||||
LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
|
||||
S32 viewport[4];
|
||||
viewport[0] = world_view_rect.mLeft;
|
||||
viewport[1] = world_view_rect.mBottom;
|
||||
viewport[2] = world_view_rect.getWidth();
|
||||
viewport[3] = world_view_rect.getHeight();
|
||||
gluProject(render_pos.mV[0], render_pos.mV[1], render_pos.mV[2],
|
||||
gGLModelView, gGLProjection, (GLint*) viewport,
|
||||
&winX, &winY, &winZ);
|
||||
|
||||
LLVector3 window_coordinates;
|
||||
F32& winX = window_coordinates.mV[VX];
|
||||
F32& winY = window_coordinates.mV[VY];
|
||||
F32& winZ = window_coordinates.mV[VZ];
|
||||
|
||||
const LLRect& world_view_rect = gViewerWindow->getWorldViewRectRaw();
|
||||
|
||||
glProjectf(render_pos, gGLModelView, gGLProjection, world_view_rect, window_coordinates);
|
||||
|
||||
//fonts all render orthographically, set up projection``
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
|
||||
@@ -4868,9 +4868,6 @@ void LLSelectMgr::processForceObjectSelect(LLMessageSystem* msg, void**)
|
||||
LLSelectMgr::getInstance()->highlightObjectAndFamily(objects);
|
||||
}
|
||||
|
||||
|
||||
extern LLGLdouble gGLModelView[16];
|
||||
|
||||
void LLSelectMgr::updateSilhouettes()
|
||||
{
|
||||
S32 num_sils_genned = 0;
|
||||
@@ -5632,13 +5629,13 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color)
|
||||
|
||||
if (drawable->isActive())
|
||||
{
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
glMultMatrixf((F32*) objectp->getRenderMatrix().mMatrix);
|
||||
}
|
||||
else if (!is_hud_object)
|
||||
{
|
||||
glLoadIdentity();
|
||||
glMultMatrixd(gGLModelView);
|
||||
glMultMatrixf(gGLModelView);
|
||||
LLVector3 trans = objectp->getRegion()->getOriginAgent();
|
||||
glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]);
|
||||
}
|
||||
@@ -5721,7 +5718,7 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color)
|
||||
if (!is_hud_object)
|
||||
{
|
||||
glLoadIdentity();
|
||||
glMultMatrixd(gGLModelView);
|
||||
glMultMatrixf(gGLModelView);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -2911,7 +2911,7 @@ void renderRaycast(LLDrawable* drawablep)
|
||||
|
||||
// draw intersection point
|
||||
glPushMatrix();
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
LLVector3 translate = gDebugRaycastIntersection;
|
||||
glTranslatef(translate.mV[0], translate.mV[1], translate.mV[2]);
|
||||
LLCoordFrame orient;
|
||||
@@ -3004,7 +3004,7 @@ public:
|
||||
gGL.flush();
|
||||
glPushMatrix();
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
renderVisibility(group, mCamera);
|
||||
stop_glerror();
|
||||
gGLLastMatrix = NULL;
|
||||
|
||||
@@ -219,8 +219,15 @@ void LLViewerCamera::calcProjection(const F32 far_distance) const
|
||||
void LLViewerCamera::updateFrustumPlanes(LLCamera& camera, BOOL ortho, BOOL zflip, BOOL no_hacks)
|
||||
{
|
||||
GLint* viewport = (GLint*) gGLViewport;
|
||||
GLdouble* model = gGLModelView;
|
||||
GLdouble* proj = gGLProjection;
|
||||
F64 model[16];
|
||||
F64 proj[16];
|
||||
|
||||
for (U32 i = 0; i < 16; i++)
|
||||
{
|
||||
model[i] = (F64) gGLModelView[i];
|
||||
proj[i] = (F64) gGLProjection[i];
|
||||
}
|
||||
|
||||
GLdouble objX,objY,objZ;
|
||||
|
||||
LLVector3 frust[8];
|
||||
@@ -444,24 +451,93 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
|
||||
// screen coordinates to the agent's region.
|
||||
void LLViewerCamera::projectScreenToPosAgent(const S32 screen_x, const S32 screen_y, LLVector3* pos_agent) const
|
||||
{
|
||||
|
||||
GLdouble x, y, z;
|
||||
|
||||
F64 mdlv[16];
|
||||
F64 proj[16];
|
||||
|
||||
for (U32 i = 0; i < 16; i++)
|
||||
{
|
||||
mdlv[i] = (F64) gGLModelView[i];
|
||||
proj[i] = (F64) gGLProjection[i];
|
||||
}
|
||||
|
||||
gluUnProject(
|
||||
GLdouble(screen_x), GLdouble(screen_y), 0.0,
|
||||
gGLModelView, gGLProjection, (GLint*)gGLViewport,
|
||||
mdlv, proj, (GLint*)gGLViewport,
|
||||
&x,
|
||||
&y,
|
||||
&z );
|
||||
pos_agent->setVec( (F32)x, (F32)y, (F32)z );
|
||||
}
|
||||
|
||||
//Based off of http://www.opengl.org/wiki/GluProject_and_gluUnProject_code
|
||||
int glProjectf(const LLVector3& object, const F32* modelview, const F32* projection, const LLRect& viewport, LLVector3& windowCoordinate)
|
||||
{
|
||||
const LLVector4a obj_vector(object.mV[VX],object.mV[VY],object.mV[VZ]);
|
||||
LLVector4a temp_matrix;
|
||||
|
||||
const LLMatrix4a &view_matrix=*(LLMatrix4a*)modelview;
|
||||
const LLMatrix4a &proj_matrix=*(LLMatrix4a*)projection;
|
||||
|
||||
view_matrix.affineTransform(obj_vector, temp_matrix);
|
||||
|
||||
//Passing temp_matrix as v and res is safe. res not altered until after all other calculations
|
||||
proj_matrix.rotate4(temp_matrix, temp_matrix);
|
||||
|
||||
if(temp_matrix[VW]==0.0)
|
||||
return 0;
|
||||
|
||||
temp_matrix.div(temp_matrix[VW]);
|
||||
|
||||
//Map x, y to range 0-1
|
||||
temp_matrix.mul(.5f);
|
||||
temp_matrix.add(.5f);
|
||||
|
||||
//Window coordinates
|
||||
windowCoordinate[0]=temp_matrix[VX]*viewport.getWidth()+viewport.mLeft;
|
||||
windowCoordinate[1]=temp_matrix[VY]*viewport.getHeight()+viewport.mBottom;
|
||||
//This is only correct when glDepthRange(0.0, 1.0)
|
||||
windowCoordinate[2]=temp_matrix[VZ];
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void MultiplyMatrices4by4OpenGL_FLOAT(LLMatrix4a& dest_matrix, const LLMatrix4a& input_matrix1, const LLMatrix4a& input_matrix2)
|
||||
{
|
||||
input_matrix1.rotate4(input_matrix2.mMatrix[VX],dest_matrix.mMatrix[VX]);
|
||||
input_matrix1.rotate4(input_matrix2.mMatrix[VY],dest_matrix.mMatrix[VY]);
|
||||
input_matrix1.rotate4(input_matrix2.mMatrix[VZ],dest_matrix.mMatrix[VZ]);
|
||||
input_matrix1.rotate4(input_matrix2.mMatrix[VW],dest_matrix.mMatrix[VW]);
|
||||
|
||||
//Those four lines do this:
|
||||
/*
|
||||
result[0]=matrix1[0]*matrix2[0]+matrix1[4]*matrix2[1]+matrix1[8]*matrix2[2]+matrix1[12]*matrix2[3];
|
||||
result[1]=matrix1[1]*matrix2[0]+matrix1[5]*matrix2[1]+matrix1[9]*matrix2[2]+matrix1[13]*matrix2[3];
|
||||
result[2]=matrix1[2]*matrix2[0]+matrix1[6]*matrix2[1]+matrix1[10]*matrix2[2]+matrix1[14]*matrix2[3];
|
||||
result[3]=matrix1[3]*matrix2[0]+matrix1[7]*matrix2[1]+matrix1[11]*matrix2[2]+matrix1[15]*matrix2[3];
|
||||
result[4]=matrix1[0]*matrix2[4]+matrix1[4]*matrix2[5]+matrix1[8]*matrix2[6]+matrix1[12]*matrix2[7];
|
||||
result[5]=matrix1[1]*matrix2[4]+matrix1[5]*matrix2[5]+matrix1[9]*matrix2[6]+matrix1[13]*matrix2[7];
|
||||
result[6]=matrix1[2]*matrix2[4]+matrix1[6]*matrix2[5]+matrix1[10]*matrix2[6]+matrix1[14]*matrix2[7];
|
||||
result[7]=matrix1[3]*matrix2[4]+matrix1[7]*matrix2[5]+matrix1[11]*matrix2[6]+matrix1[15]*matrix2[7];
|
||||
result[8]=matrix1[0]*matrix2[8]+matrix1[4]*matrix2[9]+matrix1[8]*matrix2[10]+matrix1[12]*matrix2[11];
|
||||
result[9]=matrix1[1]*matrix2[8]+matrix1[5]*matrix2[9]+matrix1[9]*matrix2[10]+matrix1[13]*matrix2[11];
|
||||
result[10]=matrix1[2]*matrix2[8]+matrix1[6]*matrix2[9]+matrix1[10]*matrix2[10]+matrix1[14]*matrix2[11];
|
||||
result[11]=matrix1[3]*matrix2[8]+matrix1[7]*matrix2[9]+matrix1[11]*matrix2[10]+matrix1[15]*matrix2[11];
|
||||
result[12]=matrix1[0]*matrix2[12]+matrix1[4]*matrix2[13]+matrix1[8]*matrix2[14]+matrix1[12]*matrix2[15];
|
||||
result[13]=matrix1[1]*matrix2[12]+matrix1[5]*matrix2[13]+matrix1[9]*matrix2[14]+matrix1[13]*matrix2[15];
|
||||
result[14]=matrix1[2]*matrix2[12]+matrix1[6]*matrix2[13]+matrix1[10]*matrix2[14]+matrix1[14]*matrix2[15];
|
||||
result[15]=matrix1[3]*matrix2[12]+ matrix1[7]*matrix2[13]+matrix1[11]*matrix2[14]+matrix1[15]*matrix2[15];
|
||||
*/
|
||||
}
|
||||
|
||||
// Uses the last GL matrices set in set_perspective to project a point from
|
||||
// the agent's region space to screen coordinates. Returns TRUE if point in within
|
||||
// the current window.
|
||||
BOOL LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoordGL &out_point, const BOOL clamp) const
|
||||
{
|
||||
BOOL in_front = TRUE;
|
||||
GLdouble x, y, z; // object's window coords, GL-style
|
||||
LLVector3 window_coordinates;
|
||||
|
||||
LLVector3 dir_to_point = pos_agent - getOrigin();
|
||||
dir_to_point /= dir_to_point.magVec();
|
||||
@@ -478,17 +554,13 @@ BOOL LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoord
|
||||
}
|
||||
}
|
||||
|
||||
LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
|
||||
S32 viewport[4];
|
||||
viewport[0] = world_view_rect.mLeft;
|
||||
viewport[1] = world_view_rect.mBottom;
|
||||
viewport[2] = world_view_rect.getWidth();
|
||||
viewport[3] = world_view_rect.getHeight();
|
||||
const LLRect& world_view_rect = gViewerWindow->getWorldViewRectRaw();
|
||||
|
||||
if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ],
|
||||
gGLModelView, gGLProjection, (GLint*)viewport,
|
||||
&x, &y, &z))
|
||||
if (GL_TRUE == glProjectf(pos_agent, gGLModelView, gGLProjection, world_view_rect, window_coordinates))
|
||||
{
|
||||
F32 &x = window_coordinates.mV[VX];
|
||||
F32 &y = window_coordinates.mV[VY];
|
||||
|
||||
// convert screen coordinates to virtual UI coordinates
|
||||
x /= gViewerWindow->getDisplayScale().mV[VX];
|
||||
y /= gViewerWindow->getDisplayScale().mV[VY];
|
||||
@@ -581,18 +653,14 @@ BOOL LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent,
|
||||
in_front = FALSE;
|
||||
}
|
||||
|
||||
LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
|
||||
S32 viewport[4];
|
||||
viewport[0] = world_view_rect.mLeft;
|
||||
viewport[1] = world_view_rect.mBottom;
|
||||
viewport[2] = world_view_rect.getWidth();
|
||||
viewport[3] = world_view_rect.getHeight();
|
||||
GLdouble x, y, z; // object's window coords, GL-style
|
||||
if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY],
|
||||
pos_agent.mV[VZ], gGLModelView,
|
||||
gGLProjection, (GLint*)viewport,
|
||||
&x, &y, &z))
|
||||
const LLRect& world_view_rect = gViewerWindow->getWorldViewRectRaw();
|
||||
LLVector3 window_coordinates;
|
||||
|
||||
if (GL_TRUE == glProjectf(pos_agent, gGLModelView, gGLProjection, world_view_rect, window_coordinates))
|
||||
{
|
||||
F32 &x = window_coordinates.mV[VX];
|
||||
F32 &y = window_coordinates.mV[VY];
|
||||
|
||||
x /= gViewerWindow->getDisplayScale().mV[VX];
|
||||
y /= gViewerWindow->getDisplayScale().mV[VY];
|
||||
// should now have the x,y coords of grab_point in screen space
|
||||
|
||||
@@ -1200,7 +1200,7 @@ void render_ui(F32 zoom_factor, int subfield, bool tiling)
|
||||
if (!gSnapshot)
|
||||
{
|
||||
glPushMatrix();
|
||||
glLoadMatrixd(gGLLastModelView);
|
||||
glLoadMatrixf(gGLLastModelView);
|
||||
glh_set_current_modelview(glh_copy_matrix(gGLLastModelView));
|
||||
}
|
||||
|
||||
|
||||
@@ -202,13 +202,10 @@ U32 nhpo2(U32 v)
|
||||
return r;
|
||||
}
|
||||
|
||||
glh::matrix4f glh_copy_matrix(GLdouble* src)
|
||||
glh::matrix4f glh_copy_matrix(F32* src)
|
||||
{
|
||||
glh::matrix4f ret;
|
||||
for (U32 i = 0; i < 16; i++)
|
||||
{
|
||||
ret.m[i] = (F32) src[i];
|
||||
}
|
||||
ret.set_value(src);
|
||||
return ret;
|
||||
}
|
||||
|
||||
@@ -232,7 +229,7 @@ glh::matrix4f glh_get_last_projection()
|
||||
return glh_copy_matrix(gGLLastProjection);
|
||||
}
|
||||
|
||||
void glh_copy_matrix(const glh::matrix4f& src, GLdouble* dst)
|
||||
void glh_copy_matrix(const glh::matrix4f& src, F32* dst)
|
||||
{
|
||||
for (U32 i = 0; i < 16; i++)
|
||||
{
|
||||
@@ -1920,11 +1917,11 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadMatrixd(gGLLastProjection);
|
||||
glLoadMatrixf(gGLLastProjection);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLLastModelView);
|
||||
glLoadMatrixf(gGLLastModelView);
|
||||
|
||||
|
||||
LLVertexBuffer::unbind();
|
||||
@@ -3536,7 +3533,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
|
||||
{
|
||||
occlude = FALSE;
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
LLGLSLShader::bindNoShader();
|
||||
doOcclusion(camera);
|
||||
}
|
||||
@@ -3547,7 +3544,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
|
||||
LLFastTimer t(LLFastTimer::FTM_POOLRENDER);
|
||||
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
|
||||
for( S32 i = 0; i < poolp->getNumPasses(); i++ )
|
||||
{
|
||||
@@ -3596,13 +3593,13 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
|
||||
LLVertexBuffer::unbind();
|
||||
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
|
||||
if (occlude)
|
||||
{
|
||||
occlude = FALSE;
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
LLGLSLShader::bindNoShader();
|
||||
doOcclusion(camera);
|
||||
}
|
||||
@@ -3731,7 +3728,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
|
||||
LLFastTimer t(LLFastTimer::FTM_POOLRENDER);
|
||||
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
|
||||
for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ )
|
||||
{
|
||||
@@ -3781,7 +3778,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
|
||||
}
|
||||
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
|
||||
gGL.setColorMask(true, false);
|
||||
}
|
||||
@@ -3814,7 +3811,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
|
||||
{
|
||||
occlude = FALSE;
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
LLGLSLShader::bindNoShader();
|
||||
doOcclusion(camera);
|
||||
gGL.setColorMask(true, false);
|
||||
@@ -3826,7 +3823,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
|
||||
LLFastTimer t(LLFastTimer::FTM_POOLRENDER);
|
||||
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
|
||||
for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ )
|
||||
{
|
||||
@@ -3876,17 +3873,17 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
|
||||
}
|
||||
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
|
||||
if (occlude)
|
||||
{
|
||||
occlude = FALSE;
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
LLGLSLShader::bindNoShader();
|
||||
doOcclusion(camera);
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3910,7 +3907,7 @@ void LLPipeline::renderGeomShadow(LLCamera& camera)
|
||||
if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0)
|
||||
{
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
|
||||
for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ )
|
||||
{
|
||||
@@ -3951,7 +3948,7 @@ void LLPipeline::renderGeomShadow(LLCamera& camera)
|
||||
}
|
||||
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
}
|
||||
|
||||
|
||||
@@ -3982,7 +3979,7 @@ void LLPipeline::renderDebug()
|
||||
gGL.color4f(1,1,1,1);
|
||||
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
gGL.setColorMask(true, false);
|
||||
|
||||
bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD);
|
||||
@@ -4193,7 +4190,7 @@ void LLPipeline::renderDebug()
|
||||
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
|
||||
|
||||
gGL.pushMatrix();
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
gGLLastMatrix = NULL;
|
||||
|
||||
for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter)
|
||||
@@ -5797,10 +5794,10 @@ void LLPipeline::resetVertexBuffers()
|
||||
void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture)
|
||||
{
|
||||
assertInitialized();
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
gGLLastMatrix = NULL;
|
||||
mSimplePool->pushBatches(type, mask);
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
gGLLastMatrix = NULL;
|
||||
}
|
||||
|
||||
@@ -6687,7 +6684,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
|
||||
{
|
||||
cube_map->enable(channel);
|
||||
cube_map->bind();
|
||||
F64* m = gGLModelView;
|
||||
F32* m = gGLModelView;
|
||||
|
||||
|
||||
F32 mat[] = { m[0], m[1], m[2],
|
||||
@@ -8075,7 +8072,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
||||
glLoadMatrixf(proj.m);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
|
||||
stop_glerror();
|
||||
gGLLastMatrix = NULL;
|
||||
@@ -8129,7 +8126,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
||||
{
|
||||
LLFastTimer ftm(LLFastTimer::FTM_SHADOW_ALPHA);
|
||||
gDeferredShadowAlphaMaskProgram.bind();
|
||||
gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f);
|
||||
gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.6f);
|
||||
renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
|
||||
glColor4f(1,1,1,1);
|
||||
renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
|
||||
@@ -8138,7 +8135,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
||||
//glCullFace(GL_BACK);
|
||||
|
||||
gGLLastMatrix = NULL;
|
||||
glLoadMatrixd(gGLModelView);
|
||||
glLoadMatrixf(gGLModelView);
|
||||
doOcclusion(shadow_cam);
|
||||
|
||||
if (use_shader)
|
||||
|
||||
@@ -71,7 +71,7 @@ BOOL compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn
|
||||
bool LLRayAABB(const LLVector3 ¢er, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0);
|
||||
BOOL setup_hud_matrices(); // use whole screen to render hud
|
||||
BOOL setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking)
|
||||
glh::matrix4f glh_copy_matrix(GLdouble* src);
|
||||
glh::matrix4f glh_copy_matrix(F32* src);
|
||||
glh::matrix4f glh_get_current_modelview();
|
||||
void glh_set_current_modelview(const glh::matrix4f& mat);
|
||||
glh::matrix4f glh_get_current_projection();
|
||||
|
||||
Reference in New Issue
Block a user