Fixed numerous bugs.

This commit is contained in:
Shyotl
2017-03-09 23:49:56 -06:00
parent 6523cf43be
commit 75c47e96b6
14 changed files with 179 additions and 84 deletions

View File

@@ -487,10 +487,20 @@ void LLFontFreetype::renderGlyph(const U32 glyph_index) const
if (mFTFace == NULL)
return;
llassert_always(! FT_Load_Glyph(mFTFace, glyph_index, FT_LOAD_DEFAULT));
llassert_always(! FT_Render_Glyph(mFTFace->glyph, gFontRenderMode) );
FT_Error error = FT_Load_Glyph(mFTFace, glyph_index, FT_LOAD_DEFAULT);
#ifdef SHOW_ASSERT
if (error)
{
LL_ERRS() << "FT_Load_Glyph returned " << error << LL_ENDL;
}
#endif
error = FT_Render_Glyph(mFTFace->glyph, gFontRenderMode);
#ifdef SHOW_ASSERT
if (error)
{
LL_ERRS() << "FT_Render_Glyph returned " << error << LL_ENDL;
}
#endif
mRenderGlyphCount++;
}

View File

@@ -59,9 +59,7 @@ static const U32 LL_NUM_LIGHT_UNITS = 8;
static const GLenum sGLTextureType[] =
{
GL_TEXTURE_2D,
GL_TEXTURE_RECTANGLE_ARB,
GL_TEXTURE_CUBE_MAP_ARB
//,GL_TEXTURE_2D_MULTISAMPLE Don't use.
};
static const GLint sGLAddressMode[] =
@@ -171,7 +169,7 @@ void LLTexUnit::activate(void)
if ((S32)gGL.mCurrTextureUnitIndex != mIndex || gGL.mDirty)
{
gGL.flush();
//gGL.flush();
glActiveTextureARB(GL_TEXTURE0_ARB + mIndex);
gGL.mCurrTextureUnitIndex = mIndex;
}
@@ -230,7 +228,7 @@ bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind)
stop_glerror();
if (mIndex >= 0)
{
gGL.flush();
//gGL.flush();
LLImageGL* gl_tex = NULL ;
@@ -344,8 +342,6 @@ bool LLTexUnit::bind(LLCubeMap* cubeMap)
{
if (mIndex < 0) return false;
gGL.flush();
if (cubeMap == NULL)
{
LL_WARNS() << "NULL LLTexUnit::bind cubemap" << LL_ENDL;
@@ -361,6 +357,7 @@ bool LLTexUnit::bind(LLCubeMap* cubeMap)
{
if (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps)
{
gGL.flush();
activate();
enable(LLTexUnit::TT_CUBE_MAP);
mCurrTexture = cubeMap->mImages[0]->getTexName();
@@ -390,7 +387,7 @@ bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth)
{
if (mIndex < 0) return false;
gGL.flush();
//gGL.flush();
if (bindDepth)
{
@@ -438,12 +435,16 @@ void LLTexUnit::unbind(eTextureType type)
//always flush and activate for consistency
// some code paths assume unbind always flushes and sets the active texture
gGL.flush();
activate();
if (gGL.mCurrTextureUnitIndex != mIndex || gGL.mDirty)
{
gGL.flush();
activate();
}
// Disabled caching of binding state.
if (mCurrTexType == type)
if (mCurrTexType == type && mCurrTexture != 0)
{
gGL.flush();
mCurrTexture = 0;
if (LLGLSLShader::sNoFixedFunction && type == LLTexUnit::TT_TEXTURE)
{
@@ -1044,6 +1045,7 @@ LLRender::LLRender()
mMode(LLRender::TRIANGLES),
mCurrTextureUnitIndex(0),
mMaxAnisotropy(0.f),
mLineWidth(1.f),
mPrimitiveReset(false)
{
mTexUnits.reserve(LL_NUM_TEXTURE_LAYERS);
@@ -1663,8 +1665,6 @@ bool LLRender::unprojectf(const LLVector3& windowCoordinate, const LLMatrix4a& m
void LLRender::pushMatrix()
{
flush();
{
if (mMatIdx[mMatrixMode] < LL_MATRIX_STACK_DEPTH-1)
{
@@ -1680,15 +1680,19 @@ void LLRender::pushMatrix()
void LLRender::popMatrix()
{
flush();
{
if (mMatIdx[mMatrixMode] > 0)
{
if ( memcmp(mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].getF32ptr(), mMatrix[mMatrixMode][mMatIdx[mMatrixMode] - 1].getF32ptr(), sizeof(LLMatrix4a)) )
{
flush();
}
--mMatIdx[mMatrixMode];
mMatHash[mMatrixMode]++;
}
else
{
flush();
LL_WARNS() << "Matrix stack underflow." << LL_ENDL;
}
}
@@ -1697,6 +1701,7 @@ void LLRender::popMatrix()
void LLRender::loadMatrix(const LLMatrix4a& mat)
{
flush();
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = mat;
mMatHash[mMatrixMode]++;
}
@@ -1772,6 +1777,18 @@ void LLRender::scaleUI(F32 x, F32 y, F32 z)
mUIScale.back().mul(scale);
}
void LLRender::rotateUI(LLQuaternion& rot)
{
if (mUIRotation.empty())
{
mUIRotation.push_back(rot);
}
else
{
mUIRotation.push_back(mUIRotation.back()*rot);
}
}
void LLRender::pushUIMatrix()
{
if (mUIOffset.empty())
@@ -1791,6 +1808,10 @@ void LLRender::pushUIMatrix()
{
mUIScale.push_back(mUIScale.back());
}
if (!mUIRotation.empty())
{
mUIRotation.push_back(mUIRotation.back());
}
}
void LLRender::popUIMatrix()
@@ -1801,6 +1822,10 @@ void LLRender::popUIMatrix()
}
mUIOffset.pop_back();
mUIScale.pop_back();
if (!mUIRotation.empty())
{
mUIRotation.pop_back();
}
}
LLVector3 LLRender::getUITranslation()
@@ -1830,6 +1855,8 @@ void LLRender::loadUIIdentity()
}
mUIOffset.back().splat(0.f);
mUIScale.back().splat(1.f);
if (!mUIRotation.empty())
mUIRotation.push_back(LLQuaternion());
}
void LLRender::setColorMask(bool writeColor, bool writeAlpha)
@@ -1839,8 +1866,6 @@ void LLRender::setColorMask(bool writeColor, bool writeAlpha)
void LLRender::setColorMask(bool writeColorR, bool writeColorG, bool writeColorB, bool writeAlpha)
{
flush();
if (mCurrColorMask[0] != writeColorR ||
mCurrColorMask[1] != writeColorG ||
mCurrColorMask[2] != writeColorB ||
@@ -1851,6 +1876,7 @@ void LLRender::setColorMask(bool writeColorR, bool writeColorG, bool writeColorB
mCurrColorMask[2] = writeColorB;
mCurrColorMask[3] = writeAlpha;
flush();
glColorMask(writeColorR ? GL_TRUE : GL_FALSE,
writeColorG ? GL_TRUE : GL_FALSE,
writeColorB ? GL_TRUE : GL_FALSE,
@@ -1891,8 +1917,6 @@ void LLRender::setSceneBlendType(eBlendType type)
void LLRender::setAlphaRejectSettings(eCompareFunc func, F32 value)
{
flush();
if (LLGLSLShader::sNoFixedFunction)
{ //glAlphaFunc is deprecated in OpenGL 3.3
return;
@@ -1901,6 +1925,7 @@ void LLRender::setAlphaRejectSettings(eCompareFunc func, F32 value)
if (mCurrAlphaFunc != func ||
mCurrAlphaFuncVal != value || mDirty)
{
flush();
mCurrAlphaFunc = func;
mCurrAlphaFuncVal = value;
if (func == CF_DEFAULT)
@@ -2030,6 +2055,23 @@ void LLRender::setAmbientLightColor(const LLColor4& color)
}
}
void LLRender::setLineWidth(F32 line_width)
{
if (LLRender::sGLCoreProfile)
{
line_width = 1.f;
}
if (mLineWidth != line_width)
{
if (mMode == LLRender::LINES || LLRender::LINE_STRIP)
{
flush();
}
mLineWidth = line_width;
glLineWidth(line_width);
}
}
bool LLRender::verifyTexUnitActive(U32 unitToVerify)
{
if (mCurrTextureUnitIndex == unitToVerify)
@@ -2092,8 +2134,13 @@ void LLRender::end()
mPrimitiveReset = true;
}
}
extern bool countFlushes;
extern unsigned int flushCount;
void LLRender::flush()
{
if (countFlushes) ++flushCount;
if (mCount > 0)
{
#if 0
@@ -2236,13 +2283,33 @@ void LLRender::vertex4a(const LLVector4a& vertex)
if (mUIOffset.empty())
{
mVerticesp[mCount]=vertex;
if (!mUIRotation.empty() && mUIRotation.back().isNotIdentity())
{
LLVector4 vert(vertex.getF32ptr());
mVerticesp[mCount].loadua((vert*mUIRotation.back()).mV);
}
else
{
mVerticesp[mCount] = vertex;
}
}
else
{
//LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.back()).scaledVec(mUIScale.back());
mVerticesp[mCount].setAdd(vertex,mUIOffset.back());
mVerticesp[mCount].mul(mUIScale.back());
if (!mUIRotation.empty() && mUIRotation.back().isNotIdentity())
{
LLVector4 vert(vertex.getF32ptr());
vert = vert * mUIRotation.back();
LLVector4a postrot_vert;
postrot_vert.loadua(vert.mV);
mVerticesp[mCount].setAdd(postrot_vert, mUIOffset.back());
mVerticesp[mCount].mul(mUIScale.back());
}
else
{
//LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.back()).scaledVec(mUIScale.back());
mVerticesp[mCount].setAdd(vertex, mUIOffset.back());
mVerticesp[mCount].mul(mUIScale.back());
}
}
mCount++;

View File

@@ -65,7 +65,6 @@ public:
{
TT_TEXTURE = 0, // Standard 2D Texture
TT_CUBE_MAP, // 6-sided cube map texture
//TT_MULTISAMPLE_TEXTURE, // see GL_ARB_texture_multisample Do not use
TT_NONE // No texture type is currently enabled
} eTextureType;
@@ -380,6 +379,8 @@ public:
void translateUI(F32 x, F32 y, F32 z);
void scaleUI(F32 x, F32 y, F32 z);
// Rotates vertices, pre-translation/scale
void rotateUI(LLQuaternion& rot);
void pushUIMatrix();
void popUIMatrix();
void loadUIIdentity();
@@ -435,6 +436,8 @@ public:
LLLightState* getLight(U32 index);
void setAmbientLightColor(const LLColor4& color);
void setLineWidth(F32 line_width);
LLTexUnit* getTexUnit(U32 index);
U32 getCurrentTexUnitIndex(void) const { return mCurrTextureUnitIndex; }
@@ -475,6 +478,7 @@ private:
bool mCurrColorMask[4];
eCompareFunc mCurrAlphaFunc;
F32 mCurrAlphaFuncVal;
F32 mLineWidth;
LLPointer<LLVertexBuffer> mBuffer;
LLStrider<LLVector4a> mVerticesp;
@@ -493,6 +497,7 @@ private:
std::vector<LLVector4a, boost::alignment::aligned_allocator<LLVector4a, 64> > mUIOffset;
std::vector<LLVector4a, boost::alignment::aligned_allocator<LLVector4a, 64> > mUIScale;
std::vector<LLQuaternion> mUIRotation;
bool mPrimitiveReset;
} LL_ALIGN_POSTFIX(16);

View File

@@ -490,7 +490,6 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
gGL.getTexUnit(0)->bind(image, true);
gGL.color4fv(color.mV);
gGL.diffuseColor4fv(color.mV); //workaround: Intel HD 4000
const S32 NUM_VERTICES = (2 + 2 * 3) * 3 + 4;
LLVector2 uv[NUM_VERTICES];
@@ -894,12 +893,11 @@ void gl_ring( F32 radius, F32 width, const LLColor4& center_color, const LLColor
if( render_center )
{
gGL.color4fv(center_color.mV);
gGL.diffuseColor4fv(center_color.mV);
gl_deep_circle( radius, width, steps );
}
else
{
gGL.diffuseColor4fv(side_color.mV);
gGL.color4fv(side_color.mV);
gl_washer_2d(radius - width, radius, steps, side_color, side_color);
gGL.translateUI(0.f, 0.f, width);
gl_washer_2d(radius, radius - width, steps, side_color, side_color);
@@ -1520,8 +1518,7 @@ void LLRender2D::setScaleFactor(const LLVector2 &scale_factor)
//static
void LLRender2D::setLineWidth(F32 width)
{
gGL.flush();
glLineWidth(width * lerp(sGLScaleFactor.mV[VX], sGLScaleFactor.mV[VY], 0.5f));
gGL.setLineWidth(width * lerp(sGLScaleFactor.mV[VX], sGLScaleFactor.mV[VY], 0.5f));
}
//static

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@@ -538,7 +538,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
range = mShaderObjects.equal_range(filename);
for (std::multimap<std::string, CachedObjectInfo>::iterator it = range.first; it != range.second;++it)
{
if((*it).second.mLevel == shader_level && (*it).second.mType == type && (*it).second.mDefinitions == (defines ? *defines : std::map<std::string, std::string>()))
if((*it).second.mLevel == shader_level && (*it).second.mType == type && (*it).second.mIndexChannels == texture_index_channels && (*it).second.mDefinitions == (defines ? *defines : std::map<std::string, std::string>()))
{
//LL_INFOS("ShaderLoading") << "Loading cached shader for " << filename << LL_ENDL;
return (*it).second.mHandle;
@@ -935,7 +935,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
if (ret)
{
// Add shader file to map
mShaderObjects.insert(make_pair(filename,CachedObjectInfo(ret,try_gpu_class,type,defines)));
mShaderObjects.insert(make_pair(filename,CachedObjectInfo(ret,try_gpu_class,type, texture_index_channels,defines)));
shader_level = try_gpu_class;
}
else

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@@ -242,11 +242,12 @@ DISPLAY_GAMMA,
public:
struct CachedObjectInfo
{
CachedObjectInfo(GLhandleARB handle, U32 level, GLenum type, std::map<std::string,std::string> *definitions) :
mHandle(handle), mLevel(level), mType(type), mDefinitions(definitions ? *definitions : std::map<std::string,std::string>()){}
CachedObjectInfo(GLhandleARB handle, U32 level, GLenum type, U32 texture_index_channels, std::map<std::string,std::string> *definitions) :
mHandle(handle), mLevel(level), mType(type), mIndexChannels(texture_index_channels), mDefinitions(definitions ? *definitions : std::map<std::string,std::string>()){}
GLhandleARB mHandle; //Actual handle of the opengl shader object.
U32 mLevel; //Level /might/ not be needed, but it's stored to ensure there's no change in behavior.
GLenum mType; //GL_VERTEX_SHADER_ARB or GL_FRAGMENT_SHADER_ARB. Tracked because some utility shaders can be loaded as both types (carefully).
U32 mIndexChannels; //LLShaderFeatures::mIndexedTextureChannels
std::map<std::string,std::string> mDefinitions;
};
// Map of shader names to compiled

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@@ -40,6 +40,7 @@ uniform float max_cof;
uniform float res_scale;
uniform float dof_width;
uniform float dof_height;
uniform float kern_scale;
VARYING vec2 vary_fragcoord;
@@ -53,9 +54,9 @@ vec4 dofSample(sampler2D tex, vec2 tc)
void main()
{
vec2 tc = vary_fragcoord.xy;
vec2 tc = vary_fragcoord.xy * res_scale;
vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale);
vec4 dof = dofSample(diffuseRect, tc);
vec4 diff = texture2D(lightMap, vary_fragcoord.xy);
@@ -66,10 +67,10 @@ void main()
float sc = a/res_scale;
vec4 col;
col = texture2D(lightMap, vary_fragcoord.xy+vec2(sc,sc));
col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,sc));
col += texture2D(lightMap, vary_fragcoord.xy+vec2(sc,-sc));
col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,-sc));
col = texture2D(lightMap, vary_fragcoord.xy+vec2(sc,sc)*kern_scale);
col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,sc)*kern_scale);
col += texture2D(lightMap, vary_fragcoord.xy+vec2(sc,-sc)*kern_scale);
col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)*kern_scale);
diff = mix(diff, col*0.25, a);
}

View File

@@ -36,6 +36,7 @@ uniform sampler2D diffuseRect;
uniform mat4 inv_proj;
uniform float max_cof;
uniform float res_scale;
uniform vec2 kern_scale;
VARYING vec2 vary_fragcoord;
@@ -76,7 +77,7 @@ void main()
{
vec2 tc = vary_fragcoord.xy;
vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy);
vec4 diff = texture2D(diffuseRect, tc);
{
float w = 1.0;
@@ -97,7 +98,7 @@ void main()
float samp_x = sc*sin(ang);
float samp_y = sc*cos(ang);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
dofSampleNear(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
dofSampleNear(diff, w, sc, tc + vec2(samp_x,samp_y) * kern_scale);
}
sc -= 1.0;
}
@@ -114,7 +115,7 @@ void main()
float samp_x = sc*sin(ang);
float samp_y = sc*cos(ang);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
dofSample(diff, w, sc, tc + vec2(samp_x,samp_y) * kern_scale);
}
sc -= 1.0;
}

View File

@@ -33,15 +33,16 @@ out vec4 frag_color;
VARYING vec2 vary_fragcoord;
uniform sampler2D depthMapDownsampled;
uniform sampler2D depthMap;
uniform sampler2D diffuseRect;
uniform vec2 kern_scale;
void main()
{
frag_color[0] = 1.0;
frag_color[1] = texture2D(diffuseRect,vary_fragcoord.xy).r;
frag_color[1] = texture2D(diffuseRect,vary_fragcoord.xy * kern_scale).r;
frag_color[2] = 1.0;
frag_color[3] = 1.0;
}

View File

@@ -50,6 +50,8 @@ uniform vec4 shadow_clip;
VARYING vec2 vary_fragcoord;
uniform vec2 kern_scale;
uniform mat4 inv_proj;
uniform vec2 proj_shadow_res;
uniform vec3 sun_dir;
@@ -62,6 +64,7 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -241,7 +244,7 @@ void main()
}
frag_color[0] = shadow;
frag_color[1] = texture2D(diffuseRect,vary_fragcoord).r;
frag_color[1] = texture2D(diffuseRect,vary_fragcoord.xy * kern_scale).r;
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);

View File

@@ -125,6 +125,7 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
//prime simple shader (loads shadow relevant uniforms)
gPipeline.bindDeferredShader(*simple_shader);
gPipeline.unbindDeferredShader(*simple_shader);
//simple_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
}
@@ -154,7 +155,11 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
}
void LLDrawPoolAlpha::endPostDeferredPass(S32 pass)
{
{
if (current_shader)
{
gPipeline.unbindDeferredShader(*current_shader);
}
if (pass == 1 && !LLPipeline::sImpostorRender)
{
gPipeline.mDeferredDepth.flush();
@@ -437,6 +442,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
// (this way we won't rebind shaders unnecessarily).
if (current_shader != target_shader)
{
if(current_shader)
gPipeline.unbindDeferredShader(*current_shader);
gPipeline.bindDeferredShader(*target_shader);
}
}
@@ -448,6 +455,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
// (this way we won't rebind shaders unnecessarily).
if(current_shader != target_shader)
{
if(current_shader)
gPipeline.unbindDeferredShader(*current_shader);
target_shader->bind();
}
}

View File

@@ -268,21 +268,12 @@ void LLNetMap::draw()
// Prepare a scissor region
F32 rotation = 0;
gGL.pushMatrix();
gGL.pushUIMatrix();
LLVector3 offset = gGL.getUITranslation();
LLVector3 scale = gGL.getUIScale();
gGL.loadIdentity();
gGL.loadUIIdentity();
gGL.scalef(scale.mV[0], scale.mV[1], scale.mV[2]);
gGL.translatef(offset.mV[0], offset.mV[1], offset.mV[2]);
{
LLLocalClipRect clip(getLocalRect());
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.matrixMode(LLRender::MM_MODELVIEW);
// Draw background rectangle.
if(isBackgroundVisible())
@@ -297,15 +288,16 @@ void LLNetMap::draw()
S32 center_sw_left = getRect().getWidth() / 2 + llfloor(mCurPan.mV[VX]);
S32 center_sw_bottom = getRect().getHeight() / 2 + llfloor(mCurPan.mV[VY]);
gGL.pushMatrix();
gGL.translatef( (F32) center_sw_left, (F32) center_sw_bottom, 0.f);
gGL.pushUIMatrix();
gGL.translateUI( (F32) center_sw_left, (F32) center_sw_bottom, 0.f);
static LLCachedControl<bool> rotate_map("MiniMapRotate", true);
if (rotate_map)
{
// Rotate subsequent draws to agent rotation.
rotation = atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] );
gGL.rotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f);
LLQuaternion rot(rotation, LLVector3(0.f, 0.f, 1.f));
gGL.rotateUI(rot);
}
// Figure out where agent is.
@@ -537,7 +529,7 @@ void LLNetMap::draw()
}
// [/SL:KB]
gGL.popMatrix();
gGL.popUIMatrix();
// Mouse pointer in local coordinates
S32 local_mouse_x;
@@ -709,14 +701,15 @@ void LLNetMap::draw()
LLColor4 c = rotate_map ? map_frustum_color() : map_frustum_rotating_color();
gGL.pushMatrix();
gGL.pushUIMatrix();
gGL.translatef(ctr_x, ctr_y, 0);
gGL.translateUI(ctr_x, ctr_y, 0);
// If we don't rotate the map, we have to rotate the frustum.
if (!rotate_map)
{
gGL.rotatef(atan2(LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY]) * RAD_TO_DEG, 0.f, 0.f, -1.f);
LLQuaternion rot(atan2(LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY]), LLVector3(0.f, 0.f, -1.f));
gGL.rotateUI(rot);
}
gGL.begin( LLRender::TRIANGLES );
@@ -728,7 +721,7 @@ void LLNetMap::draw()
gGL.vertex2f( -half_width_pixels, far_clip_pixels );
gGL.end();
gGL.popMatrix();
gGL.popUIMatrix();
// <exodus> Draw mouse radius
static const LLCachedControl<LLColor4> map_avatar_rollover_color("ExodusMapRolloverCircleColor");
@@ -737,8 +730,7 @@ void LLNetMap::draw()
gl_circle_2d(local_mouse_x, local_mouse_y, min_pick_dist, 32, true);
// </exodus>
}
gGL.popMatrix();
;
gGL.popUIMatrix();
// Rotation of 0 means that North is up

View File

@@ -7194,7 +7194,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
drawFullScreenRect();
unbindDeferredShader(*shader);
unbindDeferredShader(*shader, &mFinalScreen);
mDeferredLight.flush();
}
@@ -7214,7 +7214,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
drawFullScreenRect();
unbindDeferredShader(*shader);
unbindDeferredShader(*shader, &mDeferredLight);
mFinalScreen.flush();
gGL.setColorMask(true, true);
}
@@ -7252,8 +7252,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width-1);
shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height-1);
shader->uniform1f(LLShaderMgr::DOF_WIDTH, CameraDoFResScale - CameraDoFResScale / dof_width);
shader->uniform1f(LLShaderMgr::DOF_HEIGHT, CameraDoFResScale - CameraDoFResScale / dof_height);
drawFullScreenRect();
@@ -7262,7 +7262,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
unbindDeferredShader(*shader);
unbindDeferredShader(*shader, &mFinalScreen);
if (multisample)
{
@@ -7300,7 +7300,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
unbindDeferredShader(*shader);
unbindDeferredShader(*shader, &mFinalScreen);
if (multisample)
{
@@ -7335,7 +7335,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
unbindDeferredShader(*shader);
unbindDeferredShader(*shader, &render_target);
mFXAABuffer.flush();
@@ -7570,7 +7570,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* diffus
for (U32 i = 0; i < 4; i++)
{
channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE);
channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i);
stop_glerror();
if (channel > -1)
{
@@ -7671,8 +7671,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* diffus
norm_mat.transpose();
shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.getF32ptr());
}
//shader.uniform1f(LLShaderMgr::DEFERRED_DOWNSAMPLED_DEPTH_SCALE, llclamp(RenderSSAOResolutionScale.get(),.01f,1.f));
}
static LLFastTimer::DeclareTimer FTM_GI_TRACE("Trace");
@@ -7796,6 +7794,9 @@ void LLPipeline::renderDeferredLighting()
mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
F32 ssao_scale = llclamp(RenderSSAOResolutionScale.get(), .01f, 1.f);
gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_KERN_SCALE, ssao_scale, ssao_scale);
//Enable bilinear filtering, as the screen tex resolution may not match current framebuffer resolution. Eg, half-res SSAO
// diffuse map should only be found if the sun shader is the SSAO variant.
S32 channel = gDeferredSunProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
@@ -7838,7 +7839,7 @@ void LLPipeline::renderDeferredLighting()
F32 dist_factor = RenderShadowBlurDistFactor;
// sample symmetrically with the middle sample falling exactly on 0.0
F32 x = 0.f;
//F32 x = 0.f;
gDeferredBlurLightProgram.uniform2f(sDelta, (blur_size * (kern_length / 2.f - 0.5f)) / mScreen.getWidth(), 0.f);
gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor);
@@ -7863,7 +7864,7 @@ void LLPipeline::renderDeferredLighting()
drawFullScreenRect();
}
mDeferredLight.flush();
unbindDeferredShader(gDeferredBlurLightProgram);
unbindDeferredShader(gDeferredBlurLightProgram, &mScreen, &mScreen);
}
stop_glerror();
@@ -8374,6 +8375,10 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
{ //paint shadow/SSAO light map (direct lighting lightmap)
LLFastTimer ftm(FTM_SUN_SHADOW);
bindDeferredShader(gDeferredSunProgram);
F32 ssao_scale = llclamp(RenderSSAOResolutionScale.get(), .01f, 1.f);
gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_KERN_SCALE, ssao_scale, ssao_scale);
glClearColor(1,1,1,1);
mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
@@ -8935,14 +8940,17 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
}
void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
void LLPipeline::unbindDeferredShader(LLGLSLShader &shader, LLRenderTarget* diffuse_source, LLRenderTarget* light_source)
{
diffuse_source = diffuse_source ? diffuse_source : &mDeferredScreen;
light_source = light_source ? light_source : &mDeferredLight;
stop_glerror();
shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, diffuse_source->getUsage());
shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, light_source->getUsage());
shader.disableTexture(LLShaderMgr::DIFFUSE_MAP);
shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM);

View File

@@ -289,7 +289,7 @@ public:
void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* diffuse_source = NULL, LLRenderTarget* light_source = NULL);
void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
void unbindDeferredShader(LLGLSLShader& shader);
void unbindDeferredShader(LLGLSLShader& shader, LLRenderTarget* diffuse_source = NULL, LLRenderTarget* light_source = NULL);
void renderDeferredLighting();
void renderDeferredLightingToRT(LLRenderTarget* target);