Massive deferred update...

Plus renamed setupViewport to setup[2|3]DViewport.
Migrated mWindowRect to mWindowRectRaw, mVirtualWindowRect to mWindowRectScaled.
Slowly updating getwindow/getworldview calls to new v2 variants as I run across them.
Cleaned up ascent-related code in llmanip.cpp.
Impostor update tweaks.
Edgepatch water occlusion changes. (no patch flickering on edges of screen while moving camera)
This commit is contained in:
Shyotl
2011-08-11 03:16:17 -05:00
parent ca328aec72
commit c9860f7b66
38 changed files with 1053 additions and 560 deletions

View File

@@ -1133,12 +1133,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
std::string fragment;
//Keep this! Fixes shadow softening with ssao off.
/*//Keep this! Fixes shadow softening with ssao off.
//Disabled for now.
if (mVertexShaderLevel[SHADER_DEFERRED] < 2 && !gSavedSettings.getBOOL("RenderDeferredSSAO"))
{
fragment = "deferred/softenLightNoSSAOF.glsl";
}
else
else*/
{
fragment = "deferred/softenLightF.glsl";
}
@@ -1148,6 +1149,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2);
}
success = gDeferredSoftenProgram.createShader(NULL, NULL);
}
@@ -1292,16 +1299,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (mVertexShaderLevel[SHADER_DEFERRED] > 2)
{
if (success)
{
gDeferredPostProgram.mName = "Deferred Post Shader";
gDeferredPostProgram.mShaderFiles.clear();
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredPostProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredPostGIProgram.mName = "Deferred Post GI Shader";