From 9bda97786fa8aa1a519058d729b8673f52264657 Mon Sep 17 00:00:00 2001 From: Shyotl Date: Tue, 9 Aug 2011 01:11:05 -0500 Subject: [PATCH 01/59] Batch indexing/no-fixed-function WIP. --- indra/llrender/llgl.cpp | 8 +- indra/llrender/llglslshader.cpp | 65 +++- indra/llrender/llglslshader.h | 4 + indra/llrender/llimagegl.cpp | 8 +- indra/llrender/llrender.cpp | 3 +- indra/llrender/llshadermgr.cpp | 325 +++++++++++++++--- indra/llrender/llshadermgr.h | 5 +- indra/llrender/llvertexbuffer.cpp | 11 +- indra/llrender/llvertexbuffer.h | 4 + indra/newview/app_settings/settings.xml | 29 +- .../shaders/class1/avatar/avatarF.glsl | 1 - .../shaders/class1/avatar/avatarSkinV.glsl | 2 +- .../shaders/class1/avatar/avatarV.glsl | 1 - .../shaders/class1/avatar/eyeballF.glsl | 1 - .../shaders/class1/avatar/eyeballV.glsl | 2 +- .../shaders/class1/avatar/objectSkinV.glsl | 2 +- .../shaders/class1/avatar/pickAvatarF.glsl | 2 +- .../shaders/class1/avatar/pickAvatarV.glsl | 2 +- .../shaders/class1/deferred/alphaF.glsl | 11 +- .../class1/deferred/alphaNonIndexedF.glsl | 67 ++++ .../class1/deferred/alphaSkinnedV.glsl | 2 +- .../shaders/class1/deferred/alphaV.glsl | 53 +-- .../class1/deferred/attachmentShadowF.glsl | 2 +- .../class1/deferred/attachmentShadowV.glsl | 2 +- .../shaders/class1/deferred/avatarAlphaV.glsl | 2 +- .../shaders/class1/deferred/avatarF.glsl | 2 +- .../class1/deferred/avatarShadowF.glsl | 2 +- .../class1/deferred/avatarShadowV.glsl | 2 +- .../shaders/class1/deferred/avatarV.glsl | 2 +- .../shaders/class1/deferred/blurLightF.glsl | 2 +- .../shaders/class1/deferred/blurLightV.glsl | 2 +- .../shaders/class1/deferred/bumpF.glsl | 2 +- .../shaders/class1/deferred/bumpSkinnedV.glsl | 2 +- .../shaders/class1/deferred/bumpV.glsl | 2 +- .../shaders/class1/deferred/diffuseF.glsl | 2 +- .../class1/deferred/diffuseIndexedF.glsl | 19 + .../class1/deferred/diffuseSkinnedV.glsl | 2 +- .../shaders/class1/deferred/diffuseV.glsl | 6 +- .../shaders/class1/deferred/fullbrightF.glsl | 40 +-- .../shaders/class1/deferred/fullbrightV.glsl | 23 +- .../shaders/class1/deferred/giF.glsl | 2 +- .../shaders/class1/deferred/giV.glsl | 2 +- .../shaders/class1/deferred/impostorF.glsl | 2 +- .../shaders/class1/deferred/impostorV.glsl | 2 +- .../shaders/class1/deferred/luminanceF.glsl | 2 +- .../shaders/class1/deferred/luminanceV.glsl | 2 +- .../class1/deferred/multiPointLightF.glsl | 2 +- .../class1/deferred/multiPointLightV.glsl | 2 +- .../class1/deferred/multiSpotLightF.glsl | 2 +- .../shaders/class1/deferred/pointLightF.glsl | 2 +- .../shaders/class1/deferred/pointLightV.glsl | 9 +- .../class1/deferred/postDeferredF.glsl | 2 +- .../class1/deferred/postDeferredNoDoFF.glsl | 2 +- .../class1/deferred/postDeferredV.glsl | 2 +- .../shaders/class1/deferred/postgiF.glsl | 2 +- .../shaders/class1/deferred/postgiV.glsl | 2 +- .../shaders/class1/deferred/shadowF.glsl | 2 +- .../shaders/class1/deferred/shadowV.glsl | 2 +- .../shaders/class1/deferred/softenLightF.glsl | 2 +- .../class1/deferred/softenLightNoSSAOF.glsl | 1 - .../shaders/class1/deferred/softenLightV.glsl | 2 +- .../shaders/class1/deferred/spotLightF.glsl | 2 +- .../shaders/class1/deferred/sunLightF.glsl | 2 +- .../class1/deferred/sunLightSSAOF.glsl | 4 +- .../shaders/class1/deferred/sunLightV.glsl | 2 +- .../shaders/class1/deferred/terrainF.glsl | 2 +- .../shaders/class1/deferred/terrainV.glsl | 2 +- .../shaders/class1/deferred/treeF.glsl | 2 +- .../shaders/class1/deferred/treeV.glsl | 2 +- .../shaders/class1/deferred/waterF.glsl | 2 +- .../shaders/class1/deferred/waterV.glsl | 2 +- .../shaders/class1/effects/glowExtractF.glsl | 2 +- .../shaders/class1/effects/glowExtractV.glsl | 2 +- .../shaders/class1/effects/glowF.glsl | 2 +- .../shaders/class1/effects/glowV.glsl | 2 +- .../shaders/class1/environment/terrainF.glsl | 2 +- .../shaders/class1/environment/terrainV.glsl | 2 +- .../class1/environment/terrainWaterF.glsl | 2 +- .../class1/environment/underWaterF.glsl | 2 +- .../shaders/class1/environment/waterF.glsl | 2 +- .../shaders/class1/environment/waterFogF.glsl | 2 +- .../shaders/class1/environment/waterV.glsl | 2 +- .../shaders/class1/interface/highlightF.glsl | 2 +- .../shaders/class1/interface/highlightV.glsl | 2 +- .../shaders/class1/lighting/lightF.glsl | 2 +- .../class1/lighting/lightFullbrightF.glsl | 2 +- .../lighting/lightFullbrightShinyF.glsl | 2 +- .../lighting/lightFullbrightShinyWaterF.glsl | 2 +- .../lighting/lightFullbrightWaterF.glsl | 2 +- .../class1/lighting/lightFuncSpecularV.glsl | 2 +- .../shaders/class1/lighting/lightFuncV.glsl | 2 +- .../shaders/class1/lighting/lightShinyF.glsl | 2 +- .../class1/lighting/lightShinyWaterF.glsl | 2 +- .../class1/lighting/lightSpecularV.glsl | 2 +- .../shaders/class1/lighting/lightV.glsl | 2 +- .../shaders/class1/lighting/lightWaterF.glsl | 2 +- .../class1/lighting/sumLightsSpecularV.glsl | 2 +- .../shaders/class1/lighting/sumLightsV.glsl | 2 +- .../shaders/class1/objects/fullbrightF.glsl | 2 +- .../class1/objects/fullbrightShinyF.glsl | 2 +- .../objects/fullbrightShinySkinnedV.glsl | 4 +- .../class1/objects/fullbrightShinyV.glsl | 2 +- .../class1/objects/fullbrightShinyWaterF.glsl | 2 +- .../class1/objects/fullbrightSkinnedV.glsl | 4 +- .../shaders/class1/objects/fullbrightV.glsl | 2 +- .../class1/objects/fullbrightWaterF.glsl | 2 +- .../shaders/class1/objects/shinyF.glsl | 2 +- .../class1/objects/shinySimpleSkinnedV.glsl | 4 +- .../shaders/class1/objects/shinyV.glsl | 2 +- .../shaders/class1/objects/shinyWaterF.glsl | 2 +- .../shaders/class1/objects/simpleF.glsl | 2 +- .../class1/objects/simpleSkinnedV.glsl | 4 +- .../shaders/class1/objects/simpleV.glsl | 2 +- .../shaders/class1/objects/simpleWaterF.glsl | 2 +- .../class1/windlight/atmosphericsF.glsl | 2 +- .../windlight/atmosphericsHelpersV.glsl | 2 +- .../class1/windlight/atmosphericsV.glsl | 2 +- .../class1/windlight/atmosphericsVarsF.glsl | 2 +- .../class1/windlight/atmosphericsVarsV.glsl | 2 +- .../shaders/class1/windlight/gammaF.glsl | 2 +- .../shaders/class1/windlight/transportF.glsl | 2 +- .../shaders/class2/avatar/eyeballV.glsl | 2 +- .../shaders/class2/deferred/alphaF.glsl | 5 +- .../class2/deferred/alphaNonIndexedF.glsl | 125 +++++++ .../class2/deferred/alphaSkinnedV.glsl | 2 +- .../shaders/class2/deferred/alphaV.glsl | 11 +- .../shaders/class2/deferred/avatarAlphaV.glsl | 27 +- .../shaders/class2/deferred/edgeF.glsl | 4 +- .../shaders/class2/deferred/edgeV.glsl | 2 +- .../class2/deferred/multiSpotLightF.glsl | 4 +- .../shaders/class2/deferred/softenLightF.glsl | 50 +-- .../shaders/class2/deferred/softenLightV.glsl | 2 +- .../shaders/class2/deferred/spotLightF.glsl | 2 +- .../shaders/class2/deferred/sunLightF.glsl | 4 +- .../class2/deferred/sunLightSSAOF.glsl | 2 +- .../shaders/class2/deferred/sunLightV.glsl | 2 +- .../shaders/class2/effects/blurF.glsl | 2 +- .../shaders/class2/effects/blurV.glsl | 2 +- .../shaders/class2/effects/colorFilterF.glsl | 2 +- .../shaders/class2/effects/drawQuadV.glsl | 2 +- .../shaders/class2/effects/extractF.glsl | 2 +- .../shaders/class2/effects/nightVisionF.glsl | 2 +- .../shaders/class2/effects/simpleF.glsl | 2 +- .../shaders/class2/environment/terrainF.glsl | 2 +- .../shaders/class2/environment/terrainV.glsl | 2 +- .../class2/environment/terrainWaterF.glsl | 2 +- .../class2/environment/underWaterF.glsl | 2 +- .../shaders/class2/environment/waterF.glsl | 2 +- .../shaders/class2/environment/waterFogF.glsl | 2 +- .../shaders/class2/lighting/lightF.glsl | 4 +- .../class2/lighting/lightFullbrightF.glsl | 4 +- .../lighting/lightFullbrightNonIndexedF.glsl | 25 ++ .../lighting/lightFullbrightShinyF.glsl | 5 +- .../lightFullbrightShinyNonIndexedF.glsl | 32 ++ .../lighting/lightFullbrightShinyWaterF.glsl | 6 +- .../lightFullbrightShinyWaterNonIndexedF.glsl | 32 ++ .../lighting/lightFullbrightWaterF.glsl | 6 +- .../lightFullbrightWaterNonIndexedF.glsl | 23 ++ .../class2/lighting/lightNonIndexedF.glsl | 25 ++ .../shaders/class2/lighting/lightShinyF.glsl | 6 +- .../lighting/lightShinyNonIndexedF.glsl | 32 ++ .../class2/lighting/lightShinyWaterF.glsl | 5 +- .../lighting/lightShinyWaterNonIndexedF.glsl | 29 ++ .../class2/lighting/lightSpecularV.glsl | 2 +- .../shaders/class2/lighting/lightV.glsl | 2 +- .../shaders/class2/lighting/lightWaterF.glsl | 4 +- .../lighting/lightWaterNonIndexedF.glsl | 23 ++ .../class2/lighting/sumLightsSpecularV.glsl | 2 +- .../shaders/class2/lighting/sumLightsV.glsl | 2 +- .../class2/objects/fullbrightShinyV.glsl | 35 ++ .../shaders/class2/objects/fullbrightV.glsl | 29 ++ .../shaders/class2/objects/shinyV.glsl | 10 +- .../shaders/class2/objects/simpleV.glsl | 33 ++ .../class2/windlight/atmosphericsF.glsl | 2 +- .../windlight/atmosphericsHelpersV.glsl | 2 +- .../class2/windlight/atmosphericsV.glsl | 2 +- .../class2/windlight/atmosphericsVarsF.glsl | 2 +- .../class2/windlight/atmosphericsVarsV.glsl | 2 +- .../shaders/class2/windlight/cloudsF.glsl | 2 +- .../shaders/class2/windlight/cloudsV.glsl | 2 +- .../shaders/class2/windlight/gammaF.glsl | 2 +- .../shaders/class2/windlight/skyF.glsl | 2 +- .../shaders/class2/windlight/skyV.glsl | 2 +- .../shaders/class2/windlight/transportF.glsl | 2 +- .../shaders/class3/avatar/avatarV.glsl | 2 +- .../class3/deferred/giDownsampleF.glsl | 2 +- .../class3/deferred/giDownsampleV.glsl | 2 +- .../shaders/class3/deferred/giF.glsl | 2 +- .../shaders/class3/deferred/giFinalF.glsl | 2 +- .../shaders/class3/deferred/giFinalV.glsl | 2 +- .../shaders/class3/deferred/giV.glsl | 2 +- .../shaders/class3/deferred/luminanceF.glsl | 2 +- .../shaders/class3/deferred/luminanceV.glsl | 2 +- .../class3/deferred/postDeferredF.glsl | 2 +- .../class3/deferred/postDeferredV.glsl | 2 +- .../shaders/class3/deferred/postgiF.glsl | 2 +- .../shaders/class3/deferred/postgiV.glsl | 2 +- .../shaders/class3/deferred/softenLightF.glsl | 2 +- .../shaders/class3/deferred/softenLightV.glsl | 2 +- .../shaders/class3/deferred/treeF.glsl | 2 +- .../class3/lighting/sumLightsSpecularV.glsl | 2 +- .../shaders/class3/lighting/sumLightsV.glsl | 2 +- indra/newview/lldrawpool.cpp | 49 ++- indra/newview/lldrawpool.h | 4 +- indra/newview/lldrawpoolalpha.cpp | 213 +++++++----- indra/newview/lldrawpoolavatar.cpp | 28 +- indra/newview/lldrawpoolbump.cpp | 93 +++-- indra/newview/lldrawpoolbump.h | 2 +- indra/newview/lldrawpoolsimple.cpp | 120 +++++-- indra/newview/lldrawpoolsimple.h | 14 +- indra/newview/lldrawpoolterrain.cpp | 4 +- indra/newview/lldrawpooltree.cpp | 6 +- indra/newview/llface.cpp | 35 +- indra/newview/llface.h | 3 + indra/newview/llspatialpartition.cpp | 23 ++ indra/newview/llspatialpartition.h | 6 +- indra/newview/llviewercontrol.cpp | 1 + indra/newview/llviewershadermgr.cpp | 244 ++++++++++++- indra/newview/llviewershadermgr.h | 12 +- indra/newview/llvoclouds.cpp | 6 +- indra/newview/llvopartgroup.cpp | 13 +- indra/newview/llvosky.cpp | 6 + indra/newview/llvosurfacepatch.cpp | 4 +- indra/newview/llvovolume.cpp | 238 +++++++++++-- indra/newview/pipeline.cpp | 119 +++---- 225 files changed, 2120 insertions(+), 729 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl create mode 100644 indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl create mode 100644 indra/newview/app_settings/shaders/class2/objects/simpleV.glsl diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index d5560b5eb..6e54a685f 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -538,7 +538,7 @@ bool LLGLManager::initGL() { GLint num_tex_image_units; glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &num_tex_image_units); - mNumTextureImageUnits = num_tex_image_units; + mNumTextureImageUnits = llmin(num_tex_image_units, 32); } initGLStates(); @@ -1299,6 +1299,7 @@ void LLGLState::checkStates(const std::string& msg) void LLGLState::checkTextureChannels(const std::string& msg) { +#if 0 if (!gDebugGL) { return; @@ -1458,6 +1459,7 @@ void LLGLState::checkTextureChannels(const std::string& msg) LL_GL_ERRS << "GL texture state corruption detected. " << msg << LL_ENDL; } } +#endif } void LLGLState::checkClientArrays(const std::string& msg, U32 data_mask) @@ -1574,7 +1576,7 @@ void LLGLState::checkClientArrays(const std::string& msg, U32 data_mask) } } - if (glIsEnabled(GL_TEXTURE_2D)) + /*if (glIsEnabled(GL_TEXTURE_2D)) { if (!(data_mask & 0x0008)) { @@ -1597,7 +1599,7 @@ void LLGLState::checkClientArrays(const std::string& msg, U32 data_mask) gFailLog << "GL does not have GL_TEXTURE_2D enabled on channel 1." << std::endl; } } - } + }*/ glClientActiveTextureARB(GL_TEXTURE0_ARB); gGL.getTexUnit(0)->activate(); diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index ec306ba26..f79a928a0 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -54,6 +54,7 @@ using std::pair; using std::make_pair; using std::string; +GLhandleARB LLGLSLShader::sCurBoundShader = 0; BOOL shouldChange(const LLVector4& v1, const LLVector4& v2) { return v1 != v2; @@ -63,6 +64,7 @@ LLShaderFeatures::LLShaderFeatures() : calculatesLighting(false), isShiny(false), isFullbright(false), hasWaterFog(false), hasTransport(false), hasSkinning(false), hasAtmospherics(false), isSpecular(false), hasGamma(false), hasLighting(false), calculatesAtmospherics(false) +, mIndexedTextureChannels(0), disableTextureIndex(false) #if MESH_ENABLED , hasObjectSkinning(false) #endif //MESH_ENABLED @@ -119,6 +121,27 @@ BOOL LLGLSLShader::createShader(vector * attributes, glDeleteObjectARB(mProgramObject); // Create program mProgramObject = glCreateProgramObjectARB(); + + if (gGLManager.mGLVersion < 3.1f) + { //force indexed texture channels to 1 if GL version is old (performance improvement for drivers with poor branching shader model support) + mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1); + } + + //compile new source + vector< pair >::iterator fileIter = mShaderFiles.begin(); + for ( ; fileIter != mShaderFiles.end(); fileIter++ ) + { + GLhandleARB shaderhandle = LLShaderMgr::instance()->loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second, mFeatures.mIndexedTextureChannels); + LL_DEBUGS("ShaderLoading") << "SHADER FILE: " << (*fileIter).first << " mShaderLevel=" << mShaderLevel << LL_ENDL; + if (shaderhandle > 0) + { + attachObject(shaderhandle); + } + else + { + success = FALSE; + } + } // Attach existing objects if (!LLShaderMgr::instance()->attachShaderFeatures(this)) @@ -129,19 +152,9 @@ BOOL LLGLSLShader::createShader(vector * attributes, return FALSE; } - vector< pair >::iterator fileIter = mShaderFiles.begin(); - for ( ; fileIter != mShaderFiles.end(); fileIter++ ) - { - GLhandleARB shaderhandle = LLShaderMgr::instance()->loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second); - LL_DEBUGS("ShaderLoading") << "SHADER FILE: " << (*fileIter).first << " mShaderLevel=" << mShaderLevel << LL_ENDL; - if (mShaderLevel > 0) - { - attachObject(shaderhandle); - } - else - { - success = FALSE; - } + if (gGLManager.mGLVersion < 3.1f) + { //attachShaderFeatures may have set the number of indexed texture channels, so set to 1 again + mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1); } // Map attributes and uniforms @@ -169,6 +182,28 @@ BOOL LLGLSLShader::createShader(vector * attributes, return createShader(attributes,uniforms); } } + else if (mFeatures.mIndexedTextureChannels > 0) + { //override texture channels for indexed texture rendering + bind(); + S32 channel_count = mFeatures.mIndexedTextureChannels; + + for (S32 i = 0; i < channel_count; i++) + { + uniform1i(llformat("tex%d", i), i); + } + + S32 cur_tex = channel_count; //adjust any texture channels that might have been overwritten + for (U32 i = 0; i < mTexture.size(); i++) + { + if (mTexture[i] > -1 && mTexture[i] < channel_count) + { + llassert(cur_tex < gGLManager.mNumTextureImageUnits); + uniform1i(i, cur_tex); + mTexture[i] = cur_tex++; + } + } + unbind(); + } return success; } @@ -363,7 +398,7 @@ void LLGLSLShader::bind() if (gGLManager.mHasShaderObjects) { glUseProgramObjectARB(mProgramObject); - + sCurBoundShader = mProgramObject; if (mUniformsDirty) { LLShaderMgr::instance()->updateShaderUniforms(this); @@ -386,6 +421,7 @@ void LLGLSLShader::unbind() } } glUseProgramObjectARB(0); + sCurBoundShader = 0; stop_glerror(); } } @@ -393,6 +429,7 @@ void LLGLSLShader::unbind() void LLGLSLShader::bindNoShader(void) { glUseProgramObjectARB(0); + sCurBoundShader = 0; } S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode) diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 3f8a6cb96..c4f9f4707 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -53,6 +53,8 @@ public: #endif //MESH_ENABLED bool hasAtmospherics; bool hasGamma; + S32 mIndexedTextureChannels; + bool disableTextureIndex; // char numLights; @@ -72,6 +74,8 @@ public: LLGLSLShader(S32 shader_class); + static GLhandleARB sCurBoundShader; + void unload(); BOOL createShader(std::vector * attributes, std::vector * uniforms); diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index a439d954c..01ccbbf33 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -1404,11 +1404,13 @@ void LLImageGL::deleteDeadTextures() { GLuint tex = sDeadTextureList.front(); sDeadTextureList.pop_front(); - for (int i = 0; i < gGLManager.mNumTextureUnits; i++) + for (int i = 0; i < gGLManager.mNumTextureImageUnits; i++) { - if (sCurrentBoundTextures[i] == tex) + LLTexUnit* tex_unit = gGL.getTexUnit(i); + + if (tex_unit->getCurrTexture() == tex) { - gGL.getTexUnit(i)->unbind(LLTexUnit::TT_TEXTURE); + tex_unit->unbind(tex_unit->getCurrType()); stop_glerror(); } } diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 64f92ae73..9b2cae65a 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -49,7 +49,8 @@ F64 gGLLastProjection[16]; F64 gGLProjection[16]; S32 gGLViewport[4]; -static const U32 LL_NUM_TEXTURE_LAYERS = 8; + +static const U32 LL_NUM_TEXTURE_LAYERS = 32; static const U32 LL_NUM_LIGHT_UNITS = 8; static GLenum sGLTextureType[] = diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 255643dc8..7e94e3ab7 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -217,17 +217,39 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) if (features->hasWaterFog) { - if (!shader->attachObject("lighting/lightWaterF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (!shader->attachObject("lighting/lightWaterNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightWaterF.glsl")) + { + return FALSE; + } + shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } else { - if (!shader->attachObject("lighting/lightF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (!shader->attachObject("lighting/lightNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightF.glsl")) + { + return FALSE; + } + shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } } @@ -238,32 +260,76 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) if (features->isShiny && features->hasWaterFog) { - if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (!shader->attachObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl")) + { + return FALSE; + } + shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } else if (features->hasWaterFog) { - if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl")) + { + return FALSE; + } + shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } else if (features->isShiny) { - if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (!shader->attachObject("lighting/lightFullbrightShinyNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl")) + { + return FALSE; + } + shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } else { - if (!shader->attachObject("lighting/lightFullbrightF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (!shader->attachObject("lighting/lightFullbrightNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightFullbrightF.glsl")) + { + return FALSE; + } + shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } } @@ -274,17 +340,39 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) if (features->hasWaterFog) { - if (!shader->attachObject("lighting/lightShinyWaterF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (!shader->attachObject("lighting/lightShinyWaterNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightShinyWaterF.glsl")) + { + return FALSE; + } + shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } else { - if (!shader->attachObject("lighting/lightShinyF.glsl")) + if (features->disableTextureIndex) { - return FALSE; + if (!shader->attachObject("lighting/lightShinyNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightShinyF.glsl")) + { + return FALSE; + } + shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } } } @@ -328,13 +416,16 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns) } } -GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type) +GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, S32 texture_index_channels) { - GLenum error; - error = glGetError(); - if (error != GL_NO_ERROR) + GLenum error = GL_NO_ERROR; + if (gDebugGL) { - LL_WARNS("ShaderLoading") << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL; + error = glGetError(); + if (error != GL_NO_ERROR) + { + LL_WARNS("ShaderLoading") << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL; + } } LL_DEBUGS("ShaderLoading") << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL; @@ -375,11 +466,121 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade //we can't have any lines longer than 1024 characters //or any shaders longer than 1024 lines... deal - DaveP - GLcharARB buff[1024]; - GLcharARB* text[1024]; + GLcharARB buff[1024] = {0}; + GLcharARB* text[1024] = {0}; GLuint count = 0; + if (gGLManager.mGLVersion < 2.1f) + { + text[count++] = strdup("#version 110\n"); + } + else if (gGLManager.mGLVersion < 3.f) + { + //set version to 1.20 + text[count++] = strdup("#version 120\n"); + } + else + { //set version to 1.30 + text[count++] = strdup("#version 130\n"); + } + //copy preprocessor definitions into buffer + for (std::map::iterator iter = mDefinitions.begin(); iter != mDefinitions.end(); ++iter) + { + std::string define = "#define " + iter->first + " " + iter->second + "\n"; + text[count++] = (GLcharARB *) strdup(define.c_str()); + } + + if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB) + { + //use specified number of texture channels for indexed texture rendering + + /* prepend shader code that looks like this: + + uniform sampler2D tex0; + uniform sampler2D tex1; + uniform sampler2D tex2; + . + . + . + uniform sampler2D texN; + + varying float vary_texture_index; + + vec4 diffuseLookup(vec2 texcoord) + { + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + . + . + . + case N: return texture2D(texN, texcoord); + } + + return vec4(0,0,0,0); + } + */ + + //uniform declartion + for (S32 i = 0; i < texture_index_channels; ++i) + { + std::string decl = llformat("uniform sampler2D tex%d;\n", i); + text[count++] = strdup(decl.c_str()); + } + + text[count++] = strdup("varying float vary_texture_index;\n"); + text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n"); + text[count++] = strdup("{\n"); + + + if (texture_index_channels == 1) + { //don't use flow control, that's silly + text[count++] = strdup("return texture2D(tex0, texcoord);\n"); + text[count++] = strdup("}\n"); + } + else if (gGLManager.mGLVersion >= 3.f) + { + text[count++] = strdup("\tswitch (int(vary_texture_index+0.25))\n"); + text[count++] = strdup("\t{\n"); + + //switch body + for (S32 i = 0; i < texture_index_channels; ++i) + { + std::string case_str = llformat("\t\tcase %d: return texture2D(tex%d, texcoord);\n", i, i); + text[count++] = strdup(case_str.c_str()); + } + + text[count++] = strdup("\t}\n"); + text[count++] = strdup("\treturn vec4(0,0,0,0);\n"); + text[count++] = strdup("}\n"); + } + else + { + //switches aren't supported, make block that looks like: + /* + int ti = int(vary_texture_index+0.25); + if (ti == 0) return texture2D(tex0, texcoord); + if (ti == 1) return texture2D(tex1, texcoord); + . + . + . + if (ti == N) return texture2D(texN, texcoord); + */ + + text[count++] = strdup("int ti = int(vary_texture_index+0.25);\n"); + for (S32 i = 0; i < texture_index_channels; ++i) + { + std::string if_str = llformat("if (ti == %d) return texture2D(tex%d, texcoord);\n", i, i); + text[count++] = strdup(if_str.c_str()); + } + + text[count++] = strdup("\treturn vec4(0,0,0,0);\n"); + text[count++] = strdup("}\n"); + } + } //copy file into memory while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) ) { @@ -389,51 +590,67 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade //create shader object GLhandleARB ret = glCreateShaderObjectARB(type); - error = glGetError(); - if (error != GL_NO_ERROR) + if (gDebugGL) { - LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShaderObjectARB: " << error << LL_ENDL; + error = glGetError(); + if (error != GL_NO_ERROR) + { + LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShaderObjectARB: " << error << LL_ENDL; + glDeleteObjectARB(ret); //no longer need handle + } } - else + + //load source + glShaderSourceARB(ret, count, (const GLcharARB**) text, NULL); + + if (gDebugGL) { - //load source - glShaderSourceARB(ret, count, (const GLcharARB**) text, NULL); error = glGetError(); if (error != GL_NO_ERROR) { LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSourceARB: " << error << LL_ENDL; glDeleteObjectARB(ret); //no longer need handle } - else + } + + //compile source + glCompileShaderARB(ret); + + if (gDebugGL) + { + error = glGetError(); + if (error != GL_NO_ERROR) { - //compile source - glCompileShaderARB(ret); - error = glGetError(); - if (error != GL_NO_ERROR) - { - LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShaderARB: " << error << LL_ENDL; - glDeleteObjectARB(ret); //no longer need handle - } + LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShaderARB: " << error << LL_ENDL; + glDeleteObjectARB(ret); //no longer need handle } } - //free memory - for (GLuint i = 0; i < count; i++) - { - free(text[i]); - } + if (error == GL_NO_ERROR) { //check for errors GLint success = GL_TRUE; glGetObjectParameterivARB(ret, GL_OBJECT_COMPILE_STATUS_ARB, &success); - error = glGetError(); - if (error != GL_NO_ERROR || success == GL_FALSE) + if (gDebugGL || success == GL_FALSE) { - //an error occured, print log - LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL; - dumpObjectLog(ret); - glDeleteObjectARB(ret); //no longer need handle - ret = 0; + error = glGetError(); + if (error != GL_NO_ERROR || success == GL_FALSE) + { + //an error occured, print log + LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL; + dumpObjectLog(ret); + + std::stringstream ostr; + //dump shader source for debugging + for (GLuint i = 0; i < count; i++) + { + ostr << i << ": " << text[i]; + } + + LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl; + glDeleteObjectARB(ret); //no longer need handle + ret = 0; + } } } else @@ -442,6 +659,12 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade } stop_glerror(); + //free memory + for (GLuint i = 0; i < count; i++) + { + free(text[i]); + } + //successfully loaded, save results if (ret) { @@ -454,7 +677,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade if (shader_level > 1) { shader_level--; - return loadShaderFile(filename,shader_level,type); + return loadShaderFile(filename,shader_level,type,texture_index_channels); } LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL; } diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index 02f5842a1..fdc13043f 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -49,7 +49,7 @@ public: void dumpObjectLog(GLhandleARB ret, BOOL warns = TRUE); BOOL linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE); BOOL validateProgramObject(GLhandleARB obj); - GLhandleARB loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type); + GLhandleARB loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, S32 texture_index_channels = -1); // Implemented in the application to actually point to the shader directory. virtual std::string getShaderDirPrefix(void) = 0; // Pure Virtual @@ -66,6 +66,9 @@ public: std::vector mReservedUniforms; + //preprocessor definitions (name/value) + std::map mDefinitions; + protected: // our parameter manager singleton instance diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 2837cd6af..686d5d797 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -1152,7 +1152,7 @@ volatile U8* LLVertexBuffer::mapIndexBuffer(S32 index) void LLVertexBuffer::unmapBuffer(S32 type) { LLMemType mt(LLMemType::MTYPE_VERTEX_DATA); - if (!useVBOs()) + if (!useVBOs() || type == -2) { return ; //nothing to unmap } @@ -1605,7 +1605,14 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const } if (data_mask & MAP_VERTEX) { - glVertexPointer(3,GL_FLOAT, getStride(TYPE_VERTEX), (void*)(base + 0)); + if (data_mask & MAP_TEXTURE_INDEX) + { + glVertexPointer(4,GL_FLOAT, getStride(TYPE_VERTEX), (void*)(base + 0)); + } + else + { + glVertexPointer(3,GL_FLOAT, getStride(TYPE_VERTEX), (void*)(base + 0)); + } } llglassertok(); diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index 8d098a1f1..9453283d5 100644 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -127,6 +127,9 @@ public: TYPE_CLOTHWEIGHT, TYPE_MAX, TYPE_INDEX, + + //no actual additional data, but indicates position.w is texture index + TYPE_TEXTURE_INDEX, }; enum { MAP_VERTEX = (1<Value 0 - RenderDebugPipeline + RenderDebugPipeline Comment Enable strict pipeline debugging. Persist 1 Type - Boolean + Boolean Value 0 + RenderMaxTextureIndex + + Comment + Maximum texture index to use for indexed texture rendering. + Persist + 1 + Type + U32 + Value + 6 + RenderDebugTextureBind Comment @@ -9859,6 +9870,18 @@ Value 0 + + RenderDepthOfField + + Comment + Whether to use depth of field effect when lighting and shadows are enabled + Persist + 1 + Type + Boolean + Value + 0 + RenderSpotLightsInNondeferred @@ -9881,7 +9904,7 @@ Type F32 Value - 0.0 + -0.001 RenderSpotShadowOffset diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl index 431c7f8e1..8a9c1f64c 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl @@ -5,7 +5,6 @@ * $License$ */ -#version 120 void default_lighting(); diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index 9057560e6..d11fd8d49 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + attribute vec4 weight; //1 diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index 7b36d03c3..1f69de175 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -5,7 +5,6 @@ * $License$ */ -#version 120 vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl index cc49fe9f7..601e6cc5d 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl @@ -5,7 +5,6 @@ * $License$ */ -#version 120 void default_lighting(); diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl index af9c28a6e..6f497acb7 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index ef823c28b..7613e50dc 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + attribute vec4 object_weight; diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl index 0b9943479..0f5d17d7d 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl index 801a8e06d..fcea1baba 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + mat4 getSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 22cae7a34..bd07c51ca 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -1,17 +1,18 @@ /** * @file alphaF.glsl * - * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. - * $License$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable -uniform sampler2D diffuseMap; uniform sampler2DRect depthMap; +vec4 diffuseLookup(vec2 texcoord); + uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; @@ -47,7 +48,7 @@ void main() vec4 pos = vec4(vary_position, 1.0); - vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 diff= diffuseLookup(gl_TexCoord[0].xy); vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl new file mode 100644 index 000000000..b0d029dbf --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -0,0 +1,67 @@ +/** + * @file alphaF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2D diffuseMap; + + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 screen_res; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_fragcoord; +varying vec3 vary_position; +varying vec3 vary_pointlight_col; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos /= pos.w; + pos.w = 1.0; + return pos; +} + +void main() +{ + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + + vec4 pos = vec4(vary_position, 1.0); + + vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy); + + vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); + vec4 color = diff * col; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + color.rgb += diff.rgb * vary_pointlight_col.rgb; + + gl_FragColor = color; + //gl_FragColor = vec4(1,0,1,1); + //gl_FragColor = vec4(1,0,1,1)*shadow; + +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 65d920998..ac3f7189c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index d1c678f30..cb6414deb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -23,6 +23,7 @@ varying vec3 vary_fragcoord; varying vec3 vary_position; varying vec3 vary_light; varying vec3 vary_pointlight_col; +varying float vary_texture_index; uniform float near_clip; uniform float shadow_offset; @@ -35,20 +36,25 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa //get distance float d = length(lv); - - //normalize light vector - lv *= 1.0/d; - - //distance attenuation - float dist2 = d*d/(la*la); - float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - //angular attenuation - da *= calcDirectionalLight(n, lv); + float da = 0.0; + + if (d > 0.0 && la > 0.0 && fa > 0.0) + { + //normalize light vector + lv *= 1.0/d; + + //distance attenuation + float dist2 = d*d/(la*la); + da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= calcDirectionalLight(n, lv); + } return da; } @@ -56,34 +62,35 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { //transform vertex - gl_Position = ftransform(); + vec4 vert = vec4(gl_Vertex.xyz, 1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix * vert; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); + vec4 pos = (gl_ModelViewMatrix * vert); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; - + calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); - + vary_pointlight_col = col.rgb*gl_Color.rgb; - + col.rgb = vec3(0,0,0); - + // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); @@ -98,7 +105,7 @@ void main() gl_FogFragCoord = pos.z; - pos = gl_ModelViewProjectionMatrix * gl_Vertex; + pos = gl_ModelViewProjectionMatrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl index 164322c3a..870d59331 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index 5ae41cb73..c7a4f8672 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index 616990560..12c2aad2d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index e2a36719c..b580a8f12 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 61574d0be..7b90a9554 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 49ddd2b19..3693af97f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + mat4 getSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 3465cef2b..d7b9418f8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + mat4 getSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index d04bfb3ad..3043f7cd1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index 3f2d7d7b1..3999869f2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + varying vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 7a423f394..479976e55 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; uniform sampler2D bumpMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl index d884f2e4a..dc69519a8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + varying vec3 vary_mat0; varying vec3 vary_mat1; diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index c83f781e2..65ff4cbad 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + varying vec3 vary_mat0; varying vec3 vary_mat1; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 451195f97..e1d5d5062 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl new file mode 100644 index 000000000..e7b5dcce7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -0,0 +1,19 @@ +/** + * @file diffuseIndexedF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +varying vec3 vary_normal; + +void main() +{ + vec3 col = gl_Color.rgb * diffuseLookup(gl_TexCoord[0].xy).rgb; + + gl_FragData[0] = vec4(col, 0.0); + gl_FragData[1] = gl_Color.aaaa; // spec + //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested + vec3 nvn = normalize(vary_normal); + gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl index 9a45c0323..2c4caea10 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + varying vec3 vary_normal; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index af0314a75..3154b5431 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -5,16 +5,18 @@ * $/LicenseInfo$ */ -#version 120 + varying vec3 vary_normal; +varying float vary_texture_index; void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + vary_texture_index = gl_Vertex.w; vary_normal = normalize(gl_NormalMatrix * gl_Normal); gl_FrontColor = gl_Color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 342987739..d781e0854 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -5,60 +5,24 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable -uniform sampler2D diffuseMap; -uniform sampler2DRect depthMap; -uniform sampler2D noiseMap; - -uniform vec4 shadow_clip; -uniform vec2 screen_res; - vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec4 vary_position; -varying vec3 vary_normal; -varying vec3 vary_fragcoord; - -uniform mat4 inv_proj; - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} void main() { - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - - vec3 samp_pos = getPosition(frag).xyz; - float shadow = 1.0; - vec4 pos = vary_position; - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy)*gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color; color.rgb = fullbrightAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); - //gl_FragColor = gl_Color; gl_FragColor = color; - //gl_FragColor = vec4(1,0,1,1); - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 94f653541..800cfed64 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void calcAtmospherics(vec3 inPositionEye); @@ -14,30 +14,23 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_normal; -varying vec3 vary_fragcoord; -uniform float near_clip; -varying vec4 vary_position; +varying float vary_texture_index; void main() { //transform vertex - gl_Position = ftransform(); + vec4 vert = vec4(gl_Vertex.xyz, 1.0); + vary_texture_index = gl_Vertex.w; + + gl_Position = gl_ModelViewProjectionMatrix*vert; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); - vary_position = pos; - + vec4 pos = (gl_ModelViewMatrix * vert); + calcAtmospherics(pos.xyz); gl_FrontColor = gl_Color; gl_FogFragCoord = pos.z; - - pos = gl_ModelViewProjectionMatrix * gl_Vertex; - vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl index 75b555e8a..41c149e77 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl index 8dc1410ea..e86f2896d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + varying vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 6b3bfcf2a..83f3778d2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; uniform sampler2D normalMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index d90c4478c..a209f95f5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index 78df54d5d..25e93ae26 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + uniform sampler2DRect diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl index 0c820bfc6..4baf1fc65 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + varying vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 89e258887..1c31c3bba 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index 2e3e84dd1..434fb6f53 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + varying vec4 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index a9f03f761..0d25d7792 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + //class 1 -- no shadows diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 22ed9dcd4..647bce1cb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ - #version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index 1a426dddf..756843b8b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -5,19 +5,14 @@ * $License$ */ -#version 120 + varying vec4 vary_light; varying vec4 vary_fragcoord; -uniform vec2 screen_res; -uniform float near_clip; - void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; vary_fragcoord = pos; @@ -25,6 +20,8 @@ void main() tex.w = 1.0; vary_light = gl_MultiTexCoord0; + + gl_Position = pos; gl_FrontColor = gl_Color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 77f1b2224..eb416bef8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index ab48d08bb..bf829bfc5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index 12983baa9..876f65ee3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + varying vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index 63b3c9f20..fa3f04bcc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl index ae57227fe..eebe93066 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + varying vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 4d85bbf62..d152b30ab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index 9baa39814..f9a23a5af 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + varying vec4 post_pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index cffab338d..ec8253203 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightNoSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightNoSSAOF.glsl index bca692cab..c438fd3d9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightNoSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightNoSSAOF.glsl @@ -5,7 +5,6 @@ * $License$ */ -#version 120 #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index 3bc94e70d..1abdc943b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 29fac46bf..9aaffc15b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index 5db627ab1..686b6eb3d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + //class 1, no shadow, no SSAO, should never be called diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index cd91351ad..665d8126a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable @@ -35,7 +35,7 @@ uniform float shadow_offset; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index 9aef0a6bb..703a5ee4c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + varying vec4 vary_light; varying vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 0a3fae592..eba9eb651 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D detail_0; uniform sampler2D detail_1; diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index 06507f456..4b3f81bfb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + varying vec3 vary_normal; diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 123520190..3b869efd4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index d1500393b..448dccdf6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + varying vec3 vary_normal; diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 606e44eae..9271160fd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index 2be8d4286..31c7710df 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 61e5ba0d9..76c3cb7f8 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl index fd5300a1f..9e74df765 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void main() { diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl index 85e5675ac..b27434d5b 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; uniform float glowStrength; diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl index 744eff196..71ef6666e 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform vec2 glowDelta; diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl index 51b3cdd99..276cfe06c 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D detail0; uniform sampler2D detail1; diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index fc4cb14c4..6f7e9c65b 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index 7db3133f6..c4f132a2e 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + // this class1 shader is just a copy of terrainF diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 6f65b0179..46cf6669a 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; uniform sampler2D bumpMap; diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 89217484f..30f43cb84 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 94296e0ba..35265edac 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec4 applyWaterFog(vec4 color) { diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index 4dae985a7..293efc106 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index 5e4c123a8..bf2996a32 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl index 4c052a35a..75cc00b12 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void main() { diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index 65a87b5f6..a524bacfb 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index 7bfea160e..a913504fa 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index 32f52fbe8..2e43117f6 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl index 1bdaccf9b..19072cd05 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl @@ -6,7 +6,7 @@ */ -#version 120 + uniform sampler2D diffuseMap; uniform samplerCube environmentMap; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl index 89afa0ab2..a45b19a28 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl @@ -6,7 +6,7 @@ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl index 4ce4bc0cb..c248a9a69 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + float calcDirectionalLight(vec3 n, vec3 l) { diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index a437d075a..542161032 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + float calcDirectionalLight(vec3 n, vec3 l) diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl index 28dabb494..2410dbd2c 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl index 7985c17e0..501534f04 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl index fddba5cff..42cbcbcef 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + float calcDirectionalLight(vec3 n, vec3 l); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl index 8c01f3dd5..ba90c4277 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + float calcDirectionalLight(vec3 n, vec3 l); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index 97506312a..3c5b82128 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl index 4146b8121..c97db7393 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da); vec3 atmosAmbient(vec3 light); diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl index df198eafc..30741d6f7 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + float calcDirectionalLight(vec3 n, vec3 l); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl index 028b51cbb..77029c2d3 100755 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void fullbright_lighting(); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl index b474ac55d..ede6b5041 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void fullbright_shiny_lighting(); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index f0baeeeee..5283e8040 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -5,13 +5,11 @@ * $License$ */ -#version 120 + void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); -attribute vec4 object_weight; - void main() { mat4 mat = getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index 75b841a5f..01020743e 100755 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl index 5daf66fb3..8ffb252f5 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void fullbright_shiny_lighting_water(); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl index 02ff3cc2a..1db79791d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -5,13 +5,11 @@ * $License$ */ -#version 120 + void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); -attribute vec4 object_weight; - void main() { //transform vertex diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index 690a5d996..d87e5298d 100755 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl index 8645dc3a8..9e4825067 100755 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void fullbright_lighting_water(); diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl index 1d83116b1..f2c86c064 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void shiny_lighting(); diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl index 414664605..eea41bb4f 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl @@ -5,14 +5,12 @@ * $License$ */ -#version 120 + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); -attribute vec4 object_weight; - void main() { mat4 mat = getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index 3fb9a298c..120ad7f0a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl index 1fc497e49..eba6f763c 100755 --- a/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void shiny_lighting_water(); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl index 97f5741b3..8a2c76ead 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void default_lighting(); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index be38a14d5..af92e5e00 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -5,14 +5,12 @@ * $License$ */ -#version 120 + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); -attribute vec4 object_weight; - void main() { //transform vertex diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index 03167cfc6..85219f041 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl index e133dcf41..dd8596704 100755 --- a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void default_lighting_water(); diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index 4c20ad758..2c6be7c9c 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec3 atmosLighting(vec3 light) { diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index e83180714..45d2121b3 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec3 atmosAmbient(vec3 light) { diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl index c5adb50e4..37eb630a8 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void setPositionEye(vec3 v); diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl index f8405b4d5..db175c6f2 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + varying vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl index 658767427..77d7b18c6 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + varying vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl index 76a072000..9c32d1a6a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform vec4 gamma; diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl index 77ed3ea2b..eef8dfbaa 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec3 atmosTransport(vec3 light) { diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index 4af024f17..263fbcc02 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index f234f57d4..c0014d4cc 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -5,11 +5,10 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable -uniform sampler2D diffuseMap; uniform sampler2DRectShadow shadowMap0; uniform sampler2DRectShadow shadowMap1; uniform sampler2DRectShadow shadowMap2; @@ -105,7 +104,7 @@ void main() } } - vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 diff = diffuseLookup(gl_TexCoord[0].xy); vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl new file mode 100644 index 000000000..5350359f7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -0,0 +1,125 @@ +/** + * @file alphaF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DRect depthMap; +uniform sampler2D diffuseMap; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 screen_res; +uniform vec2 shadow_res; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_fragcoord; +varying vec3 vary_position; +varying vec3 vary_pointlight_col; + +uniform float shadow_bias; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); + vec4 pos = inv_proj * ndc; + pos.xyz /= pos.w; + pos.w = 1.0; + return pos; +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias; + + float cs = shadow2DRect(shadowMap, stc.xyz).x; + float shadow = cs; + + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); + + return shadow/5.0; +} + + +void main() +{ + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + + float shadow = 1.0; + vec4 pos = vec4(vary_position, 1.0); + + vec4 spos = pos; + + if (spos.z > -shadow_clip.w) + { + vec4 lpos; + + if (spos.z < -shadow_clip.z) + { + lpos = shadow_matrix[3]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap3, lpos, 1.5); + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + else if (spos.z < -shadow_clip.y) + { + lpos = shadow_matrix[2]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap2, lpos, 1.5); + } + else if (spos.z < -shadow_clip.x) + { + lpos = shadow_matrix[1]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap1, lpos, 1.5); + } + else + { + lpos = shadow_matrix[0]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap0, lpos, 1.5); + } + } + + vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy); + + vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); + vec4 color = diff * col; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + color.rgb += diff.rgb * vary_pointlight_col.rgb; + + //gl_FragColor = gl_Color; + gl_FragColor = color; + //gl_FragColor.r = 0.0; + //gl_FragColor = vec4(1,shadow,1,1); + +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index dfb36980b..948a52da5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 7024025f7..cfedfa825 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -22,6 +22,7 @@ varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; varying vec3 vary_pointlight_col; +varying float vary_texture_index; uniform float near_clip; uniform float shadow_offset; @@ -55,11 +56,13 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { //transform vertex - gl_Position = ftransform(); + vec4 vert = vec4(gl_Vertex.xyz, 1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix * vert; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); + vec4 pos = (gl_ModelViewMatrix * vert); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); @@ -94,7 +97,7 @@ void main() gl_FogFragCoord = pos.z; - pos = gl_ModelViewProjectionMatrix * gl_Vertex; + pos = gl_ModelViewProjectionMatrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 495e86c8d..01e40afc4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); @@ -37,19 +37,24 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa //get distance float d = length(lv); - //normalize light vector - lv *= 1.0/d; + float da = 0.0; + + if (d > 0.0 && la > 0.0 && fa > 0.0) + { + //normalize light vector + lv *= 1.0/d; - //distance attenuation - float dist2 = d*d/(la*la); - float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + //distance attenuation + float dist2 = d*d/(la*la); + da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 - //angular attenuation - da *= calcDirectionalLight(n, lv); + //angular attenuation + da *= calcDirectionalLight(n, lv); + } return da; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl index 3155f3f92..729e4b554 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable @@ -22,7 +22,7 @@ uniform vec2 screen_res; float getDepth(vec2 pos_screen) { - float z = texture2DRect(depthMap, pos_screen.xy).a; + float z = texture2DRect(depthMap, pos_screen.xy).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl index b3413c301..393084a3d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + varying vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index d6cd984eb..f54186ffc 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable @@ -91,7 +91,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 0160e8427..1030da550 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable @@ -288,54 +288,8 @@ void main() float sa = dot(refnormpersp, vary_light.xyz); vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; - /* - // screen-space cheap fakey reflection map - // - vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); - depth -= 0.5; // unbias depth - // first figure out where we'll make our 2D guess from - vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; - // Offset the guess source a little according to a trivial - // checkerboard dither function and spec.a. - // This is meant to be similar to sampling a blurred version - // of the diffuse map. LOD would be better in that regard. - // The goal of the blur is to soften reflections in surfaces - // with low shinyness, and also to disguise our lameness. - float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); - ref2d += vec2(checkoffset, checkoffset); - ref2d += tc.xy; // use as offset from destination - // Get attributes from the 2D guess point. - // We average two samples of diffuse (not of anything else) per - // pixel to try to reduce aliasing some more. - vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + - texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); - float refdepth = texture2DRect(depthMap, ref2d).a; - vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - float refshad = texture2DRect(lightMap, ref2d).r; - vec3 refn = texture2DRect(normalMap, ref2d).rgb; - refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm - refn = normalize(refn); - // figure out how appropriate our guess actually was - float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); - // darken reflections from points which face away from the reflected ray - our guess was a back-face - //refapprop *= step(dot(refnorm, refn), 0.0); - refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant - // get appropriate light strength for guess-point - // reflect light direction to increase the illusion that - // these are reflections. - vec3 reflight = reflect(lightnorm.xyz, norm.xyz); - float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); - // apply sun color to guess-point, dampen according to inappropriateness of guess - float refmod = min(refapprop, reflit); - vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; - vec3 ssshiny = (refprod * spec.a); - ssshiny *= 0.3; // dampen it even more - */ - vec3 ssshiny = vec3(0,0,0); - // add the two types of shiny together - col += (ssshiny + dumbshiny) * spec.rgb; + col += dumbshiny * spec.rgb; } col = atmosLighting(col); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index 8f0bcca76..745cc0199 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index d0e242c2d..ccc2406b8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 4369b3b34..315139b41 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable @@ -45,7 +45,7 @@ uniform float spot_shadow_offset; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index fcea7aaf1..1c2ff3464 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 9beb513ad..814deb367 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + varying vec4 vary_light; varying vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl index 43f37a80a..19641ac0c 100644 --- a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect RenderTexture; diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl index cf4218bf7..9f57ab8a5 100644 --- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform vec2 texelSize; uniform vec2 blurDirection; diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl index f57633950..1347d957c 100644 --- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect RenderTexture; diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl index 229ede470..b4a6786ce 100644 --- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void main(void) { diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl index fdf547264..9ae4a0d8c 100644 --- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect RenderTexture; diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl index f6dfa52a9..5f6986e3f 100644 --- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect RenderTexture; diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl index 3dbed8e01..b905913d1 100644 --- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect RenderTexture; diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl index 9ccc776ad..57925fc72 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D detail_0; uniform sampler2D detail_1; diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl index 19211b8e6..caec960e4 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl index 6f2f560a9..fdbe4212e 100755 --- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D detail_0; uniform sampler2D detail_1; diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl index 246b55440..7f3685f1c 100644 --- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform sampler2D diffuseMap; uniform sampler2D bumpMap; diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl index 246377382..7df3aaf23 100644 --- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); diff --git a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl index dd1c8ee64..f8cb7e1e2 100644 --- a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform vec4 lightnorm; uniform vec4 waterPlane; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl index e7779d357..22060bfcc 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl @@ -5,16 +5,14 @@ * $License$ */ -#version 120 -uniform sampler2D diffuseMap; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); void default_lighting() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl index 509ac80b2..52ad40008 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl @@ -5,16 +5,14 @@ * $License$ */ -#version 120 -uniform sampler2D diffuseMap; vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); void fullbright_lighting() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl new file mode 100644 index 000000000..b1e61e1a3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl @@ -0,0 +1,25 @@ +/** + * @file lightFullbrightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +uniform sampler2D diffuseMap; + +void fullbright_lighting() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl index 17a4cb03f..a0050f887 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl @@ -5,9 +5,8 @@ * $License$ */ -#version 120 -uniform sampler2D diffuseMap; + uniform samplerCube environmentMap; vec3 fullbrightShinyAtmosTransport(vec3 light); @@ -15,7 +14,7 @@ vec3 fullbrightScaleSoftClip(vec3 light); void fullbright_shiny_lighting() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = diffuseLookup(gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl new file mode 100644 index 000000000..953298da0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl @@ -0,0 +1,32 @@ +/** + * @file lightFullbrightShinyF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +uniform samplerCube environmentMap; +uniform sampler2D diffuseMap; + +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +void fullbright_shiny_lighting() +{ + vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + color.rgb *= gl_Color.rgb; + + vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + color.a = max(color.a, gl_Color.a); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl index 9b4b58436..a6e10a249 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl @@ -5,9 +5,9 @@ * $License$ */ -#version 120 -uniform sampler2D diffuseMap; + + uniform samplerCube environmentMap; vec3 fullbrightShinyAtmosTransport(vec3 light); @@ -16,7 +16,7 @@ vec4 applyWaterFog(vec4 color); void fullbright_shiny_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = diffuseLookup(gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl new file mode 100644 index 000000000..b4bb665a2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl @@ -0,0 +1,32 @@ +/** + * @file lightFullbrightShinyWaterF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + + + + +uniform samplerCube environmentMap; +uniform sampler2D diffuseMap; + +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); +vec4 applyWaterFog(vec4 color); + +void fullbright_shiny_lighting_water() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); + color.rgb *= gl_Color.rgb; + + vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + color.a = max(color.a, gl_Color.a); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl index 548d1c9ee..667464a02 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl @@ -5,16 +5,16 @@ * $License$ */ -#version 120 -uniform sampler2D diffuseMap; + +vec4 diffuseLookup(vec2 texcoord); vec3 fullbrightAtmosTransport(vec3 light); vec4 applyWaterFog(vec4 color); void fullbright_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl new file mode 100644 index 000000000..1234682ae --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl @@ -0,0 +1,23 @@ +/** + * @file lightFullbrightWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +uniform sampler2D diffuseMap; + +vec3 fullbrightAtmosTransport(vec3 light); +vec4 applyWaterFog(vec4 color); + +void fullbright_lighting_water() +{ + vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl new file mode 100644 index 000000000..149cf791f --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl @@ -0,0 +1,25 @@ +/** + * @file lightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +uniform sampler2D diffuseMap; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +void default_lighting() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl index 675fd4adf..ef8c2602d 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl @@ -5,9 +5,9 @@ * $License$ */ -#version 120 -uniform sampler2D diffuseMap; + + uniform samplerCube environmentMap; vec3 scaleSoftClip(vec3 light); @@ -16,7 +16,7 @@ vec4 applyWaterFog(vec4 color); void shiny_lighting() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = diffuseLookup(gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl new file mode 100644 index 000000000..e877c0abb --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl @@ -0,0 +1,32 @@ +/** + * @file lightShinyF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + + +uniform samplerCube environmentMap; +uniform sampler2D diffuseMap; + +vec3 scaleSoftClip(vec3 light); +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void shiny_lighting() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); + color.rgb *= gl_Color.rgb; + + vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + color.a = max(color.a, gl_Color.a); + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl index 4e8a0d189..8885aae09 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl @@ -5,10 +5,9 @@ * $License$ */ -#version 120 -uniform sampler2D diffuseMap; + uniform samplerCube environmentMap; vec3 atmosLighting(vec3 light); @@ -16,7 +15,7 @@ vec4 applyWaterFog(vec4 color); void shiny_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = diffuseLookup(gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl new file mode 100644 index 000000000..390417942 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl @@ -0,0 +1,29 @@ +/** + * @file lightShinyWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + + +uniform sampler2D diffuseMap; +uniform samplerCube environmentMap; + +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void shiny_lighting_water() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); + color.rgb *= gl_Color.rgb; + + vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + + color.rgb = atmosLighting(color.rgb); + color.a = max(color.a, gl_Color.a); + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl index 4e9fa16a1..f324ae939 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + // All lights, no specular highlights diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl index 75c0d7414..5971c22bc 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + // All lights, no specular highlights diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl index 64df7f0f9..9c5d07832 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl @@ -5,16 +5,14 @@ * $License$ */ -#version 120 -uniform sampler2D diffuseMap; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); void default_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl new file mode 100644 index 000000000..ba850b61d --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl @@ -0,0 +1,23 @@ +/** + * @file lightWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +uniform sampler2D diffuseMap; + +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void default_lighting_water() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + + color.rgb = atmosLighting(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl index 2408e11d9..9b5c565de 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da); vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol); diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index 5f5b426da..dab7ba6d2 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + float calcDirectionalLight(vec3 n, vec3 l); float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl new file mode 100644 index 000000000..f49e74406 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -0,0 +1,35 @@ +/** + * @file fullbrightShinyV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +void calcAtmospherics(vec3 inPositionEye); + +uniform vec4 origin; + +varying float vary_texture_index; + +void main() +{ + //transform vertex + vec4 vert = vec4(gl_Vertex.xyz,1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix*vert; + + vec4 pos = (gl_ModelViewMatrix * vert); + vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + vec3 ref = reflect(pos.xyz, -norm); + + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + + calcAtmospherics(pos.xyz); + + gl_FrontColor = gl_Color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl new file mode 100644 index 000000000..3076fa326 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -0,0 +1,29 @@ +/** + * @file fullbrightV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +void calcAtmospherics(vec3 inPositionEye); + +varying float vary_texture_index; + +void main() +{ + //transform vertex + vec4 vert = vec4(gl_Vertex.xyz,1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix*vert; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + vec4 pos = (gl_ModelViewMatrix * vert); + + calcAtmospherics(pos.xyz); + + gl_FrontColor = gl_Color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index 76e96cb27..29d4a9a32 100755 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -5,20 +5,24 @@ * $License$ */ -#version 120 + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); +varying float vary_texture_index; + uniform vec4 origin; void main() { //transform vertex - gl_Position = ftransform(); + vec4 vert = vec4(gl_Vertex.xyz,1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix*vert; - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); + vec4 pos = (gl_ModelViewMatrix * vert); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); vec3 ref = reflect(pos.xyz, -norm); diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl new file mode 100644 index 000000000..5e0239176 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -0,0 +1,33 @@ +/** + * @file simpleV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +varying float vary_texture_index; + +void main() +{ + //transform vertex + vec4 vert = vec4(gl_Vertex.xyz,1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix*vert; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + vec4 pos = (gl_ModelViewMatrix * vert); + + vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); + gl_FrontColor = color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 80da3ee23..dabd34f08 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + ////////////////////////////////////////////////////////// // The fragment shader for the terrain atmospherics diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl index c806655dc..83cd447a5 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + // Output variables vec3 getSunlitColor(); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 8b73c07ac..9c00c81f3 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + // varying param funcs void setSunlitColor(vec3 v); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index 3a5eeb853..f4378d6af 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + varying vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index aef449775..807812324 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + varying vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index 69262ec7d..d3b742542 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 881bb90b8..16f9ec285 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + ////////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl index 3ca7a962d..964fdef45 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + uniform vec4 gamma; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index 6737d2617..a1507b8cd 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index e1a6844d2..a857a4cc7 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + // SKY //////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index e1e385496..34f8dadac 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + ////////////////////////////////////////////////////////// // The fragment shader for the terrain atmospherics diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index 1b6e843c0..648ebef94 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl index fc370ef36..498fee7c6 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + uniform sampler2DRect giLightMap; diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl index ae57227fe..eebe93066 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + varying vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl index 951e3e97a..9896f8daf 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl index b2f8b2c63..df4c6b3e0 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl index 19c4e07b8..7e20d7152 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + varying vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl index 8dc1410ea..e86f2896d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + varying vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl index 5f3bf68b2..980def644 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl index a24eda35d..9afeac6dd 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + varying vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl index ab99a8897..6d4c20f68 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl index 12983baa9..876f65ee3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + varying vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl index f03775470..fc6588168 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl index ae57227fe..eebe93066 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + varying vec2 vary_fragcoord; uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 56f3f9697..189a4de69 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl index 8f0bcca76..745cc0199 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl index c54d9a1e3..de7e03840 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl @@ -5,7 +5,7 @@ * $/LicenseInfo$ */ -#version 120 + uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index ee61162c0..f59175972 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da); vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol); diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index ae84fcb9c..b8d03284e 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -5,7 +5,7 @@ * $License$ */ -#version 120 + float calcDirectionalLight(vec3 n, vec3 l); float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 89e46013f..36c8b41e3 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -197,6 +197,15 @@ void LLDrawPool::renderPostDeferred(S32 pass) //virtual void LLDrawPool::endRenderPass( S32 pass ) { + for (U32 i = 0; i < (U32)gGLManager.mNumTextureImageUnits; i++) + { //dummy cleanup of any currently bound textures + if (gGL.getTexUnit(i)->getCurrType() != LLTexUnit::TT_NONE) + { + gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType()); + gGL.getTexUnit(i)->disable(); + } + } + gGL.getTexUnit(0)->activate(); } //virtual @@ -441,14 +450,14 @@ void LLRenderPass::renderTexture(U32 type, U32 mask) pushBatches(type, mask, TRUE); } -void LLRenderPass::pushBatches(U32 type, U32 mask, BOOL texture) +void LLRenderPass::pushBatches(U32 type, U32 mask, BOOL texture, BOOL batch_textures) { for (LLCullResult::drawinfo_list_t::iterator i = gPipeline.beginRenderMap(type); i != gPipeline.endRenderMap(type); ++i) { LLDrawInfo* pparams = *i; if (pparams) { - pushBatch(*pparams, mask, texture); + pushBatch(*pparams, mask, texture, batch_textures); } } } @@ -467,7 +476,7 @@ void LLRenderPass::applyModelMatrix(LLDrawInfo& params) } } -void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture) +void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures) { applyModelMatrix(params); @@ -475,21 +484,35 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture) if (texture) { - if (params.mTexture.notNull()) + if (batch_textures && params.mTextureList.size() > 1) { - params.mTexture->addTextureStats(params.mVSize); - gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ; - if (params.mTextureMatrix) + for (U32 i = 0; i < params.mTextureList.size(); ++i) { - tex_setup = true; - glMatrixMode(GL_TEXTURE); - glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); - gPipeline.mTextureMatrixOps++; + if (params.mTextureList[i].notNull()) + { + gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE); + } } } else - { - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + { //not batching textures or batch has only 1 texture -- might need a texture matrix + if (params.mTexture.notNull()) + { + params.mTexture->addTextureStats(params.mVSize); + gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ; + if (params.mTextureMatrix) + { + tex_setup = true; + gGL.getTexUnit(0)->activate(); + glMatrixMode(GL_TEXTURE); + glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); + gPipeline.mTextureMatrixOps++; + } + } + else + { + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + } } } diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index 440a2a845..e93363fbd 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -147,8 +147,8 @@ public: void resetDrawOrders() { } static void applyModelMatrix(LLDrawInfo& params); - virtual void pushBatches(U32 type, U32 mask, BOOL texture = TRUE); - virtual void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture); + virtual void pushBatches(U32 type, U32 mask, BOOL texture = TRUE, BOOL batch_textures = FALSE); + virtual void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures = FALSE); virtual void renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture = TRUE); virtual void renderGroups(U32 type, U32 mask, BOOL texture = TRUE); virtual void renderTexture(U32 type, U32 mask); diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 926fa78d7..f301a7f51 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -110,16 +110,43 @@ void LLDrawPoolAlpha::renderDeferred(S32 pass) S32 LLDrawPoolAlpha::getNumPostDeferredPasses() { - return 1; + if (LLPipeline::sImpostorRender) + { //skip depth buffer filling pass when rendering impostors + return 1; + } + else if (gSavedSettings.getBOOL("RenderDepthOfField")) + { + return 2; + } + else + { + return 1; + } } void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_ALPHA); - simple_shader = &gDeferredAlphaProgram; - fullbright_shader = &gDeferredFullbrightProgram; - + if (pass == 0) + { + simple_shader = &gDeferredAlphaProgram; + fullbright_shader = &gObjectFullbrightProgram; + + //prime simple shader (loads shadow relevant uniforms) + gPipeline.bindDeferredShader(*simple_shader); + } + else + { + //update depth buffer sampler + gPipeline.mScreen.flush(); + gPipeline.mDeferredDepth.copyContents(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), gPipeline.mDeferredScreen.getHeight(), + 0, 0, gPipeline.mDeferredDepth.getWidth(), gPipeline.mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); + gPipeline.mDeferredDepth.bindTarget(); + simple_shader = NULL; + fullbright_shader = NULL; + gObjectFullbrightProgram.bind(); + } deferred_render = TRUE; if (mVertexShaderLevel > 0) { @@ -131,6 +158,13 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) void LLDrawPoolAlpha::endPostDeferredPass(S32 pass) { + + if (pass == 1) + { + gPipeline.mDeferredDepth.flush(); + gPipeline.mScreen.bindTarget(); + gObjectFullbrightProgram.unbind(); + } deferred_render = FALSE; endRenderPass(pass); } @@ -181,7 +215,14 @@ void LLDrawPoolAlpha::render(S32 pass) LLGLSPipelineAlpha gls_pipeline_alpha; - gGL.setColorMask(true, true); + if (deferred_render && pass == 1) + { //depth only + gGL.setColorMask(false, false); + } + else + { + gGL.setColorMask(true, true); + } if (LLPipeline::sFastAlpha && !deferred_render) { mColorSFactor = LLRender::BF_ONE; // } @@ -196,14 +237,14 @@ void LLDrawPoolAlpha::render(S32 pass) if (!LLPipeline::sRenderDeferred) { simple_shader->bind(); - pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask()); + pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } if (fullbright_shader) { fullbright_shader->bind(); } - pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask()); - LLGLSLShader::bindNoShader(); + pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + //LLGLSLShader::bindNoShader(); } else { @@ -215,35 +256,69 @@ void LLDrawPoolAlpha::render(S32 pass) gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } - LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ? GL_TRUE : GL_FALSE); + LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy || + (deferred_render && pass == 1) ? GL_TRUE : GL_FALSE); - mColorSFactor = LLRender::BF_SOURCE_ALPHA; // } regular alpha blend - mColorDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // } - mAlphaSFactor = LLRender::BF_ZERO; // } glow suppression - mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // } - gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + if (deferred_render && pass == 1) + { + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.33f); + gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA); + } + else + { + mColorSFactor = LLRender::BF_SOURCE_ALPHA; // } regular alpha blend + mColorDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // } + mAlphaSFactor = LLRender::BF_ZERO; // } glow suppression + mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // } + gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); - renderAlpha(getVertexDataMask()); + if (LLPipeline::sImpostorRender) + { + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); + } + else + { + gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + } + } + + if (mVertexShaderLevel > 0) + { + renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX); + } + else + { + renderAlpha(getVertexDataMask()); + } gGL.setColorMask(true, false); - if (deferred_render && current_shader != NULL) + if (deferred_render && pass == 1) { - gPipeline.unbindDeferredShader(*current_shader); + gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + gGL.setSceneBlendType(LLRender::BT_ALPHA); } if (sShowDebugAlpha) { - if(gPipeline.canUseWindLightShaders()) + BOOL shaders = gPipeline.canUseVertexShaders(); + if(shaders) { - LLGLSLShader::bindNoShader(); + gObjectFullbrightNonIndexedProgram.bind(); + } + else + { + gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); } - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); glColor4f(1,0,0,1); LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f); gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ; renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0); + if(shaders) + { + gObjectFullbrightNonIndexedProgram.unbind(); + } } } @@ -283,24 +358,9 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) { BOOL initialized_lighting = FALSE; BOOL light_enabled = TRUE; - S32 diffuse_channel = 0; - - //BOOL is_particle = FALSE; - BOOL use_shaders = (LLPipeline::sUnderWaterRender && gPipeline.canUseVertexShaders()) - || gPipeline.canUseWindLightShadersOnObjects(); - // check to see if it's a particle and if it's "close" - { - if (LLPipeline::sImpostorRender) - { - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); - } - else - { - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); - } - } - + BOOL use_shaders = gPipeline.canUseVertexShaders(); + for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i) { LLSpatialGroup* group = *i; @@ -357,36 +417,18 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) } // If we need shaders, and we're not ALREADY using the proper shader, then bind it - // (this way we won't rebind shaders unnecessarily). - if(use_shaders && (current_shader != target_shader)) - { - llassert(target_shader != NULL); - if (deferred_render && current_shader != NULL) - { - gPipeline.unbindDeferredShader(*current_shader); - diffuse_channel = 0; - } - current_shader = target_shader; - if (deferred_render) - { - gPipeline.bindDeferredShader(*current_shader); - diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - } - else - { - current_shader->bind(); - } - } - else if (!use_shaders && current_shader != NULL) - { - if (deferred_render) - { - gPipeline.unbindDeferredShader(*current_shader); - diffuse_channel = 0; - } - LLGLSLShader::bindNoShader(); - current_shader = NULL; - } + // (this way we won't rebind shaders unnecessarily). + if(use_shaders && (current_shader != target_shader)) + { + llassert(target_shader != NULL); + current_shader = target_shader; + current_shader->bind(); + } + else if (!use_shaders && current_shader != NULL) + { + LLGLSLShader::bindNoShader(); + current_shader = NULL; + } if (params.mGroup) { @@ -394,14 +436,23 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) } bool tex_setup = false; - + + if (use_shaders && params.mTextureList.size() > 1) + { + for (U32 i = 0; i < params.mTextureList.size(); ++i) + { + if (params.mTextureList[i].notNull()) + { + gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE); + } + } + } + else + { //not batching textures or batch has only 1 texture -- might need a texture matrix if (params.mTexture.notNull()) { - gGL.getTexUnit(diffuse_channel)->bind(params.mTexture.get()); - if(params.mTexture.notNull()) - { - params.mTexture->addTextureStats(params.mVSize); - } + params.mTexture->addTextureStats(params.mVSize); + gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ; if (params.mTextureMatrix) { tex_setup = true; @@ -411,6 +462,11 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) gPipeline.mTextureMatrixOps++; } } + else + { + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + } + } params.mVertexBuffer->setBuffer(mask); params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount/3); @@ -445,15 +501,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) } } - if (deferred_render && current_shader != NULL) - { - gPipeline.unbindDeferredShader(*current_shader); - LLVertexBuffer::unbind(); - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); - } - + LLVertexBuffer::unbind(); + if (!light_enabled) { gPipeline.enableLightsDynamic(); diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index b3cd43bc6..e6c26adab 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -653,11 +653,11 @@ void LLDrawPoolAvatar::beginRigid() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectSimpleWaterProgram; + sVertexProgram = &gObjectSimpleNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectSimpleProgram; + sVertexProgram = &gObjectSimpleNonIndexedProgram; } if (sVertexProgram != NULL) @@ -709,7 +709,7 @@ void LLDrawPoolAvatar::endDeferredImpostor() void LLDrawPoolAvatar::beginDeferredRigid() { - sVertexProgram = &gDeferredDiffuseProgram; + sVertexProgram = &gDeferredNonIndexedDiffuseProgram; sVertexProgram->bind(); } @@ -740,11 +740,11 @@ void LLDrawPoolAvatar::beginSkinned() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectSimpleWaterProgram; + sVertexProgram = &gObjectSimpleNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectSimpleProgram; + sVertexProgram = &gObjectSimpleNonIndexedProgram; } } @@ -830,11 +830,11 @@ void LLDrawPoolAvatar::beginRiggedSimple() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectSimpleWaterProgram; + sVertexProgram = &gObjectSimpleNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectSimpleProgram; + sVertexProgram = &gObjectSimpleNonIndexedProgram; } } @@ -905,11 +905,11 @@ void LLDrawPoolAvatar::beginRiggedFullbright() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectFullbrightWaterProgram; + sVertexProgram = &gObjectFullbrightNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectFullbrightProgram; + sVertexProgram = &gObjectFullbrightNonIndexedProgram; } } @@ -949,11 +949,11 @@ void LLDrawPoolAvatar::beginRiggedShinySimple() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectShinyWaterProgram; + sVertexProgram = &gObjectShinyNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectShinyProgram; + sVertexProgram = &gObjectShinyNonIndexedProgram; } } @@ -994,11 +994,11 @@ void LLDrawPoolAvatar::beginRiggedFullbrightShiny() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectFullbrightShinyWaterProgram; + sVertexProgram = &gObjectFullbrightShinyNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectFullbrightShinyProgram; + sVertexProgram = &gObjectFullbrightShinyNonIndexedProgram; } } @@ -1141,7 +1141,7 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) if (!single_avatar && !avatarp->isFullyLoaded() ) { - if (pass==1 && (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) || LLViewerPartSim::getMaxPartCount() <= 0)) + if (pass==0 && (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) || LLViewerPartSim::getMaxPartCount() <= 0)) { // debug code to draw a sphere in place of avatar gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 83495217c..ad3184a48 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -324,6 +324,9 @@ void LLDrawPoolBump::endRenderPass(S32 pass) llassert(0); break; } + + //to cleanup texture channels + LLRenderPass::endRenderPass(pass); } //static @@ -362,6 +365,11 @@ void LLDrawPoolBump::beginShiny(bool invisible) } bindCubeMap(shader, mVertexShaderLevel, diffuse_channel, cube_channel, invisible); + + if (mVertexShaderLevel > 1) + { //indexed texture rendering, channel 0 is always diffuse + diffuse_channel = 0; + } } //static @@ -429,7 +437,7 @@ void LLDrawPoolBump::renderShiny(bool invisible) LLGLEnable blend_enable(GL_BLEND); if (!invisible && mVertexShaderLevel > 1) { - LLRenderPass::renderTexture(LLRenderPass::PASS_SHINY, sVertexMask); + LLRenderPass::pushBatches(LLRenderPass::PASS_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } else if (!invisible) { @@ -537,6 +545,12 @@ void LLDrawPoolBump::beginFullbrightShiny() gGL.getTexUnit(cube_channel)->bind(cube_map); gGL.getTexUnit(0)->activate(); } + + if (mVertexShaderLevel > 1) + { //indexed texture rendering, channel 0 is always diffuse + diffuse_channel = 0; + } + mShiny = TRUE; } @@ -551,7 +565,15 @@ void LLDrawPoolBump::renderFullbrightShiny() if( gSky.mVOSkyp->getCubeMap() ) { LLGLEnable blend_enable(GL_BLEND); - LLRenderPass::renderTexture(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask); + + if (mVertexShaderLevel > 1) + { + LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + } + else + { + LLRenderPass::renderTexture(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask); + } } } @@ -845,6 +867,9 @@ void LLDrawPoolBump::endPostDeferredPass(S32 pass) endBump(LLRenderPass::PASS_POST_BUMP); break; } + + //to disable texture channels + LLRenderPass::endRenderPass(pass); } void LLDrawPoolBump::renderPostDeferred(S32 pass) @@ -1304,43 +1329,59 @@ void LLDrawPoolBump::renderBump(U32 type, U32 mask) } } -void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture) +void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures) { applyModelMatrix(params); - if (params.mTextureMatrix) + bool tex_setup = false; + + if (batch_textures && params.mTextureList.size() > 1) { - if (mShiny) + for (U32 i = 0; i < params.mTextureList.size(); ++i) { - gGL.getTexUnit(0)->activate(); - glMatrixMode(GL_TEXTURE); + if (params.mTextureList[i].notNull()) + { + gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE); + } } - else + } + else + { //not batching textures or batch has only 1 texture -- might need a texture matrix + if (params.mTextureMatrix) { - gGL.getTexUnit(1)->activate(); - glMatrixMode(GL_TEXTURE); + if (mShiny) + { + gGL.getTexUnit(0)->activate(); + glMatrixMode(GL_TEXTURE); + } + else + { + gGL.getTexUnit(1)->activate(); + glMatrixMode(GL_TEXTURE); + glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); + gPipeline.mTextureMatrixOps++; + gGL.getTexUnit(0)->activate(); + } + glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; - gGL.getTexUnit(0)->activate(); + + tex_setup = true; } - glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); - gPipeline.mTextureMatrixOps++; - } - - if (mShiny && mVertexShaderLevel > 1 && texture) - { - if (params.mTexture.notNull()) + if (mShiny && mVertexShaderLevel > 1 && texture) { - gGL.getTexUnit(diffuse_channel)->bind(params.mTexture) ; - params.mTexture->addTextureStats(params.mVSize); - } - else - { - gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE); + if (params.mTexture.notNull()) + { + gGL.getTexUnit(diffuse_channel)->bind(params.mTexture) ; + params.mTexture->addTextureStats(params.mVSize); + } + else + { + gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE); + } } } - if (params.mGroup) { params.mGroup->rebuildMesh(); @@ -1348,7 +1389,7 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture) params.mVertexBuffer->setBuffer(mask); params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount/3); - if (params.mTextureMatrix) + if (tex_setup) { if (mShiny) { diff --git a/indra/newview/lldrawpoolbump.h b/indra/newview/lldrawpoolbump.h index 9c6569665..2611730ee 100644 --- a/indra/newview/lldrawpoolbump.h +++ b/indra/newview/lldrawpoolbump.h @@ -61,7 +61,7 @@ public: virtual void endRenderPass( S32 pass ); virtual S32 getNumPasses(); /*virtual*/ void prerender(); - /*virtual*/ void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture); + /*virtual*/ void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures = FALSE); void renderBump(U32 type, U32 mask); void renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture); diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index 7ca763a18..52d214d67 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -48,6 +48,39 @@ static LLGLSLShader* simple_shader = NULL; static LLGLSLShader* fullbright_shader = NULL; +void LLDrawPoolGlow::beginPostDeferredPass(S32 pass) +{ + gDeferredFullbrightProgram.bind(); +} + +void LLDrawPoolGlow::renderPostDeferred(S32 pass) +{ + LLFastTimer t(LLFastTimer::FTM_RENDER_GLOW); + LLGLEnable blend(GL_BLEND); + LLGLDisable test(GL_ALPHA_TEST); + gGL.flush(); + /// Get rid of z-fighting with non-glow pass. + LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); + glPolygonOffset(-1.0f, -1.0f); + gGL.setSceneBlendType(LLRender::BT_ADD); + + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + gGL.setColorMask(false, true); + + { + //LLFastTimer t(FTM_RENDER_GLOW_PUSH); + pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + } + + gGL.setColorMask(true, false); + gGL.setSceneBlendType(LLRender::BT_ALPHA); +} + +void LLDrawPoolGlow::endPostDeferredPass(S32 pass) +{ + gDeferredFullbrightProgram.unbind(); + LLRenderPass::endRenderPass(pass); +} void LLDrawPoolGlow::render(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_GLOW); @@ -72,7 +105,15 @@ void LLDrawPoolGlow::render(S32 pass) LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.setColorMask(false, true); - renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask()); + + if (shader_level > 1) + { + pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + } + else + { + renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask()); + } gGL.setColorMask(true, false); gGL.setSceneBlendType(LLRender::BT_ALPHA); @@ -83,10 +124,10 @@ void LLDrawPoolGlow::render(S32 pass) } } -void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture) +void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures) { glColor4ubv(params.mGlowColor.mV); - LLRenderPass::pushBatch(params, mask, texture); + LLRenderPass::pushBatch(params, mask, texture, batch_textures); } @@ -130,10 +171,11 @@ void LLDrawPoolSimple::beginRenderPass(S32 pass) void LLDrawPoolSimple::endRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); + stop_glerror(); LLRenderPass::endRenderPass(pass); - - if (mVertexShaderLevel > 0){ - + stop_glerror(); + if (mVertexShaderLevel > 0) + { simple_shader->unbind(); } } @@ -146,12 +188,24 @@ void LLDrawPoolSimple::render(S32 pass) { //render simple LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); gPipeline.enableLightsDynamic(); - renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); - if (LLPipeline::sRenderDeferred) + if (mVertexShaderLevel > 0) { - renderTexture(LLRenderPass::PASS_BUMP, getVertexDataMask()); + U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX; + + pushBatches(LLRenderPass::PASS_SIMPLE, mask, TRUE, TRUE); + + if (LLPipeline::sRenderDeferred) + { //if deferred rendering is enabled, bump faces aren't registered as simple + //render bump faces here as simple so bump faces will appear under water + pushBatches(LLRenderPass::PASS_BUMP, mask, TRUE, TRUE); + } } + else + { + renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); + } + } } @@ -180,7 +234,7 @@ void LLDrawPoolSimple::renderDeferred(S32 pass) { //render simple LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); - renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); + pushBatches(LLRenderPass::PASS_SIMPLE, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } } @@ -203,11 +257,11 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass) if (LLPipeline::sUnderWaterRender) { - simple_shader = &gObjectSimpleWaterProgram; + simple_shader = &gObjectSimpleNonIndexedWaterProgram; } else { - simple_shader = &gObjectSimpleProgram; + simple_shader = &gObjectSimpleNonIndexedProgram; } if (mVertexShaderLevel > 0) @@ -288,6 +342,26 @@ void LLDrawPoolFullbright::prerender() mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } +void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass) +{ + gDeferredFullbrightProgram.bind(); +} + +void LLDrawPoolFullbright::renderPostDeferred(S32 pass) +{ + LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT); + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX; + pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE); +} + +void LLDrawPoolFullbright::endPostDeferredPass(S32 pass) +{ + gDeferredFullbrightProgram.unbind(); + LLRenderPass::endRenderPass(pass); +} + void LLDrawPoolFullbright::beginRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT); @@ -307,34 +381,38 @@ void LLDrawPoolFullbright::endRenderPass(S32 pass) LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT); LLRenderPass::endRenderPass(pass); + stop_glerror(); + if (mVertexShaderLevel > 0) { fullbright_shader->unbind(); } + + stop_glerror(); } void LLDrawPoolFullbright::render(S32 pass) { //render fullbright LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT); + gGL.setSceneBlendType(LLRender::BT_ALPHA); + + stop_glerror(); + if (mVertexShaderLevel > 0) { fullbright_shader->bind(); fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f); + U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX; + pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE); } else { gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR; + renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask); } - - //gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.25f); - - //LLGLEnable test(GL_ALPHA_TEST); - //LLGLEnable blend(GL_BLEND); - gGL.setSceneBlendType(LLRender::BT_ALPHA); - U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR; - renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask); - //gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + stop_glerror(); } S32 LLDrawPoolFullbright::getNumPasses() diff --git a/indra/newview/lldrawpoolsimple.h b/indra/newview/lldrawpoolsimple.h index f56151037..54277cad3 100644 --- a/indra/newview/lldrawpoolsimple.h +++ b/indra/newview/lldrawpoolsimple.h @@ -104,9 +104,9 @@ public: LLDrawPoolFullbright(); /*virtual*/ S32 getNumPostDeferredPasses() { return 1; } - /*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); } - /*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); } - /*virtual*/ void renderPostDeferred(S32 pass) { render(pass); } + /*virtual*/ void beginPostDeferredPass(S32 pass); + /*virtual*/ void endPostDeferredPass(S32 pass); + /*virtual*/ void renderPostDeferred(S32 pass); /*virtual*/ void beginRenderPass(S32 pass); /*virtual*/ void endRenderPass(S32 pass); @@ -132,12 +132,12 @@ public: virtual void prerender() { } /*virtual*/ S32 getNumPostDeferredPasses() { return 1; } - /*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); } - /*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); } - /*virtual*/ void renderPostDeferred(S32 pass) { render(pass); } + /*virtual*/ void beginPostDeferredPass(S32 pass); + /*virtual*/ void endPostDeferredPass(S32 pass); + /*virtual*/ void renderPostDeferred(S32 pass); void render(S32 pass = 0); - void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture = TRUE); + void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture = TRUE, BOOL batch_textures = FALSE); }; diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index b9654c57c..dfc46ed7c 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -147,7 +147,7 @@ void LLDrawPoolTerrain::beginRenderPass( S32 pass ) void LLDrawPoolTerrain::endRenderPass( S32 pass ) { LLFastTimer t(LLFastTimer::FTM_RENDER_TERRAIN); - LLFacePool::endRenderPass(pass); + //LLFacePool::endRenderPass(pass); if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) { sShader->unbind(); @@ -220,7 +220,7 @@ void LLDrawPoolTerrain::render(S32 pass) { //use fullbright shader for highlighting LLGLSLShader* old_shader = sShader; sShader->unbind(); - sShader = &gObjectFullbrightProgram; + sShader = &gObjectFullbrightNonIndexedProgram; sShader->bind(); LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -1.0f); diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index 762a087ff..851397074 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -72,14 +72,14 @@ void LLDrawPoolTree::beginRenderPass(S32 pass) if (LLPipeline::sUnderWaterRender) { - shader = &gObjectSimpleWaterProgram; + shader = &gObjectSimpleNonIndexedWaterProgram; } else { - shader = &gObjectSimpleProgram; + shader = &gObjectSimpleNonIndexedProgram; } - if (gPipeline.canUseWindLightShadersOnObjects()) + if (gPipeline.canUseVertexShaders()) { shader->bind(); } diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index afef985d7..ee2b53337 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -173,6 +173,7 @@ void LLFace::init(LLDrawable* drawablep, LLViewerObject* objp) mIndexInTex = 0; mTexture = NULL; mTEOffset = -1; + mTextureIndex = 255; setDrawable(drawablep); mVObjp = objp; @@ -390,6 +391,26 @@ void LLFace::setGeomIndex(U16 idx) } } +void LLFace::setTextureIndex(U8 index) +{ + if (index != mTextureIndex) + { + mTextureIndex = index; + + if (mTextureIndex != 255) + { + mDrawablep->setState(LLDrawable::REBUILD_POSITION); + } + else + { + if (mDrawInfo && !mDrawInfo->mTextureList.empty()) + { + llerrs << "Face with no texture index references indexed texture draw info." << llendl; + } + } + } +} + void LLFace::setIndicesIndex(S32 idx) { if (mIndicesIndex != idx) @@ -1546,13 +1567,19 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, LLVector4a* src = vf.mPositions; LLVector4a position; + F32 index = (F32) (mTextureIndex < 255 ? mTextureIndex : 0); for (S32 i = 0; i < num_vertices; i++) { mat_vert.affineTransform(src[i], position); + //Still using getF32ptr() because if the array is strided then theres no guarantee vertices will aligned, which LLVector4a requires. vertices[i].set(position.getF32ptr()); + ((LLVector4*)&vertices[i])->mV[3] = index; } - - + for (S32 i = num_vertices; i < mGeomCount; i++) + { + *(LLVector4*)&vertices[i]=*(LLVector4*)&(vertices[num_vertices-1]); + } + //mVertexBuffer->setBuffer(0); } @@ -1564,7 +1591,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, LLVector4a normal; mat_normal.rotate(vf.mNormals[i], normal); normal.normalize3fast(); - normals[i].set(normal.getF32ptr()); + *(LLVector4a*)&(normals[i]) = normal; } //mVertexBuffer->setBuffer(0); @@ -1578,7 +1605,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, LLVector4a binormal; mat_normal.rotate(vf.mBinormals[i], binormal); binormal.normalize3fast(); - binormals[i].set(binormal.getF32ptr()); + *(LLVector4a*)&(binormals[i]) = binormal; } //mVertexBuffer->setBuffer(0); diff --git a/indra/newview/llface.h b/indra/newview/llface.h index 15d26d7da..94d0e96b6 100644 --- a/indra/newview/llface.h +++ b/indra/newview/llface.h @@ -101,6 +101,8 @@ public: U16 getGeomCount() const { return mGeomCount; } // vertex count for this face U16 getGeomIndex() const { return mGeomIndex; } // index into draw pool U16 getGeomStart() const { return mGeomIndex; } // index into draw pool + void setTextureIndex(U8 index); + U8 getTextureIndex() const { return mTextureIndex; } void setTexture(LLViewerTexture* tex) ; void switchTexture(LLViewerTexture* new_texture); void dirtyTexture(); @@ -260,6 +262,7 @@ private: U16 mGeomCount; // vertex count for this face U16 mGeomIndex; // index into draw pool + U8 mTextureIndex; // index of texture channel to use for pseudo-atlasing U32 mIndicesCount; U32 mIndicesIndex; // index into draw pool for indices (yeah, I know!) S32 mIndexInTex ; diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 96db56418..7df8708a7 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -3094,6 +3094,29 @@ public: { renderAgentTarget(avatar); } + + if (gDebugGL) + { + for (U32 i = 0; i < (U32)drawable->getNumFaces(); ++i) + { + LLFace* facep = drawable->getFace(i); + U8 index = facep->getTextureIndex(); + if (facep->mDrawInfo) + { + if (index < 255) + { + if (facep->mDrawInfo->mTextureList.size() <= index) + { + llerrs << "Face texture index out of bounds." << llendl; + } + else if (facep->mDrawInfo->mTextureList[index] != facep->getTexture()) + { + llerrs << "Face texture index incorrect." << llendl; + } + } + } + } + } } for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i) diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h index 56e5ca2e5..3ba5ad36e 100644 --- a/indra/newview/llspatialpartition.h +++ b/indra/newview/llspatialpartition.h @@ -93,7 +93,9 @@ public: LLVector4a mExtents[2]; LLPointer mVertexBuffer; - LLPointer mTexture; + LLPointer mTexture; + std::vector > mTextureList; + LLColor4U mGlowColor; S32 mDebugColor; const LLMatrix4* mTextureMatrix; @@ -644,7 +646,7 @@ public: virtual void rebuildGeom(LLSpatialGroup* group); virtual void rebuildMesh(LLSpatialGroup* group); virtual void getGeometry(LLSpatialGroup* group); - void genDrawInfo(LLSpatialGroup* group, U32 mask, std::vector& faces, BOOL distance_sort = FALSE); + void genDrawInfo(LLSpatialGroup* group, U32 mask, std::vector& faces, BOOL distance_sort = FALSE, BOOL batch_textures = FALSE); void registerFace(LLSpatialGroup* group, LLFace* facep, U32 type); }; diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index e19923f5a..672beff7a 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -610,6 +610,7 @@ void settings_setup_listeners() gSavedSettings.getControl("OctreeMaxNodeCapacity")->getSignal()->connect(boost::bind(&handleRepartition, _2)); gSavedSettings.getControl("OctreeAlphaDistanceFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2)); gSavedSettings.getControl("OctreeAttachmentSizeFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2)); + gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); gSavedSettings.getControl("VertexShaderEnable")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 7d1b7ca29..54bfa76f7 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -83,6 +83,17 @@ LLGLSLShader gObjectFullbrightShinyWaterProgram(LLViewerShaderMgr::SHADER_OBJEC LLGLSLShader gObjectShinyProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectShinyWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectSimpleNonIndexedProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectSimpleNonIndexedWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectFullbrightNonIndexedProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectFullbrightNonIndexedWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectFullbrightShinyNonIndexedProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectShinyNonIndexedProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectShinyNonIndexedWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); + + + #if MESH_ENABLED //object hardware skinning shaders LLGLSLShader gSkinnedObjectSimpleProgram(LLViewerShaderMgr::SHADER_OBJECT); @@ -123,6 +134,7 @@ LLGLSLShader gDeferredImpostorProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredEdgeProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredWaterProgram(LLViewerShaderMgr::SHADER_DEFERRED); //calculatesAtmospherics LLGLSLShader gDeferredDiffuseProgram(LLViewerShaderMgr::SHADER_DEFERRED);//Not in mShaderList +LLGLSLShader gDeferredNonIndexedDiffuseProgram(LLViewerShaderMgr::SHADER_DEFERRED); #if MESH_ENABLED LLGLSLShader gDeferredSkinnedDiffuseProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredSkinnedBumpProgram(LLViewerShaderMgr::SHADER_DEFERRED); @@ -316,6 +328,9 @@ void LLViewerShaderMgr::setShaders() return; } + //setup preprocessor definitions + LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gSavedSettings.getU32("RenderFSAASamples")/*gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"))*/); + LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits); reentrance = true; initAttribsAndUniforms(); @@ -604,24 +619,40 @@ BOOL LLViewerShaderMgr::loadBasicShaders() shaders.clear(); shaders.reserve(13); - shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); - shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) ); - shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); - shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); - shaders.push_back( make_pair( "environment/waterFogF.glsl", mVertexShaderLevel[SHADER_WATER] ) ); - shaders.push_back( make_pair( "lighting/lightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); - shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); - shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); - shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); - shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); - shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); - shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); - shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + S32 ch = gGLManager.mNumTextureImageUnits-1; + + if (gGLManager.mGLVersion < 3.1f) + { //force to 1 texture index channel for old drivers + ch = 1; + } + + std::vector index_channels; + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mVertexShaderLevel[SHADER_WATER] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); for (U32 i = 0; i < shaders.size(); i++) { // Note usage of GL_FRAGMENT_SHADER_ARB - if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER_ARB) == 0) + if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER_ARB, index_channels[i]) == 0) { return FALSE; } @@ -864,11 +895,22 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader"; gDeferredDiffuseProgram.mShaderFiles.clear(); gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredDiffuseProgram.createShader(NULL, NULL); } - + + if (success) + { + gDeferredNonIndexedDiffuseProgram.mName = "Non Indexed Deferred Diffuse Shader"; + gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear(); + gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredNonIndexedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredNonIndexedDiffuseProgram.createShader(NULL, NULL); + } + #if MESH_ENABLED if (success) { @@ -901,9 +943,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true; gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true; + gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredSkinnedAlphaProgram.mShaderFiles.clear(); gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL); } @@ -1018,6 +1061,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mFeatures.hasGamma = true; gDeferredAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredAlphaProgram.mFeatures.hasLighting = true; + gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels + if (mVertexShaderLevel[SHADER_DEFERRED] < 1) + { + gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + } + else + { //shave off some texture units for shadow maps + gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits - 6; + } + gDeferredAlphaProgram.mShaderFiles.clear(); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1031,7 +1084,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightProgram.mFeatures.hasGamma = true; gDeferredFullbrightProgram.mFeatures.hasTransport = true; - gDeferredFullbrightProgram.mFeatures.isFullbright = true; + gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; gDeferredFullbrightProgram.mShaderFiles.clear(); gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1139,9 +1192,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; + gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredAvatarAlphaProgram.mShaderFiles.clear(); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); } @@ -1245,6 +1299,137 @@ BOOL LLViewerShaderMgr::loadShadersObject() return TRUE; } + if (success) + { + gObjectSimpleNonIndexedProgram.mName = "Non indexed Shader"; + gObjectSimpleNonIndexedProgram.mFeatures.calculatesLighting = true; + gObjectSimpleNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleNonIndexedProgram.mFeatures.hasGamma = true; + gObjectSimpleNonIndexedProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleNonIndexedProgram.mFeatures.hasLighting = true; + gObjectSimpleNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectSimpleNonIndexedProgram.mShaderFiles.clear(); + gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectSimpleNonIndexedProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectSimpleNonIndexedWaterProgram.mName = "Non indexed Water Shader"; + gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesLighting = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.hasLighting = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectSimpleNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectSimpleNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectSimpleNonIndexedWaterProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectFullbrightNonIndexedProgram.mName = "Non Indexed Fullbright Shader"; + gObjectFullbrightNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightNonIndexedProgram.mFeatures.hasGamma = true; + gObjectFullbrightNonIndexedProgram.mFeatures.hasTransport = true; + gObjectFullbrightNonIndexedProgram.mFeatures.isFullbright = true; + gObjectFullbrightNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightNonIndexedProgram.mShaderFiles.clear(); + gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectFullbrightNonIndexedProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectFullbrightNonIndexedWaterProgram.mName = "Non Indexed Fullbright Water Shader"; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.isFullbright = true; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasTransport = true; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectFullbrightNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectShinyNonIndexedProgram.mName = "Non Indexed Shiny Shader"; + gObjectShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectShinyNonIndexedProgram.mFeatures.calculatesLighting = true; + gObjectShinyNonIndexedProgram.mFeatures.hasGamma = true; + gObjectShinyNonIndexedProgram.mFeatures.hasAtmospherics = true; + gObjectShinyNonIndexedProgram.mFeatures.isShiny = true; + gObjectShinyNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectShinyNonIndexedProgram.mShaderFiles.clear(); + gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectShinyNonIndexedProgram.createShader(NULL, &mShinyUniforms); + } + + if (success) + { + gObjectShinyNonIndexedWaterProgram.mName = "Non Indexed Shiny Water Shader"; + gObjectShinyNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.calculatesLighting = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.isShiny = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.hasAtmospherics = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectShinyNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectShinyNonIndexedWaterProgram.createShader(NULL, &mShinyUniforms); + } + + if (success) + { + gObjectFullbrightShinyNonIndexedProgram.mName = "Non Indexed Fullbright Shiny Shader"; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.isFullbright = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.isShiny = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.hasGamma = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.hasTransport = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.clear(); + gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectFullbrightShinyNonIndexedProgram.createShader(NULL, &mShinyUniforms); + } + + if (success) + { + gObjectFullbrightShinyNonIndexedWaterProgram.mName = "Non Indexed Fullbright Shiny Water Shader"; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.isFullbright = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.isShiny = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasGamma = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasTransport = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, &mShinyUniforms); + } + if (success) { gObjectSimpleProgram.mName = "Simple Shader"; @@ -1253,6 +1438,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectSimpleProgram.mFeatures.hasGamma = true; gObjectSimpleProgram.mFeatures.hasAtmospherics = true; gObjectSimpleProgram.mFeatures.hasLighting = true; + gObjectSimpleProgram.mFeatures.mIndexedTextureChannels = 0; gObjectSimpleProgram.mShaderFiles.clear(); gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1268,6 +1454,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true; gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true; gObjectSimpleWaterProgram.mFeatures.hasLighting = true; + gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0; gObjectSimpleWaterProgram.mShaderFiles.clear(); gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1283,6 +1470,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightProgram.mFeatures.hasGamma = true; gObjectFullbrightProgram.mFeatures.hasTransport = true; gObjectFullbrightProgram.mFeatures.isFullbright = true; + gObjectFullbrightProgram.mFeatures.mIndexedTextureChannels = 0; gObjectFullbrightProgram.mShaderFiles.clear(); gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1297,6 +1485,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightWaterProgram.mFeatures.isFullbright = true; gObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true; gObjectFullbrightWaterProgram.mFeatures.hasTransport = true; + gObjectFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = 0; gObjectFullbrightWaterProgram.mShaderFiles.clear(); gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1313,6 +1502,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectShinyProgram.mFeatures.hasGamma = true; gObjectShinyProgram.mFeatures.hasAtmospherics = true; gObjectShinyProgram.mFeatures.isShiny = true; + gObjectShinyProgram.mFeatures.mIndexedTextureChannels = 0; gObjectShinyProgram.mShaderFiles.clear(); gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1328,6 +1518,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectShinyWaterProgram.mFeatures.isShiny = true; gObjectShinyWaterProgram.mFeatures.hasWaterFog = true; gObjectShinyWaterProgram.mFeatures.hasAtmospherics = true; + gObjectShinyWaterProgram.mFeatures.mIndexedTextureChannels = 0; gObjectShinyWaterProgram.mShaderFiles.clear(); gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1344,6 +1535,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyProgram.mFeatures.isShiny = true; gObjectFullbrightShinyProgram.mFeatures.hasGamma = true; gObjectFullbrightShinyProgram.mFeatures.hasTransport = true; + gObjectFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = 0; gObjectFullbrightShinyProgram.mShaderFiles.clear(); gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1360,6 +1552,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyWaterProgram.mFeatures.hasGamma = true; gObjectFullbrightShinyWaterProgram.mFeatures.hasTransport = true; gObjectFullbrightShinyWaterProgram.mFeatures.hasWaterFog = true; + gObjectFullbrightShinyWaterProgram.mFeatures.mIndexedTextureChannels = 0; gObjectFullbrightShinyWaterProgram.mShaderFiles.clear(); gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1381,6 +1574,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectSimpleProgram.mFeatures.hasAtmospherics = true; gSkinnedObjectSimpleProgram.mFeatures.hasLighting = true; gSkinnedObjectSimpleProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectSimpleProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectSimpleProgram.mShaderFiles.clear(); gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1396,6 +1590,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightProgram.mFeatures.hasTransport = true; gSkinnedObjectFullbrightProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectFullbrightProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1412,6 +1607,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightShinyProgram.mFeatures.isShiny = true; gSkinnedObjectFullbrightShinyProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightShinyProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectFullbrightShinyProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightShinyProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1428,6 +1624,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectShinySimpleProgram.mFeatures.hasAtmospherics = true; gSkinnedObjectShinySimpleProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectShinySimpleProgram.mFeatures.isShiny = true; + gSkinnedObjectShinySimpleProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectShinySimpleProgram.mShaderFiles.clear(); gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1443,9 +1640,11 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectSimpleWaterProgram.mFeatures.hasGamma = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasLighting = true; + gSkinnedObjectSimpleWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasWaterFog = true; gSkinnedObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectSimpleWaterProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectSimpleWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectSimpleWaterProgram.mShaderFiles.clear(); gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1462,6 +1661,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightWaterProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true; + gSkinnedObjectFullbrightWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectFullbrightWaterProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1480,6 +1680,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasWaterFog = true; + gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1498,6 +1699,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.isShiny = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasWaterFog = true; + gSkinnedObjectShinySimpleWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectShinySimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.clear(); gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1535,6 +1737,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() gAvatarProgram.mFeatures.hasGamma = true; gAvatarProgram.mFeatures.hasAtmospherics = true; gAvatarProgram.mFeatures.hasLighting = true; + gAvatarProgram.mFeatures.disableTextureIndex = true; gAvatarProgram.mShaderFiles.clear(); gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1550,6 +1753,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() gAvatarWaterProgram.mFeatures.hasWaterFog = true; gAvatarWaterProgram.mFeatures.hasAtmospherics = true; gAvatarWaterProgram.mFeatures.hasLighting = true; + gAvatarWaterProgram.mFeatures.disableTextureIndex = true; gAvatarWaterProgram.mShaderFiles.clear(); gAvatarWaterProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1570,6 +1774,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() { gAvatarPickProgram.mName = "Avatar Pick Shader"; gAvatarPickProgram.mFeatures.hasSkinning = true; + gAvatarPickProgram.mFeatures.disableTextureIndex = true; gAvatarPickProgram.mShaderFiles.clear(); gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1586,6 +1791,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() gAvatarEyeballProgram.mFeatures.hasGamma = true; gAvatarEyeballProgram.mFeatures.hasAtmospherics = true; gAvatarEyeballProgram.mFeatures.hasLighting = true; + gAvatarEyeballProgram.mFeatures.disableTextureIndex = true; gAvatarEyeballProgram.mShaderFiles.clear(); gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER_ARB)); diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index fdc0386a2..134cfe6d3 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -308,16 +308,25 @@ extern LLVector4 gShinyOrigin; //object shaders extern LLGLSLShader gObjectSimpleProgram; extern LLGLSLShader gObjectSimpleWaterProgram; +extern LLGLSLShader gObjectSimpleNonIndexedProgram; +extern LLGLSLShader gObjectSimpleNonIndexedWaterProgram; extern LLGLSLShader gObjectFullbrightProgram; extern LLGLSLShader gObjectFullbrightWaterProgram; +extern LLGLSLShader gObjectFullbrightNonIndexedProgram; +extern LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; extern LLGLSLShader gObjectSimpleLODProgram; extern LLGLSLShader gObjectFullbrightLODProgram; extern LLGLSLShader gObjectFullbrightShinyProgram; extern LLGLSLShader gObjectFullbrightShinyWaterProgram; +extern LLGLSLShader gObjectFullbrightShinyNonIndexedProgram; +extern LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram; + extern LLGLSLShader gObjectShinyProgram; extern LLGLSLShader gObjectShinyWaterProgram; +extern LLGLSLShader gObjectShinyNonIndexedProgram; +extern LLGLSLShader gObjectShinyNonIndexedWaterProgram; #if MESH_ENABLED extern LLGLSLShader gSkinnedObjectSimpleProgram; @@ -362,8 +371,9 @@ extern LLGLSLShader gDeferredImpostorProgram; extern LLGLSLShader gDeferredEdgeProgram; extern LLGLSLShader gDeferredWaterProgram; extern LLGLSLShader gDeferredDiffuseProgram; -#if MESH_ENABLED +extern LLGLSLShader gDeferredNonIndexedDiffuseProgram; extern LLGLSLShader gDeferredSkinnedDiffuseProgram; +#if MESH_ENABLED extern LLGLSLShader gDeferredSkinnedBumpProgram; extern LLGLSLShader gDeferredSkinnedAlphaProgram; #endif //MESH_ENABLED diff --git a/indra/newview/llvoclouds.cpp b/indra/newview/llvoclouds.cpp index 0346301ff..bab25330c 100644 --- a/indra/newview/llvoclouds.cpp +++ b/indra/newview/llvoclouds.cpp @@ -246,10 +246,14 @@ void LLVOClouds::getGeometry(S32 te, vtx[2] = puff_pos_agent + right + up; vtx[3] = puff_pos_agent + right - up; + verticesp->mV[3] = 0.f; *verticesp++ = vtx[0]; + verticesp->mV[3] = 0.f; *verticesp++ = vtx[1]; + verticesp->mV[3] = 0.f; *verticesp++ = vtx[2]; - *verticesp++ = vtx[3]; + verticesp->mV[3] = 0.f; + *verticesp++ = vtx[3];; *texcoordsp++ = uvs[0]; *texcoordsp++ = uvs[1]; diff --git a/indra/newview/llvopartgroup.cpp b/indra/newview/llvopartgroup.cpp index a5704ae89..f3417f11b 100644 --- a/indra/newview/llvopartgroup.cpp +++ b/indra/newview/llvopartgroup.cpp @@ -323,10 +323,18 @@ void LLVOPartGroup::getGeometry(S32 idx, LLVector3 normal = -LLViewerCamera::getInstance()->getXAxis(); - + + //HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should) + // this works because there is actually a 4th float stored after the vertex position which is used as a texture index + // also, somebody please VECTORIZE THIS + + verticesp->mV[3] = 0.f; *verticesp++ = part_pos_agent + up - right; + verticesp->mV[3] = 0.f; *verticesp++ = part_pos_agent - up - right; + verticesp->mV[3] = 0.f; *verticesp++ = part_pos_agent + up + right; + verticesp->mV[3] = 0.f; *verticesp++ = part_pos_agent - up + right; *colorsp++ = part.mColor; @@ -359,7 +367,7 @@ U32 LLVOPartGroup::getPartitionType() const } LLParticlePartition::LLParticlePartition() -: LLSpatialPartition(LLDrawPoolAlpha::VERTEX_DATA_MASK, TRUE, GL_DYNAMIC_DRAW_ARB) +: LLSpatialPartition(LLDrawPoolAlpha::VERTEX_DATA_MASK | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, GL_STREAM_DRAW_ARB) { mRenderPass = LLRenderPass::PASS_ALPHA; mDrawableType = LLPipeline::RENDER_TYPE_PARTICLES; @@ -417,6 +425,7 @@ void LLParticlePartition::addGeometryCount(LLSpatialGroup* group, U32& vertex_co mFaceList.push_back(facep); vertex_count += facep->getGeomCount(); index_count += facep->getIndicesCount(); + llassert(facep->getIndicesCount() < 65536); } obj->mDepth /= count; diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index b143b6bea..172cea01e 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -763,6 +763,11 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo // project the direction ray onto the sky dome. F32 phi = acos(Pn[1]); F32 sinA = sin(F_PI - phi); + if (fabsf(sinA) < 0.01f) + { //avoid division by zero + sinA = 0.01f; + } + F32 Plen = dome_radius * sin(F_PI + phi + asin(dome_offset_ratio * sinA)) / sinA; Pn *= Plen; @@ -1489,6 +1494,7 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons facep->setVertexBuffer(buff); } + llassert(facep->getVertexBuffer()->getNumIndices() == 6); index_offset = facep->getGeometry(verticesp,normalsp,texCoordsp, indicesp); if (-1 == index_offset) diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp index 1f0365761..e4af0224f 100644 --- a/indra/newview/llvosurfacepatch.cpp +++ b/indra/newview/llvosurfacepatch.cpp @@ -60,8 +60,6 @@ public: LLVertexBuffer(MAP_VERTEX | MAP_NORMAL | MAP_TEXCOORD0 | MAP_TEXCOORD1 | MAP_COLOR, GL_DYNAMIC_DRAW_ARB) { //texture coordinates 2 and 3 exist, but use the same data as texture coordinate 1 - mOffsets[TYPE_TEXCOORD3] = mOffsets[TYPE_TEXCOORD2] = mOffsets[TYPE_TEXCOORD1]; - mTypeMask |= MAP_TEXCOORD2 | MAP_TEXCOORD3; }; // virtual @@ -382,6 +380,8 @@ void LLVOSurfacePatch::updateMainGeometry(LLFace *facep, S32 num_vertices, num_indices; U32 index; + llassert(mLastStride > 0); + render_stride = mLastStride; patch_size = mPatchp->getSurface()->getGridsPerPatchEdge(); S32 vert_size = patch_size / render_stride; diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 1847e3ff4..745b71a5d 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -2863,6 +2863,26 @@ LLVolumeBridge::LLVolumeBridge(LLDrawable* drawablep) mSlopRatio = 0.25f; } +bool can_batch_texture(LLFace* facep) +{ + if (facep->getTextureEntry()->getBumpmap()) + { //bump maps aren't worked into texture batching yet + return false; + } + + if (facep->getTexture() && facep->getTexture()->getPrimaryFormat() == GL_ALPHA) + { //can't batch invisiprims + return false; + } + + if (facep->isState(LLFace::TEXTURE_ANIM) && facep->getVirtualSize() > MIN_TEX_ANIM_SIZE) + { //texture animation breaks batches + return false; + } + + return true; +} + void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, U32 type) { LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION); @@ -2918,6 +2938,31 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, LLViewerTexture* tex = facep->getTexture(); + + U8 index = facep->getTextureIndex(); + + bool batchable = false; + + if (index < 255 && idx >= 0) + { + if (index < draw_vec[idx]->mTextureList.size()) + { + if (draw_vec[idx]->mTextureList[index].isNull()) + { + batchable = true; + draw_vec[idx]->mTextureList[index] = tex; + } + else if (draw_vec[idx]->mTextureList[index] == tex) + { //this face's texture index can be used with this batch + batchable = true; + } + } + else + { //texture list can be expanded to fit this texture index + batchable = true; + } + } + U8 glow = 0; if (type == LLRenderPass::PASS_GLOW || type==LLRenderPass::PASS_ALPHA) //Alpha pass now handles glow internally @@ -2933,7 +2978,7 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, if (idx >= 0 && draw_vec[idx]->mVertexBuffer == facep->getVertexBuffer() && draw_vec[idx]->mEnd == facep->getGeomIndex()-1 && - (LLPipeline::sTextureBindTest || draw_vec[idx]->mTexture == tex) && + (LLPipeline::sTextureBindTest || draw_vec[idx]->mTexture == tex || batchable) && #if LL_DARWIN draw_vec[idx]->mEnd - draw_vec[idx]->mStart + facep->getGeomCount() <= (U32) gGLManager.mGLMaxVertexRange && draw_vec[idx]->mCount + facep->getIndicesCount() <= (U32) gGLManager.mGLMaxIndexRange && @@ -2947,6 +2992,12 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, draw_vec[idx]->mCount += facep->getIndicesCount(); draw_vec[idx]->mEnd += facep->getGeomCount(); draw_vec[idx]->mVSize = llmax(draw_vec[idx]->mVSize, facep->getVirtualSize()); + + if (index >= draw_vec[idx]->mTextureList.size()) + { + draw_vec[idx]->mTextureList.resize(index+1); + draw_vec[idx]->mTextureList[index] = tex; + } draw_vec[idx]->validate(); update_min_max(draw_vec[idx]->mExtents[0], draw_vec[idx]->mExtents[1], facep->mExtents[0]); update_min_max(draw_vec[idx]->mExtents[0], draw_vec[idx]->mExtents[1], facep->mExtents[1]); @@ -2971,6 +3022,12 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, } draw_info->mExtents[0] = facep->mExtents[0]; draw_info->mExtents[1] = facep->mExtents[1]; + + if (index < 255) + { //initialize texture list for texture batching + draw_info->mTextureList.resize(index+1); + draw_info->mTextureList[index] = tex; + } draw_info->validate(); } } @@ -3401,15 +3458,24 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) U32 bump_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR; U32 fullbright_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR; - if (LLPipeline::sRenderDeferred) + bool batch_textures = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 1; + + if (batch_textures) { bump_mask |= LLVertexBuffer::MAP_BINORMAL; + genDrawInfo(group, simple_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, simple_faces, FALSE, TRUE); + genDrawInfo(group, fullbright_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, fullbright_faces, FALSE, TRUE); + genDrawInfo(group, bump_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, bump_faces, FALSE, TRUE); + genDrawInfo(group, alpha_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, alpha_faces, TRUE, TRUE); } - - genDrawInfo(group, simple_mask, simple_faces); - genDrawInfo(group, fullbright_mask, fullbright_faces); - genDrawInfo(group, bump_mask, bump_faces, FALSE); - genDrawInfo(group, alpha_mask, alpha_faces, TRUE); + else + { + genDrawInfo(group, simple_mask, simple_faces); + genDrawInfo(group, fullbright_mask, fullbright_faces); + genDrawInfo(group, bump_mask, bump_faces, FALSE, TRUE); + genDrawInfo(group, alpha_mask, alpha_faces, TRUE); + } + if (!LLPipeline::sDelayVBUpdate) { @@ -3443,6 +3509,8 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) group->mBuilt = 1.f; + std::set mapped_buffers; + for (LLSpatialGroup::element_iter drawable_iter = group->getData().begin(); drawable_iter != group->getData().end(); ++drawable_iter) { LLDrawable* drawablep = *drawable_iter; @@ -3461,33 +3529,29 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) for (S32 i = 0; i < drawablep->getNumFaces(); ++i) { LLFace* face = drawablep->getFace(i); - if (face && face->getVertexBuffer()) + if (face) { - face->getGeometryVolume(*volume, face->getTEOffset(), - vobj->getRelativeXform(), vobj->getRelativeXformInvTrans(), face->getGeomIndex()); + LLVertexBuffer* buff = face->getVertexBuffer(); + if (buff) + { + face->getGeometryVolume(*volume, face->getTEOffset(), + vobj->getRelativeXform(), vobj->getRelativeXformInvTrans(), face->getGeomIndex()); + + if (buff->isLocked()) + { + mapped_buffers.insert(buff); + } + } } } - + drawablep->clearState(LLDrawable::REBUILD_ALL); } } - //unmap all the buffers - for (LLSpatialGroup::buffer_map_t::iterator i = group->mBufferMap.begin(); i != group->mBufferMap.end(); ++i) + for (std::set::iterator iter = mapped_buffers.begin(); iter != mapped_buffers.end(); ++iter) { - LLSpatialGroup::buffer_texture_map_t& map = i->second; - for (LLSpatialGroup::buffer_texture_map_t::iterator j = map.begin(); j != map.end(); ++j) - { - LLSpatialGroup::buffer_list_t& list = j->second; - for (LLSpatialGroup::buffer_list_t::iterator k = list.begin(); k != list.end(); ++k) - { - LLVertexBuffer* buffer = *k; - if (buffer->isLocked()) - { - buffer->setBuffer(0); - } - } - } + (*iter)->setBuffer(0); } // don't forget alpha @@ -3553,7 +3617,8 @@ struct CompareBatchBreakerModified } }; -void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::vector& faces, BOOL distance_sort) + +void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::vector& faces, BOOL distance_sort, BOOL batch_textures) { //calculate maximum number of vertices to store in a single buffer static const LLCachedControl render_max_vbo_size("RenderMaxVBOSize", 512); @@ -3583,6 +3648,20 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: buffer_index = -1; } + S32 texture_index_channels = gGLManager.mNumTextureImageUnits-1; //always reserve one for shiny for now just for simplicity + + if (gGLManager.mGLVersion < 3.1f) + { + texture_index_channels = 1; + } + + if (LLPipeline::sRenderDeferred && distance_sort) + { + texture_index_channels = gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels; + } + + texture_index_channels = llmin(texture_index_channels, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")); + while (face_iter != faces.end()) { //pull off next face @@ -3611,19 +3690,96 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: std::vector::iterator i = face_iter; ++i; - while (i != faces.end() && - (LLPipeline::sTextureBindTest || (distance_sort || (*i)->getTexture() == tex))) + std::vector texture_list; + + if (batch_textures) { - facep = *i; - - if (geom_count + facep->getGeomCount() > max_vertices) - { //cut vertex buffers on geom count too big - break; + U8 cur_tex = 0; + facep->setTextureIndex(cur_tex); + texture_list.push_back(tex); + + //if (can_batch_texture(facep)) + { + while (i != faces.end()) + { + facep = *i; + if (facep->getTexture() != tex) + { + if (distance_sort) + { //textures might be out of order, see if texture exists in current batch + bool found = false; + for (U32 tex_idx = 0; tex_idx < texture_list.size(); ++tex_idx) + { + if (facep->getTexture() == texture_list[tex_idx]) + { + cur_tex = tex_idx; + found = true; + break; + } + } + + if (!found) + { + cur_tex = texture_list.size(); + } + } + else + { + cur_tex++; + } + + if (!can_batch_texture(facep)) + { //face is bump mapped or has an animated texture matrix -- can't + //batch more than 1 texture at a time + break; + } + + if (cur_tex >= texture_index_channels) + { //cut batches when index channels are depleted + break; + } + + tex = facep->getTexture(); + + texture_list.push_back(tex); + } + + if (geom_count + facep->getGeomCount() > max_vertices) + { //cut batches on geom count too big + break; + } + + ++i; + index_count += facep->getIndicesCount(); + geom_count += facep->getGeomCount(); + + facep->setTextureIndex(cur_tex); + } } - ++i; - index_count += facep->getIndicesCount(); - geom_count += facep->getGeomCount(); + tex = texture_list[0]; + } + else + { + while (i != faces.end() && + (LLPipeline::sTextureBindTest || (distance_sort || (*i)->getTexture() == tex))) + { + facep = *i; + + + //face has no texture index + facep->mDrawInfo = NULL; + facep->setTextureIndex(255); + + if (geom_count + facep->getGeomCount() > max_vertices) + { //cut batches on geom count too big + break; + } + + ++i; + index_count += facep->getIndicesCount(); + geom_count += facep->getGeomCount(); + } } //create/delete/resize vertex buffer if needed @@ -3673,8 +3829,15 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: facep->setGeomIndex(index_offset); facep->setVertexBuffer(buffer); + if (batch_textures && facep->getTextureIndex() == 255) { + llerrs << "Invalid texture index." << llendl; + } + + { + //for debugging, set last time face was updated vs moved facep->updateRebuildFlags(); + if (!LLPipeline::sDelayVBUpdate) { //copy face geometry into vertex buffer LLDrawable* drawablep = facep->getDrawable(); @@ -3702,6 +3865,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: } const LLTextureEntry* te = facep->getTextureEntry(); + tex = facep->getTexture(); BOOL is_alpha = (facep->getPoolType() == LLDrawPool::POOL_ALPHA) ? TRUE : FALSE; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index e8376c57e..c52803155 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3477,8 +3477,8 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) check_stack_depth(stack_depth); std::string msg = llformat("%s pass %d", gPoolNames[cur_type].c_str(), i); LLGLState::checkStates(msg); - LLGLState::checkTextureChannels(msg); - LLGLState::checkClientArrays(msg); + //LLGLState::checkTextureChannels(msg); + //LLGLState::checkClientArrays(msg); } } } @@ -3516,63 +3516,66 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) LLVertexBuffer::unbind(); LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); + //LLGLState::checkTextureChannels(); + //LLGLState::checkClientArrays(); - stop_glerror(); + //stop_glerror(); - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); - - LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights"); - - if (!sReflectionRender) + //LLGLState::checkStates(); + //LLGLState::checkTextureChannels(); + //LLGLState::checkClientArrays(); + if (!LLPipeline::sImpostorRender) { - renderHighlights(); - } - - // Contains a list of the faces of objects that are physical or - // have touch-handlers. - mHighlightFaces.clear(); - - LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug"); - renderDebug(); + LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights"); - LLVertexBuffer::unbind(); - - if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred) - { - if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + if (!sReflectionRender) { - // Render debugging beacons. - gObjectList.renderObjectBeacons(); - gObjectList.resetObjectBeacons(); + renderHighlights(); + } + + // Contains a list of the faces of objects that are physical or + // have touch-handlers. + mHighlightFaces.clear(); + + LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug"); + + renderDebug(); + + LLVertexBuffer::unbind(); + + if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred) + { + if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + { + // Render debugging beacons. + gObjectList.renderObjectBeacons(); + gObjectList.resetObjectBeacons(); + } + else + { + // Make sure particle effects disappear + LLHUDObject::renderAllForTimer(); + } } else { // Make sure particle effects disappear LLHUDObject::renderAllForTimer(); } - } - else - { - // Make sure particle effects disappear - LLHUDObject::renderAllForTimer(); - } - LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd"); + LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd"); - //HACK: preserve/restore matrices around HUD render - if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) - { - for (U32 i = 0; i < 16; i++) + //HACK: preserve/restore matrices around HUD render + if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { - gGLModelView[i] = saved_modelview[i]; - gGLProjection[i] = saved_projection[i]; + for (U32 i = 0; i < 16; i++) + { + gGLModelView[i] = saved_modelview[i]; + gGLProjection[i] = saved_projection[i]; + } } } @@ -3662,8 +3665,8 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera) llerrs << "GL matrix stack corrupted!" << llendl; } LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); + //LLGLState::checkTextureChannels(); + //LLGLState::checkClientArrays(); } } } @@ -3756,8 +3759,8 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) llerrs << "GL matrix stack corrupted!" << llendl; } LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); + //LLGLState::checkTextureChannels(); + //LLGLState::checkClientArrays(); } } } @@ -3831,8 +3834,8 @@ void LLPipeline::renderGeomShadow(LLCamera& camera) LLVertexBuffer::unbind(); LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); + //LLGLState::checkTextureChannels(); + //LLGLState::checkClientArrays(); } } else @@ -6212,9 +6215,9 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b LLVertexBuffer::unbind(); - if (LLPipeline::sRenderDeferred && !LLViewerCamera::getInstance()->cameraUnderWater()) + if (LLPipeline::sRenderDeferred) { - bool dof_enabled = true; + bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater(); LLGLSLShader* shader = &gDeferredPostProgram; static const LLCachedControl render_dof("RenderDepthOfField",false); @@ -6465,7 +6468,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen noise_map = mNoiseMap; } - LLGLState::checkTextureChannels(); + //LLGLState::checkTextureChannels(); shader.bind(); S32 channel = 0; @@ -6614,12 +6617,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m); } } - - /*channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE); - if (channel > -1) - { - mDeferredScreen.bindTexture(3, channel); - }*/ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); if (channel > -1) @@ -8033,8 +8030,8 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) LLViewerCamera::getInstance()->setUserClipPlane(LLPlane(-pnorm, -pd)); LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); + //LLGLState::checkTextureChannels(); + //LLGLState::checkClientArrays(); if (agent) { @@ -9262,6 +9259,10 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadow[i+4].flush(); } } + else + { //no spotlight shadows + mShadowSpotLight[0] = mShadowSpotLight[1] = NULL; + } static const LLCachedControl camera_offset("CameraOffset",false); if (!camera_offset) From 04ea6a967ed324b0232a552981b0f754a186ee8d Mon Sep 17 00:00:00 2001 From: Shyotl Date: Tue, 9 Aug 2011 02:11:10 -0500 Subject: [PATCH 02/59] Removed dead code related to 'RenderForSelect'. --- indra/newview/lldrawpool.h | 3 - indra/newview/lldrawpoolavatar.cpp | 77 -------- indra/newview/lldrawpoolavatar.h | 1 - indra/newview/lldrawpoolterrain.cpp | 22 --- indra/newview/lldrawpoolterrain.h | 1 - indra/newview/lldrawpooltree.cpp | 65 ------ indra/newview/lldrawpooltree.h | 1 - indra/newview/llface.cpp | 77 -------- indra/newview/llface.h | 1 - indra/newview/llfloatersnapshot.cpp | 2 - indra/newview/llglsandbox.cpp | 12 -- indra/newview/llhudicon.cpp | 5 - indra/newview/llhudicon.h | 1 - indra/newview/llhudobject.cpp | 20 -- indra/newview/llhudobject.h | 2 - indra/newview/llhudtext.cpp | 9 - indra/newview/llhudtext.h | 1 - indra/newview/llviewerjoint.cpp | 2 +- indra/newview/llviewerjointmesh.cpp | 27 +-- indra/newview/llviewerobjectlist.cpp | 34 ---- indra/newview/llviewerobjectlist.h | 2 - indra/newview/llviewerwindow.cpp | 84 +------- indra/newview/llviewerwindow.h | 1 - indra/newview/llvoavatar.cpp | 2 +- indra/newview/pipeline.cpp | 187 ------------------ indra/newview/pipeline.h | 2 - .../default/xui/en-us/floater_snapshot.xml | 3 - 27 files changed, 8 insertions(+), 636 deletions(-) diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index e93363fbd..a0c947150 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -169,10 +169,7 @@ public: LLFacePool(const U32 type); virtual ~LLFacePool(); - virtual void renderForSelect() {}; //Override if neded. BOOL isDead() { return mReferences.empty(); } - virtual void renderFaceSelected(LLFace *facep, LLViewerTexture *image, const LLColor4 &color, - const S32 index_offset = 0, const S32 index_count = 0) {}; //Override if neded. virtual LLViewerTexture *getTexture(); virtual void dirtyTextures(const std::set& textures); diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index e6c26adab..28882b6c6 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -1641,83 +1641,6 @@ void LLDrawPoolAvatar::renderRiggedGlow(LLVOAvatar* avatar) } #endif //MESH_ENABLED -//----------------------------------------------------------------------------- -// renderForSelect() -//----------------------------------------------------------------------------- -void LLDrawPoolAvatar::renderForSelect() -{ - if (!gRenderAvatar) - { - return; - } - - if (mDrawFace.empty()) - { - return; - } - - const LLFace *facep = mDrawFace[0]; - if (!facep->getDrawable()) - { - return; - } - LLVOAvatar *avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get(); - - if (avatarp->isDead() || avatarp->mIsDummy || avatarp->mDrawable.isNull()) - { - return; - } - - S32 curr_shader_level = getVertexShaderLevel(); - S32 name = avatarp->mDrawable->getVObj()->mGLName; - LLColor4U color((U8)(name >> 16), (U8)(name >> 8), (U8)name); - - BOOL impostor = avatarp->isImpostor(); - if (impostor) - { - gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_VERT_COLOR); - gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA); - - avatarp->renderImpostor(color); - - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); - return; - } - - sVertexProgram = &gAvatarPickProgram; - if (curr_shader_level > 0) - { - gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX]; - } - gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f); - gGL.setSceneBlendType(LLRender::BT_REPLACE); - - glColor4ubv(color.mV); - - if (curr_shader_level > 0) // for hardware blending - { - sRenderingSkinned = TRUE; - sVertexProgram->bind(); - enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]); - } - - avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE); - - // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done - if (curr_shader_level > 0) - { - sRenderingSkinned = FALSE; - sVertexProgram->unbind(); - disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]); - } - - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); - gGL.setSceneBlendType(LLRender::BT_ALPHA); - - // restore texture mode - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); -} - //----------------------------------------------------------------------------- // getDebugTexture() //----------------------------------------------------------------------------- diff --git a/indra/newview/lldrawpoolavatar.h b/indra/newview/lldrawpoolavatar.h index 8cef71882..75974fdc7 100644 --- a/indra/newview/lldrawpoolavatar.h +++ b/indra/newview/lldrawpoolavatar.h @@ -76,7 +76,6 @@ public: /*virtual*/ void endRenderPass(S32 pass); /*virtual*/ void prerender(); /*virtual*/ void render(S32 pass = 0); - /*virtual*/ void renderForSelect(); /*virtual*/ S32 getNumDeferredPasses(); /*virtual*/ void beginDeferredPass(S32 pass); diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index dfc46ed7c..5a221b7a8 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -905,28 +905,6 @@ void LLDrawPoolTerrain::renderOwnership() glMatrixMode(GL_MODELVIEW); } - -void LLDrawPoolTerrain::renderForSelect() -{ - if (mDrawFace.empty()) - { - return; - } - - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - for (std::vector::iterator iter = mDrawFace.begin(); - iter != mDrawFace.end(); iter++) - { - LLFace *facep = *iter; - if (!facep->getDrawable()->isDead() && (facep->getDrawable()->getVObj()->mGLName)) - { - facep->renderForSelect(LLVertexBuffer::MAP_VERTEX); - } - } -} - void LLDrawPoolTerrain::dirtyTextures(const std::set& textures) { LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(mTexturep) ; diff --git a/indra/newview/lldrawpoolterrain.h b/indra/newview/lldrawpoolterrain.h index 61cec0e47..8eb5c5737 100644 --- a/indra/newview/lldrawpoolterrain.h +++ b/indra/newview/lldrawpoolterrain.h @@ -74,7 +74,6 @@ public: /*virtual*/ void prerender(); /*virtual*/ void beginRenderPass( S32 pass ); /*virtual*/ void endRenderPass( S32 pass ); - /*virtual*/ void renderForSelect(); /*virtual*/ void dirtyTextures(const std::set& textures); /*virtual*/ LLViewerTexture *getTexture(); /*virtual*/ LLViewerTexture *getDebugTexture(); diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index 851397074..97cb84520 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -191,71 +191,6 @@ void LLDrawPoolTree::endShadowPass(S32 pass) //gDeferredShadowProgram.unbind(); } - -void LLDrawPoolTree::renderForSelect() -{ - if (mDrawFace.empty()) - { - return; - } - - LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f); - - LLGLSObjectSelectAlpha gls_alpha; - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - gGL.setSceneBlendType(LLRender::BT_REPLACE); - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); - - gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); - gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA); - - static const LLCachedControl render_animate_trees("RenderAnimateTrees",false); - if (render_animate_trees) - { - renderTree(TRUE); - } - else - { - gGL.getTexUnit(sDiffTex)->bind(mTexturep); - - for (std::vector::iterator iter = mDrawFace.begin(); - iter != mDrawFace.end(); iter++) - { - LLFace *face = *iter; - LLDrawable *drawablep = face->getDrawable(); - - if (drawablep->isDead() || face->getVertexBuffer()) - { - continue; - } - - // Render each of the trees - LLVOTree *treep = (LLVOTree *)drawablep->getVObj().get(); - - LLColor4U color(255,255,255,255); - - if (treep->mGLName != 0) - { - S32 name = treep->mGLName; - color = LLColor4U((U8)(name >> 16), (U8)(name >> 8), (U8)name, 255); - - LLFacePool::LLOverrideFaceColor col(this, color); - - LLVertexBuffer *buff = face->getVertexBuffer(); - buff->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK); - buff->drawRange(LLRender::TRIANGLES, 0, buff->getRequestedVerts()-1, buff->getRequestedIndices(), 0); - gPipeline.addTrianglesDrawn(buff->getRequestedIndices()/3); - } - } - } - - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); - gGL.setSceneBlendType(LLRender::BT_ALPHA); - - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); -} - void LLDrawPoolTree::renderTree(BOOL selecting) { LLGLState normalize(GL_NORMALIZE, TRUE); diff --git a/indra/newview/lldrawpooltree.h b/indra/newview/lldrawpooltree.h index bc7711d4e..714dc25e1 100644 --- a/indra/newview/lldrawpooltree.h +++ b/indra/newview/lldrawpooltree.h @@ -68,7 +68,6 @@ public: /*virtual*/ void render(S32 pass = 0); /*virtual*/ void endRenderPass( S32 pass ); /*virtual*/ S32 getNumPasses() { return 1; } - /*virtual*/ void renderForSelect(); /*virtual*/ BOOL verify() const; /*virtual*/ LLViewerTexture *getTexture(); /*virtual*/ LLViewerTexture *getDebugTexture(); diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index ee2b53337..a557d0d56 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -478,83 +478,6 @@ void LLFace::updateCenterAgent() } } -void LLFace::renderForSelect(U32 data_mask) -{ - if(mDrawablep.isNull() || mVertexBuffer.isNull()) - { - return; - } - - LLSpatialGroup* group = mDrawablep->getSpatialGroup(); - if (!group || group->isState(LLSpatialGroup::GEOM_DIRTY)) - { - return; - } - - if (mVObjp->mGLName) - { - S32 name = mVObjp->mGLName; - - LLColor4U color((U8)(name >> 16), (U8)(name >> 8), (U8)name); -#if 0 // *FIX: Postponing this fix until we have texcoord pick info... - if (mTEOffset != -1) - { - color.mV[VALPHA] = (U8)(getTextureEntry()->getColor().mV[VALPHA] * 255.f); - } -#endif - glColor4ubv(color.mV); - - if (!getPool()) - { - switch (getPoolType()) - { - case LLDrawPool::POOL_ALPHA: - gGL.getTexUnit(0)->bind(getTexture()); - break; - default: - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - break; - } - } - - mVertexBuffer->setBuffer(data_mask); -#if !LL_RELEASE_FOR_DOWNLOAD - LLGLState::checkClientArrays("", data_mask); -#endif - if (mTEOffset != -1) - { - // mask off high 4 bits (16 total possible faces) - color.mV[0] &= 0x0f; - color.mV[0] |= (mTEOffset & 0x0f) << 4; - glColor4ubv(color.mV); - } - - if (mIndicesCount) - { - if (isState(GLOBAL)) - { - if (mDrawablep->getVOVolume()) - { - glPushMatrix(); - glMultMatrixf((float*) mDrawablep->getRegion()->mRenderMatrix.mMatrix); - mVertexBuffer->draw(LLRender::TRIANGLES, mIndicesCount, mIndicesIndex); - glPopMatrix(); - } - else - { - mVertexBuffer->draw(LLRender::TRIANGLES, mIndicesCount, mIndicesIndex); - } - } - else - { - glPushMatrix(); - glMultMatrixf((float*)getRenderMatrix().mMatrix); - mVertexBuffer->draw(LLRender::TRIANGLES, mIndicesCount, mIndicesIndex); - glPopMatrix(); - } - } - } -} void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color) { if (mDrawablep->getSpatialGroup() == NULL) diff --git a/indra/newview/llface.h b/indra/newview/llface.h index 94d0e96b6..2f77abbb0 100644 --- a/indra/newview/llface.h +++ b/indra/newview/llface.h @@ -196,7 +196,6 @@ public: void updateCenterAgent(); // Update center when xform has changed. void renderSelectedUV(); - void renderForSelect(U32 data_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0); void renderSelected(LLViewerTexture *image, const LLColor4 &color); F32 getKey() const { return mDistance; } diff --git a/indra/newview/llfloatersnapshot.cpp b/indra/newview/llfloatersnapshot.cpp index 80d4e975d..da7edcde5 100644 --- a/indra/newview/llfloatersnapshot.cpp +++ b/indra/newview/llfloatersnapshot.cpp @@ -1137,8 +1137,6 @@ LLViewerWindow::ESnapshotType LLFloaterSnapshot::Impl::getLayerType(LLFloaterSna type = LLViewerWindow::SNAPSHOT_TYPE_COLOR; else if (id == "depth") type = LLViewerWindow::SNAPSHOT_TYPE_DEPTH; - else if (id == "objects") - type = LLViewerWindow::SNAPSHOT_TYPE_OBJECT_ID; return type; } diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp index 092fdc6b5..7d69ba3da 100644 --- a/indra/newview/llglsandbox.cpp +++ b/indra/newview/llglsandbox.cpp @@ -819,12 +819,6 @@ void LLViewerParcelMgr::renderCollisionSegments(U8* segments, BOOL use_pass, LLV x2 = x1 + PARCEL_GRID_STEP_METERS; y2 = y1; - if (gRenderForSelect) - { - LLColor4U color((U8)(GL_NAME_PARCEL_WALL >> 16), (U8)(GL_NAME_PARCEL_WALL >> 8), (U8)GL_NAME_PARCEL_WALL); - gGL.color4ubv(color.mV); - } - else { dy = (pos_y - y1) + DIST_OFFSET; @@ -865,12 +859,6 @@ void LLViewerParcelMgr::renderCollisionSegments(U8* segments, BOOL use_pass, LLV x2 = x1; y2 = y1 + PARCEL_GRID_STEP_METERS; - if (gRenderForSelect) - { - LLColor4U color((U8)(GL_NAME_PARCEL_WALL >> 16), (U8)(GL_NAME_PARCEL_WALL >> 8), (U8)GL_NAME_PARCEL_WALL); - gGL.color4ubv(color.mV); - } - else { dx = (pos_x - x1) + DIST_OFFSET; diff --git a/indra/newview/llhudicon.cpp b/indra/newview/llhudicon.cpp index 3e38abe4c..471221962 100644 --- a/indra/newview/llhudicon.cpp +++ b/indra/newview/llhudicon.cpp @@ -208,11 +208,6 @@ void LLHUDIcon::render() renderIcon(FALSE); } -void LLHUDIcon::renderForSelect() -{ - renderIcon(TRUE); -} - BOOL LLHUDIcon::lineSegmentIntersect(const LLVector3& start, const LLVector3& end, LLVector3* intersection) { if (mHidden) diff --git a/indra/newview/llhudicon.h b/indra/newview/llhudicon.h index 6d523a287..636a7623b 100644 --- a/indra/newview/llhudicon.h +++ b/indra/newview/llhudicon.h @@ -58,7 +58,6 @@ friend class LLHUDObject; public: /*virtual*/ void render(); - /*virtual*/ void renderForSelect(); /*virtual*/ void markDead(); /*virtual*/ F32 getDistance() const { return mDistance; } diff --git a/indra/newview/llhudobject.cpp b/indra/newview/llhudobject.cpp index b2ba698bc..d136a1df7 100644 --- a/indra/newview/llhudobject.cpp +++ b/indra/newview/llhudobject.cpp @@ -286,26 +286,6 @@ void LLHUDObject::renderAll() LLVertexBuffer::unbind(); } -// static -void LLHUDObject::renderAllForSelect() -{ - LLHUDObject *hud_objp; - - hud_object_list_t::iterator object_it; - for (object_it = sHUDObjects.begin(); object_it != sHUDObjects.end(); ) - { - hud_object_list_t::iterator cur_it = object_it++; - hud_objp = (*cur_it); - if (hud_objp->getNumRefs() == 1) - { - sHUDObjects.erase(cur_it); - } - else if (hud_objp->isVisible()) - { - hud_objp->renderForSelect(); - } - } -} // static void LLHUDObject::renderAllForTimer() { diff --git a/indra/newview/llhudobject.h b/indra/newview/llhudobject.h index b645ae07a..73140eba6 100644 --- a/indra/newview/llhudobject.h +++ b/indra/newview/llhudobject.h @@ -74,7 +74,6 @@ public: static LLHUDEffect *addHUDEffect(const U8 type); static void updateAll(); static void renderAll(); - static void renderAllForSelect(); static void renderAllForTimer(); static void cleanupHUDObjects(); @@ -106,7 +105,6 @@ protected: ~LLHUDObject(); virtual void render() = 0; - virtual void renderForSelect() {} //Only override when needed. virtual void renderForTimer() {}; protected: diff --git a/indra/newview/llhudtext.cpp b/indra/newview/llhudtext.cpp index fc210a142..683f46a1f 100644 --- a/indra/newview/llhudtext.cpp +++ b/indra/newview/llhudtext.cpp @@ -239,15 +239,6 @@ void LLHUDText::render() } } -void LLHUDText::renderForSelect() -{ - if (!mOnHUDAttachment) - { - LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); - renderText(TRUE); - } -} - void LLHUDText::renderText(BOOL for_select) { if (!mVisible || mHidden) diff --git a/indra/newview/llhudtext.h b/indra/newview/llhudtext.h index ab266bd96..2c404cfad 100644 --- a/indra/newview/llhudtext.h +++ b/indra/newview/llhudtext.h @@ -146,7 +146,6 @@ protected: LLHUDText(const U8 type); /*virtual*/ void render(); - /*virtual*/ void renderForSelect(); void renderText(BOOL for_select); static void updateAll(); void setLOD(S32 lod); diff --git a/indra/newview/llviewerjoint.cpp b/indra/newview/llviewerjoint.cpp index 8f2006b43..aa8c78296 100644 --- a/indra/newview/llviewerjoint.cpp +++ b/indra/newview/llviewerjoint.cpp @@ -263,7 +263,7 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy ) // if object is transparent, defer it, otherwise // give the joint subclass a chance to draw itself //---------------------------------------------------------------- - if ( gRenderForSelect || is_dummy ) + if ( is_dummy ) { triangle_count += drawShape( pixelArea, first_pass, is_dummy ); } diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 762218711..3b595e30a 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -68,7 +68,6 @@ extern PFNGLWEIGHTPOINTERARBPROC glWeightPointerARB; extern PFNGLWEIGHTFVARBPROC glWeightfvARB; extern PFNGLVERTEXBLENDARBPROC glVertexBlendARB; #endif -extern BOOL gRenderForSelect; static LLPointer sRenderBuffer = NULL; static const U32 sRenderMask = LLVertexBuffer::MAP_VERTEX | @@ -533,17 +532,14 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy) //---------------------------------------------------------------- // setup current color //---------------------------------------------------------------- - if (!gRenderForSelect) - { - if (is_dummy) - glColor4fv(LLVOAvatar::getDummyColor().mV); - else - glColor4fv(mColor.mV); - } + if (is_dummy) + glColor4fv(LLVOAvatar::getDummyColor().mV); + else + glColor4fv(mColor.mV); stop_glerror(); - LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), (mFace->getPool()->getVertexShaderLevel() > 0 && !gRenderForSelect) ? 0.f : mShiny); + LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), (mFace->getPool()->getVertexShaderLevel() > 0) ? 0.f : mShiny); //---------------------------------------------------------------- // setup current texture @@ -598,19 +594,6 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy) gGL.getTexUnit(diffuse_channel)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT_AVATAR)); } - if (gRenderForSelect) - { - if (isTransparent()) - { - gGL.getTexUnit(diffuse_channel)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); - gGL.getTexUnit(diffuse_channel)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_CONST_ALPHA); - } - else - { - gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE); - } - } - mFace->getVertexBuffer()->setBuffer(sRenderMask); U32 start = mMesh->mFaceVertexOffset; diff --git a/indra/newview/llviewerobjectlist.cpp b/indra/newview/llviewerobjectlist.cpp index ca29e5103..4ade5a84f 100644 --- a/indra/newview/llviewerobjectlist.cpp +++ b/indra/newview/llviewerobjectlist.cpp @@ -1660,12 +1660,6 @@ void LLViewerObjectList::renderObjectBounds(const LLVector3 ¢er) { } -void LLViewerObjectList::renderObjectsForSelect(LLCamera &camera, const LLRect& screen_rect, BOOL pick_parcel_wall, BOOL render_transparent) -{ - generatePickList(camera); - renderPickList(screen_rect, pick_parcel_wall, render_transparent); -} - void LLViewerObjectList::generatePickList(LLCamera &camera) { LLViewerObject *objectp; @@ -1789,34 +1783,6 @@ void LLViewerObjectList::generatePickList(LLCamera &camera) } } -void LLViewerObjectList::renderPickList(const LLRect& screen_rect, BOOL pick_parcel_wall, BOOL render_transparent) -{ - gRenderForSelect = TRUE; - - gPipeline.renderForSelect(mSelectPickList, render_transparent, screen_rect); - - // - // Render pass for selected objects - // - gGL.color4f(1,1,1,1); - gViewerWindow->renderSelections( TRUE, pick_parcel_wall, FALSE ); - - //fix for DEV-19335. Don't pick hud objects when customizing avatar (camera mode doesn't play nice with nametags). - if (!gAgentCamera.cameraCustomizeAvatar()) - { - // render pickable ui elements, like names, etc. - LLHUDObject::renderAllForSelect(); - } - - gGL.flush(); - LLVertexBuffer::unbind(); - - gRenderForSelect = FALSE; - - //llinfos << "Rendered " << count << " for select" << llendl; - //llinfos << "Took " << pick_timer.getElapsedTimeF32()*1000.f << "ms to pick" << llendl; -} - LLViewerObject *LLViewerObjectList::getSelectedObject(const U32 object_id) { std::set::iterator pick_it; diff --git a/indra/newview/llviewerobjectlist.h b/indra/newview/llviewerobjectlist.h index f38daf617..6758e2a9f 100644 --- a/indra/newview/llviewerobjectlist.h +++ b/indra/newview/llviewerobjectlist.h @@ -135,9 +135,7 @@ public: void updateAvatarVisibility(); // Selection related stuff - void renderObjectsForSelect(LLCamera &camera, const LLRect& screen_rect, BOOL pick_parcel_wall = FALSE, BOOL render_transparent = TRUE); void generatePickList(LLCamera &camera); - void renderPickList(const LLRect& screen_rect, BOOL pick_parcel_wall, BOOL render_transparent); LLViewerObject *getSelectedObject(const U32 object_id); diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 0ebb74e00..ce97f79fc 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -3586,77 +3586,6 @@ void LLViewerWindow::schedulePick(LLPickInfo& pick_info) } llassert_always(pick_info.mScreenRegion.notEmpty()); mPicks.push_back(pick_info); - - /*S32 scaled_x = llround((F32)pick_info.mMousePt.mX * mDisplayScale.mV[VX]); - S32 scaled_y = llround((F32)pick_info.mMousePt.mY * mDisplayScale.mV[VY]); - - // Default to not hitting anything - LLCamera pick_camera; - pick_camera.setOrigin(LLViewerCamera::getInstance()->getOrigin()); - pick_camera.setOriginAndLookAt(LLViewerCamera::getInstance()->getOrigin(), - LLViewerCamera::getInstance()->getUpAxis(), - LLViewerCamera::getInstance()->getOrigin() + mouseDirectionGlobal(pick_info.mMousePt.mX, pick_info.mMousePt.mY)); - pick_camera.setView(0.5f*DEG_TO_RAD); - pick_camera.setNear(LLViewerCamera::getInstance()->getNear()); - pick_camera.setFar(LLViewerCamera::getInstance()->getFar()); - pick_camera.setAspect(1.f); - - // save our drawing state - // *TODO: should we be saving using the new method here using - // glh_get_current_projection/glh_set_current_projection? -brad - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - - // clear work area - { - LLGLState scissor_state(GL_SCISSOR_TEST); - scissor_state.enable(); - glScissor(pick_info.mScreenRegion.mLeft, pick_info.mScreenRegion.mBottom, pick_info.mScreenRegion.getWidth(), pick_info.mScreenRegion.getHeight()); - glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - //glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - } - - // build perspective transform and picking viewport - // Perform pick on a PICK_DIAMETER x PICK_DIAMETER pixel region around cursor point. - // Don't limit the select distance for this pick. - LLViewerCamera::getInstance()->setPerspective(FOR_SELECTION, scaled_x - PICK_HALF_WIDTH, scaled_y - PICK_HALF_WIDTH, PICK_DIAMETER, PICK_DIAMETER, FALSE); - - // render for object picking - - // make viewport big enough to handle antialiased frame buffers - gGLViewport[0] = pick_info.mScreenRegion.mLeft; - gGLViewport[1] = pick_info.mScreenRegion.mBottom; - gGLViewport[2] = pick_info.mScreenRegion.getWidth(); - gGLViewport[3] = pick_info.mScreenRegion.getHeight(); - - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - LLViewerCamera::updateFrustumPlanes(pick_camera); - stop_glerror(); - - // Draw the objects so the user can select them. - // The starting ID is 1, since land is zero. - LLRect pick_region; - pick_region.setOriginAndSize(pick_info.mMousePt.mX - PICK_HALF_WIDTH, - pick_info.mMousePt.mY - PICK_HALF_WIDTH, PICK_DIAMETER, PICK_DIAMETER); - gObjectList.renderObjectsForSelect(pick_camera, pick_region, FALSE, pick_info.mPickTransparent); - - stop_glerror(); - - // restore drawing state - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - - setup3DRender(); - setup2DRender(); - setupViewport();*/ // delay further event processing until we receive results of pick mWindow->delayInputProcessing(); @@ -4524,17 +4453,6 @@ BOOL LLViewerWindow::rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_hei { gDisplaySwapBuffers = FALSE; gDepthDirty = TRUE; - if (type == SNAPSHOT_TYPE_OBJECT_ID) - { - glClearColor(0.f, 0.f, 0.f, 0.f); - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - - LLViewerCamera::getInstance()->setZoomParameters(scale_factor, subimage_x+(subimage_y*llceil(scale_factor))); - setup3DRender(); - setupViewport(); - gObjectList.renderPickList(gViewerWindow->getVirtualWindowRect(), FALSE, FALSE); - } - else { const U32 subfield = subimage_x+(subimage_y*llceil(scale_factor)); display(do_rebuild, scale_factor, subfield, TRUE, is_tiling); @@ -4563,7 +4481,7 @@ BOOL LLViewerWindow::rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_hei LLAppViewer::instance()->pingMainloopTimeout("LLViewerWindow::rawSnapshot"); } - if (type == SNAPSHOT_TYPE_OBJECT_ID || type == SNAPSHOT_TYPE_COLOR) + if (type == SNAPSHOT_TYPE_COLOR) { glReadPixels( subimage_x_offset, diff --git a/indra/newview/llviewerwindow.h b/indra/newview/llviewerwindow.h index dec5a177c..55ff43544 100644 --- a/indra/newview/llviewerwindow.h +++ b/indra/newview/llviewerwindow.h @@ -287,7 +287,6 @@ public: { SNAPSHOT_TYPE_COLOR, SNAPSHOT_TYPE_DEPTH, - SNAPSHOT_TYPE_OBJECT_ID }; BOOL saveSnapshot(const std::string& filename, S32 image_width, S32 image_height, BOOL show_ui = TRUE, BOOL do_rebuild = FALSE, ESnapshotType type = SNAPSHOT_TYPE_COLOR); BOOL rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_height, BOOL keep_window_aspect = TRUE, BOOL is_texture = FALSE, diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 6af2875a7..6124cf83b 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -5224,7 +5224,7 @@ U32 LLVOAvatar::renderSkinned(EAvatarRenderPass pass) // *NOTE: this is disabled (there is no UI for enabling sShowFootPlane) due // to DEV-14477. the code is left here to aid in tracking down the cause // of the crash in the future. -brad - if (!gRenderForSelect && sShowFootPlane && mDrawable.notNull()) + if (sShowFootPlane && mDrawable.notNull()) { LLVector3 slaved_pos = mDrawable->getPositionAgent(); LLVector3 foot_plane_normal(mFootPlane.mV[VX], mFootPlane.mV[VY], mFootPlane.mV[VZ]); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index c52803155..75db26141 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -160,8 +160,6 @@ static S32 sDelayedVBOEnable = 0; BOOL gAvatarBacklight = FALSE; -BOOL gRenderForSelect = FALSE; - BOOL gDebugPipeline = FALSE; LLPipeline gPipeline; const LLMatrix4* gGLLastMatrix = NULL; @@ -3409,12 +3407,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) } } - if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PICKING)) - { - LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderForSelect"); - gObjectList.renderObjectsForSelect(camera, gViewerWindow->getVirtualWindowRect()); - } - else { LLFastTimer t(LLFastTimer::FTM_POOLS); @@ -4141,185 +4133,6 @@ void LLPipeline::renderDebug() gGL.flush(); } -void LLPipeline::renderForSelect(std::set& objects, BOOL render_transparent, const LLRect& screen_rect) -{ - assertInitialized(); - - gGL.setColorMask(true, false); - gPipeline.resetDrawOrders(); - - for (std::set::iterator iter = objects.begin(); iter != objects.end(); ++iter) - { - stateSort((*iter)->mDrawable, *LLViewerCamera::getInstance()); - } - - LLMemType mt(LLMemType::MTYPE_PIPELINE); - - - - glMatrixMode(GL_MODELVIEW); - - LLGLSDefault gls_default; - LLGLSObjectSelect gls_object_select; - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - LLGLDepthTest gls_depth(GL_TRUE,GL_TRUE); - disableLights(); - - LLVertexBuffer::unbind(); - - //for each drawpool - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); - U32 last_type = 0; - - // If we don't do this, we crash something on changing graphics settings - // from Medium -> Low, because we unload all the shaders and the - // draw pools aren't aware. I don't know if this has to be a separate - // loop before actual rendering. JC - for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) - { - LLDrawPool *poolp = *iter; - if (poolp->isFacePool() && hasRenderType(poolp->getType())) - { - poolp->prerender(); - } - } - for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) - { - LLDrawPool *poolp = *iter; - if (poolp->isFacePool() && hasRenderType(poolp->getType())) - { - LLFacePool* face_pool = (LLFacePool*) poolp; - face_pool->renderForSelect(); - LLVertexBuffer::unbind(); - gGLLastMatrix = NULL; - glLoadMatrixd(gGLModelView); - - if (poolp->getType() != last_type) - { - last_type = poolp->getType(); - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); - } - } - } - - LLGLEnable alpha_test(GL_ALPHA_TEST); - if (render_transparent) - { - gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.f); - } - else - { - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.2f); - } - - gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_VERT_COLOR); - gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA); - - U32 prim_mask = LLVertexBuffer::MAP_VERTEX | - LLVertexBuffer::MAP_TEXCOORD0; - - for (std::set::iterator i = objects.begin(); i != objects.end(); ++i) - { - LLViewerObject* vobj = *i; - LLDrawable* drawable = vobj->mDrawable; - if (vobj->isDead() || - vobj->isHUDAttachment() || - (LLSelectMgr::getInstance()->mHideSelectedObjects && vobj->isSelected()) || - drawable->isDead() || - !hasRenderType(drawable->getRenderType())) - { - continue; - } - - for (S32 j = 0; j < drawable->getNumFaces(); ++j) - { - LLFace* facep = drawable->getFace(j); - if (!facep->getPool()) - { - facep->renderForSelect(prim_mask); - } - } - } - - // pick HUD objects - LLVOAvatar* avatarp = gAgent.getAvatarObject(); - if (avatarp && sShowHUDAttachments) - { - glh::matrix4f save_proj(glh_get_current_projection()); - glh::matrix4f save_model(glh_get_current_modelview()); - - setup_hud_matrices(screen_rect); - for (LLVOAvatar::attachment_map_t::iterator iter = avatarp->mAttachmentPoints.begin(); - iter != avatarp->mAttachmentPoints.end(); ) - { - LLVOAvatar::attachment_map_t::iterator curiter = iter++; - LLViewerJointAttachment* attachmentp = curiter->second; - if (attachmentp->getIsHUDAttachment()) - { - for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachmentp->mAttachedObjects.begin(); - attachment_iter != attachmentp->mAttachedObjects.end(); - ++attachment_iter) - { - if (LLViewerObject* objectp = (*attachment_iter)) - { - LLDrawable* drawable = objectp->mDrawable; - if (drawable->isDead()) - { - continue; - } - - for (S32 j = 0; j < drawable->getNumFaces(); ++j) - { - LLFace* facep = drawable->getFace(j); - if (!facep->getPool()) - { - facep->renderForSelect(prim_mask); - } - } - - //render child faces - LLViewerObject::const_child_list_t& child_list = objectp->getChildren(); - for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); - iter != child_list.end(); iter++) - { - LLViewerObject* child = *iter; - LLDrawable* child_drawable = child->mDrawable; - for (S32 l = 0; l < child_drawable->getNumFaces(); ++l) - { - LLFace* facep = child_drawable->getFace(l); - if (!facep->getPool()) - { - facep->renderForSelect(prim_mask); - } - } - } - } - } - } - } - - glMatrixMode(GL_PROJECTION); - glLoadMatrixf(save_proj.m); - glh_set_current_projection(save_proj); - - glMatrixMode(GL_MODELVIEW); - glLoadMatrixf(save_model.m); - glh_set_current_modelview(save_model); - - - } - - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); - - LLVertexBuffer::unbind(); - - gGL.setColorMask(true, true); -} - void LLPipeline::rebuildPools() { LLMemType mt(LLMemType::MTYPE_PIPELINE); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index b6d728269..480fd6b4c 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -237,7 +237,6 @@ public: void renderHighlights(); void renderDebug(); - void renderForSelect(std::set& objects, BOOL render_transparent, const LLRect& screen_rect); void rebuildPools(); // Rebuild pools void findReferences(LLDrawable *drawablep); // Find the lists which have references to this object @@ -680,7 +679,6 @@ void render_bbox(const LLVector3 &min, const LLVector3 &max); void render_hud_elements(); extern LLPipeline gPipeline; -extern BOOL gRenderForSelect; extern BOOL gDebugPipeline; extern const LLMatrix4* gGLLastMatrix; diff --git a/indra/newview/skins/default/xui/en-us/floater_snapshot.xml b/indra/newview/skins/default/xui/en-us/floater_snapshot.xml index 5b86ce319..b48c2ca1c 100644 --- a/indra/newview/skins/default/xui/en-us/floater_snapshot.xml +++ b/indra/newview/skins/default/xui/en-us/floater_snapshot.xml @@ -151,9 +151,6 @@ Depth - - Object Mattes - From bff63ac68215fd190ae6767ae6cebb372f31d8e8 Mon Sep 17 00:00:00 2001 From: Shyotl Date: Tue, 9 Aug 2011 04:30:35 -0500 Subject: [PATCH 03/59] Parammanagers are really not done well. Added manager-specific shader lists instead of just having them dig down the global list every update. --- indra/newview/llviewershadermgr.cpp | 4 +++ indra/newview/llwaterparammanager.cpp | 42 ++++++++++++++++++--------- indra/newview/llwaterparammanager.h | 3 ++ indra/newview/llwlparammanager.cpp | 41 ++++++++++++++++---------- indra/newview/llwlparammanager.h | 3 ++ 5 files changed, 63 insertions(+), 30 deletions(-) diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 54bfa76f7..5fedc25fd 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -537,6 +537,10 @@ void LLViewerShaderMgr::setShaders() { gViewerWindow->setCursor(UI_CURSOR_ARROW); } + + LLWaterParamManager::instance()->updateShaderLinks(); + LLWLParamManager::instance()->updateShaderLinks(); + gPipeline.createGLBuffers(); reentrance = false; } diff --git a/indra/newview/llwaterparammanager.cpp b/indra/newview/llwaterparammanager.cpp index bf8956960..4943426ba 100644 --- a/indra/newview/llwaterparammanager.cpp +++ b/indra/newview/llwaterparammanager.cpp @@ -227,14 +227,10 @@ void LLWaterParamManager::propagateParameters(void) if(gPipeline.canUseVertexShaders()) { LLViewerShaderMgr::shader_iter shaders_iter, end_shaders; - end_shaders = LLViewerShaderMgr::instance()->endShaders(); - for(shaders_iter = LLViewerShaderMgr::instance()->beginShaders(); shaders_iter != end_shaders; ++shaders_iter) + end_shaders = mShaderList.end(); + for(shaders_iter = mShaderList.begin(); shaders_iter != end_shaders; ++shaders_iter) { - if (shaders_iter->mProgramObject != 0 - && shaders_iter->mShaderGroup == LLGLSLShader::SG_WATER) - { - shaders_iter->mUniformsDirty = TRUE; - } + shaders_iter->mUniformsDirty = TRUE; } } @@ -260,6 +256,28 @@ void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader) } } +void LLWaterParamManager::updateShaderLinks() +{ + mShaderList.clear(); + LLViewerShaderMgr::shader_iter shaders_iter, end_shaders; + end_shaders = LLViewerShaderMgr::instance()->endShaders(); + for(shaders_iter = LLViewerShaderMgr::instance()->beginShaders(); shaders_iter != end_shaders; ++shaders_iter) + { + if (shaders_iter->mProgramObject != 0 + && shaders_iter->mShaderGroup == LLGLSLShader::SG_WATER) + { + if( glGetUniformLocationARB(shaders_iter->mProgramObject,"lightnorm")>=0 || + glGetUniformLocationARB(shaders_iter->mProgramObject,"camPosLocal")>=0 || + glGetUniformLocationARB(shaders_iter->mProgramObject,"waterFogColor")>=0 || + glGetUniformLocationARB(shaders_iter->mProgramObject,"waterPlane")>=0 || + glGetUniformLocationARB(shaders_iter->mProgramObject,"waterFogDensity")>=0 || + glGetUniformLocationARB(shaders_iter->mProgramObject,"waterFogKS")>=0 || + glGetUniformLocationARB(shaders_iter->mProgramObject,"distance_multiplier")>=0) + mShaderList.push_back(&(*shaders_iter)); + } + } +} + void LLWaterParamManager::update(LLViewerCamera * cam) { LLFastTimer ftm(LLFastTimer::FTM_UPDATE_WLPARAM); @@ -316,14 +334,10 @@ void LLWaterParamManager::update(LLViewerCamera * cam) mWaterFogKS = 1.f/llmax(sunMoonDir.mV[2], WATER_FOG_LIGHT_CLAMP); LLViewerShaderMgr::shader_iter shaders_iter, end_shaders; - end_shaders = LLViewerShaderMgr::instance()->endShaders(); - for(shaders_iter = LLViewerShaderMgr::instance()->beginShaders(); shaders_iter != end_shaders; ++shaders_iter) + end_shaders = mShaderList.end(); + for(shaders_iter = mShaderList.begin(); shaders_iter != end_shaders; ++shaders_iter) { - if (shaders_iter->mProgramObject != 0 - && shaders_iter->mShaderGroup == LLGLSLShader::SG_WATER) - { - shaders_iter->mUniformsDirty = TRUE; - } + shaders_iter->mUniformsDirty = TRUE; } } } diff --git a/indra/newview/llwaterparammanager.h b/indra/newview/llwaterparammanager.h index babaf0076..36db23929 100644 --- a/indra/newview/llwaterparammanager.h +++ b/indra/newview/llwaterparammanager.h @@ -225,6 +225,8 @@ public: LLWaterParamManager(); ~LLWaterParamManager(); + void updateShaderLinks(); + /// load a preset file void loadAllPresets(const std::string & fileName); @@ -319,6 +321,7 @@ public: private: LLVector4 mWaterPlane; F32 mWaterFogKS; + std::vector mShaderList; // our parameter manager singleton instance static LLWaterParamManager * sInstance; diff --git a/indra/newview/llwlparammanager.cpp b/indra/newview/llwlparammanager.cpp index d3fc32835..801d3906f 100644 --- a/indra/newview/llwlparammanager.cpp +++ b/indra/newview/llwlparammanager.cpp @@ -286,6 +286,25 @@ void LLWLParamManager::updateShaderUniforms(LLGLSLShader * shader) } +void LLWLParamManager::updateShaderLinks() +{ + mShaderList.clear(); + LLViewerShaderMgr::shader_iter shaders_iter, end_shaders; + end_shaders = LLViewerShaderMgr::instance()->endShaders(); + for(shaders_iter = LLViewerShaderMgr::instance()->beginShaders(); shaders_iter != end_shaders; ++shaders_iter) + { + if (shaders_iter->mProgramObject != 0 + && (gPipeline.canUseWindLightShaders() || shaders_iter->mShaderGroup == LLGLSLShader::SG_WATER)) + { + if( glGetUniformLocationARB(shaders_iter->mProgramObject,"lightnorm")>=0 || + glGetUniformLocationARB(shaders_iter->mProgramObject,"camPosLocal")>=0 || + glGetUniformLocationARB(shaders_iter->mProgramObject,"scene_light_strength")>=0 || + glGetUniformLocationARB(shaders_iter->mProgramObject,"cloud_pos_density1")>=0) + mShaderList.push_back(&(*shaders_iter)); + } + } +} + void LLWLParamManager::propagateParameters(void) { LLFastTimer ftm(LLFastTimer::FTM_UPDATE_WLPARAM); @@ -338,15 +357,10 @@ void LLWLParamManager::propagateParameters(void) // bind the variables for all shaders only if we're using WindLight LLViewerShaderMgr::shader_iter shaders_iter, end_shaders; - end_shaders = LLViewerShaderMgr::instance()->endShaders(); - for(shaders_iter = LLViewerShaderMgr::instance()->beginShaders(); shaders_iter != end_shaders; ++shaders_iter) + end_shaders = mShaderList.end(); + for(shaders_iter = mShaderList.begin(); shaders_iter != end_shaders; ++shaders_iter) { - if (shaders_iter->mProgramObject != 0 - && (gPipeline.canUseWindLightShaders() - || shaders_iter->mShaderGroup == LLGLSLShader::SG_WATER)) - { - shaders_iter->mUniformsDirty = TRUE; - } + shaders_iter->mUniformsDirty = TRUE; } // get the cfr version of the sun's direction @@ -401,15 +415,10 @@ void LLWLParamManager::update(LLViewerCamera * cam) mRotatedLightDir = LLVector4(lightNorm3, 0.f); LLViewerShaderMgr::shader_iter shaders_iter, end_shaders; - end_shaders = LLViewerShaderMgr::instance()->endShaders(); - for(shaders_iter = LLViewerShaderMgr::instance()->beginShaders(); shaders_iter != end_shaders; ++shaders_iter) + end_shaders = mShaderList.end(); + for(shaders_iter = mShaderList.begin(); shaders_iter != end_shaders; ++shaders_iter) { - if (shaders_iter->mProgramObject != 0 - && (gPipeline.canUseWindLightShaders() - || shaders_iter->mShaderGroup == LLGLSLShader::SG_WATER)) - { - shaders_iter->mUniformsDirty = TRUE; - } + shaders_iter->mUniformsDirty = TRUE; } } } diff --git a/indra/newview/llwlparammanager.h b/indra/newview/llwlparammanager.h index a117dc1b0..b98334c8a 100644 --- a/indra/newview/llwlparammanager.h +++ b/indra/newview/llwlparammanager.h @@ -129,6 +129,8 @@ public: LLWLParamManager(); ~LLWLParamManager(); + void updateShaderLinks(); + /// load a preset file void loadPresets(const std::string & fileName); @@ -254,6 +256,7 @@ public: private: + std::vector mShaderList; // our parameter manager singleton instance static LLWLParamManager * sInstance; From c9183848055958b2f9be1733e4f6cb33ba6d1e1e Mon Sep 17 00:00:00 2001 From: Shyotl Date: Tue, 9 Aug 2011 20:57:16 -0500 Subject: [PATCH 04/59] Tempfix for curl locking mutexes for too long --- indra/llmessage/llcurl.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/indra/llmessage/llcurl.cpp b/indra/llmessage/llcurl.cpp index 8192b97a9..16ddce622 100644 --- a/indra/llmessage/llcurl.cpp +++ b/indra/llmessage/llcurl.cpp @@ -771,6 +771,8 @@ void LLCurl::Multi::run() void LLCurl::Multi::doPerform() { S32 q = 0; + if (mThreaded) + mSignal->unlock(); for (S32 call_count = 0; call_count < MULTI_PERFORM_CALL_REPEAT; call_count += 1) @@ -783,6 +785,8 @@ void LLCurl::Multi::doPerform() } } + if (mThreaded) + mSignal->lock(); mQueued = q; mPerformState = PERFORM_STATE_COMPLETED; } From 896b7146e7301c03cc5652b77df47e464c5f964b Mon Sep 17 00:00:00 2001 From: Shyotl Date: Wed, 10 Aug 2011 02:01:53 -0500 Subject: [PATCH 05/59] Fixed vertex corruption if avatar shaders are off and jointmesh is not vectorized. Also, now preventing usage of unsupported vectorization paths. --- indra/newview/floatersculptpreview.cpp | 10 +++--- indra/newview/llface.cpp | 15 ++++++--- indra/newview/llviewerjointmesh.cpp | 43 ++++++++++++++------------ 3 files changed, 39 insertions(+), 29 deletions(-) diff --git a/indra/newview/floatersculptpreview.cpp b/indra/newview/floatersculptpreview.cpp index add283067..97d20083f 100644 --- a/indra/newview/floatersculptpreview.cpp +++ b/indra/newview/floatersculptpreview.cpp @@ -747,15 +747,13 @@ void LLPreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance) // build vertices and normals for (U32 i = 0; (S32)i < num_vertices; i++) { - (vertex_strider++)->set(vf.mPositions[i].getF32ptr()); - LLVector3 normal(vf.mNormals[i].getF32ptr()); - normal.normalize(); - *(normal_strider++) = normal; + LLVector4a normal = vf.mNormals[i]; + normal.normalize3(); + (normal_strider++)->set(normal.getF32ptr()); } //build vertices - vertex_strider.assignArray((U8*)vf.mPositions,sizeof(vf.mPositions[0]),num_indices); - + vertex_strider.assignArray((U8*)vf.mPositions,sizeof(vf.mPositions[0]),num_vertices); // build indices index_strider.assignArray((U8*)vf.mIndices,sizeof(vf.mIndices[0]),num_indices); } diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index a557d0d56..1de535812 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -1484,6 +1484,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, if (rebuild_pos) { + llassert(num_vertices > 0); mVertexBuffer->getVertexStrider(vertices, mGeomIndex); LLMatrix4a mat_vert; mat_vert.loadu(mat_vert_in); @@ -1514,7 +1515,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, LLVector4a normal; mat_normal.rotate(vf.mNormals[i], normal); normal.normalize3fast(); - *(LLVector4a*)&(normals[i]) = normal; + normals[i].set(normal.getF32ptr()); } //mVertexBuffer->setBuffer(0); @@ -1528,7 +1529,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, LLVector4a binormal; mat_normal.rotate(vf.mBinormals[i], binormal); binormal.normalize3fast(); - *(LLVector4a*)&(binormals[i]) = binormal; + binormals[i].set(binormal.getF32ptr()); } //mVertexBuffer->setBuffer(0); @@ -1780,10 +1781,10 @@ BOOL LLFace::verify(const U32* indices_array) const } // First, check whether the face data fits within the pool's range. - if ((mGeomIndex + mGeomCount) > mVertexBuffer->getNumVerts()) + if ((mGeomIndex + mGeomCount) > mVertexBuffer->getRequestedVerts()) { ok = FALSE; - llinfos << "Face not within pool range!" << llendl; + llinfos << "Face references invalid vertices!" << llendl; } S32 indices_count = (S32)getIndicesCount(); @@ -1799,6 +1800,12 @@ BOOL LLFace::verify(const U32* indices_array) const llinfos << "Face has bogus indices count" << llendl; } + if (mIndicesIndex + mIndicesCount > (U32)mVertexBuffer->getRequestedIndices()) + { + ok = FALSE; + llinfos << "Face references invalid indices!" << llendl; + } + #if 0 S32 geom_start = getGeomStart(); S32 geom_count = mGeomCount; diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 3b595e30a..d457a1a2d 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -712,8 +712,7 @@ void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_w verticesp.assignArray((U8*)mMesh->getCoords(), sizeof(mMesh->getCoords()[0]), num_verts); //LLVector4a::memcpyNonAliased16(n, (F32*) mMesh->getNormals(), words*sizeof(F32)); normalsp.assignArray((U8*)mMesh->getNormals(), sizeof(mMesh->getNormals()[0]), num_verts); - - + if (!terse_update) { vertex_weightsp += mMesh->mFaceVertexOffset; @@ -729,7 +728,7 @@ void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_w //LLVector4a::memcpyNonAliased16(vw, (F32*) mMesh->getWeights(), num_verts*sizeof(F32)); vertex_weightsp.assignArray((U8*)mMesh->getWeights(), sizeof(mMesh->getWeights()[0]), num_verts); //LLVector4a::memcpyNonAliased16(cw, (F32*) mMesh->getClothingWeights(), num_verts*4*sizeof(F32)); - clothing_weightsp.assignArray((U8*)mMesh->getClothingWeights(), sizeof(mMesh->getClothingWeights()[0]), num_verts); + clothing_weightsp.assignArray((U8*)mMesh->getClothingWeights(), sizeof(mMesh->getClothingWeights()[0]), num_verts); } const U32 idx_count = mMesh->getNumFaces()*3; @@ -772,16 +771,16 @@ void LLViewerJointMesh::updateGeometryOriginal(LLFace *mFace, LLPolyMesh *mMesh) buffer->getVertexStrider(o_vertices, 0); buffer->getNormalStrider(o_normals, 0); - F32* __restrict vert = o_vertices[0].mV; - F32* __restrict norm = o_normals[0].mV; + //F32* __restrict vert = o_vertices[0].mV; + //F32* __restrict norm = o_normals[0].mV; const F32* __restrict weights = mMesh->getWeights(); const LLVector4a* __restrict coords = (LLVector4a*) mMesh->getCoords(); const LLVector4a* __restrict normals = (LLVector4a*) mMesh->getNormals(); - U32 offset = mMesh->mFaceVertexOffset*4; - vert += offset; - norm += offset; + U32 offset = mMesh->mFaceVertexOffset; + o_vertices += offset; + o_normals += offset; for (U32 index = 0; index < mMesh->getNumVertices(); index++) { @@ -799,17 +798,21 @@ void LLViewerJointMesh::updateGeometryOriginal(LLFace *mFace, LLPolyMesh *mMesh) LLVector4a res; gBlendMat.affineTransform(coords[index], res); - res.store4a(vert+index*4); + (o_vertices++)->set(res.getF32ptr()); + //res.store4a(vert+index*4); gBlendMat.rotate(normals[index], res); - res.store4a(norm+index*4); + (o_normals++)->set(res.getF32ptr()); + //res.store4a(norm+index*4); } else { // No lerp required in this case. LLVector4a res; gJointMatAligned[joint].affineTransform(coords[index], res); - res.store4a(vert+index*4); + (o_vertices++)->set(res.getF32ptr()); + //res.store4a(vert+index*4); gJointMatAligned[joint].rotate(normals[index], res); - res.store4a(norm+index*4); + (o_normals++)->set(res.getF32ptr()); + //res.store4a(norm+index*4); } } @@ -852,31 +855,33 @@ void LLViewerJointMesh::updateVectorize() LL_INFOS("AppInit") << "Vectorization : " << ( vectorizeEnable ? "ENABLED" : "DISABLED" ) << LL_ENDL ; LL_INFOS("AppInit") << "Vector Processor : " << vp << LL_ENDL ; LL_INFOS("AppInit") << "Vectorized Skinning : " << ( vectorizeSkin ? "ENABLED" : "DISABLED" ) << LL_ENDL ; + + sUpdateGeometryFunc = &updateGeometryOriginal; + if(vectorizeEnable && vectorizeSkin) { switch(sVectorizeProcessor) { case 2: - sUpdateGeometryFunc = &updateGeometrySSE2; if(!supportsSSE2()) LL_INFOS("AppInit") << "VectorizeProcessor set to unsupported implementation! (SSE2)" << LL_ENDL ; + else + sUpdateGeometryFunc = &updateGeometrySSE2; break; case 1: - sUpdateGeometryFunc = &updateGeometrySSE; if(!supportsSSE()) LL_INFOS("AppInit") << "VectorizeProcessor set to unsupported implementation! (SSE)" << LL_ENDL ; + else + sUpdateGeometryFunc = &updateGeometrySSE; break; default: - sUpdateGeometryFunc = &updateGeometryVectorized; if(!gSysCPU.hasAltivec()) LL_INFOS("AppInit") << "VectorizeProcessor set to unsupported implementation! (Altivec)" << LL_ENDL ; + else + sUpdateGeometryFunc = &updateGeometryVectorized; break; } } - else - { - sUpdateGeometryFunc = &updateGeometryOriginal; - } } void LLViewerJointMesh::updateJointGeometry() From ca328aec72b23c6fa86803ebcdfd134383b363d2 Mon Sep 17 00:00:00 2001 From: Shyotl Date: Wed, 10 Aug 2011 03:53:49 -0500 Subject: [PATCH 06/59] Replaced some opengl fixed functions with shaders. Temporary ShyotlUseLegacyRenderPath setting to debug if this change actually improves framerate at all (setting not tied to callbacks. Have to toggle shaders to have stuff pick up the setting change) --- indra/llrender/llglslshader.cpp | 10 + indra/llrender/llglslshader.h | 6 + indra/llrender/llimagegl.cpp | 12 + indra/llrender/llrender.cpp | 37 ++- indra/llrender/llrender.h | 2 + indra/llrender/llrendertarget.cpp | 170 +++++++---- indra/llrender/llrendertarget.h | 14 +- indra/llui/llui.cpp | 20 +- indra/llui/llui.h | 1 + .../class1/interface/customalphaF.glsl | 17 ++ .../class1/interface/customalphaV.glsl | 16 + .../class1/interface/glowcombineF.glsl | 17 ++ .../class1/interface/glowcombineV.glsl | 15 + .../shaders/class1/interface/occlusionF.glsl | 11 + .../shaders/class1/interface/occlusionV.glsl | 12 + .../shaders/class1/interface/solidcolorF.glsl | 15 + .../shaders/class1/interface/solidcolorV.glsl | 16 + .../class1/interface/twotextureaddF.glsl | 14 + .../class1/interface/twotextureaddV.glsl | 16 + .../shaders/class1/interface/uiF.glsl | 13 + .../shaders/class1/interface/uiV.glsl | 16 + .../shaders/class1/objects/bumpF.glsl | 17 ++ .../shaders/class1/objects/bumpV.glsl | 16 + indra/newview/lldrawable.cpp | 18 +- indra/newview/lldrawpool.cpp | 4 +- indra/newview/lldrawpoolbump.cpp | 115 ++++--- indra/newview/lldrawpoolsky.cpp | 4 + indra/newview/lldrawpoolwlsky.cpp | 107 ++++--- indra/newview/llface.cpp | 2 +- indra/newview/llsurface.cpp | 17 +- indra/newview/llsurface.h | 3 + indra/newview/lltexlayer.cpp | 6 + indra/newview/llviewerdisplay.cpp | 67 +++-- indra/newview/llviewershadermgr.cpp | 150 ++++++++- indra/newview/llviewershadermgr.h | 13 +- indra/newview/llviewertexturelist.cpp | 7 +- indra/newview/llviewerwindow.cpp | 8 + indra/newview/llviewerwindow.h | 15 + indra/newview/llvovolume.cpp | 4 +- indra/newview/pipeline.cpp | 284 +++++++++++++----- indra/newview/pipeline.h | 3 + 41 files changed, 1037 insertions(+), 273 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/uiF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/interface/uiV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/bumpF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/bumpV.glsl diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index f79a928a0..dfec747ff 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -55,6 +55,14 @@ using std::make_pair; using std::string; GLhandleARB LLGLSLShader::sCurBoundShader = 0; +bool LLGLSLShader::sNoFixedFunction = false; + +//UI shader -- declared here so llui_libtest will link properly +//Singu note: Not using llui_libtest... and LLViewerShaderMgr is a part of newview. So, +// these are declared in newview/llviewershadermanager.cpp just like every other shader. +//LLGLSLShader gUIProgram(LLViewerShaderMgr::SHADER_INTERFACE); +//LLGLSLShader gSolidColorProgram(LLViewerShaderMgr::SHADER_INTERFACE); + BOOL shouldChange(const LLVector4& v1, const LLVector4& v2) { return v1 != v2; @@ -395,6 +403,7 @@ BOOL LLGLSLShader::link(BOOL suppress_errors) void LLGLSLShader::bind() { + gGL.flush(); if (gGLManager.mHasShaderObjects) { glUseProgramObjectARB(mProgramObject); @@ -409,6 +418,7 @@ void LLGLSLShader::bind() void LLGLSLShader::unbind() { + gGL.flush(); if (gGLManager.mHasShaderObjects) { stop_glerror(); diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index c4f9f4707..fa60191b3 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -75,6 +75,7 @@ public: LLGLSLShader(S32 shader_class); static GLhandleARB sCurBoundShader; + static bool sNoFixedFunction; void unload(); BOOL createShader(std::vector * attributes, @@ -150,4 +151,9 @@ public: std::string mName; }; +//UI shader (declared here so llui_libtest will link properly) +extern LLGLSLShader gUIProgram; +//output vec4(color.rgb,color.a*tex0[tc0].a) +extern LLGLSLShader gSolidColorProgram; + #endif diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp index 01ccbbf33..e5a782f3f 100644 --- a/indra/llrender/llimagegl.cpp +++ b/indra/llrender/llimagegl.cpp @@ -1400,6 +1400,8 @@ BOOL LLImageGL::readBackRaw(S32 discard_level, LLImageRaw* imageraw, bool compre void LLImageGL::deleteDeadTextures() { + bool reset = false; + while (!sDeadTextureList.empty()) { GLuint tex = sDeadTextureList.front(); @@ -1412,12 +1414,22 @@ void LLImageGL::deleteDeadTextures() { tex_unit->unbind(tex_unit->getCurrType()); stop_glerror(); + + if (i > 0) + { + reset = true; + } } } glDeleteTextures(1, &tex); stop_glerror(); } + + if (reset) + { + gGL.getTexUnit(0)->activate(); + } } void LLImageGL::destroyGLTexture() diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 9b2cae65a..2cf0c781c 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -36,6 +36,7 @@ #include "llvertexbuffer.h" #include "llcubemap.h" +#include "llglslshader.h" #include "llimagegl.h" #include "llrendertarget.h" #include "lltexture.h" @@ -49,6 +50,7 @@ F64 gGLLastProjection[16]; F64 gGLProjection[16]; S32 gGLViewport[4]; +U32 LLTexUnit::sWhiteTexture = 0; static const U32 LL_NUM_TEXTURE_LAYERS = 32; static const U32 LL_NUM_LIGHT_UNITS = 8; @@ -58,6 +60,7 @@ static GLenum sGLTextureType[] = GL_TEXTURE_2D, GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_CUBE_MAP_ARB + //,GL_TEXTURE_2D_MULTISAMPLE Don't use. }; static GLint sGLAddressMode[] = @@ -128,7 +131,8 @@ void LLTexUnit::refreshState(void) // Per apple spec, don't call glEnable/glDisable when index exceeds max texture units // http://www.mailinglistarchive.com/html/mac-opengl@lists.apple.com/2008-07/msg00653.html // - bool enableDisable = (mIndex < gGLManager.mNumTextureUnits); + bool enableDisable = !LLGLSLShader::sNoFixedFunction && + (mIndex < gGLManager.mNumTextureUnits) /*&& mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE*/; if (mCurrTexType != TT_NONE) { @@ -184,8 +188,11 @@ void LLTexUnit::enable(eTextureType type) disable(); // Force a disable of a previous texture type if it's enabled. } mCurrTexType = type; + gGL.flush(); - if (mIndex < gGLManager.mNumTextureUnits) + if (!LLGLSLShader::sNoFixedFunction && + //type != LLTexUnit::TT_MULTISAMPLE_TEXTURE && + mIndex < gGLManager.mNumTextureUnits) { glEnable(sGLTextureType[type]); } @@ -201,7 +208,9 @@ void LLTexUnit::disable(void) activate(); unbind(mCurrTexType); gGL.flush(); - if (mIndex < gGLManager.mNumTextureUnits) + if (!LLGLSLShader::sNoFixedFunction && + //mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE && + mIndex < gGLManager.mNumTextureUnits) { glDisable(sGLTextureType[mCurrTexType]); } @@ -405,7 +414,15 @@ void LLTexUnit::unbind(eTextureType type) activate(); mCurrTexture = 0; - glBindTexture(sGLTextureType[type], 0); + if (LLGLSLShader::sNoFixedFunction && type == LLTexUnit::TT_TEXTURE) + { + glBindTexture(sGLTextureType[type], sWhiteTexture); + } + else + { + glBindTexture(sGLTextureType[type], 0); + } + stop_glerror(); } } @@ -427,7 +444,7 @@ void LLTexUnit::setTextureAddressMode(eTextureAddressMode mode) void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option) { - if (mIndex < 0 || mCurrTexture == 0) return; + if (mIndex < 0 || mCurrTexture == 0 /*|| mCurrTexType == LLTexUnit::TT_MULTISAMPLE_TEXTURE*/) return; gGL.flush(); @@ -475,6 +492,11 @@ void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions optio void LLTexUnit::setTextureBlendType(eTextureBlendType type) { + if (LLGLSLShader::sNoFixedFunction) + { //texture blend type means nothing when using shaders + return; + } + if (mIndex < 0) return; // Do nothing if it's already correctly set. @@ -595,6 +617,11 @@ GLint LLTexUnit::getTextureSourceType(eTextureBlendSrc src, bool isAlpha) void LLTexUnit::setTextureCombiner(eTextureBlendOp op, eTextureBlendSrc src1, eTextureBlendSrc src2, bool isAlpha) { + if (LLGLSLShader::sNoFixedFunction) + { //register combiners do nothing when not using fixed function + return; + } + if (mIndex < 0) return; activate(); diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 6dd4db9e5..0c6cc4589 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -58,11 +58,13 @@ class LLTexUnit { friend class LLRender; public: + static U32 sWhiteTexture; typedef enum { TT_TEXTURE = 0, // Standard 2D Texture TT_RECT_TEXTURE, // Non power of 2 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; diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp index 4b9a897bb..e4b3c1309 100644 --- a/indra/llrender/llrendertarget.cpp +++ b/indra/llrender/llrendertarget.cpp @@ -44,13 +44,14 @@ void check_framebuffer_status() { if (gDebugGL) { - GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + GLenum status = glCheckFramebufferStatusEXT(GL_DRAW_FRAMEBUFFER_EXT); switch (status) { case GL_FRAMEBUFFER_COMPLETE_EXT: break; default: - llerrs <<"check_framebuffer_status failed" << llendl; + llwarns << "check_framebuffer_status failed -- " << std::hex << status << llendl; + ll_fail("check_framebuffer_status failed"); break; } } @@ -84,9 +85,12 @@ void LLRenderTarget::setSampleBuffer(LLMultisampleBuffer* buffer) mSampleBuffer = buffer; } -void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo) +bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo) { stop_glerror(); + release(); + stop_glerror(); + mResX = resx; mResY = resy; @@ -94,15 +98,16 @@ void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo mUsage = usage; mUseDepth = depth; - release(); if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject) { if (depth) { - stop_glerror(); - allocateDepth(); - stop_glerror(); + if (!allocateDepth()) + { + llwarns << "Failed to allocate depth buffer for render target." << llendl; + return false; + } } glGenFramebuffersEXT(1, (GLuint *) &mFBO); @@ -128,14 +133,14 @@ void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo stop_glerror(); } - addColorAttachment(color_fmt); + return addColorAttachment(color_fmt); } -void LLRenderTarget::addColorAttachment(U32 color_fmt) +bool LLRenderTarget::addColorAttachment(U32 color_fmt) { if (color_fmt == 0) { - return; + return true; } U32 offset = mTex.size(); @@ -151,29 +156,46 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt) stop_glerror(); - LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + { + clear_glerror(); + LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + if (glGetError() != GL_NO_ERROR) + { + llwarns << "Could not allocate color buffer for render target." << llendl; + return false; + } + } stop_glerror(); - if (offset == 0) { - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - } - else - { //don't filter data attachments - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - if (mUsage != LLTexUnit::TT_RECT_TEXTURE) - { - gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR); - } - else - { - // ATI doesn't support mirrored repeat for rectangular textures. - gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + if (offset == 0) + { //use bilinear filtering on single texture render targets that aren't multisampled + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + stop_glerror(); + } + else + { //don't filter data attachments + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + stop_glerror(); + } + + if (mUsage != LLTexUnit::TT_RECT_TEXTURE) + { + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR); + stop_glerror(); + } + else + { + // ATI doesn't support mirrored repeat for rectangular textures. + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + stop_glerror(); + } } + if (mFBO) { + stop_glerror(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+offset, LLTexUnit::getInternalType(mUsage), tex, 0); @@ -186,15 +208,24 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt) mTex.push_back(tex); + if (gDebugGL) + { //bind and unbind to validate target + bindTarget(); + flush(); + } + + return true; } -void LLRenderTarget::allocateDepth() +bool LLRenderTarget::allocateDepth() { if (mStencil) { //use render buffers where stencil buffers are in play glGenRenderbuffersEXT(1, (GLuint *) &mDepth); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mDepth); + stop_glerror(); + clear_glerror(); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, mResX, mResY); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); } @@ -204,8 +235,18 @@ void LLRenderTarget::allocateDepth() gGL.getTexUnit(0)->bindManual(mUsage, mDepth); U32 internal_type = LLTexUnit::getInternalType(mUsage); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + stop_glerror(); + clear_glerror(); LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32_ARB, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); } + + if (glGetError() != GL_NO_ERROR) + { + llwarns << "Unable to allocate depth buffer for render target." << llendl; + return false; + } + + return true; } void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target) @@ -244,9 +285,10 @@ void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target) glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, LLTexUnit::getInternalType(mUsage), mDepth, 0); stop_glerror(); } + check_framebuffer_status(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); - target.mUseDepth = TRUE; + target.mUseDepth = true; } } @@ -294,6 +336,8 @@ void LLRenderTarget::release() mTex.clear(); } + mResX = mResY = 0; + mSampleBuffer = NULL; sBoundTarget = NULL; } @@ -434,7 +478,9 @@ void LLRenderTarget::flush(bool fetch_depth) glBlitFramebufferEXT(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_STENCIL_BUFFER_BIT, GL_NEAREST); } else + { glBlitFramebufferEXT(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + } stop_glerror(); if (mTex.size() > 1) @@ -459,9 +505,8 @@ void LLRenderTarget::flush(bool fetch_depth) stop_glerror(); } } + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } - - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } } @@ -489,6 +534,7 @@ void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, stop_glerror(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, source.mFBO); + check_framebuffer_status(); gGL.getTexUnit(0)->bind(this, true); stop_glerror(); glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1); @@ -512,6 +558,10 @@ void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, if(mask) glBlitFramebufferEXT(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); stop_glerror(); + glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0); + stop_glerror(); + glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0); + stop_glerror(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); stop_glerror(); } @@ -626,14 +676,16 @@ void LLMultisampleBuffer::bindTarget(LLRenderTarget* ref) sBoundTarget = this; } -void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo ) +bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo ) { - allocate(resx,resy,color_fmt,depth,stencil,usage,use_fbo,2); + return allocate(resx,resy,color_fmt,depth,stencil,usage,use_fbo,2); } -void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples ) +bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples ) { + release(); stop_glerror(); + mResX = resx; mResY = resy; @@ -641,11 +693,10 @@ void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth mUseDepth = depth; mStencil = stencil; - release(); - if (!gGLManager.mHasFramebufferMultisample) { llerrs << "Attempting to allocate unsupported render target type!" << llendl; + return false; } mSamples = samples; @@ -653,6 +704,7 @@ void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth if (mSamples <= 1) { llerrs << "Cannot create a multisample buffer with less than 2 samples." << llendl; + return false; } stop_glerror(); @@ -663,14 +715,14 @@ void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth if (depth) { stop_glerror(); - allocateDepth(); + if(!allocateDepth()) + return false; stop_glerror(); } - glGenFramebuffersEXT(1, (GLuint *) &mFBO); - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO); - + stop_glerror(); + clear_glerror(); if (mDepth) { glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth); @@ -678,6 +730,7 @@ void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth { glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth); } + check_framebuffer_status(); } stop_glerror(); @@ -685,14 +738,14 @@ void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth stop_glerror(); } - addColorAttachment(color_fmt); + return addColorAttachment(color_fmt); } -void LLMultisampleBuffer::addColorAttachment(U32 color_fmt) +bool LLMultisampleBuffer::addColorAttachment(U32 color_fmt) { if (color_fmt == 0) { - return; + return true; } U32 offset = mTex.size(); @@ -704,36 +757,33 @@ void LLMultisampleBuffer::addColorAttachment(U32 color_fmt) U32 tex; glGenRenderbuffersEXT(1, &tex); - glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, tex); - glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, mSamples, color_fmt, mResX, mResY); stop_glerror(); - + clear_glerror(); + glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, mSamples, color_fmt, mResX, mResY); + if (glGetError() != GL_NO_ERROR) + { + llwarns << "Unable to allocate color buffer for multisample render target." << llendl; + return false; + } if (mFBO) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+offset, GL_RENDERBUFFER_EXT, tex); - stop_glerror(); - GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - switch (status) - { - case GL_FRAMEBUFFER_COMPLETE_EXT: - break; - default: - llerrs << "WTF? " << std::hex << status << llendl; - break; - } - + check_framebuffer_status(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } mTex.push_back(tex); + return true; } -void LLMultisampleBuffer::allocateDepth() +bool LLMultisampleBuffer::allocateDepth() { glGenRenderbuffersEXT(1, (GLuint* ) &mDepth); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mDepth); + stop_glerror(); + clear_glerror(); if (mStencil) { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, mSamples, GL_DEPTH24_STENCIL8_EXT, mResX, mResY); @@ -742,5 +792,11 @@ void LLMultisampleBuffer::allocateDepth() { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, mSamples, GL_DEPTH_COMPONENT16_ARB, mResX, mResY); } + if (glGetError() != GL_NO_ERROR) + { + llwarns << "Unable to allocate depth buffer for multisample render target." << llendl; + return false; + } + return true; } diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h index fe5cf9072..685da79a6 100644 --- a/indra/llrender/llrendertarget.h +++ b/indra/llrender/llrendertarget.h @@ -77,17 +77,17 @@ public: //allocate resources for rendering //must be called before use //multiple calls will release previously allocated resources - void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = FALSE); + bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = FALSE); //provide this render target with a multisample resource. void setSampleBuffer(LLMultisampleBuffer* buffer); //add color buffer attachment //limit of 4 color attachments per render target - virtual void addColorAttachment(U32 color_fmt); + virtual bool addColorAttachment(U32 color_fmt); //allocate a depth texture - virtual void allocateDepth(); + virtual bool allocateDepth(); //share depth buffer with provided render target virtual void shareDepthBuffer(LLRenderTarget& target); @@ -174,10 +174,10 @@ public: virtual void bindTarget(); void bindTarget(LLRenderTarget* ref); - virtual void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo); - void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples); - virtual void addColorAttachment(U32 color_fmt); - virtual void allocateDepth(); + virtual bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo); + bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples); + virtual bool addColorAttachment(U32 color_fmt); + virtual bool allocateDepth(); }; #endif //!LL_MESA_HEADLESS diff --git a/indra/llui/llui.cpp b/indra/llui/llui.cpp index a947c434d..dae598e8c 100644 --- a/indra/llui/llui.cpp +++ b/indra/llui/llui.cpp @@ -487,8 +487,15 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex if (solid_color) { - gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); - gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA); + if (LLGLSLShader::sNoFixedFunction) + { + gSolidColorProgram.bind(); + } + else + { + gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); + gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA); + } } gGL.pushMatrix(); @@ -624,7 +631,14 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex if (solid_color) { - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + else + { + gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + } } } diff --git a/indra/llui/llui.h b/indra/llui/llui.h index a77ffa32e..541811852 100644 --- a/indra/llui/llui.h +++ b/indra/llui/llui.h @@ -39,6 +39,7 @@ #include "llcontrol.h" #include "llrect.h" #include "llcoord.h" +#include "llglslshader.h" //#include "llhtmlhelp.h" #include "llgl.h" // *TODO: break this dependency #include diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl new file mode 100644 index 000000000..3827c72f4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl @@ -0,0 +1,17 @@ +/** + * @file customalphaF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2D diffuseMap; + +uniform float custom_alpha; + +void main() +{ + vec4 color = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); + color.a *= custom_alpha; + gl_FragColor = color; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl new file mode 100644 index 000000000..04bfff22c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl @@ -0,0 +1,16 @@ +/** + * @file customalphaV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_FrontColor = gl_Color; +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl new file mode 100644 index 000000000..a60fb1eaa --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -0,0 +1,17 @@ +/** + * @file glowcombineF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2D glowMap; +uniform sampler2DRect screenMap; + +void main() +{ + gl_FragColor = texture2D(glowMap, gl_TexCoord[0].xy) + + texture2DRect(screenMap, gl_TexCoord[1].xy); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl new file mode 100644 index 000000000..ce183ec15 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl @@ -0,0 +1,15 @@ +/** + * @file glowcombineV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[1] = gl_MultiTexCoord1; +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl new file mode 100644 index 000000000..b140712f1 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl @@ -0,0 +1,11 @@ +/** + * @file occlusionF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +void main() +{ + gl_FragColor = vec4(1,1,1,1); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl new file mode 100644 index 000000000..5a5d0ec50 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl @@ -0,0 +1,12 @@ +/** + * @file uiV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl new file mode 100644 index 000000000..5b7cc5757 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl @@ -0,0 +1,15 @@ +/** + * @file twotextureaddF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2D tex0; + +void main() +{ + float alpha = texture2D(tex0, gl_TexCoord[0].xy).a * gl_Color.a; + + gl_FragColor = vec4(gl_Color.rgb, alpha); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl new file mode 100644 index 000000000..8401208e2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl @@ -0,0 +1,16 @@ +/** + * @file solidcolorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_FrontColor = gl_Color; + gl_TexCoord[0] = gl_MultiTexCoord0; +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl new file mode 100644 index 000000000..d81b56fdb --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl @@ -0,0 +1,14 @@ +/** + * @file twotextureaddF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2D tex0; +uniform sampler2D tex1; + +void main() +{ + gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy)+texture2D(tex1, gl_TexCoord[1].xy); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl new file mode 100644 index 000000000..f685b112b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl @@ -0,0 +1,16 @@ +/** + * @file twotextureaddV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[1] = gl_MultiTexCoord1; +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl new file mode 100644 index 000000000..9dec7a56b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -0,0 +1,13 @@ +/** + * @file uiF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2D diffuseMap; + +void main() +{ + gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl new file mode 100644 index 000000000..9ca6cae5c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -0,0 +1,16 @@ +/** + * @file uiV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +void main() +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_FrontColor = gl_Color; +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl new file mode 100644 index 000000000..587ab93a8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -0,0 +1,17 @@ +/** + * @file bumpF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2D texture0; +uniform sampler2D texture1; + +void main() +{ + float tex0 = texture2D(texture0, gl_TexCoord[0].xy).a; + float tex1 = texture2D(texture1, gl_TexCoord[1].xy).a; + + gl_FragColor = vec4(tex0+(1.0-tex1)-0.5); +} diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl new file mode 100644 index 000000000..056d1a958 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -0,0 +1,16 @@ +/** + * @file bumpV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +void main() +{ + //transform vertex + gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1; + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp index 875ca3cff..f5754505d 100644 --- a/indra/newview/lldrawable.cpp +++ b/indra/newview/lldrawable.cpp @@ -87,7 +87,7 @@ LLDynamicArrayPtr > LLDrawable::sDeadList; void LLDrawable::incrementVisible() { sCurVisible++; - sCurPixelAngle = (F32) gViewerWindow->getWindowDisplayHeight()/LLViewerCamera::getInstance()->getView(); + sCurPixelAngle = (F32) gViewerWindow->getWindowHeightRaw()/LLViewerCamera::getInstance()->getView(); } void LLDrawable::init() { @@ -202,16 +202,22 @@ void LLDrawable::cleanupReferences() { LLFastTimer t(LLFastTimer::FTM_PIPELINE); - std::for_each(mFaces.begin(), mFaces.end(), DeletePointer()); - mFaces.clear(); + { + //LLFastTimer t(FTM_DELETE_FACES); + std::for_each(mFaces.begin(), mFaces.end(), DeletePointer()); + mFaces.clear(); + } gObjectList.removeDrawable(this); gPipeline.unlinkDrawable(this); - // Cleanup references to other objects - mVObjp = NULL; - mParent = NULL; + { + //LLFastTimer t(FTM_DEREF_DRAWABLE); + // Cleanup references to other objects + mVObjp = NULL; + mParent = NULL; + } } void LLDrawable::cleanupDeadDrawables() diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 36c8b41e3..589b97822 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -197,14 +197,14 @@ void LLDrawPool::renderPostDeferred(S32 pass) //virtual void LLDrawPool::endRenderPass( S32 pass ) { - for (U32 i = 0; i < (U32)gGLManager.mNumTextureImageUnits; i++) + /*for (U32 i = 0; i < (U32)gGLManager.mNumTextureImageUnits; i++) { //dummy cleanup of any currently bound textures if (gGL.getTexUnit(i)->getCurrType() != LLTexUnit::TT_NONE) { gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType()); gGL.getTexUnit(i)->disable(); } - } + }*/ gGL.getTexUnit(0)->activate(); } diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index ad3184a48..c2085ba33 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -443,10 +443,10 @@ void LLDrawPoolBump::renderShiny(bool invisible) { renderGroups(LLRenderPass::PASS_SHINY, sVertexMask); } - else // invisible - { - renderGroups(LLRenderPass::PASS_INVISI_SHINY, sVertexMask); - } + //else // invisible (deprecated) + //{ + //renderGroups(LLRenderPass::PASS_INVISI_SHINY, sVertexMask); + //} } } @@ -472,11 +472,15 @@ void LLDrawPoolBump::unbindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& } } } - gGL.getTexUnit(diffuse_channel)->disable(); - gGL.getTexUnit(cube_channel)->disable(); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + if (!LLGLSLShader::sNoFixedFunction) + { + gGL.getTexUnit(diffuse_channel)->disable(); + gGL.getTexUnit(cube_channel)->disable(); + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + } } void LLDrawPoolBump::endShiny(bool invisible) @@ -591,19 +595,19 @@ void LLDrawPoolBump::endFullbrightShiny() cube_map->disable(); cube_map->restoreMatrix(); - if (diffuse_channel != 0) + /*if (diffuse_channel != 0) { shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); } gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);*/ shader->unbind(); - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + //gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + //gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + //gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); diffuse_channel = -1; cube_channel = 0; @@ -714,36 +718,44 @@ void LLDrawPoolBump::beginBump(U32 pass) // Optional second pass: emboss bump map stop_glerror(); - // TEXTURE UNIT 0 - // Output.rgb = texture at texture coord 0 - gGL.getTexUnit(0)->activate(); + if (LLGLSLShader::sNoFixedFunction) + { + gObjectBumpProgram.bind(); + } + else + { + // TEXTURE UNIT 0 + // Output.rgb = texture at texture coord 0 + gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA); - gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA); + gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA); + gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA); - // TEXTURE UNIT 1 - gGL.getTexUnit(1)->activate(); + // TEXTURE UNIT 1 + gGL.getTexUnit(1)->activate(); - gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD_SIGNED, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_ONE_MINUS_TEX_ALPHA); - gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA); + gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD_SIGNED, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_ONE_MINUS_TEX_ALPHA); + gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA); - // src = tex0 + (1 - tex1) - 0.5 - // = (bump0/2 + 0.5) + (1 - (bump1/2 + 0.5)) - 0.5 - // = (1 + bump0 - bump1) / 2 + // src = tex0 + (1 - tex1) - 0.5 + // = (bump0/2 + 0.5) + (1 - (bump1/2 + 0.5)) - 0.5 + // = (1 + bump0 - bump1) / 2 - // Blend: src * dst + dst * src - // = 2 * src * dst - // = 2 * ((1 + bump0 - bump1) / 2) * dst [0 - 2 * dst] - // = (1 + bump0 - bump1) * dst.rgb - // = dst.rgb + dst.rgb * (bump0 - bump1) + // Blend: src * dst + dst * src + // = 2 * src * dst + // = 2 * ((1 + bump0 - bump1) / 2) * dst [0 - 2 * dst] + // = (1 + bump0 - bump1) * dst.rgb + // = dst.rgb + dst.rgb * (bump0 - bump1) + + gGL.getTexUnit(0)->activate(); + gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); + } + gGL.setSceneBlendType(LLRender::BT_MULT_X2); - gGL.getTexUnit(0)->activate(); stop_glerror(); - - gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); } //static @@ -773,14 +785,21 @@ void LLDrawPoolBump::endBump(U32 pass) return; } - // Disable texture unit 1 - gGL.getTexUnit(1)->activate(); - gGL.getTexUnit(1)->disable(); - gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); + if (LLGLSLShader::sNoFixedFunction) + { + gObjectBumpProgram.unbind(); + } + else + { + // Disable texture blending on unit 1 + gGL.getTexUnit(1)->activate(); + //gGL.getTexUnit(1)->disable(); + gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); - // Disable texture unit 0 - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + // Disable texture blending on unit 0 + gGL.getTexUnit(0)->activate(); + gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + } gGL.setSceneBlendType(LLRender::BT_ALPHA); } @@ -955,7 +974,6 @@ void LLBumpImageList::addTextureStats(U8 bump, const LLUUID& base_image_id, F32 void LLBumpImageList::updateImages() { - llpushcallstacks ; for (bump_image_map_t::iterator iter = mBrightnessEntries.begin(); iter != mBrightnessEntries.end(); ) { bump_image_map_t::iterator curiter = iter++; @@ -982,7 +1000,7 @@ void LLBumpImageList::updateImages() } } } - llpushcallstacks ; + for (bump_image_map_t::iterator iter = mDarknessEntries.begin(); iter != mDarknessEntries.end(); ) { bump_image_map_t::iterator curiter = iter++; @@ -1009,7 +1027,6 @@ void LLBumpImageList::updateImages() } } } - llpushcallstacks ; } @@ -1410,6 +1427,11 @@ void LLDrawPoolInvisible::render(S32 pass) { //render invisiprims LLFastTimer t(LLFastTimer::FTM_RENDER_INVISIBLE); + if (gPipeline.canUseVertexShaders()) + { + gOcclusionProgram.bind(); + } + U32 invisi_mask = LLVertexBuffer::MAP_VERTEX; glStencilMask(0); gGL.setColorMask(false, false); @@ -1417,6 +1439,11 @@ void LLDrawPoolInvisible::render(S32 pass) gGL.setColorMask(true, false); glStencilMask(0xFFFFFFFF); + if (gPipeline.canUseVertexShaders()) + { + gOcclusionProgram.unbind(); + } + if (gPipeline.hasRenderBatches(LLRenderPass::PASS_INVISI_SHINY)) { beginShiny(true); diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp index f3f0d1a4a..8c8a2266b 100644 --- a/indra/newview/lldrawpoolsky.cpp +++ b/indra/newview/lldrawpoolsky.cpp @@ -88,6 +88,10 @@ void LLDrawPoolSky::render(S32 pass) mShader = &gObjectFullbrightWaterProgram; mShader->bind(); } + else if (LLGLSLShader::sNoFixedFunction) + { //just use the UI shader (generic single texture no lighting) + gUIProgram.bind(); + } else { // don't use shaders! diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 4a6321a69..a2cc527a3 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -50,6 +50,8 @@ LLPointer LLDrawPoolWLSky::sCloudNoiseTexture = NULL; LLPointer LLDrawPoolWLSky::sCloudNoiseRawImage = NULL; +static LLGLSLShader* cloud_shader = NULL; +static LLGLSLShader* sky_shader = NULL; LLDrawPoolWLSky::LLDrawPoolWLSky(void) : @@ -64,13 +66,24 @@ LLDrawPoolWLSky::LLDrawPoolWLSky(void) : llerrs << "Error: Failed to load cloud noise image " << cloudNoiseFilename << llendl; } - cloudNoiseFile->load(cloudNoiseFilename); + if(cloudNoiseFile->load(cloudNoiseFilename)) + { + sCloudNoiseRawImage = new LLImageRaw(); - sCloudNoiseRawImage = new LLImageRaw(); + if(cloudNoiseFile->decode(sCloudNoiseRawImage, 0.0f)) + { + //debug use + lldebugs << "cloud noise raw image width: " << sCloudNoiseRawImage->getWidth() << " : height: " << sCloudNoiseRawImage->getHeight() << " : components: " << + (S32)sCloudNoiseRawImage->getComponents() << " : data size: " << sCloudNoiseRawImage->getDataSize() << llendl ; + llassert_always(sCloudNoiseRawImage->getData()) ; - cloudNoiseFile->decode(sCloudNoiseRawImage, 0.0f); - - sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE); + sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE); + } + else + { + sCloudNoiseRawImage = NULL ; + } + } LLWLParamManager::instance()->propagateParameters(); } @@ -89,6 +102,15 @@ LLViewerTexture *LLDrawPoolWLSky::getDebugTexture() void LLDrawPoolWLSky::beginRenderPass( S32 pass ) { + sky_shader = + LLPipeline::sUnderWaterRender ? + &gObjectSimpleWaterProgram : + &gWLSkyProgram; + + cloud_shader = + LLPipeline::sUnderWaterRender ? + &gObjectSimpleWaterProgram : + &gWLCloudProgram; } void LLDrawPoolWLSky::endRenderPass( S32 pass ) @@ -134,19 +156,14 @@ void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const { if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { - LLGLSLShader* shader = - LLPipeline::sUnderWaterRender ? - &gObjectSimpleWaterProgram : - &gWLSkyProgram; - LLGLDisable blend(GL_BLEND); - shader->bind(); + sky_shader->bind(); /// Render the skydome - renderDome(camHeightLocal, shader); + renderDome(camHeightLocal, sky_shader); - shader->unbind(); + sky_shader->unbind(); } } @@ -182,43 +199,51 @@ void LLDrawPoolWLSky::renderStars(void) const gGL.pushMatrix(); glRotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f); - gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR); - gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT_X2, LLTexUnit::TBS_CONST_ALPHA, LLTexUnit::TBS_TEX_ALPHA); - /*//Old - gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); - gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT_X2, LLTexUnit::TBS_PREV_ALPHA, LLTexUnit::TBS_CONST_ALPHA); */ - glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, star_alpha.mV); - + // gl_FragColor.rgb = gl_Color.rgb; + // gl_FragColor.a = gl_Color.a * star_alpha.a; + if (LLGLSLShader::sNoFixedFunction) + { + gCustomAlphaProgram.bind(); + gCustomAlphaProgram.uniform1f("custom_alpha", star_alpha.mV[3]); + } + else + { + gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR); + gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT_X2, LLTexUnit::TBS_CONST_ALPHA, LLTexUnit::TBS_TEX_ALPHA); + glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, star_alpha.mV); + } + gSky.mVOWLSkyp->drawStars(); - gGL.popMatrix(); //New - //glPointSize(1.f); - - // and disable the combiner states - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + gGL.popMatrix(); + + if (LLGLSLShader::sNoFixedFunction) + { + gCustomAlphaProgram.unbind(); + } + else + { + // and disable the combiner states + gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + } } void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const { - if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WL_CLOUDS)) + if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WL_CLOUDS) && sCloudNoiseTexture.notNull()) { - LLGLSLShader* shader = - LLPipeline::sUnderWaterRender ? - &gObjectSimpleWaterProgram : - &gWLCloudProgram; - LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ALPHA); gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); gGL.getTexUnit(0)->bind(sCloudNoiseTexture); - shader->bind(); + cloud_shader->bind(); /// Render the skydome - renderDome(camHeightLocal, shader); + renderDome(camHeightLocal, cloud_shader); - shader->unbind(); + cloud_shader->unbind(); } } @@ -244,6 +269,10 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() if (gSky.mVOSkyp->getMoon().getDraw() && face->getGeomCount()) { + if (gPipeline.canUseVertexShaders()) + { + gUIProgram.bind(); + } // *NOTE: even though we already bound this texture above for the // stars register combiners, we bind again here for defensive reasons, // since LLImageGL::bind detects that it's a noop, and optimizes it out. @@ -259,6 +288,11 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() LLFacePool::LLOverrideFaceColor color_override(this, color); face->renderIndexed(); + + if (gPipeline.canUseVertexShaders()) + { + gUIProgram.unbind(); + } } } @@ -330,5 +364,8 @@ void LLDrawPoolWLSky::cleanupGL() //static void LLDrawPoolWLSky::restoreGL() { - sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE); + if(sCloudNoiseRawImage.notNull()) + { + sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE); + } } diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index 1de535812..1ce43a770 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -1675,7 +1675,7 @@ BOOL LLFace::calcPixelArea(F32& cos_angle_to_view_dir, F32& radius) //the projection of the face partially overlaps with the screen F32 LLFace::adjustPartialOverlapPixelArea(F32 cos_angle_to_view_dir, F32 radius ) { - F32 screen_radius = (F32)llmax(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight()) ; + F32 screen_radius = (F32)llmax(gViewerWindow->getWindowWidthRaw(), gViewerWindow->getWindowHeightRaw()) ; F32 center_angle = acosf(cos_angle_to_view_dir) ; F32 d = center_angle * LLDrawable::sCurPixelAngle ; diff --git a/indra/newview/llsurface.cpp b/indra/newview/llsurface.cpp index 9d718e88c..de0562b7f 100644 --- a/indra/newview/llsurface.cpp +++ b/indra/newview/llsurface.cpp @@ -339,17 +339,28 @@ void LLSurface::setOriginGlobal(const LLVector3d &origin_global) } } +void LLSurface::getNeighboringRegions( std::vector& uniqueRegions ) +{ + S32 i; + for (i = 0; i < 8; i++) + { + if ( mNeighbors[i] != NULL ) + { + uniqueRegions.push_back( mNeighbors[i]->getRegion() ); + } + } +} void LLSurface::connectNeighbor(LLSurface *neighborp, U32 direction) { - S32 i; - LLSurfacePatch *patchp, *neighbor_patchp; - if (gNoRender) { return; } + S32 i; + LLSurfacePatch *patchp, *neighbor_patchp; + mNeighbors[direction] = neighborp; neighborp->mNeighbors[gDirOpposite[direction]] = this; diff --git a/indra/newview/llsurface.h b/indra/newview/llsurface.h index 7e11b9a22..127bec465 100644 --- a/indra/newview/llsurface.h +++ b/indra/newview/llsurface.h @@ -146,6 +146,9 @@ public: friend class LLSurfacePatch; friend std::ostream& operator<<(std::ostream &s, const LLSurface &S); + + void getNeighboringRegions( std::vector& uniqueRegions ); + public: // Number of grid points on one side of a region, including +1 buffer for // north and east edge. diff --git a/indra/newview/lltexlayer.cpp b/indra/newview/lltexlayer.cpp index 17a1a3ce9..0a4bd6d98 100644 --- a/indra/newview/lltexlayer.cpp +++ b/indra/newview/lltexlayer.cpp @@ -266,11 +266,17 @@ BOOL LLTexLayerSetBuffer::render() BOOL upload_now = needsUploadNow(); BOOL success = TRUE; + //hack to use fixed function when updating tex layer sets + bool no_ff = LLGLSLShader::sNoFixedFunction; + LLGLSLShader::sNoFixedFunction = false; + // Composite the color data LLGLSUIDefault gls_ui; success &= mTexLayerSet->render( mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight ); gGL.flush(); + LLGLSLShader::sNoFixedFunction = no_ff; + if( upload_now ) { if (!success) diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 8c7839cb5..c44e2839d 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -649,6 +649,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") && gSavedSettings.getBOOL("UseOcclusion") && gGLManager.mHasOcclusionQuery) ? 2 : 0; + LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName(); /*if (LLPipeline::sUseOcclusion && LLPipeline::sRenderDeferred) { //force occlusion on for all render types if doing deferred render @@ -680,7 +681,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); - BOOL to_texture = gPipeline.canUseVertexShaders() && LLPipeline::sRenderGlow; + BOOL to_texture = gPipeline.canUseVertexShaders() && + LLPipeline::sRenderGlow; LLAppViewer::instance()->pingMainloopTimeout("Display:Swap"); @@ -739,12 +741,18 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } + LLGLState::checkStates(); + LLGLState::checkClientArrays(); + if (!for_snapshot || tiling) { LLAppViewer::instance()->pingMainloopTimeout("Display:Imagery"); gPipeline.generateWaterReflection(*LLViewerCamera::getInstance()); } + LLGLState::checkStates(); + LLGLState::checkClientArrays(); + ////////////////////////////////////// // // Update images, using the image stats generated during object update/culling @@ -774,6 +782,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo stop_glerror(); } llpushcallstacks ; + LLGLState::checkStates(); + LLGLState::checkClientArrays(); /////////////////////////////////// // // StateSort @@ -802,6 +812,9 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo } } + LLGLState::checkStates(); + LLGLState::checkClientArrays(); + LLPipeline::sUseOcclusion = occlusion; { @@ -862,6 +875,9 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE; LLPipeline::updateRenderDeferred(); + LLGLState::checkStates(); + LLGLState::checkClientArrays(); + stop_glerror(); if (to_texture) @@ -910,6 +926,14 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo stop_glerror(); } + for (U32 i = 0; i < (U32)gGLManager.mNumTextureImageUnits; i++) + { //dummy cleanup of any currently bound textures + if (gGL.getTexUnit(i)->getCurrType() != LLTexUnit::TT_NONE) + { + gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType()); + gGL.getTexUnit(i)->disable(); + } + } LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush"); if (to_texture) @@ -1031,7 +1055,6 @@ void render_hud_attachments() S32 use_occlusion = LLPipeline::sUseOcclusion; LLPipeline::sUseOcclusion = 0; - LLPipeline::sDisableShaders = TRUE; //cull, sort, and render hud objects static LLCullResult result; @@ -1060,6 +1083,7 @@ void render_hud_attachments() gPipeline.renderGeom(hud_cam); LLSpatialGroup::sNoDelete = FALSE; + //gPipeline.clearReferences(); render_hud_elements(); @@ -1071,7 +1095,6 @@ void render_hud_attachments() gPipeline.toggleRenderDebugFeature((void*) LLPipeline::RENDER_DEBUG_FEATURE_UI); } LLPipeline::sUseOcclusion = use_occlusion; - LLPipeline::sDisableShaders = FALSE; } glMatrixMode(GL_PROJECTION); glPopMatrix(); @@ -1084,20 +1107,20 @@ void render_hud_attachments() LLRect get_whole_screen_region() { - LLRect whole_screen = gViewerWindow->getVirtualWindowRect(); - + LLRect whole_screen = gViewerWindow->getWorldViewRectScaled(); + // apply camera zoom transform (for high res screenshots) F32 zoom_factor = LLViewerCamera::getInstance()->getZoomFactor(); S16 sub_region = LLViewerCamera::getInstance()->getZoomSubRegion(); if (zoom_factor > 1.f) { S32 num_horizontal_tiles = llceil(zoom_factor); - S32 tile_width = llround((F32)gViewerWindow->getWindowWidth() / zoom_factor); - S32 tile_height = llround((F32)gViewerWindow->getWindowHeight() / zoom_factor); + S32 tile_width = llround((F32)gViewerWindow->getWorldViewWidthScaled() / zoom_factor); + S32 tile_height = llround((F32)gViewerWindow->getWorldViewHeightScaled() / zoom_factor); int tile_y = sub_region / num_horizontal_tiles; int tile_x = sub_region - (tile_y * num_horizontal_tiles); - - whole_screen.setLeftTopAndSize(tile_x * tile_width, gViewerWindow->getWindowHeight() - (tile_y * tile_height), tile_width, tile_height); + + whole_screen.setLeftTopAndSize(tile_x * tile_width, gViewerWindow->getWorldViewHeightScaled() - (tile_y * tile_height), tile_width, tile_height); } return whole_screen; } @@ -1116,14 +1139,14 @@ bool get_hud_matrices(const LLRect& screen_region, glh::matrix4f &proj, glh::mat proj.element(2,2) = -0.01f; F32 aspect_ratio = LLViewerCamera::getInstance()->getAspect(); - + glh::matrix4f mat; - F32 scale_x = (F32)gViewerWindow->getWindowWidth() / (F32)screen_region.getWidth(); - F32 scale_y = (F32)gViewerWindow->getWindowHeight() / (F32)screen_region.getHeight(); + F32 scale_x = (F32)gViewerWindow->getWorldViewWidthScaled() / (F32)screen_region.getWidth(); + F32 scale_y = (F32)gViewerWindow->getWorldViewHeightScaled() / (F32)screen_region.getHeight(); mat.set_scale(glh::vec3f(scale_x, scale_y, 1.f)); mat.set_translate( - glh::vec3f(clamp_rescale((F32)screen_region.getCenterX(), 0.f, (F32)gViewerWindow->getWindowWidth(), 0.5f * scale_x * aspect_ratio, -0.5f * scale_x * aspect_ratio), - clamp_rescale((F32)screen_region.getCenterY(), 0.f, (F32)gViewerWindow->getWindowHeight(), 0.5f * scale_y, -0.5f * scale_y), + glh::vec3f(clamp_rescale((F32)(screen_region.getCenterX() - screen_region.mLeft), 0.f, (F32)gViewerWindow->getWorldViewWidthScaled(), 0.5f * scale_x * aspect_ratio, -0.5f * scale_x * aspect_ratio), + clamp_rescale((F32)(screen_region.getCenterY() - screen_region.mBottom), 0.f, (F32)gViewerWindow->getWorldViewHeightScaled(), 0.5f * scale_y, -0.5f * scale_y), 0.f)); proj *= mat; @@ -1375,19 +1398,19 @@ void render_ui_2d() int pos_y = sub_region / llceil(zoom_factor); int pos_x = sub_region - (pos_y*llceil(zoom_factor)); // offset for this tile - LLFontGL::sCurOrigin.mX -= llround((F32)gViewerWindow->getWindowWidth() * (F32)pos_x / zoom_factor); - LLFontGL::sCurOrigin.mY -= llround((F32)gViewerWindow->getWindowHeight() * (F32)pos_y / zoom_factor); + LLFontGL::sCurOrigin.mX -= llround((F32)gViewerWindow->getWindowWidthScaled() * (F32)pos_x / zoom_factor); + LLFontGL::sCurOrigin.mY -= llround((F32)gViewerWindow->getWindowHeightScaled() * (F32)pos_y / zoom_factor); } stop_glerror(); - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + //gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); // render outline for HUD - if (gAgent.getAvatarObject() && gAgentCamera.mHUDCurZoom < 0.98f) + if (isAgentAvatarValid() && gAgentCamera.mHUDCurZoom < 0.98f) { gGL.pushMatrix(); - S32 half_width = (gViewerWindow->getWindowWidth() / 2); - S32 half_height = (gViewerWindow->getWindowHeight() / 2); + S32 half_width = (gViewerWindow->getWorldViewWidthScaled() / 2); + S32 half_height = (gViewerWindow->getWorldViewHeightScaled() / 2); glScalef(LLUI::sGLScaleFactor.mV[0], LLUI::sGLScaleFactor.mV[1], 1.f); glTranslatef((F32)half_width, (F32)half_height, 0.f); F32 zoom = gAgentCamera.mHUDCurZoom; @@ -1455,8 +1478,8 @@ void render_disconnected_background() } // Make sure the progress view always fills the entire window. - S32 width = gViewerWindow->getWindowWidth(); - S32 height = gViewerWindow->getWindowHeight(); + S32 width = gViewerWindow->getWindowWidthScaled(); + S32 height = gViewerWindow->getWindowHeightScaled(); if (gDisconnectedImagep) { diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 5fedc25fd..be021d66b 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -72,6 +72,14 @@ LLVector4 gShinyOrigin; LLGLSLShader gWLSkyProgram(LLViewerShaderMgr::SHADER_WINDLIGHT); LLGLSLShader gWLCloudProgram(LLViewerShaderMgr::SHADER_WINDLIGHT); +//utility shaders +LLGLSLShader gOcclusionProgram(LLViewerShaderMgr::SHADER_INTERFACE); +LLGLSLShader gCustomAlphaProgram(LLViewerShaderMgr::SHADER_INTERFACE); +LLGLSLShader gGlowCombineProgram(LLViewerShaderMgr::SHADER_INTERFACE); +LLGLSLShader gTwoTextureAddProgram(LLViewerShaderMgr::SHADER_INTERFACE); +LLGLSLShader gUIProgram(LLViewerShaderMgr::SHADER_INTERFACE); +LLGLSLShader gSolidColorProgram(LLViewerShaderMgr::SHADER_INTERFACE); + //object shaders LLGLSLShader gObjectSimpleProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectSimpleWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); @@ -82,6 +90,7 @@ LLGLSLShader gObjectFullbrightShinyProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectFullbrightShinyWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectShinyProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectShinyWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectBumpProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectSimpleNonIndexedProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectSimpleNonIndexedWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); @@ -164,8 +173,12 @@ LLGLSLShader gDeferredGIFinalProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredPostGIProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredPostProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredPostNoDoFProgram(LLViewerShaderMgr::SHADER_DEFERRED); - +LLGLSLShader gDeferredWLSkyProgram(LLViewerShaderMgr::SHADER_DEFERRED); +LLGLSLShader gDeferredWLCloudProgram(LLViewerShaderMgr::SHADER_DEFERRED); +LLGLSLShader gDeferredStarProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gLuminanceGatherProgram(LLViewerShaderMgr::SHADER_DEFERRED); + + //current avatar shader parameter pointer GLint gAvatarMatrixParam; @@ -367,9 +380,13 @@ void LLViewerShaderMgr::setShaders() } mMaxAvatarShaderLevel = 0; + LLGLSLShader::sNoFixedFunction = false; if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") && gSavedSettings.getBOOL("VertexShaderEnable")) { + //using shaders, disable fixed function + static const LLCachedControl renderforcefixedfuncs("ShyotlUseLegacyRenderPath",false); + LLGLSLShader::sNoFixedFunction = !renderforcefixedfuncs; S32 light_class = 2; S32 env_class = 2; S32 obj_class = 2; @@ -511,6 +528,7 @@ void LLViewerShaderMgr::setShaders() } else { + LLGLSLShader::sNoFixedFunction = false; gPipeline.mVertexShadersEnabled = FALSE; gPipeline.mVertexShadersLoaded = 0; for (S32 i = 0; i < SHADER_COUNT; i++) @@ -527,6 +545,7 @@ void LLViewerShaderMgr::setShaders() } else { + LLGLSLShader::sNoFixedFunction = false; gPipeline.mVertexShadersEnabled = FALSE; gPipeline.mVertexShadersLoaded = 0; for (S32 i = 0; i < SHADER_COUNT; i++) @@ -1224,6 +1243,40 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredPostNoDoFProgram.createShader(NULL, NULL); } + if (success) + { + gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader"; + //gWLSkyProgram.mFeatures.hasGamma = true; + gDeferredWLSkyProgram.mShaderFiles.clear(); + gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; + success = gDeferredWLSkyProgram.createShader(NULL, &mWLUniforms); + } + + if (success) + { + gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program"; + gDeferredWLCloudProgram.mShaderFiles.clear(); + gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY; + success = gDeferredWLCloudProgram.createShader(NULL, &mWLUniforms); + } + + if (success) + { + gDeferredStarProgram.mName = "Deferred Star Program"; + gDeferredStarProgram.mShaderFiles.clear(); + gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY; + success = gDeferredStarProgram.createShader(NULL, &mWLUniforms); + } + if (mVertexShaderLevel[SHADER_DEFERRED] > 1) { if (success) @@ -1450,6 +1503,22 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectSimpleProgram.createShader(NULL, NULL); } + if (success) + { + gObjectBumpProgram.mName = "Bump Shader"; + /*gObjectBumpProgram.mFeatures.calculatesLighting = true; + gObjectBumpProgram.mFeatures.calculatesAtmospherics = true; + gObjectBumpProgram.mFeatures.hasGamma = true; + gObjectBumpProgram.mFeatures.hasAtmospherics = true; + gObjectBumpProgram.mFeatures.hasLighting = true; + gObjectBumpProgram.mFeatures.mIndexedTextureChannels = 0;*/ + gObjectBumpProgram.mShaderFiles.clear(); + gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectBumpProgram.createShader(NULL, NULL); + } + if (success) { gObjectSimpleWaterProgram.mName = "Simple Water Shader"; @@ -1833,6 +1902,85 @@ BOOL LLViewerShaderMgr::loadShadersInterface() success = gHighlightProgram.createShader(NULL, NULL); } + if (success) + { + gUIProgram.mName = "UI Shader"; + gUIProgram.mShaderFiles.clear(); + gUIProgram.mShaderFiles.push_back(make_pair("interface/uiV.glsl", GL_VERTEX_SHADER_ARB)); + gUIProgram.mShaderFiles.push_back(make_pair("interface/uiF.glsl", GL_FRAGMENT_SHADER_ARB)); + gUIProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gUIProgram.createShader(NULL, NULL); + } + + if (success) + { + gCustomAlphaProgram.mName = "Custom Alpha Shader"; + gCustomAlphaProgram.mShaderFiles.clear(); + gCustomAlphaProgram.mShaderFiles.push_back(make_pair("interface/customalphaV.glsl", GL_VERTEX_SHADER_ARB)); + gCustomAlphaProgram.mShaderFiles.push_back(make_pair("interface/customalphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gCustomAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gCustomAlphaProgram.createShader(NULL, NULL); + } + + if (success) + { + gGlowCombineProgram.mName = "Glow Combine Shader"; + gGlowCombineProgram.mShaderFiles.clear(); + gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineV.glsl", GL_VERTEX_SHADER_ARB)); + gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineF.glsl", GL_FRAGMENT_SHADER_ARB)); + gGlowCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gGlowCombineProgram.createShader(NULL, NULL); + if (success) + { + gGlowCombineProgram.bind(); + gGlowCombineProgram.uniform1i("glowMap", 0); + gGlowCombineProgram.uniform1i("screenMap", 1); + gGlowCombineProgram.unbind(); + } + } + + if (success) + { + gTwoTextureAddProgram.mName = "Two Texture Add Shader"; + gTwoTextureAddProgram.mShaderFiles.clear(); + gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddV.glsl", GL_VERTEX_SHADER_ARB)); + gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddF.glsl", GL_FRAGMENT_SHADER_ARB)); + gTwoTextureAddProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gTwoTextureAddProgram.createShader(NULL, NULL); + if (success) + { + gTwoTextureAddProgram.bind(); + gTwoTextureAddProgram.uniform1i("tex0", 0); + gTwoTextureAddProgram.uniform1i("tex1", 1); + } + } + + if (success) + { + gSolidColorProgram.mName = "Solid Color Shader"; + gSolidColorProgram.mShaderFiles.clear(); + gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER_ARB)); + gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER_ARB)); + gSolidColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gSolidColorProgram.createShader(NULL, NULL); + if (success) + { + gSolidColorProgram.bind(); + gSolidColorProgram.uniform1i("tex0", 0); + gSolidColorProgram.unbind(); + } + } + + if (success) + { + gOcclusionProgram.mName = "Occlusion Shader"; + gOcclusionProgram.mShaderFiles.clear(); + gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionV.glsl", GL_VERTEX_SHADER_ARB)); + gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER_ARB)); + gOcclusionProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gOcclusionProgram.createShader(NULL, NULL); + } + if( !success ) { mVertexShaderLevel[SHADER_INTERFACE] = 0; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 134cfe6d3..9a9c9919a 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -305,6 +305,14 @@ inline bool operator != (LLViewerShaderMgr::shader_iter const & a, LLViewerShade extern LLVector4 gShinyOrigin; +//utility shaders +extern LLGLSLShader gOcclusionProgram; +extern LLGLSLShader gCustomAlphaProgram; +extern LLGLSLShader gGlowCombineProgram; + +//output tex0[tc0] + tex1[tc1] +extern LLGLSLShader gTwoTextureAddProgram; + //object shaders extern LLGLSLShader gObjectSimpleProgram; extern LLGLSLShader gObjectSimpleWaterProgram; @@ -314,6 +322,7 @@ extern LLGLSLShader gObjectFullbrightProgram; extern LLGLSLShader gObjectFullbrightWaterProgram; extern LLGLSLShader gObjectFullbrightNonIndexedProgram; extern LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; +extern LLGLSLShader gObjectBumpProgram; extern LLGLSLShader gObjectSimpleLODProgram; extern LLGLSLShader gObjectFullbrightLODProgram; @@ -401,7 +410,9 @@ extern LLGLSLShader gDeferredAttachmentShadowProgram; extern LLGLSLShader gDeferredAlphaProgram; extern LLGLSLShader gDeferredFullbrightProgram; extern LLGLSLShader gDeferredAvatarAlphaProgram; - +extern LLGLSLShader gDeferredWLSkyProgram; +extern LLGLSLShader gDeferredWLCloudProgram; +extern LLGLSLShader gDeferredStarProgram; extern LLGLSLShader gLuminanceGatherProgram; //current avatar shader parameter pointer diff --git a/indra/newview/llviewertexturelist.cpp b/indra/newview/llviewertexturelist.cpp index c5b973af5..5e3d397ac 100644 --- a/indra/newview/llviewertexturelist.cpp +++ b/indra/newview/llviewertexturelist.cpp @@ -125,7 +125,7 @@ void LLViewerTextureList::doPreloadImages() // Set the "white" image LLViewerFetchedTexture::sWhiteImagep = LLViewerTextureManager::getFetchedTextureFromFile("white.tga", MIPMAP_NO, LLViewerFetchedTexture::BOOST_UI); - + LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName(); LLUIImageList* image_list = LLUIImageList::getInstance(); image_list->initFromFile(); @@ -677,10 +677,7 @@ void LLViewerTextureList::updateImagesDecodePriorities() const F32 LAZY_FLUSH_TIMEOUT = 30.f; // stop decoding const F32 MAX_INACTIVE_TIME = 50.f; // actually delete S32 min_refs = 3; // 1 for mImageList, 1 for mUUIDMap, 1 for local reference - if (imagep->hasCallbacks()) - { - min_refs++; // Add an extra reference if we're on the loaded callback list - } + S32 num_refs = imagep->getNumRefs(); if (num_refs == min_refs) { diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index ce97f79fc..4bbe87629 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -2401,6 +2401,10 @@ void LLViewerWindow::draw() // Draw all nested UI views. // No translation needed, this view is glued to 0,0 + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } gGL.pushMatrix(); { // scale view by UI global scale factor and aspect ratio correction factor @@ -2492,6 +2496,10 @@ void LLViewerWindow::draw() } gGL.popMatrix(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } #if LL_DEBUG LLView::sIsDrawing = FALSE; #endif diff --git a/indra/newview/llviewerwindow.h b/indra/newview/llviewerwindow.h index 55ff43544..e624e34f3 100644 --- a/indra/newview/llviewerwindow.h +++ b/indra/newview/llviewerwindow.h @@ -193,12 +193,27 @@ public: const LLRect& getWindowRect() const { return mWindowRect; }; S32 getWindowDisplayHeight() const; S32 getWindowDisplayWidth() const; + //Temporary wrappers. + const LLRect& getWindowRectRaw() const { return getWindowRect(); } + S32 getWindowHeightRaw() const { return getWindowDisplayHeight(); } + S32 getWindowWidthRaw() const { return getWindowDisplayWidth(); } + const LLRect& getWorldviewRectRaw() const { return getWindowRect(); } + S32 getWorldViewHeightRaw() const { return getWindowDisplayHeight(); } + S32 getWorldViewWidthRaw() const { return getWindowDisplayWidth(); } // Window in scaled pixels (via UI scale), use this for // UI elements checking size. const LLRect& getVirtualWindowRect() const { return mVirtualWindowRect; }; S32 getWindowHeight() const; S32 getWindowWidth() const; + //Temporary wrappers. + const LLRect& getWindowRectScaled() const { return getVirtualWindowRect(); } + S32 getWindowHeightScaled() const { return getWindowHeight(); }; + S32 getWindowWidthScaled() const { return getWindowWidth(); }; + const LLRect& getWorldViewRectScaled() const { return getVirtualWindowRect(); } + S32 getWorldViewHeightScaled() const { return getWindowHeight(); }; + S32 getWorldViewWidthScaled() const { return getWindowWidth(); }; + LLWindow* getWindow() const { return mWindow; } void* getPlatformWindow() const { return mWindow->getPlatformWindow(); } diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 745b71a5d..f527ebdf3 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3515,10 +3515,10 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group) { LLDrawable* drawablep = *drawable_iter; - if (drawablep->isState(LLDrawable::FORCE_INVISIBLE) ) + /*if (drawablep->isState(LLDrawable::FORCE_INVISIBLE) ) { continue; - } + }*/ if (!drawablep->isDead() && drawablep->isState(LLDrawable::REBUILD_ALL) ) { diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 75db26141..21ee3009c 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -312,10 +312,12 @@ static const U32 gl_cube_face[] = void validate_framebuffer_object(); -void addDeferredAttachments(LLRenderTarget& target) +bool addDeferredAttachments(LLRenderTarget& target) { - target.addColorAttachment(GL_RGBA); //specular - target.addColorAttachment(GL_RGBA); //normal+z + bool ret1 = target.addColorAttachment(GL_RGBA); + bool ret2 = target.addColorAttachment(GL_RGBA); + return ret1 && //specular + ret2; //normal+z } LLPipeline::LLPipeline() : @@ -529,8 +531,8 @@ void LLPipeline::resizeScreenTexture() { if (gPipeline.canUseVertexShaders() && assertInitialized()) { - GLuint resX = gViewerWindow->getWindowDisplayWidth(); - GLuint resY = gViewerWindow->getWindowDisplayHeight(); + GLuint resX = gViewerWindow->getWorldViewWidthRaw(); + GLuint resY = gViewerWindow->getWorldViewHeightRaw(); allocateScreenBuffer(resX,resY); } @@ -539,6 +541,49 @@ void LLPipeline::resizeScreenTexture() void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { U32 samples = gSavedSettings.getU32("RenderFSAASamples"); + + //try to allocate screen buffers at requested resolution and samples + // - on failure, shrink number of samples and try again + // - if not multisampled, shrink resolution and try again (favor X resolution over Y) + // Make sure to call "releaseScreenBuffers" after each failure to cleanup the partially loaded state + + if (!allocateScreenBuffer(resX, resY, samples)) + { + releaseScreenBuffers(); + //reduce number of samples + while (samples > 0) + { + samples /= 2; + if (allocateScreenBuffer(resX, resY, samples)) + { //success + return; + } + releaseScreenBuffers(); + } + + //reduce resolution + while (resY > 0 && resX > 0) + { + resY /= 2; + if (allocateScreenBuffer(resX, resY, samples)) + { + return; + } + releaseScreenBuffers(); + + resX /= 2; + if (allocateScreenBuffer(resX, resY, samples)) + { + return; + } + releaseScreenBuffers(); + } + + llwarns << "Unable to allocate screen buffer at any resolution!" << llendl; + } +} +bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) +{ U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor"); if (res_mod > 1 && res_mod < resX && res_mod < resY) { @@ -556,22 +601,22 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) //allocate deferred rendering color buffers static const LLCachedControl shadow_precision("DeferredHighPrecision",true); const GLuint format = shadow_precision ? GL_RGBA : GL_RGBA16F_ARB; //TO-DO: Profile 16bit format later - mDeferredScreen.allocate(resX, resY, format, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE); - mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); - addDeferredAttachments(mDeferredScreen); + if (!mDeferredScreen.allocate(resX, resY, format, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; + if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; + if (!addDeferredAttachments(mDeferredScreen)) return false; - mScreen.allocate(resX, resY, format, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mScreen.allocate(resX, resY, format, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; #if LL_DARWIN // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO - mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; #else - mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; #endif if (shadow_detail > 0 || ssao) { //only need mDeferredLight[0] for shadows OR ssao - mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + if (!mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; } else { @@ -580,7 +625,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (ssao || gi) { //only need mDeferredLight[1] for ssao... and GI - mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + if (!mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; } else { @@ -589,14 +634,14 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (gi) { //only need mDeferredLight[2] and mGIMapPost for gi - mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + if (!mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; for (U32 i = 0; i < 2; i++) { #if LL_DARWIN // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO - mGIMapPost[i].allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + if (!mGIMapPost[i].allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; #else - mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + if (!mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; #endif } } @@ -624,7 +669,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { //allocate 4 sun shadow maps for (U32 i = 0; i < 4; i++) { - mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false; } } else @@ -642,7 +687,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { //allocate two spot shadow maps for (U32 i = 4; i < 6; i++) { - mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE); + if (!mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE)) return false; } } else @@ -655,7 +700,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) width = nhpo2(resX)/2; height = nhpo2(resY)/2; - mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE); + if (!mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE)) return false; } else { @@ -677,7 +722,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) mEdgeMap.release(); mLuminanceMap.release(); - mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } @@ -687,14 +732,14 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { static const LLCachedControl shadow_precision("DeferredHighPrecision",true); const GLuint format = shadow_precision ? GL_RGBA : GL_RGBA16F_ARB; //TO-DO: Profile 16bit format later - mSampleBuffer.allocate(resX,resY,format,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples); - addDeferredAttachments(mSampleBuffer); + if (!mSampleBuffer.allocate(resX,resY,format,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples)) return false; + if (!addDeferredAttachments(mSampleBuffer))return false; mDeferredScreen.setSampleBuffer(&mSampleBuffer); mEdgeMap.setSampleBuffer(&mSampleBuffer); } else { - mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples); + if(!mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples)) return false;; } mScreen.setSampleBuffer(&mSampleBuffer); @@ -722,6 +767,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) stop_glerror(); + return true; } //static @@ -764,6 +810,19 @@ void LLPipeline::releaseGLBuffers() mWaterRef.release(); mWaterDis.release(); + + for (U32 i = 0; i < 3; i++) + { + mGlow[i].release(); + } + + releaseScreenBuffers(); + + LLVOAvatar::resetImpostors(); +} + +void LLPipeline::releaseScreenBuffers() +{ mScreen.release(); mSampleBuffer.release(); mDeferredScreen.release(); @@ -783,13 +842,6 @@ void LLPipeline::releaseGLBuffers() { mShadow[i].release(); } - - for (U32 i = 0; i < 3; i++) - { - mGlow[i].release(); - } - - LLVOAvatar::resetImpostors(); } void LLPipeline::createGLBuffers() @@ -809,9 +861,9 @@ void LLPipeline::createGLBuffers() stop_glerror(); - GLuint resX = gViewerWindow->getWindowDisplayWidth(); - GLuint resY = gViewerWindow->getWindowDisplayHeight(); - + GLuint resX = gViewerWindow->getWorldViewWidthRaw(); + GLuint resY = gViewerWindow->getWorldViewHeightRaw(); + if (LLPipeline::sRenderGlow) { //screen space glow buffers const U32 glow_res = llmax(1, @@ -1914,6 +1966,14 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl LLGLDepthTest depth(GL_TRUE, GL_FALSE); + bool bound_shader = false; + if (gPipeline.canUseVertexShaders() && LLGLSLShader::sCurBoundShader == 0) + { //if no shader is currently bound, use the occlusion shader instead of fixed function if we can + // (shadow render uses a special shader that clamps to clip planes) + bound_shader = true; + gOcclusionProgram.bind(); + } + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { @@ -1941,12 +2001,16 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl } } + if (bound_shader) + { + gOcclusionProgram.unbind(); + } + camera.disableUserClipPlane(); - // Render non-windlight sky. - if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) && - gSky.mVOSkyp.notNull() && - gSky.mVOSkyp->mDrawable.notNull()) + if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) && + gSky.mVOSkyp.notNull() && + gSky.mVOSkyp->mDrawable.notNull()) { gSky.mVOSkyp->mDrawable->setVisible(camera); sCull->pushDrawable(gSky.mVOSkyp->mDrawable); @@ -2069,7 +2133,21 @@ void LLPipeline::doOcclusion(LLCamera& camera) LLGLDepthTest depth(GL_TRUE, GL_FALSE); LLGLDisable cull(GL_CULL_FACE); + + bool bind_shader = LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShader == 0; + if (bind_shader) + { + if (LLPipeline::sShadowRender) + { + gDeferredShadowProgram.bind(); + } + else + { + gOcclusionProgram.bind(); + } + } + for (LLCullResult::sg_list_t::iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter) { LLSpatialGroup* group = *iter; @@ -2077,6 +2155,18 @@ void LLPipeline::doOcclusion(LLCamera& camera) group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); } + if (bind_shader) + { + if (LLPipeline::sShadowRender) + { + gDeferredShadowProgram.unbind(); + } + else + { + gOcclusionProgram.unbind(); + } + } + gGL.setColorMask(true, false); } } @@ -3205,6 +3295,11 @@ void render_hud_elements() gGL.color4f(1,1,1,1); if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + static const LLCachedControl fsaa_samples("RenderFSAASamples",0); LLGLEnable multisample(fsaa_samples > 0 ? GL_MULTISAMPLE_ARB : 0); gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d() @@ -3219,6 +3314,10 @@ void render_hud_elements() // Render name tags. LLHUDObject::renderAll(); + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } } else if (gForceRenderLandFence) { @@ -3354,14 +3453,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO"); - //by bao - //fake vertex buffer updating - //to guaranttee at least updating one VBO buffer every frame - //to walk around the bug caused by ATI card --> DEV-3855 - // - //if(forceVBOUpdate) - // gSky.mVOSkyp->updateDummyVertexBuffer() ; - gFrameStats.start(LLFrameStats::RENDER_GEOM); // Initialize lots of GL state to "safe" values @@ -3574,8 +3665,8 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) LLVertexBuffer::unbind(); LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); + //LLGLState::checkTextureChannels(); + //LLGLState::checkClientArrays(); } void LLPipeline::renderGeomDeferred(LLCamera& camera) @@ -3881,6 +3972,8 @@ void LLPipeline::renderDebug() glLoadMatrixd(gGLModelView); gGL.setColorMask(true, false); + bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD); + // Debug stuff. for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) @@ -3891,7 +3984,8 @@ void LLPipeline::renderDebug() LLSpatialPartition* part = region->getSpatialPartition(i); if (part) { - if (hasRenderType(part->mDrawableType)) + if ( hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES) || + !hud_only && hasRenderType(part->mDrawableType) ) { part->renderDebug(); } @@ -4907,12 +5001,14 @@ void LLPipeline::enableLights(U32 mask) } if (mLightMask != mask) { + stop_glerror(); if (!mLightMask) { glEnable(GL_LIGHTING); } if (mask) { + stop_glerror(); for (S32 i=0; i<8; i++) { LLLightState* light = gGL.getLight(i); @@ -4927,14 +5023,17 @@ void LLPipeline::enableLights(U32 mask) light->setDiffuse(LLColor4::black); } } + stop_glerror(); } else { glDisable(GL_LIGHTING); } + stop_glerror(); mLightMask = mask; LLColor4 ambient = gSky.getTotalAmbientColor(); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV); + stop_glerror(); } } @@ -5003,7 +5102,7 @@ void LLPipeline::enableLightsFullbright(const LLColor4& color) void LLPipeline::disableLights() { enableLights(0); // no lighting (full bright) - glColor4f(1.f, 1.f, 1.f, 1.f); +// glColor4f(1.f, 1.f, 1.f, 1.f); } //============================================================================ @@ -5817,8 +5916,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b static const LLCachedControl res_mod("RenderResolutionDivisor",1); LLVector2 tc1(0,0); - LLVector2 tc2((F32) gViewerWindow->getWindowDisplayWidth()*2, - (F32) gViewerWindow->getWindowDisplayHeight()*2); + LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2, + (F32) gViewerWindow->getWorldViewHeightRaw()*2); if (res_mod > 1) { @@ -6021,8 +6120,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b gViewerWindow->setupViewport(); - tc2.setVec((F32) gViewerWindow->getWindowDisplayWidth(), - (F32) gViewerWindow->getWindowDisplayHeight()); + tc2.setVec((F32) gViewerWindow->getWorldViewWidthRaw(), + (F32) gViewerWindow->getWorldViewHeightRaw()); gGL.flush(); @@ -6225,19 +6324,20 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b LLGLDisable blend(GL_BLEND); - //tex unit 0 - gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR); - - gGL.getTexUnit(0)->bind(&mGlow[1]); - gGL.getTexUnit(1)->activate(); - gGL.getTexUnit(1)->enable(LLTexUnit::TT_RECT_TEXTURE); - - - //tex unit 1 - gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR); + if (LLGLSLShader::sNoFixedFunction) + { + gGlowCombineProgram.bind(); + } + else + { + //tex unit 0 + gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR); + //tex unit 1 + gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR); + } + gGL.getTexUnit(0)->bind(&mGlow[1]); gGL.getTexUnit(1)->bind(&mScreen); - gGL.getTexUnit(1)->activate(); static const LLCachedControl fsaa_samples("RenderFSAASamples",0); LLGLEnable multisample(fsaa_samples > 0 ? GL_MULTISAMPLE_ARB : 0); @@ -6245,11 +6345,19 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b buff->setBuffer(mask); buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3); - gGL.getTexUnit(1)->disable(); - gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); + if (LLGLSLShader::sNoFixedFunction) + { + gGlowCombineProgram.unbind(); + } + else + { + gGL.getTexUnit(1)->disable(); + gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT); - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + gGL.getTexUnit(0)->activate(); + gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); + } + } if (LLRenderTarget::sUseFBO) @@ -7158,8 +7266,9 @@ void LLPipeline::renderDeferredLighting() LLFastTimer ftm(LLFastTimer::FTM_LOCAL_LIGHTS); glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s); glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f); - glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, - GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); + glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8, + GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center)); + stop_glerror(); } } else @@ -7527,18 +7636,27 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) LLViewerTexture* img = volume->getLightTexture(); + if (img == NULL) + { + img = LLViewerFetchedTexture::sWhiteImagep; + } + S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION); - if (channel > -1 && img) + if (channel > -1) { - gGL.getTexUnit(channel)->bind(img); + if (img) + { + gGL.getTexUnit(channel)->bind(img); - F32 lod_range = logf(img->getWidth())/logf(2.f); + F32 lod_range = logf(img->getWidth())/logf(2.f); - shader.uniform1f("proj_focus", focus); - shader.uniform1f("proj_lod", lod_range); - shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); + shader.uniform1f("proj_focus", focus); + shader.uniform1f("proj_lod", lod_range); + shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); + } } + } void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) @@ -7601,7 +7719,7 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) gGL.getTexUnit(0)->activate(); shader.unbind(); - LLGLState::checkTextureChannels(); + //LLGLState::checkTextureChannels(); } inline float sgn(float a) @@ -7710,7 +7828,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) static LLCullResult ref_result; - if (LLDrawPoolWater::sNeedsDistortionUpdate) + if (LLDrawPoolWater::sNeedsReflectionUpdate) { //initial sky pass (no user clip plane) { //mask out everything but the sky @@ -7974,6 +8092,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera LLVertexBuffer::unbind(); { + if (!use_shader) + { //occlusion program is general purpose depth-only no-textures + gOcclusionProgram.bind(); + } LLFastTimer ftm(LLFastTimer::FTM_SHADOW_SIMPLE); LLGLDisable test(GL_ALPHA_TEST); gGL.getTexUnit(0)->disable(); @@ -7982,6 +8104,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE); } gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + if (!use_shader) + { + gOcclusionProgram.unbind(); + } } if (use_shader) @@ -9247,7 +9373,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) glClearStencil(0); // get the number of pixels per angle - F32 pa = gViewerWindow->getWindowDisplayHeight() / (RAD_TO_DEG * LLViewerCamera::getInstance()->getView()); + F32 pa = gViewerWindow->getWindowHeightRaw() / (RAD_TO_DEG * viewer_camera->getView()); //get resolution based on angle width and height of impostor (double desired resolution to prevent aliasing) U32 resY = llmin(nhpo2((U32) (fov*pa)), (U32) 512); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 480fd6b4c..943e8b1f6 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -91,8 +91,11 @@ public: void resetVertexBuffers(); void resizeScreenTexture(); void releaseGLBuffers(); + void releaseScreenBuffers(); void createGLBuffers(); + void allocateScreenBuffer(U32 resX, U32 resY); + bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples); void resetVertexBuffers(LLDrawable* drawable); void setUseVBO(BOOL use_vbo); From c9860f7b6670be21d745e1ba92190e8127547e85 Mon Sep 17 00:00:00 2001 From: Shyotl Date: Thu, 11 Aug 2011 03:16:17 -0500 Subject: [PATCH 07/59] 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) --- indra/llrender/llglslshader.cpp | 3 +- .../shaders/class1/deferred/avatarAlphaV.glsl | 29 ++- .../class1/deferred/avatarShadowF.glsl | 7 +- .../class1/deferred/avatarShadowV.glsl | 11 +- .../shaders/class1/deferred/blurLightF.glsl | 11 +- .../shaders/class1/deferred/cloudsF.glsl | 79 ++++++ .../shaders/class1/deferred/cloudsV.glsl | 165 ++++++++++++ .../class1/deferred/multiPointLightF.glsl | 8 +- .../shaders/class1/deferred/pointLightF.glsl | 2 +- .../class1/deferred/postDeferredF.glsl | 2 +- .../shaders/class1/deferred/skyF.glsl | 44 ++++ .../shaders/class1/deferred/skyV.glsl | 140 +++++++++++ .../shaders/class1/deferred/softenLightF.glsl | 110 +++----- .../shaders/class1/deferred/starsF.glsl | 19 ++ .../shaders/class1/deferred/starsV.glsl | 17 ++ .../shaders/class2/deferred/alphaV.glsl | 29 ++- .../shaders/class2/deferred/softenLightF.glsl | 71 +++--- .../class2/deferred/sunLightSSAOF.glsl | 21 +- indra/newview/lldrawpoolavatar.cpp | 1 - indra/newview/lldrawpoolwlsky.cpp | 58 +++++ indra/newview/lldrawpoolwlsky.h | 8 +- indra/newview/lldynamictexture.cpp | 4 +- indra/newview/llhudeffectlookat.cpp | 2 +- indra/newview/llhudrender.cpp | 4 +- indra/newview/llmanip.cpp | 140 +++-------- indra/newview/llmanip.h | 12 - indra/newview/llmanipscale.cpp | 5 +- indra/newview/llmaniptranslate.cpp | 77 +++--- indra/newview/llmaniptranslate.h | 13 - indra/newview/llviewerdisplay.cpp | 7 +- indra/newview/llviewershadermgr.cpp | 21 +- indra/newview/llviewerwindow.cpp | 234 +++++++++++------- indra/newview/llviewerwindow.h | 19 +- indra/newview/llvoavatar.cpp | 33 +-- indra/newview/llvotextbubble.cpp | 13 +- indra/newview/llvovolume.cpp | 7 + indra/newview/llvowater.cpp | 6 + indra/newview/pipeline.cpp | 181 ++++++-------- 38 files changed, 1053 insertions(+), 560 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/skyF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/skyV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/starsF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/starsV.glsl diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index dfec747ff..33d3fe27e 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -357,7 +357,8 @@ void LLGLSLShader::mapUniform(GLint index, const vector * uniforms) GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type) { - if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB) + if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB /*|| + type == GL_SAMPLER_2D_MULTISAMPLE*/) { //this here is a texture glUniform1iARB(location, mActiveTextureChannels); LL_DEBUGS("ShaderLoading") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index 12c2aad2d..68e4055cf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -1,8 +1,8 @@ /** * @file avatarAlphaV.glsl * - * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. - * $License$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ */ @@ -35,19 +35,24 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa //get distance float d = length(lv); - //normalize light vector - lv *= 1.0/d; + float da = 0.0; + + if (d > 0.0 && la > 0.0 && fa > 0.0) + { + //normalize light vector + lv *= 1.0/d; - //distance attenuation - float dist2 = d*d/(la*la); - float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + //distance attenuation + float dist2 = d*d/(la*la); + da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 - //angular attenuation - da *= calcDirectionalLight(n, lv); + //angular attenuation + da *= calcDirectionalLight(n, lv); + } return da; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 7b90a9554..78986ab12 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -1,18 +1,21 @@ /** * @file avatarShadowF.glsl * - * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. - * $License$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ */ uniform sampler2D diffuseMap; +varying vec4 post_pos; void main() { //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); gl_FragColor = vec4(1,1,1,1); + + gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 3693af97f..f177fcd8f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -1,8 +1,8 @@ /** * @file avatarShadowV.glsl * - * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. - * $License$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ */ @@ -11,6 +11,8 @@ mat4 getSkinnedTransform(); attribute vec4 weight; +varying vec4 post_pos; + void main() { gl_TexCoord[0] = gl_MultiTexCoord0; @@ -30,8 +32,9 @@ void main() norm = normalize(norm); pos = gl_ProjectionMatrix * pos; - pos.z = max(pos.z, -pos.w+0.01); - gl_Position = pos; + post_pos = pos; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); gl_FrontColor = gl_Color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 3043f7cd1..8c75c8045 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -1,8 +1,8 @@ /** * @file blurLightF.glsl * - * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. - * $License$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ */ @@ -26,7 +26,7 @@ uniform vec2 screen_res; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -39,7 +39,7 @@ vec4 getPosition(vec2 pos_screen) void main() { - vec2 tc = vary_fragcoord.xy; + vec2 tc = vary_fragcoord.xy; vec3 norm = texture2DRect(normalMap, tc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm vec3 pos = getPosition(tc).xyz; @@ -55,8 +55,7 @@ void main() float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large - //This causes some pretty nasty artifacting, so disabling for now. - //tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 ); + tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 ); for (int i = 1; i < 4; i++) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl new file mode 100644 index 000000000..ef300d563 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -0,0 +1,79 @@ +/** + * @file WLCloudsF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +///////////////////////////////////////////////////////////////////////// +// The fragment shader for the sky +///////////////////////////////////////////////////////////////////////// + +varying vec4 vary_CloudColorSun; +varying vec4 vary_CloudColorAmbient; +varying float vary_CloudDensity; + +uniform sampler2D cloud_noise_texture; +uniform vec4 cloud_pos_density1; +uniform vec4 cloud_pos_density2; +uniform vec4 gamma; + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light) { + //soft clip effect: + light = 1. - clamp(light, vec3(0.), vec3(1.)); + light = 1. - pow(light, gamma.xxx); + + return light; +} + +void main() +{ + // Set variables + vec2 uv1 = gl_TexCoord[0].xy; + vec2 uv2 = gl_TexCoord[1].xy; + + vec4 cloudColorSun = vary_CloudColorSun; + vec4 cloudColorAmbient = vary_CloudColorAmbient; + float cloudDensity = vary_CloudDensity; + vec2 uv3 = gl_TexCoord[2].xy; + vec2 uv4 = gl_TexCoord[3].xy; + + // Offset texture coords + uv1 += cloud_pos_density1.xy; //large texture, visible density + uv2 += cloud_pos_density1.xy; //large texture, self shadow + uv3 += cloud_pos_density2.xy; //small texture, visible density + uv4 += cloud_pos_density2.xy; //small texture, self shadow + + + // Compute alpha1, the main cloud opacity + float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z; + alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); + + // And smooth + alpha1 = 1. - alpha1 * alpha1; + alpha1 = 1. - alpha1 * alpha1; + + + // Compute alpha2, for self shadowing effect + // (1 - alpha2) will later be used as percentage of incoming sunlight + float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + + // And smooth + alpha2 = 1. - alpha2; + alpha2 = 1. - alpha2 * alpha2; + + // Combine + vec4 color; + color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); + color *= 2.; + + /// Gamma correct for WL (soft clip effect). + gl_FragData[0] = vec4(scaleSoftClip(color.rgb), alpha1); + gl_FragData[1] = vec4(0.0,0.0,0.0,0.0); + gl_FragData[2] = vec4(0,0,1,0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl new file mode 100644 index 000000000..3eac63076 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -0,0 +1,165 @@ +/** + * @file WLCloudsV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +////////////////////////////////////////////////////////////////////////// +// The vertex shader for creating the atmospheric sky +/////////////////////////////////////////////////////////////////////////////// + +// Output parameters +varying vec4 vary_CloudColorSun; +varying vec4 vary_CloudColorAmbient; +varying float vary_CloudDensity; + +// Inputs +uniform vec3 camPosLocal; + +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform vec4 haze_horizon; +uniform vec4 haze_density; + +uniform vec4 cloud_shadow; +uniform vec4 density_multiplier; +uniform vec4 max_y; + +uniform vec4 glow; + +uniform vec4 cloud_color; + +uniform vec4 cloud_scale; + +void main() +{ + + // World / view / projection + gl_Position = ftransform(); + + gl_TexCoord[0] = gl_MultiTexCoord0; + + // Get relative position + vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); + + // Set altitude + if (P.y > 0.) + { + P *= (max_y.x / P.y); + } + else + { + P *= (-32000. / P.y); + } + + // Can normalize then + vec3 Pn = normalize(P); + float Plen = length(P); + + // Initialize temp variables + vec4 temp1 = vec4(0.); + vec4 temp2 = vec4(0.); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + + // Calculate relative weights + temp1 = blue_density + haze_density.x; + blue_weight = blue_density / temp1; + haze_weight = haze_density.x / temp1; + + // Compute sunlight from P & lightnorm (for long rays like sky) + temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // Distance + temp2.z = Plen * density_multiplier.x; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z); + + + // Compute haze glow + temp2.x = dot(Pn, lightnorm.xyz); + temp2.x = 1. - temp2.x; + // temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // Add "minimum anti-solar illumination" + temp2.x += .25; + + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + + // Dim sunlight by cloud shadow percentage + sunlight *= (1. - cloud_shadow.x); + + // Haze color below cloud + vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) + + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + ); + + // CLOUDS + + sunlight = sunlight_color; + temp2.y = max(0., lightnorm.y * 2.); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // Cloud color out + vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; + vary_CloudColorAmbient = tmpAmbient * cloud_color; + + // Attenuate cloud color by atmosphere + temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds + vary_CloudColorSun *= temp1; + vary_CloudColorAmbient *= temp1; + vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); + + // Make a nice cloud density based on the cloud_shadow value that was passed in. + vary_CloudDensity = 2. * (cloud_shadow.x - 0.25); + + + // Texture coords + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0].xy -= 0.5; + gl_TexCoord[0].xy /= cloud_scale.x; + gl_TexCoord[0].xy += 0.5; + + gl_TexCoord[1] = gl_TexCoord[0]; + gl_TexCoord[1].x += lightnorm.x * 0.0125; + gl_TexCoord[1].y += lightnorm.z * 0.0125; + + gl_TexCoord[2] = gl_TexCoord[0] * 16.; + gl_TexCoord[3] = gl_TexCoord[1] * 16.; + + // Combine these to minimize register use + vary_CloudColorAmbient += oHazeColorBelowCloud; + + // needs this to compile on mac + //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); + + // END CLOUDS +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 1c31c3bba..3c5c780d9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -1,8 +1,8 @@ /** * @file multiPointLightF.glsl * - * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. - * $License$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ */ @@ -36,7 +36,7 @@ uniform mat4 inv_proj; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -123,4 +123,6 @@ void main() gl_FragColor.rgb = out_col; gl_FragColor.a = 0.0; + + //gl_FragColor = vec4(0.1, 0.025, 0.025/4.0, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 647bce1cb..5efa3200d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -30,7 +30,7 @@ uniform vec4 viewport; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = (pos_screen.xy-viewport.xy)*2.0; sc /= viewport.zw; sc -= vec2(1.0,1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index eb416bef8..f6b0402bb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -29,7 +29,7 @@ varying vec2 vary_fragcoord; float getDepth(vec2 pos_screen) { - float z = texture2DRect(depthMap, pos_screen.xy).a; + float z = texture2DRect(depthMap, pos_screen.xy).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl new file mode 100644 index 000000000..820c82ffd --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -0,0 +1,44 @@ +/** + * @file WLSkyF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +///////////////////////////////////////////////////////////////////////// +// The fragment shader for the sky +///////////////////////////////////////////////////////////////////////// + +varying vec4 vary_HazeColor; + +uniform sampler2D cloud_noise_texture; +uniform vec4 gamma; + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light) { + //soft clip effect: + light = 1. - clamp(light, vec3(0.), vec3(1.)); + light = 1. - pow(light, gamma.xxx); + + return light; +} + +void main() +{ + // Potential Fill-rate optimization. Add cloud calculation + // back in and output alpha of 0 (so that alpha culling kills + // the fragment) if the sky wouldn't show up because the clouds + // are fully opaque. + + vec4 color; + color = vary_HazeColor; + color *= 2.; + + /// Gamma correct for WL (soft clip effect). + gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0); + gl_FragData[1] = vec4(0.0,0.0,0.0,0.0); + gl_FragData[2] = vec4(0,0,1,0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl new file mode 100644 index 000000000..1ea00f723 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -0,0 +1,140 @@ +/** + * @file WLSkyV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +// SKY //////////////////////////////////////////////////////////////////////// +// The vertex shader for creating the atmospheric sky +/////////////////////////////////////////////////////////////////////////////// + +// Output parameters +varying vec4 vary_HazeColor; + +// Inputs +uniform vec3 camPosLocal; + +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform vec4 haze_horizon; +uniform vec4 haze_density; + +uniform vec4 cloud_shadow; +uniform vec4 density_multiplier; +uniform vec4 max_y; + +uniform vec4 glow; + +uniform vec4 cloud_color; + +uniform vec4 cloud_scale; + +void main() +{ + + // World / view / projection + gl_Position = ftransform(); + gl_TexCoord[0] = gl_MultiTexCoord0; + + // Get relative position + vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); + //vec3 P = gl_Vertex.xyz + vec3(0,50,0); + + // Set altitude + if (P.y > 0.) + { + P *= (max_y.x / P.y); + } + else + { + P *= (-32000. / P.y); + } + + // Can normalize then + vec3 Pn = normalize(P); + float Plen = length(P); + + // Initialize temp variables + vec4 temp1 = vec4(0.); + vec4 temp2 = vec4(0.); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + + // Calculate relative weights + temp1 = blue_density + haze_density.x; + blue_weight = blue_density / temp1; + haze_weight = haze_density.x / temp1; + + // Compute sunlight from P & lightnorm (for long rays like sky) + temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // Distance + temp2.z = Plen * density_multiplier.x; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z); + + + // Compute haze glow + temp2.x = dot(Pn, lightnorm.xyz); + temp2.x = 1. - temp2.x; + // temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // Add "minimum anti-solar illumination" + temp2.x += .25; + + + // Haze color above cloud + vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient) + + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient) + ); + + + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + + // Dim sunlight by cloud shadow percentage + sunlight *= (1. - cloud_shadow.x); + + // Haze color below cloud + vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) + + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + ); + + // Final atmosphere additive + vary_HazeColor *= (1. - temp1); + + // Attenuate cloud color by atmosphere + temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds + + // At horizon, blend high altitude sky color towards the darker color below the clouds + vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1)); + + // won't compile on mac without this being set + //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index ec8253203..d327216a0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -1,8 +1,8 @@ /** * @file softenLightF.glsl * - * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. - * $License$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ */ @@ -11,9 +11,12 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; +uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; +uniform sampler2D noiseMap; +uniform samplerCube environmentMap; uniform sampler2D lightFunc; uniform float blur_size; @@ -256,7 +259,7 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).a; + float depth = texture2DRect(depthMap, tc.xy).r; vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm @@ -267,74 +270,41 @@ void main() vec4 diffuse = texture2DRect(diffuseRect, tc); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; - - calcAtmospherics(pos.xyz, ambocc); - - vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); - col *= diffuse.rgb; - - if (spec.a > 0.0) // specular reflection + vec3 col; + float bloom = 0.0; + if (diffuse.a < 0.9) { - // the old infinite-sky shiny reflection - // - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; - /* - // screen-space cheap fakey reflection map - // - vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); - depth -= 0.5; // unbias depth - // first figure out where we'll make our 2D guess from - vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; - // Offset the guess source a little according to a trivial - // checkerboard dither function and spec.a. - // This is meant to be similar to sampling a blurred version - // of the diffuse map. LOD would be better in that regard. - // The goal of the blur is to soften reflections in surfaces - // with low shinyness, and also to disguise our lameness. - float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); - ref2d += vec2(checkoffset, checkoffset); - ref2d += tc.xy; // use as offset from destination - // Get attributes from the 2D guess point. - // We average two samples of diffuse (not of anything else) per - // pixel to try to reduce aliasing some more. - vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + - texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); - float refdepth = texture2DRect(depthMap, ref2d).a; - vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - vec3 refn = texture2DRect(normalMap, ref2d).rgb; - refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm - // figure out how appropriate our guess actually was - float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); - // darken reflections from points which face away from the reflected ray - our guess was a back-face - //refapprop *= step(dot(refnorm, refn), 0.0); - refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant - // get appropriate light strength for guess-point. - // reflect light direction to increase the illusion that - // these are reflections. - vec3 reflight = reflect(lightnorm.xyz, norm.xyz); - float reflit = max(dot(refn, reflight.xyz), 0.0); - // apply sun color to guess-point, dampen according to inappropriateness of guess - float refmod = min(refapprop, reflit); - vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; - vec3 ssshiny = (refprod * spec.a); - ssshiny *= 0.3; // dampen it even more - */ - vec3 ssshiny = vec3(0,0,0); - - // add the two types of shiny together - col += (ssshiny + dumbshiny) * spec.rgb; - } + calcAtmospherics(pos.xyz, 1.0); - col = atmosLighting(col); - col = scaleSoftClip(col); - + col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); + + col *= diffuse.rgb; + + if (spec.a > 0.0) // specular reflection + { + // the old infinite-sky shiny reflection + // + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib); + col += spec_contrib; + } + + col = atmosLighting(col); + col = scaleSoftClip(col); + + col = mix(col.rgb, diffuse.rgb, diffuse.a); + } + else + { + col = diffuse.rgb; + } + gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + gl_FragColor.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl new file mode 100644 index 000000000..2cf7d194c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -0,0 +1,19 @@ +/** + * @file starsF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +uniform sampler2D diffuseMap; + +void main() +{ + vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); + + gl_FragData[0] = col; + gl_FragData[1] = vec4(0,0,0,0); + gl_FragData[2] = vec4(0,0,1,0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl new file mode 100644 index 000000000..c43125dad --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -0,0 +1,17 @@ +/** + * @file starsV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + + +void main() +{ + //transform vertex + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index cfedfa825..f616ecc87 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -35,22 +35,27 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa //get distance float d = length(lv); - - //normalize light vector - lv *= 1.0/d; - //distance attenuation - float dist2 = d*d/(la*la); - float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float da = 0.0; - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 + if (d > 0.0 && la > 0.0 && fa > 0.0) + { + //normalize light vector + lv *= 1.0/d; - //angular attenuation - da *= calcDirectionalLight(n, lv); + //distance attenuation + float dist2 = d*d/(la*la); + da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - return da; + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= calcDirectionalLight(n, lv); + } + + return da; } void main() diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 1030da550..f0c9b0167 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -71,7 +71,7 @@ vec4 getPosition_d(vec2 pos_screen, float depth) vec4 getPosition(vec2 pos_screen) { //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; return getPosition_d(pos_screen, depth); } @@ -258,7 +258,7 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).a; + float depth = texture2DRect(depthMap, tc.xy).r; vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm @@ -267,34 +267,49 @@ void main() float da = max(dot(norm.xyz, vary_light.xyz), 0.0); vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; - - calcAtmospherics(pos.xyz, ambocc); - - vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); - - col *= diffuse.rgb; - - if (spec.a > 0.0) // specular reflection - { - // the old infinite-sky shiny reflection - // - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; - // add the two types of shiny together - col += dumbshiny * spec.rgb; - } + vec3 col; + float bloom = 0.0; + + if (diffuse.a < 0.9) + { + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + + vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + float scol = max(scol_ambocc.r, diffuse.a); + float ambocc = scol_ambocc.g; - col = atmosLighting(col); - col = scaleSoftClip(col); + calcAtmospherics(pos.xyz, ambocc); + + col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); + + col *= diffuse.rgb; + + if (spec.a > 0.0) // specular reflection + { + // the old infinite-sky shiny reflection + // + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib); + col += spec_contrib; + } + + col = atmosLighting(col); + col = scaleSoftClip(col); + + col = mix(col, diffuse.rgb, diffuse.a); + } + else + { + col = diffuse.rgb; + } gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + gl_FragColor.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 1c2ff3464..d53850b48 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -45,7 +45,7 @@ uniform float spot_shadow_offset; vec4 getPosition(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen.xy).a; + float depth = texture2DRect(depthMap, pos_screen.xy).r; vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -60,9 +60,7 @@ vec4 getPosition(vec2 pos_screen) float calcAmbientOcclusion(vec4 pos, vec3 norm) { float ret = 1.0; - - float dist = dot(pos.xyz,pos.xyz); - + vec2 kern[8]; // exponentially (^2) distant occlusion samples spread around origin kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; @@ -70,13 +68,13 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) kern[2] = vec2(0.0, 1.0) * 0.375*0.375; kern[3] = vec2(0.0, -1.0) * 0.500*0.500; kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; - kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; - kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; - kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; + kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; + kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; + kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - vec2 pos_screen = vary_fragcoord.xy; - vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; + vec2 pos_screen = vary_fragcoord.xy; + vec3 pos_world = pos.xyz; + vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; float angle_hidden = 0.0; int points = 0; @@ -106,7 +104,6 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); ret = (1.0 - (float(points != 0) * angle_hidden)); - ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0); return min(ret, 1.0); } @@ -237,7 +234,7 @@ void main() gl_FragColor[0] = shadow; gl_FragColor[1] = calcAmbientOcclusion(pos, norm); - spos.xyz = shadow_pos+offset*spot_shadow_offset; + spos.xyz = shadow_pos+norm*spot_shadow_offset; //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 28882b6c6..35ec1074e 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -431,7 +431,6 @@ void LLDrawPoolAvatar::endShadowPass(S32 pass) sVertexProgram->unbind(); disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]); } - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } #if MESH_ENABLED diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index a2cc527a3..42851f785 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -117,6 +117,17 @@ void LLDrawPoolWLSky::endRenderPass( S32 pass ) { } +void LLDrawPoolWLSky::beginDeferredPass(S32 pass) +{ + sky_shader = &gDeferredWLSkyProgram; + cloud_shader = &gDeferredWLCloudProgram; +} + +void LLDrawPoolWLSky::endDeferredPass(S32 pass) +{ + +} + void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) const { LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); @@ -296,6 +307,53 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() } } +void LLDrawPoolWLSky::renderDeferred(S32 pass) +{ + if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) + { + return; + } + LLFastTimer ftm(LLFastTimer::FTM_RENDER_WL_SKY); + + const F32 camHeightLocal = LLWLParamManager::instance()->getDomeOffset() * LLWLParamManager::instance()->getDomeRadius(); + + LLGLSNoFog disableFog; + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + LLGLDisable clip(GL_CLIP_PLANE0); + + gGL.setColorMask(true, false); + + LLGLSquashToFarClip far_clip(glh_get_current_projection()); + + renderSkyHaze(camHeightLocal); + + LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); + glPushMatrix(); + + + glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); + + gDeferredStarProgram.bind(); + // *NOTE: have to bind a texture here since register combiners blending in + // renderStars() requires something to be bound and we might as well only + // bind the moon's texture once. + gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture()); + + renderHeavenlyBodies(); + + renderStars(); + + gDeferredStarProgram.unbind(); + + glPopMatrix(); + + renderSkyClouds(camHeightLocal); + + gGL.setColorMask(true, true); + //gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + +} + void LLDrawPoolWLSky::render(S32 pass) { if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) diff --git a/indra/newview/lldrawpoolwlsky.h b/indra/newview/lldrawpoolwlsky.h index 9059f6382..1057ef7bd 100644 --- a/indra/newview/lldrawpoolwlsky.h +++ b/indra/newview/lldrawpoolwlsky.h @@ -50,10 +50,10 @@ public: /*virtual*/ BOOL isDead() { return FALSE; } - /*virtual*/ S32 getNumPostDeferredPasses() { return getNumPasses(); } - /*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); } - /*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); } - /*virtual*/ void renderPostDeferred(S32 pass) { render(pass); } + /*virtual*/ S32 getNumDeferredPasses() { return 1; } + /*virtual*/ void beginDeferredPass(S32 pass); + /*virtual*/ void endDeferredPass(S32 pass); + /*virtual*/ void renderDeferred(S32 pass); /*virtual*/ LLViewerTexture *getDebugTexture(); /*virtual*/ void beginRenderPass( S32 pass ); diff --git a/indra/newview/lldynamictexture.cpp b/indra/newview/lldynamictexture.cpp index 609fdc64b..9ba11a03d 100644 --- a/indra/newview/lldynamictexture.cpp +++ b/indra/newview/lldynamictexture.cpp @@ -123,7 +123,7 @@ void LLViewerDynamicTexture::preRender(BOOL clear_depth) // force rendering to on-screen portion of frame buffer LLCoordScreen window_pos; gViewerWindow->getWindow()->getPosition( &window_pos ); - mOrigin.set(0, gViewerWindow->getWindowDisplayHeight() - mFullHeight); // top left corner + mOrigin.set(0, gViewerWindow->getWindowHeightRaw() - mFullHeight); // top left corner if (window_pos.mX < 0) { @@ -178,7 +178,7 @@ void LLViewerDynamicTexture::postRender(BOOL success) } // restore viewport - gViewerWindow->setupViewport(); + gViewerWindow->setup2DViewport(); // restore camera LLViewerCamera* camera = LLViewerCamera::getInstance(); diff --git a/indra/newview/llhudeffectlookat.cpp b/indra/newview/llhudeffectlookat.cpp index e25efdf42..14c1f3000 100644 --- a/indra/newview/llhudeffectlookat.cpp +++ b/indra/newview/llhudeffectlookat.cpp @@ -543,7 +543,7 @@ void LLHUDEffectLookAt::render() const LLFontGL* font = LLResMgr::getInstance()->getRes(LLFONT_SANSSERIF); LLGLEnable gl_blend(GL_BLEND); glPushMatrix(); - gViewerWindow->setupViewport(); + gViewerWindow->setup2DViewport(); hud_render_utf8text(text, target + shadow_offset, *font, diff --git a/indra/newview/llhudrender.cpp b/indra/newview/llhudrender.cpp index 56fb13c87..e4f5a9735 100644 --- a/indra/newview/llhudrender.cpp +++ b/indra/newview/llhudrender.cpp @@ -75,8 +75,8 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent, LLVector3 up_axis; if (orthographic) { - right_axis.setVec(0.f, -1.f / gViewerWindow->getWindowHeight(), 0.f); - up_axis.setVec(0.f, 0.f, 1.f / gViewerWindow->getWindowHeight()); + right_axis.setVec(0.f, -1.f / gViewerWindow->getWorldViewHeightScaled(), 0.f); + up_axis.setVec(0.f, 0.f, 1.f / gViewerWindow->getWorldViewHeightScaled()); } else { diff --git a/indra/newview/llmanip.cpp b/indra/newview/llmanip.cpp index f1ef63b67..6e3421f1f 100644 --- a/indra/newview/llmanip.cpp +++ b/indra/newview/llmanip.cpp @@ -70,11 +70,7 @@ S32 LLManip::sMaxTimesShowHelpText = 5; F32 LLManip::sGridMaxSubdivisionLevel = 32.f; F32 LLManip::sGridMinSubdivisionLevel = 1.f; LLVector2 LLManip::sTickLabelSpacing(60.f, 25.f); -bool LLManip::sActualRoot = false;// going to set these up in the main entry -bool LLManip::sPivotPerc = false; -F32 LLManip::sPivotX = 0.f; -F32 LLManip::sPivotY = 0.f; -F32 LLManip::sPivotZ = 0.f; + //static void LLManip::rebuild(LLViewerObject* vobj) @@ -106,53 +102,6 @@ LLManip::LLManip( const std::string& name, LLToolComposite* composite ) mHighlightedPart(LL_NO_PART), mManipPart(LL_NO_PART) { - initPivot(); - - gSavedSettings.getControl("AscentBuildPrefs_ActualRoot")->getSignal()->connect(boost::bind(&updateActualRoot)); - gSavedSettings.getControl("AscentBuildPrefs_PivotIsPercent")->getSignal()->connect(boost::bind(&updatePivotIsPercent)); - gSavedSettings.getControl("AscentBuildPrefs_PivotX")->getSignal()->connect(boost::bind(&updatePivotX)); - gSavedSettings.getControl("AscentBuildPrefs_PivotY")->getSignal()->connect(boost::bind(&updatePivotY)); - gSavedSettings.getControl("AscentBuildPrefs_PivotZ")->getSignal()->connect(boost::bind(&updatePivotZ)); -} -//static -void LLManip::initPivot() -{ - sActualRoot = (bool)gSavedSettings.getBOOL("AscentBuildPrefs_ActualRoot"); - sPivotPerc = (bool)gSavedSettings.getBOOL("AscentBuildPrefs_PivotIsPercent"); - sPivotX = gSavedSettings.getF32("AscentBuildPrefs_PivotX"); - sPivotY = gSavedSettings.getF32("AscentBuildPrefs_PivotY"); - sPivotZ = gSavedSettings.getF32("AscentBuildPrefs_PivotZ"); -} -//static -bool LLManip::updateActualRoot() -{ - //sActualRoot = (bool)data.asBoolean(); - sActualRoot = gSavedSettings.getBOOL("AscentBuildPrefs_ActualRoot"); - return true; -} -//static -bool LLManip::updatePivotIsPercent() -{ - sPivotPerc = gSavedSettings.getBOOL("AscentBuildPrefs_PivotIsPercent"); - return true; -} -//static -bool LLManip::updatePivotX() -{ - sPivotX = gSavedSettings.getF32("AscentBuildPrefs_PivotX"); - return true; -} -//static -bool LLManip::updatePivotY() -{ - sPivotY = gSavedSettings.getF32("AscentBuildPrefs_PivotY"); - return true; -} -//static -bool LLManip::updatePivotZ() -{ - sPivotZ = gSavedSettings.getF32("AscentBuildPrefs_PivotZ"); - return true; } void LLManip::getManipNormal(LLViewerObject* object, EManipPart manip, LLVector3 &normal) @@ -317,8 +266,8 @@ BOOL LLManip::getMousePointOnPlaneGlobal(LLVector3d& point, S32 x, S32 y, LLVect if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD) { BOOL result = FALSE; - F32 mouse_x = ((F32)x / gViewerWindow->getWindowWidth() - 0.5f) * LLViewerCamera::getInstance()->getAspect() / gAgentCamera.mHUDCurZoom; - F32 mouse_y = ((F32)y / gViewerWindow->getWindowHeight() - 0.5f) / gAgentCamera.mHUDCurZoom; + F32 mouse_x = ((F32)x / gViewerWindow->getWorldViewWidthScaled() - 0.5f) * LLViewerCamera::getInstance()->getAspect() / gAgentCamera.mHUDCurZoom; + F32 mouse_y = ((F32)y / gViewerWindow->getWorldViewHeightScaled() - 0.5f) / gAgentCamera.mHUDCurZoom; LLVector3 origin_agent = gAgent.getPosAgentFromGlobal(origin); LLVector3 mouse_pos = LLVector3(0.f, -mouse_x, mouse_y); @@ -356,8 +305,8 @@ BOOL LLManip::nearestPointOnLineFromMouse( S32 x, S32 y, const LLVector3& b1, co if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD) { - F32 mouse_x = (((F32)x / gViewerWindow->getWindowWidth()) - 0.5f) * LLViewerCamera::getInstance()->getAspect() / gAgentCamera.mHUDCurZoom; - F32 mouse_y = (((F32)y / gViewerWindow->getWindowHeight()) - 0.5f) / gAgentCamera.mHUDCurZoom; + F32 mouse_x = (((F32)x / gViewerWindow->getWindowWidthScaled()) - 0.5f) * LLViewerCamera::getInstance()->getAspect() / gAgentCamera.mHUDCurZoom; + F32 mouse_y = (((F32)y / gViewerWindow->getWindowHeightScaled()) - 0.5f) / gAgentCamera.mHUDCurZoom; a1 = LLVector3(llmin(b1.mV[VX] - 0.1f, b2.mV[VX] - 0.1f, 0.f), -mouse_x, mouse_y); a2 = a1 + LLVector3(1.f, 0.f, 0.f); } @@ -404,43 +353,22 @@ LLVector3 LLManip::getSavedPivotPoint() const LLVector3 LLManip::getPivotPoint() { - LLVector3 pos; - LLVector3 scale; - LLQuaternion rot;// = mObjectSelection->getFirstObject()->getRotation(); - if (mObjectSelection->getFirstRootObject(TRUE) && (mObjectSelection->getObjectCount() == 1 || sActualRoot) && mObjectSelection->getSelectType() != SELECT_TYPE_HUD) + static LLCachedControl actual_root("AscentBuildPrefs_ActualRoot"); + static LLCachedControl pivot_as_percent("AscentBuildPrefs_PivotIsPercent"); + static LLCachedControl pivot_x("AscentBuildPrefs_PivotX"); + static LLCachedControl pivot_y("AscentBuildPrefs_PivotY"); + static LLCachedControl pivot_z("AscentBuildPrefs_PivotZ"); + LLVector3 offset(pivot_x,pivot_y,pivot_z); + + if (mObjectSelection->getFirstRootObject(TRUE) && (mObjectSelection->getObjectCount() == 1 || actual_root) && mObjectSelection->getSelectType() != SELECT_TYPE_HUD) { - pos = mObjectSelection->getFirstRootObject(TRUE)->getPivotPositionAgent(); - scale = mObjectSelection->getFirstRootObject(TRUE)->getScale(); - rot = mObjectSelection->getFirstRootObject(TRUE)->getRotation(); - }else - { - pos = LLSelectMgr::getInstance()->getBBoxOfSelection().getCenterAgent(); - scale = LLSelectMgr::getInstance()->getBBoxOfSelection().getExtentLocal(); - rot = LLSelectMgr::getInstance()->getBBoxOfSelection().getRotation(); + if(pivot_as_percent) + offset = ((offset * .01f) - LLVector3(.5f,.5f,.5f)).scaleVec(mObjectSelection->getFirstRootObject(TRUE)->getScale()); + return mObjectSelection->getFirstObject()->getPivotPositionAgent() + offset * mObjectSelection->getFirstRootObject(TRUE)->getRotation(); } - if(sPivotPerc) - { - - LLVector3 add( - (-scale[VX]*0.5) + (scale[VX]*(sPivotX*0.01)), - (-scale[VY]*0.5) + (scale[VY]*(sPivotY*0.01)), - (-scale[VZ]*0.5) + (scale[VZ]*(sPivotZ*0.01))); - add = add * rot; - pos = pos + add; - }else - { - //pos[VX] = pos[VX] + gSavedSettings.getF32("EmeraldBuildPrefs_PivotX"); - //pos[VY] = pos[VY] + gSavedSettings.getF32("EmeraldBuildPrefs_PivotY"); - //pos[VZ] = pos[VZ] + gSavedSettings.getF32("EmeraldBuildPrefs_PivotZ"); - LLVector3 add( - sPivotX, - sPivotY, - sPivotZ); - add = add * rot; - pos = pos + add; - } - //pos = pos * rot; - return pos; + if(pivot_as_percent) + offset = ((offset * .01f) - LLVector3(.5f,.5f,.5f)).scaleVec(LLSelectMgr::getInstance()->getBBoxOfSelection().getExtentLocal()); + return LLSelectMgr::getInstance()->getBBoxOfSelection().getCenterAgent() + offset * LLSelectMgr::getInstance()->getBBoxOfSelection().getRotation(); } @@ -514,17 +442,17 @@ void LLManip::renderXYZ(const LLVector3 &vec) const S32 PAD = 10; std::string feedback_string; LLVector3 camera_pos = LLViewerCamera::getInstance()->getOrigin() + LLViewerCamera::getInstance()->getAtAxis(); - S32 window_center_x = gViewerWindow->getWindowWidth() / 2; - S32 window_center_y = gViewerWindow->getWindowHeight() / 2; - S32 vertical_offset = window_center_y - VERTICAL_OFFSET; + S32 window_center_x = gViewerWindow->getWorldViewRectScaled().getWidth() / 2; + S32 window_center_y = gViewerWindow->getWorldViewRectScaled().getHeight() / 2; + S32 vertical_offset = window_center_y - VERTICAL_OFFSET; - - glPushMatrix(); + + gGL.pushMatrix(); { LLUIImagePtr imagep = LLUI::getUIImage("rounded_square.tga"); gViewerWindow->setup2DRender(); const LLVector2& display_scale = gViewerWindow->getDisplayScale(); - glScalef(display_scale.mV[VX], display_scale.mV[VY], 1.f); + gGL.scalef(display_scale.mV[VX], display_scale.mV[VY], 1.f); gGL.color4f(0.f, 0.f, 0.f, 0.7f); imagep->draw( @@ -534,7 +462,7 @@ void LLManip::renderXYZ(const LLVector3 &vec) PAD * 2 + 10, LLColor4(0.f, 0.f, 0.f, 0.7f) ); } - glPopMatrix(); + gGL.popMatrix(); gViewerWindow->setup3DRender(); @@ -586,9 +514,9 @@ void LLManip::renderTickText(const LLVector3& pos, const std::string& text, cons // render shadow first LLColor4 shadow_color = LLColor4::black; shadow_color.mV[VALPHA] = color.mV[VALPHA] * 0.5f; - gViewerWindow->setupViewport(1, -1); + gViewerWindow->setup3DViewport(1, -1); hud_render_utf8text(text, render_pos, *big_fontp, LLFontGL::NORMAL, -0.5f * big_fontp->getWidthF32(text), 3.f, shadow_color, mObjectSelection->getSelectType() == SELECT_TYPE_HUD); - gViewerWindow->setupViewport(); + gViewerWindow->setup3DViewport(); hud_render_utf8text(text, render_pos, *big_fontp, LLFontGL::NORMAL, -0.5f * big_fontp->getWidthF32(text), 3.f, color, mObjectSelection->getSelectType() == SELECT_TYPE_HUD); glPopMatrix(); @@ -648,19 +576,19 @@ void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string { fraction_string = llformat("%c%02d%s", LLResMgr::getInstance()->getDecimalPoint(), fractional_portion, suffix.c_str()); - gViewerWindow->setupViewport(1, -1); + gViewerWindow->setup3DViewport(1, -1); hud_render_utf8text(val_string, render_pos, *big_fontp, LLFontGL::NORMAL, -1.f * big_fontp->getWidthF32(val_string), 3.f, shadow_color, hud_selection); hud_render_utf8text(fraction_string, render_pos, *small_fontp, LLFontGL::NORMAL, 1.f, 3.f, shadow_color, hud_selection); - gViewerWindow->setupViewport(); + gViewerWindow->setup3DViewport(); hud_render_utf8text(val_string, render_pos, *big_fontp, LLFontGL::NORMAL, -1.f * big_fontp->getWidthF32(val_string), 3.f, color, hud_selection); hud_render_utf8text(fraction_string, render_pos, *small_fontp, LLFontGL::NORMAL, 1.f, 3.f, color, hud_selection); } else { - gViewerWindow->setupViewport(1, -1); + gViewerWindow->setup3DViewport(1, -1); hud_render_utf8text(val_string, render_pos, *big_fontp, LLFontGL::NORMAL, -0.5f * big_fontp->getWidthF32(val_string), 3.f, shadow_color, hud_selection); - gViewerWindow->setupViewport(); + gViewerWindow->setup3DViewport(); hud_render_utf8text(val_string, render_pos, *big_fontp, LLFontGL::NORMAL, -0.5f * big_fontp->getWidthF32(val_string), 3.f, color, hud_selection); } glPopMatrix(); @@ -679,14 +607,14 @@ LLColor4 LLManip::setupSnapGuideRenderPass(S32 pass) { case 0: // shadow - gViewerWindow->setupViewport(1, -1); + gViewerWindow->setup3DViewport(1, -1); line_color = grid_color_shadow; line_color.mV[VALPHA] *= line_alpha; LLUI::setLineWidth(2.f); break; case 1: // hidden lines - gViewerWindow->setupViewport(); + gViewerWindow->setup3DViewport(); line_color = grid_color_bg; line_color.mV[VALPHA] *= line_alpha; LLUI::setLineWidth(1.f); diff --git a/indra/newview/llmanip.h b/indra/newview/llmanip.h index 9577412ed..cdf6a3657 100644 --- a/indra/newview/llmanip.h +++ b/indra/newview/llmanip.h @@ -151,13 +151,6 @@ protected: BOOL getMousePointOnPlaneAgent(LLVector3& point, S32 x, S32 y, LLVector3 origin, LLVector3 normal); BOOL nearestPointOnLineFromMouse( S32 x, S32 y, const LLVector3& b1, const LLVector3& b2, F32 &a_param, F32 &b_param ); LLColor4 setupSnapGuideRenderPass(S32 pass); -private: - static void initPivot(); - static bool updateActualRoot(); - static bool updatePivotIsPercent(); - static bool updatePivotX(); - static bool updatePivotY(); - static bool updatePivotZ(); protected: LLFrameTimer mHelpTextTimer; BOOL mInSnapRegime; @@ -172,11 +165,6 @@ protected: static F32 sGridMaxSubdivisionLevel; static F32 sGridMinSubdivisionLevel; static LLVector2 sTickLabelSpacing; - static bool sActualRoot; - static bool sPivotPerc; - static F32 sPivotX; - static F32 sPivotY; - static F32 sPivotZ; }; diff --git a/indra/newview/llmanipscale.cpp b/indra/newview/llmanipscale.cpp index 54af78285..d435c2909 100644 --- a/indra/newview/llmanipscale.cpp +++ b/indra/newview/llmanipscale.cpp @@ -516,8 +516,9 @@ void LLManipScale::highlightManipulators(S32 x, S32 y) mProjectedManipulators.insert(projManipulator); } - F32 half_width = (F32)gViewerWindow->getWindowWidth() / 2.f; - F32 half_height = (F32)gViewerWindow->getWindowHeight() / 2.f; + LLRect world_view_rect = gViewerWindow->getWorldViewRectScaled(); + F32 half_width = (F32)world_view_rect.getWidth() / 2.f; + F32 half_height = (F32)world_view_rect.getHeight() / 2.f; LLVector2 manip2d; LLVector2 mousePos((F32)x - half_width, (F32)y - half_height); LLVector2 delta; diff --git a/indra/newview/llmaniptranslate.cpp b/indra/newview/llmaniptranslate.cpp index ed88881f8..014dadb95 100644 --- a/indra/newview/llmaniptranslate.cpp +++ b/indra/newview/llmaniptranslate.cpp @@ -106,6 +106,16 @@ const U32 ARROW_TO_AXIS[4] = VZ }; +// Sort manipulator handles by their screen-space projection +struct ClosestToCamera +{ + bool operator()(const LLManipTranslate::ManipulatorHandle& a, + const LLManipTranslate::ManipulatorHandle& b) const + { + return a.mEndPosition.mV[VZ] < b.mEndPosition.mV[VZ]; + } +}; + LLManipTranslate::LLManipTranslate( LLToolComposite* composite ) : LLManip( std::string("Move"), composite ), mLastHoverMouseX(-1), @@ -118,9 +128,13 @@ LLManipTranslate::LLManipTranslate( LLToolComposite* composite ) mAxisArrowLength(50), mConeSize(0), mArrowLengthMeters(0.f), + mGridSizeMeters(1.f), mPlaneManipOffsetMeters(0.f), mUpdateTimer(), mSnapOffsetMeters(0.f), + mSubdivisions(10.f), + mInSnapRegime(FALSE), + mSnapped(FALSE), mArrowScales(1.f, 1.f, 1.f), mPlaneScales(1.f, 1.f, 1.f), mPlaneManipPositions(1.f, 1.f, 1.f, 1.f) @@ -278,7 +292,6 @@ void LLManipTranslate::restoreGL() LLManipTranslate::~LLManipTranslate() { - for_each(mProjectedManipulators.begin(), mProjectedManipulators.end(), DeletePointer()); } @@ -418,8 +431,9 @@ BOOL LLManipTranslate::handleHover(S32 x, S32 y, MASK mask) } // Handle auto-rotation if necessary. + LLRect world_rect = gViewerWindow->getWorldViewRectScaled(); const F32 ROTATE_ANGLE_PER_SECOND = 30.f * DEG_TO_RAD; - const S32 ROTATE_H_MARGIN = gViewerWindow->getWindowWidth() / 20; + const S32 ROTATE_H_MARGIN = world_rect.getWidth() / 20; const F32 rotate_angle = ROTATE_ANGLE_PER_SECOND / gFPSClamped; BOOL rotated = FALSE; @@ -431,7 +445,7 @@ BOOL LLManipTranslate::handleHover(S32 x, S32 y, MASK mask) gAgentCamera.cameraOrbitAround(rotate_angle); rotated = TRUE; } - else if (x > gViewerWindow->getWindowWidth() - ROTATE_H_MARGIN) + else if (x > world_rect.getWidth() - ROTATE_H_MARGIN) { gAgentCamera.cameraOrbitAround(-rotate_angle); rotated = TRUE; @@ -899,8 +913,9 @@ void LLManipTranslate::highlightManipulators(S32 x, S32 y) planar_manip_xy_visible = TRUE; } - for_each(mProjectedManipulators.begin(), mProjectedManipulators.end(), DeletePointer()); - mProjectedManipulators.clear(); + // Project up to 9 manipulators to screen space 2*X, 2*Y, 2*Z, 3*planes + std::vector projected_manipulators; + projected_manipulators.reserve(9); for (S32 i = 0; i < num_arrow_manips; i+= 2) { @@ -910,12 +925,12 @@ void LLManipTranslate::highlightManipulators(S32 x, S32 y) LLVector4 projected_end = mManipulatorVertices[i + 1] * transform; projected_end = projected_end * (1.f / projected_end.mV[VW]); - ManipulatorHandle* projManipulator = - new ManipulatorHandle(LLVector3(projected_start.mV[VX], projected_start.mV[VY], projected_start.mV[VZ]), + ManipulatorHandle projected_manip( + LLVector3(projected_start.mV[VX], projected_start.mV[VY], projected_start.mV[VZ]), LLVector3(projected_end.mV[VX], projected_end.mV[VY], projected_end.mV[VZ]), MANIPULATOR_IDS[i / 2], 10.f); // 10 pixel hotspot for arrows - mProjectedManipulators.insert(projManipulator); + projected_manipulators.push_back(projected_manip); } if (planar_manip_yz_visible) @@ -927,12 +942,12 @@ void LLManipTranslate::highlightManipulators(S32 x, S32 y) LLVector4 projected_end = mManipulatorVertices[i + 1] * transform; projected_end = projected_end * (1.f / projected_end.mV[VW]); - ManipulatorHandle* projManipulator = - new ManipulatorHandle(LLVector3(projected_start.mV[VX], projected_start.mV[VY], projected_start.mV[VZ]), + ManipulatorHandle projected_manip( + LLVector3(projected_start.mV[VX], projected_start.mV[VY], projected_start.mV[VZ]), LLVector3(projected_end.mV[VX], projected_end.mV[VY], projected_end.mV[VZ]), MANIPULATOR_IDS[i / 2], 20.f); // 20 pixels for planar manipulators - mProjectedManipulators.insert(projManipulator); + projected_manipulators.push_back(projected_manip); } if (planar_manip_xz_visible) @@ -944,12 +959,12 @@ void LLManipTranslate::highlightManipulators(S32 x, S32 y) LLVector4 projected_end = mManipulatorVertices[i + 1] * transform; projected_end = projected_end * (1.f / projected_end.mV[VW]); - ManipulatorHandle* projManipulator = - new ManipulatorHandle(LLVector3(projected_start.mV[VX], projected_start.mV[VY], projected_start.mV[VZ]), + ManipulatorHandle projected_manip( + LLVector3(projected_start.mV[VX], projected_start.mV[VY], projected_start.mV[VZ]), LLVector3(projected_end.mV[VX], projected_end.mV[VY], projected_end.mV[VZ]), MANIPULATOR_IDS[i / 2], 20.f); // 20 pixels for planar manipulators - mProjectedManipulators.insert(projManipulator); + projected_manipulators.push_back(projected_manip); } if (planar_manip_xy_visible) @@ -961,29 +976,35 @@ void LLManipTranslate::highlightManipulators(S32 x, S32 y) LLVector4 projected_end = mManipulatorVertices[i + 1] * transform; projected_end = projected_end * (1.f / projected_end.mV[VW]); - ManipulatorHandle* projManipulator = - new ManipulatorHandle(LLVector3(projected_start.mV[VX], projected_start.mV[VY], projected_start.mV[VZ]), + ManipulatorHandle projected_manip( + LLVector3(projected_start.mV[VX], projected_start.mV[VY], projected_start.mV[VZ]), LLVector3(projected_end.mV[VX], projected_end.mV[VY], projected_end.mV[VZ]), MANIPULATOR_IDS[i / 2], 20.f); // 20 pixels for planar manipulators - mProjectedManipulators.insert(projManipulator); + projected_manipulators.push_back(projected_manip); } LLVector2 manip_start_2d; LLVector2 manip_end_2d; LLVector2 manip_dir; - F32 half_width = gViewerWindow->getWindowWidth() / 2.f; - F32 half_height = gViewerWindow->getWindowHeight() / 2.f; + LLRect world_view_rect = gViewerWindow->getWorldViewRectScaled(); + F32 half_width = (F32)world_view_rect.getWidth() / 2.f; + F32 half_height = (F32)world_view_rect.getHeight() / 2.f; LLVector2 mousePos((F32)x - half_width, (F32)y - half_height); LLVector2 mouse_delta; - for (minpulator_list_t::iterator iter = mProjectedManipulators.begin(); - iter != mProjectedManipulators.end(); ++iter) + // Keep order consistent with insertion via stable_sort + std::stable_sort( projected_manipulators.begin(), + projected_manipulators.end(), + ClosestToCamera() ); + + std::vector::iterator it = projected_manipulators.begin(); + for ( ; it != projected_manipulators.end(); ++it) { - ManipulatorHandle* manipulator = *iter; + ManipulatorHandle& manipulator = *it; { - manip_start_2d.setVec(manipulator->mStartPosition.mV[VX] * half_width, manipulator->mStartPosition.mV[VY] * half_height); - manip_end_2d.setVec(manipulator->mEndPosition.mV[VX] * half_width, manipulator->mEndPosition.mV[VY] * half_height); + manip_start_2d.setVec(manipulator.mStartPosition.mV[VX] * half_width, manipulator.mStartPosition.mV[VY] * half_height); + manip_end_2d.setVec(manipulator.mEndPosition.mV[VX] * half_width, manipulator.mEndPosition.mV[VY] * half_height); manip_dir = manip_end_2d - manip_start_2d; mouse_delta = mousePos - manip_start_2d; @@ -995,9 +1016,9 @@ void LLManipTranslate::highlightManipulators(S32 x, S32 y) if (mouse_pos_manip > 0.f && mouse_pos_manip < manip_length && - mouse_dist_manip_squared < manipulator->mHotSpotRadius * manipulator->mHotSpotRadius) + mouse_dist_manip_squared < manipulator.mHotSpotRadius * manipulator.mHotSpotRadius) { - mHighlightedPart = manipulator->mManipID; + mHighlightedPart = manipulator.mManipID; break; } } @@ -1238,7 +1259,7 @@ void LLManipTranslate::renderSnapGuides() { LLVector3 cam_to_selection = getPivotPoint() - LLViewerCamera::getInstance()->getOrigin(); F32 current_range = cam_to_selection.normVec(); - guide_size_meters = SNAP_GUIDE_SCREEN_SIZE * gViewerWindow->getWindowHeight() * current_range / LLViewerCamera::getInstance()->getPixelMeterRatio(); + guide_size_meters = SNAP_GUIDE_SCREEN_SIZE * gViewerWindow->getWorldViewHeightRaw() * current_range / LLViewerCamera::getInstance()->getPixelMeterRatio(); F32 fraction_of_fov = mAxisArrowLength / (F32) LLViewerCamera::getInstance()->getViewHeightInPixels(); F32 apparent_angle = fraction_of_fov * LLViewerCamera::getInstance()->getView(); // radians @@ -1813,7 +1834,7 @@ void LLManipTranslate::renderTranslationHandles() // Drag handles if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD) { - mArrowLengthMeters = mAxisArrowLength / gViewerWindow->getWindowHeight(); + mArrowLengthMeters = mAxisArrowLength / gViewerWindow->getWorldViewHeightRaw(); mArrowLengthMeters /= gAgentCamera.mHUDCurZoom; } else diff --git a/indra/newview/llmaniptranslate.h b/indra/newview/llmaniptranslate.h index 25ff35cc7..d20b86b2f 100644 --- a/indra/newview/llmaniptranslate.h +++ b/indra/newview/llmaniptranslate.h @@ -89,17 +89,6 @@ protected: F32 getMinGridScale(); private: - struct compare_manipulators - { - bool operator() (const ManipulatorHandle* const a, const ManipulatorHandle* const b) const - { - if (a->mEndPosition.mV[VZ] != b->mEndPosition.mV[VZ]) - return (a->mEndPosition.mV[VZ] < b->mEndPosition.mV[VZ]); - else - return a->mManipID < b->mManipID; - } - }; - S32 mLastHoverMouseX; S32 mLastHoverMouseY; BOOL mSendUpdateOnMouseUp; @@ -116,8 +105,6 @@ private: LLVector3d mDragCursorStartGlobal; LLVector3d mDragSelectionStartGlobal; LLTimer mUpdateTimer; - typedef std::set minpulator_list_t; - minpulator_list_t mProjectedManipulators; LLVector4 mManipulatorVertices[18]; F32 mSnapOffsetMeters; LLVector3 mSnapOffsetAxis; diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index c44e2839d..255b3b53c 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -586,7 +586,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo } } - gViewerWindow->setupViewport(); + gViewerWindow->setup3DViewport(); gPipeline.resetFrameStats(); // Reset per-frame statistics. if (!gDisconnected) @@ -619,6 +619,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo gPipeline.createObjects(max_geom_update_time); gPipeline.processPartitionQ(); gPipeline.updateGeom(max_geom_update_time); + stop_glerror(); gPipeline.updateGL(); stop_glerror(); @@ -731,7 +732,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo glLoadMatrixf(proj.m); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(mod.m); - gViewerWindow->setupViewport(); + gViewerWindow->setup3DViewport(); LLGLState::checkStates(); LLGLState::checkTextureChannels(); @@ -886,7 +887,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) { gPipeline.mDeferredScreen.bindTarget(); - glClearColor(0,0,0,0); + glClearColor(1,0,1,1); gPipeline.mDeferredScreen.clear(); } else if(!tiling) diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index be021d66b..663e63bce 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -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"; diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index 4bbe87629..1cb7a7f58 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -235,6 +235,8 @@ LLVector2 gDebugRaycastTexCoord; LLVector3 gDebugRaycastNormal; LLVector3 gDebugRaycastBinormal; S32 gDebugRaycastFaceHit; +LLVector3 gDebugRaycastStart; +LLVector3 gDebugRaycastEnd; // HUD display lines in lower right BOOL gDisplayWindInfo = FALSE; @@ -305,7 +307,7 @@ public: mTextColor = LLColor4( 0.86f, 0.86f, 0.86f, 1.f ); // Draw stuff growing up from right lower corner of screen - U32 xpos = mWindow->getWindowWidth() - 350; + U32 xpos = mWindow->getWorldViewWidthScaled() - 350; U32 ypos = 64; const U32 y_inc = 20; @@ -1517,8 +1519,8 @@ LLViewerWindow::LLViewerWindow( mActive(TRUE), mWantFullscreen(fullscreen), mShowFullscreenProgress(FALSE), - mWindowRect(0, height, width, 0), - mVirtualWindowRect(0, height, width, 0), + mWindowRectRaw(0, height, width, 0), + mWindowRectScaled(0, height, width, 0), mLeftMouseDown(FALSE), mRightMouseDown(FALSE), mToolTip(NULL), @@ -1596,8 +1598,8 @@ LLViewerWindow::LLViewerWindow( { LLCoordWindow size; mWindow->getSize(&size); - mWindowRect.set(0, size.mY, size.mX, 0); - mVirtualWindowRect.set(0, llround((F32)size.mY / mDisplayScale.mV[VY]), llround((F32)size.mX / mDisplayScale.mV[VX]), 0); + mWindowRectRaw.set(0, size.mY, size.mX, 0); + mWindowRectScaled.set(0, llround((F32)size.mY / mDisplayScale.mV[VY]), llround((F32)size.mX / mDisplayScale.mV[VX]), 0); } LLFontManager::initClass(); @@ -1652,7 +1654,7 @@ LLViewerWindow::LLViewerWindow( gBumpImageList.init(); // Create container for all sub-views - mRootView = new LLRootView("root", mVirtualWindowRect, FALSE); + mRootView = new LLRootView("root", mWindowRectScaled, FALSE); if (!gNoRender) { @@ -1661,8 +1663,8 @@ LLViewerWindow::LLViewerWindow( } // Make avatar head look forward at start - mCurrentMousePoint.mX = getWindowWidth() / 2; - mCurrentMousePoint.mY = getWindowHeight() / 2; + mCurrentMousePoint.mX = getWindowWidthScaled() / 2; + mCurrentMousePoint.mY = getWindowHeightScaled() / 2; gShowOverlayTitle = gSavedSettings.getBOOL("ShowOverlayTitle"); mOverlayTitle = gSavedSettings.getString("OverlayTitle"); @@ -1709,8 +1711,8 @@ void LLViewerWindow::initGLDefaults() void LLViewerWindow::initBase() { - S32 height = getWindowHeight(); - S32 width = getWindowWidth(); + S32 height = getWindowHeightScaled(); + S32 width = getWindowWidthScaled(); LLRect full_window(0, height, width, 0); @@ -2196,8 +2198,8 @@ void LLViewerWindow::sendShapeToSim() msg->addU32Fast(_PREHASH_CircuitCode, gMessageSystem->mOurCircuitCode); msg->nextBlockFast(_PREHASH_HeightWidthBlock); msg->addU32Fast(_PREHASH_GenCounter, 0); - U16 height16 = (U16) mWindowRect.getHeight(); - U16 width16 = (U16) mWindowRect.getWidth(); + U16 height16 = (U16) mWindowRectRaw.getHeight(); + U16 width16 = (U16) mWindowRectRaw.getWidth(); msg->addU16Fast(_PREHASH_Height, height16); msg->addU16Fast(_PREHASH_Width, width16); gAgent.sendReliableMessage(); @@ -2236,18 +2238,18 @@ void LLViewerWindow::reshape(S32 width, S32 height) } // update our window rectangle - mWindowRect.mRight = mWindowRect.mLeft + width; - mWindowRect.mTop = mWindowRect.mBottom + height; + mWindowRectRaw.mRight = mWindowRectRaw.mLeft + width; + mWindowRectRaw.mTop = mWindowRectRaw.mBottom + height; calcDisplayScale(); BOOL display_scale_changed = mDisplayScale != LLUI::sGLScaleFactor; LLUI::setScaleFactor(mDisplayScale); // update our window rectangle - mVirtualWindowRect.mRight = mVirtualWindowRect.mLeft + llround((F32)width / mDisplayScale.mV[VX]); - mVirtualWindowRect.mTop = mVirtualWindowRect.mBottom + llround((F32)height / mDisplayScale.mV[VY]); + mWindowRectScaled.mRight = mWindowRectScaled.mLeft + llround((F32)width / mDisplayScale.mV[VX]); + mWindowRectScaled.mTop = mWindowRectScaled.mBottom + llround((F32)height / mDisplayScale.mV[VY]); - setupViewport(); + setup2DViewport(); // Inform lower views of the change // round up when converting coordinates to make sure there are no gaps at edge of window @@ -2392,8 +2394,8 @@ void LLViewerWindow::draw() microsecondsToTimecodeString(gFrameTime,text); const LLFontGL* font = LLResMgr::getInstance()->getRes( LLFONT_SANSSERIF ); font->renderUTF8(text, 0, - llround((getWindowWidth()/2)-100.f), - llround((getWindowHeight()-60.f)), + llround((getWindowWidthScaled()/2)-100.f), + llround((getWindowHeightScaled()-60.f)), LLColor4( 1.f, 1.f, 1.f, 1.f ), LLFontGL::LEFT, LLFontGL::TOP); } @@ -2420,8 +2422,8 @@ void LLViewerWindow::draw() int pos_y = sub_region / llceil(zoom_factor); int pos_x = sub_region - (pos_y*llceil(zoom_factor)); // offset for this tile - glTranslatef((F32)getWindowWidth() * -(F32)pos_x, - (F32)getWindowHeight() * -(F32)pos_y, + glTranslatef((F32)getWindowWidthScaled() * -(F32)pos_x, + (F32)getWindowHeightScaled() * -(F32)pos_y, 0.f); glScalef(zoom_factor, zoom_factor, 1.f); LLUI::sGLScaleFactor *= zoom_factor; @@ -2486,8 +2488,8 @@ void LLViewerWindow::draw() const S32 DIST_FROM_TOP = 20; LLFontGL::getFontSansSerifBig()->renderUTF8( mOverlayTitle, 0, - llround( getWindowWidth() * 0.5f), - getWindowHeight() - DIST_FROM_TOP, + llround( getWindowWidthScaled() * 0.5f), + getWindowHeightScaled() - DIST_FROM_TOP, LLColor4(1, 1, 1, 0.4f), LLFontGL::HCENTER, LLFontGL::TOP); } @@ -2810,6 +2812,10 @@ void LLViewerWindow::handleScrollWheel(S32 clicks) } // Zoom the camera in and out behavior + + if(top_ctrl == 0 + && getWorldViewRectScaled().pointInRect(mCurrentMousePoint.mX, mCurrentMousePoint.mY) + && gAgentCamera.isInitialized()) gAgentCamera.handleScrollWheel(clicks); return; @@ -2817,8 +2823,8 @@ void LLViewerWindow::handleScrollWheel(S32 clicks) void LLViewerWindow::moveCursorToCenter() { - S32 x = mVirtualWindowRect.getWidth() / 2; - S32 y = mVirtualWindowRect.getHeight() / 2; + S32 x = getWorldViewWidthScaled() / 2; + S32 y = getWorldViewHeightScaled() / 2; //on a forced move, all deltas get zeroed out to prevent jumping mCurrentMousePoint.set(x,y); @@ -2843,15 +2849,28 @@ BOOL LLViewerWindow::handlePerFrameHover() S32 x = mCurrentMousePoint.mX; S32 y = mCurrentMousePoint.mY; + MASK mask = gKeyboard->currentMask(TRUE); + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST)) + { + gDebugRaycastFaceHit = -1; + gDebugRaycastObject = cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, + &gDebugRaycastFaceHit, + &gDebugRaycastIntersection, + &gDebugRaycastTexCoord, + &gDebugRaycastNormal, + &gDebugRaycastBinormal, + &gDebugRaycastStart, + &gDebugRaycastEnd); + } //RN: fix for asynchronous notification of mouse leaving window not working LLCoordWindow mouse_pos; mWindow->getCursorPosition(&mouse_pos); if (mouse_pos.mX < 0 || mouse_pos.mY < 0 || - mouse_pos.mX > mWindowRect.getWidth() || - mouse_pos.mY > mWindowRect.getHeight()) + mouse_pos.mX > mWindowRectRaw.getWidth() || + mouse_pos.mY > mWindowRectRaw.getHeight()) { mMouseInWindow = FALSE; } @@ -3239,16 +3258,6 @@ BOOL LLViewerWindow::handlePerFrameHover() LLSelectMgr::getInstance()->deselectUnused(); } - if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST)) - { - gDebugRaycastFaceHit = -1; - gDebugRaycastObject = cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, - &gDebugRaycastFaceHit, - &gDebugRaycastIntersection, - &gDebugRaycastTexCoord, - &gDebugRaycastNormal, - &gDebugRaycastBinormal); - } // per frame picking - for tooltips and changing cursor over interactive objects @@ -3294,9 +3303,9 @@ void LLViewerWindow::saveLastMouse(const LLCoordGL &point) { mCurrentMousePoint.mX = 0; } - else if (point.mX > getWindowWidth()) + else if (point.mX > getWindowWidthScaled()) { - mCurrentMousePoint.mX = getWindowWidth(); + mCurrentMousePoint.mX = getWindowWidthScaled(); } else { @@ -3307,9 +3316,9 @@ void LLViewerWindow::saveLastMouse(const LLCoordGL &point) { mCurrentMousePoint.mY = 0; } - else if (point.mY > getWindowHeight() ) + else if (point.mY > getWindowHeightScaled() ) { - mCurrentMousePoint.mY = getWindowHeight(); + mCurrentMousePoint.mY = getWindowHeightScaled(); } else { @@ -3566,8 +3575,8 @@ void LLViewerWindow::pickAsync(S32 x, S32 y_from_bot, MASK mask, void (*callback if (mPickScreenRegion.mLeft < 0) mPickScreenRegion.translate(-mPickScreenRegion.mLeft, 0); if (mPickScreenRegion.mBottom < 0) mPickScreenRegion.translate(0, -mPickScreenRegion.mBottom); - if (mPickScreenRegion.mRight > mWindowRect.getWidth() ) mPickScreenRegion.translate(mWindowRect.getWidth() - mPickScreenRegion.mRight, 0); - if (mPickScreenRegion.mTop > mWindowRect.getHeight() ) mPickScreenRegion.translate(0, mWindowRect.getHeight() - mPickScreenRegion.mTop); + if (mPickScreenRegion.mRight > mWindowRectRaw.getWidth() ) mPickScreenRegion.translate(mWindowRectRaw.getWidth() - mPickScreenRegion.mRight, 0); + if (mPickScreenRegion.mTop > mWindowRectRaw.getHeight() ) mPickScreenRegion.translate(0, mWindowRectRaw.getHeight() - mPickScreenRegion.mTop); } // set frame buffer region for picking results @@ -3683,7 +3692,9 @@ LLViewerObject* LLViewerWindow::cursorIntersect(S32 mouse_x, S32 mouse_y, F32 de LLVector3 *intersection, LLVector2 *uv, LLVector3 *normal, - LLVector3 *binormal) + LLVector3 *binormal, + LLVector3* start, + LLVector3* end) { S32 x = mouse_x; S32 y = mouse_y; @@ -3715,7 +3726,22 @@ LLViewerObject* LLViewerWindow::cursorIntersect(S32 mouse_x, S32 mouse_y, F32 de LLVector3 mouse_world_start = mouse_point_global; LLVector3 mouse_world_end = mouse_point_global + mouse_direction_global * depth; - + if (!LLViewerJoystick::getInstance()->getOverrideCamera()) + { //always set raycast intersection to mouse_world_end unless + //flycam is on (for DoF effect) + gDebugRaycastIntersection = mouse_world_end; + } + + if (start) + { + *start = mouse_world_start; + } + + if (end) + { + *end = mouse_world_end; + } + LLViewerObject* found = NULL; if (this_object) // check only this object @@ -3787,16 +3813,16 @@ LLVector3 LLViewerWindow::mouseDirectionGlobal(const S32 x, const S32 y) const // find vertical field of view F32 fov = LLViewerCamera::getInstance()->getView(); - // find screen resolution - S32 height = getWindowHeight(); - S32 width = getWindowWidth(); + // find world view center in scaled ui coordinates + F32 center_x = getWorldViewRectScaled().getCenterX(); + F32 center_y = getWorldViewRectScaled().getCenterY(); // calculate pixel distance to screen - F32 distance = (height / 2.f) / (tan(fov / 2.f)); + F32 distance = ((F32)getWorldViewHeightScaled() * 0.5f) / (tan(fov / 2.f)); // calculate click point relative to middle of screen - F32 click_x = x - width / 2.f; - F32 click_y = y - height / 2.f; + F32 click_x = x - center_x; + F32 click_y = y - center_y; // compute mouse vector LLVector3 mouse_vector = distance * LLViewerCamera::getInstance()->getAtAxis() @@ -3811,12 +3837,15 @@ LLVector3 LLViewerWindow::mouseDirectionGlobal(const S32 x, const S32 y) const LLVector3 LLViewerWindow::mousePointHUD(const S32 x, const S32 y) const { // find screen resolution - S32 height = getWindowHeight(); - S32 width = getWindowWidth(); + S32 height = getWorldViewHeightScaled(); + + // find world view center + F32 center_x = getWorldViewRectScaled().getCenterX(); + F32 center_y = getWorldViewRectScaled().getCenterY(); // remap with uniform scale (1/height) so that top is -0.5, bottom is +0.5 - F32 hud_x = -((F32)x - (F32)width/2.f) / height; - F32 hud_y = ((F32)y - (F32)height/2.f) / height; + F32 hud_x = -((F32)x - center_x) / height; + F32 hud_y = ((F32)y - center_y) / height; return LLVector3(0.f, hud_x/gAgentCamera.mHUDCurZoom, hud_y/gAgentCamera.mHUDCurZoom); } @@ -3830,12 +3859,16 @@ LLVector3 LLViewerWindow::mouseDirectionCamera(const S32 x, const S32 y) const F32 fov_width = fov_height * LLViewerCamera::getInstance()->getAspect(); // find screen resolution - S32 height = getWindowHeight(); - S32 width = getWindowWidth(); + S32 height = getWorldViewHeightScaled(); + S32 width = getWorldViewWidthScaled(); + + // find world view center + F32 center_x = getWorldViewRectScaled().getCenterX(); + F32 center_y = getWorldViewRectScaled().getCenterY(); // calculate click point relative to middle of screen - F32 click_x = (((F32)x / (F32)width) - 0.5f) * fov_width * -1.f; - F32 click_y = (((F32)y / (F32)height) - 0.5f) * fov_height; + F32 click_x = (((F32)x - center_x) / (F32)width) * fov_width * -1.f; + F32 click_y = (((F32)y - center_y) / (F32)height) * fov_height; // compute mouse vector LLVector3 mouse_vector = LLVector3(0.f, 0.f, -1.f); @@ -4086,8 +4119,8 @@ void LLViewerWindow::movieSize(S32 new_width, S32 new_height) ||(size.mY != new_height + BORDERHEIGHT)) { // use actual display dimensions, not virtual UI dimensions - S32 x = gViewerWindow->getWindowDisplayWidth(); - S32 y = gViewerWindow->getWindowDisplayHeight(); + S32 x = gViewerWindow->getWindowWidthRaw(); + S32 y = gViewerWindow->getWindowHeightRaw(); BORDERWIDTH = size.mX - x; BORDERHEIGHT = size.mY- y; LLCoordScreen new_size(new_width + BORDERWIDTH, @@ -4185,9 +4218,9 @@ BOOL LLViewerWindow::thumbnailSnapshot(LLImageRaw *raw, S32 preview_width, S32 p S32 w = preview_width ; S32 h = preview_height ; LLVector2 display_scale = mDisplayScale ; - mDisplayScale.setVec((F32)w / mWindowRect.getWidth(), (F32)h / mWindowRect.getHeight()) ; + mDisplayScale.setVec((F32)w / mWindowRectRaw.getWidth(), (F32)h / mWindowRectRaw.getHeight()) ; LLRect window_rect = mWindowRect; - mWindowRect.set(0, h, w, 0); + mWindowRectRaw.set(0, h, w, 0); gDisplaySwapBuffers = FALSE; gDepthDirty = TRUE; @@ -4316,10 +4349,11 @@ BOOL LLViewerWindow::rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_hei LLPipeline::sShowHUDAttachments = FALSE; } + // Copy screen to a buffer // crop sides or top and bottom, if taking a snapshot of different aspect ratio // from window - LLRect window_rect = mWindowRect; + LLRect window_rect = show_ui ? getWindowRectRaw() : getWorldViewRectRaw(); S32 snapshot_width = window_rect.getWidth(); S32 snapshot_height = window_rect.getHeight(); @@ -4386,7 +4420,7 @@ BOOL LLViewerWindow::rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_hei window_width = snapshot_width; window_height = snapshot_height; scale_factor = 1.f; - mWindowRect.set(0, snapshot_height, snapshot_width, 0); + mWindowRectRaw.set(0, snapshot_height, snapshot_width, 0); target.bindTarget(); } } @@ -4640,41 +4674,55 @@ void LLViewerWindow::drawMouselookInstructions() S32 LLViewerWindow::getWindowHeight() const { - return mVirtualWindowRect.getHeight(); + return mWindowRectScaled.getHeight(); } S32 LLViewerWindow::getWindowWidth() const { - return mVirtualWindowRect.getWidth(); + return mWindowRectScaled.getWidth(); } S32 LLViewerWindow::getWindowDisplayHeight() const { - return mWindowRect.getHeight(); + return mWindowRectRaw.getHeight(); } S32 LLViewerWindow::getWindowDisplayWidth() const { - return mWindowRect.getWidth(); -} - -void LLViewerWindow::setupViewport(S32 x_offset, S32 y_offset) -{ - gGLViewport[0] = x_offset; - gGLViewport[1] = y_offset; - gGLViewport[2] = mWindowRect.getWidth(); - gGLViewport[3] = mWindowRect.getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); -} - -void LLViewerWindow::setup3DRender() -{ - LLViewerCamera::getInstance()->setPerspective(NOT_FOR_SELECTION, 0, 0, mWindowRect.getWidth(), mWindowRect.getHeight(), FALSE, LLViewerCamera::getInstance()->getNear(), MAX_FAR_CLIP*2.f); + return mWindowRectRaw.getWidth(); } void LLViewerWindow::setup2DRender() { - gl_state_for_2d(mWindowRect.getWidth(), mWindowRect.getHeight()); + // setup ortho camera + gl_state_for_2d(mWindowRectRaw.getWidth(), mWindowRectRaw.getHeight()); + setup2DViewport(); +} + +void LLViewerWindow::setup2DViewport(S32 x_offset, S32 y_offset) +{ + gGLViewport[0] = mWindowRectRaw.mLeft + x_offset; + gGLViewport[1] = mWindowRectRaw.mBottom + y_offset; + gGLViewport[2] = mWindowRectRaw.getWidth(); + gGLViewport[3] = mWindowRectRaw.getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); +} + + +void LLViewerWindow::setup3DRender() +{ + // setup perspective camera + LLViewerCamera::getInstance()->setPerspective(NOT_FOR_SELECTION, getWindowRectRaw().mLeft, getWindowRectRaw().mBottom, getWindowRectRaw().getWidth(), getWindowRectRaw().getHeight(), FALSE, LLViewerCamera::getInstance()->getNear(), MAX_FAR_CLIP*2.f); + setup3DViewport(); +} + +void LLViewerWindow::setup3DViewport(S32 x_offset, S32 y_offset) +{ + gGLViewport[0] = getWindowRectRaw().mLeft + x_offset; + gGLViewport[1] = getWindowRectRaw().mBottom + y_offset; + gGLViewport[2] = getWindowRectRaw().getWidth(); + gGLViewport[3] = getWindowRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); } @@ -4927,7 +4975,7 @@ BOOL LLViewerWindow::checkSettings() getWindow()->setNativeAspectRatio(gSavedSettings.getF32("FullScreenAspectRatio")); } - reshape(getWindowDisplayWidth(), getWindowDisplayHeight()); + reshape(getWindowWidthRaw(), getWindowHeightRaw()); // force aspect ratio if (mIsFullscreenChecked) @@ -5161,7 +5209,7 @@ void LLViewerWindow::calcDisplayScale() F32 ui_scale_factor = gSavedSettings.getF32("UIScaleFactor"); LLVector2 display_scale; display_scale.setVec(llmax(1.f / mWindow->getPixelAspectRatio(), 1.f), llmax(mWindow->getPixelAspectRatio(), 1.f)); - F32 height_normalization = gSavedSettings.getBOOL("UIAutoScale") ? ((F32)mWindowRect.getHeight() / display_scale.mV[VY]) / 768.f : 1.f; + F32 height_normalization = gSavedSettings.getBOOL("UIAutoScale") ? ((F32)mWindowRectRaw.getHeight() / display_scale.mV[VY]) / 768.f : 1.f; if(mWindow->getFullscreen()) { display_scale *= (ui_scale_factor * height_normalization); @@ -5179,8 +5227,8 @@ void LLViewerWindow::calcDisplayScale() if (mWindow->getFullscreen()) { - display_scale.mV[0] = llround(display_scale.mV[0], 2.0f/(F32) mWindowRect.getWidth()); - display_scale.mV[1] = llround(display_scale.mV[1], 2.0f/(F32) mWindowRect.getHeight()); + display_scale.mV[0] = llround(display_scale.mV[0], 2.0f/(F32) mWindowRectRaw.getWidth()); + display_scale.mV[1] = llround(display_scale.mV[1], 2.0f/(F32) mWindowRectRaw.getHeight()); } if (display_scale != mDisplayScale) @@ -5204,7 +5252,7 @@ S32 LLViewerWindow::getChatConsoleBottomPad() LLRect LLViewerWindow::getChatConsoleRect() { - LLRect full_window(0, getWindowHeight(), getWindowWidth(), 0); + LLRect full_window(0, getWindowHeightScaled(), getWindowWidthScaled(), 0); LLRect console_rect = full_window; const S32 CONSOLE_PADDING_TOP = 24; @@ -5225,7 +5273,7 @@ LLRect LLViewerWindow::getChatConsoleRect() { // Make console rect somewhat narrow so having inventory open is // less of a problem. - console_rect.mRight = console_rect.mLeft + 2 * getWindowWidth() / 3; + console_rect.mRight = console_rect.mLeft + 2 * getWindowWidthScaled() / 3; } return console_rect; @@ -5374,9 +5422,9 @@ void LLPickInfo::fetchResults() //glReadPixels(mScreenRegion.mLeft, mScreenRegion.mBottom, mScreenRegion.getWidth(), mScreenRegion.getHeight(), GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, mPickDepthBuffer ); // find pick region that is fully onscreen - LLCoordGL scaled_pick_point;; - scaled_pick_point.mX = llclamp(llround((F32)mMousePt.mX * gViewerWindow->getDisplayScale().mV[VX]), PICK_HALF_WIDTH, gViewerWindow->getWindowDisplayWidth() - PICK_HALF_WIDTH); - scaled_pick_point.mY = llclamp(llround((F32)mMousePt.mY * gViewerWindow->getDisplayScale().mV[VY]), PICK_HALF_WIDTH, gViewerWindow->getWindowDisplayHeight() - PICK_HALF_WIDTH); + //LLCoordGL scaled_pick_point;; + //scaled_pick_point.mX = llclamp(llround((F32)mMousePt.mX * gViewerWindow->getDisplayScale().mV[VX]), PICK_HALF_WIDTH, gViewerWindow->getWindowDisplayWidth() - PICK_HALF_WIDTH); + //scaled_pick_point.mY = llclamp(llround((F32)mMousePt.mY * gViewerWindow->getDisplayScale().mV[VY]), PICK_HALF_WIDTH, gViewerWindow->getWindowDisplayHeight() - PICK_HALF_WIDTH); //S32 pixel_index = PICK_HALF_WIDTH * PICK_DIAMETER + PICK_HALF_WIDTH; //S32 pick_id = (U32)mPickBuffer[(pixel_index * 4) + 0] << 16 | (U32)mPickBuffer[(pixel_index * 4) + 1] << 8 | (U32)mPickBuffer[(pixel_index * 4) + 2]; //F32 depth = mPickDepthBuffer[pixel_index]; diff --git a/indra/newview/llviewerwindow.h b/indra/newview/llviewerwindow.h index e624e34f3..9b916b677 100644 --- a/indra/newview/llviewerwindow.h +++ b/indra/newview/llviewerwindow.h @@ -190,20 +190,20 @@ public: LLView* getRootView() const { return mRootView; } // Window in raw pixels as seen on screen. - const LLRect& getWindowRect() const { return mWindowRect; }; + const LLRect& getWindowRect() const { return mWindowRectRaw; }; S32 getWindowDisplayHeight() const; S32 getWindowDisplayWidth() const; //Temporary wrappers. const LLRect& getWindowRectRaw() const { return getWindowRect(); } S32 getWindowHeightRaw() const { return getWindowDisplayHeight(); } S32 getWindowWidthRaw() const { return getWindowDisplayWidth(); } - const LLRect& getWorldviewRectRaw() const { return getWindowRect(); } + const LLRect& getWorldViewRectRaw() const { return getWindowRect(); } S32 getWorldViewHeightRaw() const { return getWindowDisplayHeight(); } S32 getWorldViewWidthRaw() const { return getWindowDisplayWidth(); } // Window in scaled pixels (via UI scale), use this for // UI elements checking size. - const LLRect& getVirtualWindowRect() const { return mVirtualWindowRect; }; + const LLRect& getVirtualWindowRect() const { return mWindowRectScaled; }; S32 getWindowHeight() const; S32 getWindowWidth() const; //Temporary wrappers. @@ -236,7 +236,8 @@ public: const LLPickInfo& getLastPick() const { return mLastPick; } const LLPickInfo& getHoverPick() const { return mHoverPick; } - void setupViewport(S32 x_offset = 0, S32 y_offset = 0); + void setup2DViewport(S32 x_offset = 0, S32 y_offset = 0); + void setup3DViewport(S32 x_offset = 0, S32 y_offset = 0); void setup3DRender(); void setup2DRender(); @@ -341,7 +342,9 @@ public: LLVector3 *intersection = NULL, LLVector2 *uv = NULL, LLVector3 *normal = NULL, - LLVector3 *binormal = NULL); + LLVector3 *binormal = NULL, + LLVector3* start = NULL, + LLVector3* end = NULL); // Returns a pointer to the last object hit @@ -396,9 +399,9 @@ protected: BOOL mActive; BOOL mWantFullscreen; BOOL mShowFullscreenProgress; - LLRect mWindowRect; - LLRect mVirtualWindowRect; - LLView* mRootView; // a view of size mWindowRect, containing all child views + LLRect mWindowRectRaw; + LLRect mWindowRectScaled; + LLView* mRootView; // a view of size mWindowRectRaw, containing all child views LLVector2 mDisplayScale; LLCoordGL mCurrentMousePoint; // last mouse position in GL coords diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 6124cf83b..a0449f3b9 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -4465,34 +4465,39 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) if (visible && !isSelf() && !mIsDummy && sUseImpostors && !mNeedsAnimUpdate && !sFreezeCounter) { + const LLVector4a* ext = mDrawable->getSpatialExtents(); + LLVector4a size; + size.setSub(ext[1],ext[0]); + F32 mag = size.getLength3().getF32()*0.5f; + F32 impostor_area = 256.f*512.f*(8.125f - LLVOAvatar::sLODFactor*8.f); if (LLMuteList::getInstance()->isMuted(getID())) { // muted avatars update at 16 hz mUpdatePeriod = 16; } - else if (mVisibilityRank <= LLVOAvatar::sMaxVisible * 0.25f) + else if (mVisibilityRank <= LLVOAvatar::sMaxVisible || + mDrawable->mDistanceWRTCamera < 1.f + mag) { //first 25% of max visible avatars are not impostored + //also, don't impostor avatars whose bounding box may be penetrating the + //impostor camera near clip plane mUpdatePeriod = 1; } - else if (mVisibilityRank > LLVOAvatar::sMaxVisible * 0.75f) - { //back 25% of max visible avatars are slow updating impostors - mUpdatePeriod = 8; - } - else if (mVisibilityRank > (U32) LLVOAvatar::sMaxVisible) + else if (mVisibilityRank > LLVOAvatar::sMaxVisible * 4) { //background avatars are REALLY slow updating impostors mUpdatePeriod = 16; } + else if (mVisibilityRank > LLVOAvatar::sMaxVisible * 3) + { //back 25% of max visible avatars are slow updating impostors + mUpdatePeriod = 8; + } else if (mImpostorPixelArea <= impostor_area) { // stuff in between gets an update period based on pixel area mUpdatePeriod = llclamp((S32) sqrtf(impostor_area*4.f/mImpostorPixelArea), 2, 8); } - else if (mVisibilityRank > LLVOAvatar::sMaxVisible * 0.25f) - { // force nearby impostors in ultra crowded areas - mUpdatePeriod = 2; - } else - { // not impostored - mUpdatePeriod = 1; + { + //nearby avatars, update the impostors more frequently. + mUpdatePeriod = 4; } visible = (LLDrawable::getCurrentFrame()+mID.mData[0])%mUpdatePeriod == 0 ? TRUE : FALSE; @@ -10021,7 +10026,7 @@ void LLVOAvatar::cullAvatarsByPixelArea() std::sort(LLCharacter::sInstances.begin(), LLCharacter::sInstances.end(), CompareScreenAreaGreater()); // Update the avatars that have changed status - U32 rank = 0; + U32 rank = 2; //1 is reserved for self. for (std::vector::iterator iter = LLCharacter::sInstances.begin(); iter != LLCharacter::sInstances.end(); ++iter) { @@ -10045,7 +10050,7 @@ void LLVOAvatar::cullAvatarsByPixelArea() if (inst->isSelf()) { - inst->setVisibilityRank(0); + inst->setVisibilityRank(1); } else if (inst->mDrawable.notNull() && inst->mDrawable->isVisible()) { diff --git a/indra/newview/llvotextbubble.cpp b/indra/newview/llvotextbubble.cpp index 5b46ec681..1cc39c987 100644 --- a/indra/newview/llvotextbubble.cpp +++ b/indra/newview/llvotextbubble.cpp @@ -243,14 +243,15 @@ void LLVOTextBubble::getGeometry(S32 idx, LLColor4U color = LLColor4U(getTE(idx)->getColor()); U32 offset = mDrawable->getFace(idx)->getGeomIndex(); + normalsp.assignArray((U8*)face.mNormals, sizeof(face.mNormals[0]), face.mNumVertices); + texcoordsp.assignArray((U8*)face.mTexCoords, sizeof(face.mTexCoords[0]), face.mNumVertices); + + for (U32 i = 0; i < (U32)face.mNumVertices; i++) { - LLVector4a vertpos; - vertpos.setMul(face.mPositions[i],scale); - vertpos.add(pos); - (verticesp++)->set(vertpos.getF32ptr()); - (normalsp++)->set(face.mNormals[i].getF32ptr()); - *texcoordsp++ = face.mTexCoords[i]; + LLVector4a t; + t.setMul(face.mPositions[i],scale); + ((LLVector4a*)(verticesp++))->setAdd(t,pos); *colorsp++ = color; } diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index f527ebdf3..d74ac2f9d 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -2562,8 +2562,15 @@ BOOL LLVOVolume::lineSegmentIntersect(const LLVector3& start, const LLVector3& e end_face = face+1; } + bool special_cursor = specialHoverCursor(); for (S32 i = start_face; i < end_face; ++i) { + if (!special_cursor && !pick_transparent && getTE(i)->getColor().mV[3] == 0.f) + { //don't attempt to pick completely transparent faces unless + //pick_transparent is true + continue; + } + face_hit = volume->lineSegmentIntersect(v_start, v_end, i, &p, &tc, &n, &bn); diff --git a/indra/newview/llvowater.cpp b/indra/newview/llvowater.cpp index 2897f98ac..aa998fc75 100644 --- a/indra/newview/llvowater.cpp +++ b/indra/newview/llvowater.cpp @@ -286,6 +286,11 @@ void LLVOWater::updateSpatialExtents(LLVector4a &newMin, LLVector4a& newMax) U32 LLVOWater::getPartitionType() const { + if (mIsEdgePatch) + { + return LLViewerRegion::PARTITION_VOIDWATER; + } + return LLViewerRegion::PARTITION_WATER; } @@ -304,6 +309,7 @@ LLWaterPartition::LLWaterPartition() LLVoidWaterPartition::LLVoidWaterPartition() { + mOcclusionEnabled = FALSE; mDrawableType = LLPipeline::RENDER_TYPE_VOIDWATER; mPartitionType = LLViewerRegion::PARTITION_VOIDWATER; } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 21ee3009c..b4d060b1b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -754,13 +754,13 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (LLPipeline::sRenderDeferred) { //share depth buffer between deferred targets mDeferredScreen.shareDepthBuffer(mScreen); - for (U32 i = 0; i < 3; i++) + /*for (U32 i = 0; i < 3; i++) { //share stencil buffer with screen space lightmap to stencil out sky if (mDeferredLight[i].getTexture(0)) { mDeferredScreen.shareDepthBuffer(mDeferredLight[i]); } - } + }*/ } gGL.getTexUnit(0)->disable(); @@ -5924,8 +5924,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b tc2 /= (F32) res_mod.get(); } - gGL.setColorMask(true, true); - LLFastTimer ftm(LLFastTimer::FTM_RENDER_BLOOM); gGL.color4f(1,1,1,1); LLGLDepthTest depth(GL_FALSE); @@ -6021,11 +6019,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(0)->disable(); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE); - gGL.getTexUnit(0)->bind(&mScreen); - + mScreen.bindTexture(0, 0); + gGL.color4f(1,1,1,1); gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); gGL.begin(LLRender::TRIANGLE_STRIP); @@ -6040,7 +6035,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b gGL.end(); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(0)->unbind(mScreen.getUsage()); mGlow[2].flush(); } @@ -6070,7 +6065,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b for (S32 i = 0; i < kernel; i++) { - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); { LLFastTimer ftm(LLFastTimer::FTM_RENDER_BLOOM_FBO); mGlow[i%2].bindTarget(); @@ -6118,7 +6112,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } - gViewerWindow->setupViewport(); + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); tc2.setVec((F32) gViewerWindow->getWorldViewWidthRaw(), (F32) gViewerWindow->getWorldViewHeightRaw()); @@ -6138,7 +6136,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b shader = &gDeferredGIFinalProgram; dof_enabled = false; } - else if (LLToolMgr::getInstance()->inBuildMode() || !render_dof) + else if (!dof_enabled || LLToolMgr::getInstance()->inBuildMode() || !render_dof) { //squish focal length when in build mode (or if DoF is disabled) so DoF doesn't make editing objects difficult shader = &gDeferredPostNoDoFProgram; dof_enabled = false; @@ -6262,7 +6260,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b shader->uniform1f("magnification", magnification); } - S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); + S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage()); if (channel > -1) { mScreen.bindTexture(0, channel); @@ -6389,25 +6387,23 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen noise_map = mNoiseMap; } - //LLGLState::checkTextureChannels(); - shader.bind(); S32 channel = 0; - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(0,channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE); + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(1, channel); gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE); + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); if (channel > -1) { mDeferredScreen.bindTexture(2, channel); @@ -6489,14 +6485,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE); - if (channel > -1) - { - has_gi = TRUE; - gi_source->bindTexture(0, channel); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH); if (channel > -1) { @@ -6538,16 +6526,17 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m); } } + stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage()); if (channel > -1) { gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + //gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); stop_glerror(); - glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); - glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA); + //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); + //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA); stop_glerror(); @@ -6576,7 +6565,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen stop_glerror(); - channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[light_index].getUsage()); if (channel > -1) { mDeferredLight[light_index].bindTexture(0, channel); @@ -6596,6 +6585,13 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen mGlow[1].bindTexture(0, channel); } + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + if (channel > -1) + { + gi_source->bindTexture(0, channel); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE); if (channel > -1) { @@ -6808,9 +6804,9 @@ void LLPipeline::renderDeferredLighting() } //ati doesn't seem to love actually using the stencil buffer on FBO's - LLGLEnable stencil(GL_STENCIL_TEST); - glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); - glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + LLGLDisable stencil(GL_STENCIL_TEST); + //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); + //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); gGL.setColorMask(true, true); @@ -7662,16 +7658,15 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) { stop_glerror(); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage()); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[0].getUsage()); shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE); - shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, mEdgeMap.getUsage()); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, mDeferredLight[1].getUsage()); + shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, mDeferredLight[2].getUsage()); shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE); shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP); @@ -7953,12 +7948,12 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) glClear(GL_DEPTH_BUFFER_BIT); } glClearColor(0.f, 0.f, 0.f, 0.f); - - gViewerWindow->setupViewport(); + gViewerWindow->setup3DViewport(); gPipeline.popRenderTypeMask(); LLDrawPoolWater::sNeedsReflectionUpdate = FALSE; LLDrawPoolWater::sNeedsDistortionUpdate = FALSE; - LLViewerCamera::getInstance()->setUserClipPlane(LLPlane(-pnorm, -pd)); + LLPlane npnorm(-pnorm, -pd); + LLViewerCamera::getInstance()->setUserClipPlane(npnorm); LLGLState::checkStates(); //LLGLState::checkTextureChannels(); @@ -7989,7 +7984,6 @@ glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) dirN = dir; dirN.normVec(); - ret.m[ 0] = lftN[0]; ret.m[ 1] = upN[0]; @@ -8573,12 +8567,13 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] }; //put together a universal "near clip" plane for shadow frusta - /*LLPlane shadow_near_clip; + LLPlane shadow_near_clip; { - LLVector3 p = gAgentCamera.getCameraPositionAgent();//gAgent.getPositionAgent(); - p += mSunDir * gSavedSettings.getF32("RenderFarClip")*2.f; + LLVector3 p = gAgent.getPositionAgent();//gAgentCamera.getCameraPositionAgent(); + static const LLCachedControl render_far_clip("RenderFarClip"); + p += mSunDir * render_far_clip*2.f; shadow_near_clip.setVec(p, mSunDir); - }*/ + } LLVector3 lightDir = -mSunDir; lightDir.normVec(); @@ -8654,7 +8649,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) near_clip = -max.mV[2]; F32 far_clip = -min.mV[2]*2.f; - far_clip = llmin(far_clip, 128.f); + //far_clip = llmin(far_clip, 128.f); far_clip = llmin(far_clip, camera.getFar()); F32 range = far_clip-near_clip; @@ -8947,11 +8942,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera) fovx = acos(fovx); fovz = acos(fovz); - if (fovx > cutoff || llround(fovz, 0.01f) > cutoff) - { - // llerrs << "WTF?" << llendl; - } - mShadowFOV.mV[j] = cutoff; } @@ -9017,8 +9007,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); - shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR); - //shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip); + //shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR); + shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip); //translate and scale to from [-1, 1] to [0, 1] glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, @@ -9369,9 +9359,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) glClearColor(0.0f,0.0f,0.0f,0.0f); gGL.setColorMask(true, true); - glStencilMask(0xFFFFFFFF); - glClearStencil(0); - + // get the number of pixels per angle F32 pa = gViewerWindow->getWindowHeightRaw() / (RAD_TO_DEG * viewer_camera->getView()); @@ -9382,61 +9370,43 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) if (!avatar->mImpostor.isComplete() || resX != avatar->mImpostor.getWidth() || resY != avatar->mImpostor.getHeight()) { + static const LLCachedControl shadow_precision("DeferredHighPrecision",true); //TO-DO: Profile 16bit format later + avatar->mImpostor.allocate(resX,resY, (!LLPipeline::sRenderDeferred || shadow_precision) ? GL_RGBA : GL_RGBA16F_ARB,TRUE,TRUE); + if (LLPipeline::sRenderDeferred) { - static const LLCachedControl shadow_precision("DeferredHighPrecision",true); - const GLuint format = shadow_precision ? GL_RGBA : GL_RGBA16F_ARB; //TO-DO: Profile 16bit format later - avatar->mImpostor.allocate(resX,resY,format,TRUE,TRUE); addDeferredAttachments(avatar->mImpostor); } - else - { - avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,TRUE); - } + gGL.getTexUnit(0)->bind(&avatar->mImpostor); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } - LLGLEnable stencil(GL_STENCIL_TEST); - glStencilMask(0xFFFFFFFF); - glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); - glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + avatar->mImpostor.bindTarget(); - { - LLGLEnable scissor(GL_SCISSOR_TEST); - glScissor(0, 0, resX, resY); - avatar->mImpostor.bindTarget(); - avatar->mImpostor.clear(); - } - if (LLPipeline::sRenderDeferred) { - stop_glerror(); + avatar->mImpostor.clear(); renderGeomDeferred(camera); renderGeomPostDeferred(camera); } else { + LLGLEnable scissor(GL_SCISSOR_TEST); + glScissor(0, 0, resX, resY); + avatar->mImpostor.clear(); renderGeom(camera); } - glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - glStencilFunc(GL_EQUAL, 1, 0xFFFFFF); - - //if (!sRenderDeferred || muted) - { - LLVector3 left = camera.getLeftAxis()*tdim.mV[0]*2.f; - LLVector3 up = camera.getUpAxis()*tdim.mV[1]*2.f; - - //Safe?? + { //create alpha mask based on depth buffer (grey out if muted) if (LLPipeline::sRenderDeferred) { GLuint buff = GL_COLOR_ATTACHMENT0_EXT; glDrawBuffersARB(1, &buff); } - LLGLEnable blend(muted ? 0 : GL_BLEND); + LLGLDisable blend(GL_BLEND); if (muted) { @@ -9447,25 +9417,34 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar) gGL.setColorMask(false, true); } - gGL.setSceneBlendType(LLRender::BT_ADD); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - LLGLDepthTest depth(GL_FALSE, GL_FALSE); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER); + + gGL.flush(); + + glPushMatrix(); + glLoadIdentity(); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + + static const F32 clip_plane = 0.99999f; - gGL.color4f(1,1,1,1); gGL.color4ub(64,64,64,255); gGL.begin(LLRender::QUADS); - gGL.vertex3fv((pos+left-up).mV); - gGL.vertex3fv((pos-left-up).mV); - gGL.vertex3fv((pos-left+up).mV); - gGL.vertex3fv((pos+left+up).mV); + gGL.vertex3f(-1, -1, clip_plane); + gGL.vertex3f(1, -1, clip_plane); + gGL.vertex3f(1, 1, clip_plane); + gGL.vertex3f(-1, 1, clip_plane); gGL.end(); gGL.flush(); - gGL.setSceneBlendType(LLRender::BT_ALPHA); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); } - avatar->mImpostor.flush(); avatar->setImpostorDim(tdim); From 8d242f24ddc399fd1ecf33567e77b0b762216f30 Mon Sep 17 00:00:00 2001 From: Shyotl Date: Thu, 11 Aug 2011 03:17:55 -0500 Subject: [PATCH 08/59] LLWorld::getAvatars didn't make much sense. What's with that break in the old code? Anyhow, VOAvatar position should override regionlist, probably. --- indra/newview/llworld.cpp | 75 ++++++++++++++++++--------------------- 1 file changed, 35 insertions(+), 40 deletions(-) diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp index 171d6a9bb..1ddcacdd2 100644 --- a/indra/newview/llworld.cpp +++ b/indra/newview/llworld.cpp @@ -1411,6 +1411,8 @@ static LLVector3d unpackLocalToGlobalPosition(U32 compact_local, const LLVector3 void LLWorld::getAvatars(std::vector* avatar_ids, std::vector* positions, const LLVector3d& relative_to, F32 radius) const { + F32 radius_squared = radius * radius; + if(avatar_ids != NULL) { avatar_ids->clear(); @@ -1419,6 +1421,33 @@ void LLWorld::getAvatars(std::vector* avatar_ids, std::vectorclear(); } + // get the list of avatars from the character list first, so distances are correct + // when agent is above 1020m and other avatars are nearby + for (std::vector::iterator iter = LLCharacter::sInstances.begin(); + iter != LLCharacter::sInstances.end(); ++iter) + { + LLVOAvatar* pVOAvatar = (LLVOAvatar*) *iter; + if(!pVOAvatar->isDead() && !pVOAvatar->isSelf()) + { + LLUUID uuid = pVOAvatar->getID(); + if(!uuid.isNull()) + { + LLVector3d pos_global = pVOAvatar->getPositionGlobal(); + if(dist_vec_squared(pos_global, relative_to) <= radius_squared) + { + if(positions != NULL) + { + positions->push_back(pos_global); + } + if(avatar_ids !=NULL) + { + avatar_ids->push_back(uuid); + } + } + } + } + } + // region avatars added for situations where radius is greater than RenderFarClip for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { @@ -1428,50 +1457,16 @@ void LLWorld::getAvatars(std::vector* avatar_ids, std::vectormMapAvatars.get(i), origin_global); - if(dist_vec(pos_global, relative_to) <= radius) + if(dist_vec_squared(pos_global, relative_to) <= radius_squared) { - if(positions != NULL) - { - positions->push_back(pos_global); - } - if(avatar_ids != NULL) - { - avatar_ids->push_back(regionp->mMapAvatarIDs.get(i)); - } - } - } - } - // retrieve the list of close avatars from viewer objects as well - // for when we are above 1000m, only do this when we are retrieving - // uuid's too as there could be duplicates - if(avatar_ids != NULL) - { - for (std::vector::iterator iter = LLCharacter::sInstances.begin(); - iter != LLCharacter::sInstances.end(); ++iter) - { - LLVOAvatar* pVOAvatar = (LLVOAvatar*) *iter; - if(pVOAvatar->isDead() || pVOAvatar->isSelf()) - continue; - LLUUID uuid = pVOAvatar->getID(); - if(uuid.isNull()) - continue; - LLVector3d pos_global = pVOAvatar->getPositionGlobal(); - if(dist_vec(pos_global, relative_to) <= radius) - { - bool found = false; - uuid_vec_t::iterator sel_iter = avatar_ids->begin(); - for (; sel_iter != avatar_ids->end(); sel_iter++) - { - if(*sel_iter == uuid) - { - found = true; - break; - } - } - if(!found) + LLUUID uuid = regionp->mMapAvatarIDs.get(i); + // if this avatar doesn't already exist in the list, add it + if(uuid.notNull() && avatar_ids!=NULL && std::find(avatar_ids->begin(), avatar_ids->end(), uuid) == avatar_ids->end()) { if(positions != NULL) + { positions->push_back(pos_global); + } avatar_ids->push_back(uuid); } } From 8e1c70dcaacb0d052cf05d3b579e97f13115302c Mon Sep 17 00:00:00 2001 From: Shyotl Date: Thu, 11 Aug 2011 03:35:20 -0500 Subject: [PATCH 09/59] Oopsies. Don't cast a LLStrider<> element to LLVector4a. The array itself is aligned, but not necessarily the individual elements(eg: if in strided/interleaved mode!) --- indra/newview/llvotextbubble.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/indra/newview/llvotextbubble.cpp b/indra/newview/llvotextbubble.cpp index 1cc39c987..df3677539 100644 --- a/indra/newview/llvotextbubble.cpp +++ b/indra/newview/llvotextbubble.cpp @@ -251,7 +251,8 @@ void LLVOTextBubble::getGeometry(S32 idx, { LLVector4a t; t.setMul(face.mPositions[i],scale); - ((LLVector4a*)(verticesp++))->setAdd(t,pos); + t.add(pos); + (verticesp++)->set(t.getF32ptr()); *colorsp++ = color; } From f551294e665d36eda6d67fbb2fcaded82a4518e9 Mon Sep 17 00:00:00 2001 From: Shyotl Date: Fri, 12 Aug 2011 19:20:11 -0500 Subject: [PATCH 10/59] Alphamasking migrated to shaders instead of using fixed-function. Very early code. Hasn't even made it into viewer-development yet. --- indra/llrender/llgl.cpp | 11 ++ indra/llrender/llglslshader.cpp | 12 +- indra/llrender/llglslshader.h | 4 + indra/llrender/llrender.cpp | 28 +++ indra/llrender/llshadermgr.cpp | 103 +++++++++-- .../class1/deferred/diffuseAlphaMaskF.glsl | 30 +++ .../deferred/diffuseAlphaMaskIndexedF.glsl | 26 +++ .../shaders/class1/deferred/impostorF.glsl | 7 +- .../class1/deferred/shadowAlphaMaskF.glsl | 27 +++ .../class1/deferred/shadowAlphaMaskV.glsl | 23 +++ .../shaders/class1/deferred/shadowF.glsl | 4 +- .../shaders/class1/deferred/shadowV.glsl | 3 - .../shaders/class1/objects/impostorF.glsl | 26 +++ .../shaders/class1/objects/impostorV.glsl | 16 ++ .../class2/lighting/lightAlphaMaskF.glsl | 30 +++ .../lighting/lightAlphaMaskNonIndexedF.glsl | 33 ++++ .../lighting/lightFullbrightAlphaMaskF.glsl | 29 +++ .../lightFullbrightNonIndexedAlphaMaskF.glsl | 31 ++++ .../lightFullbrightWaterAlphaMaskF.glsl | 29 +++ ...htFullbrightWaterNonIndexedAlphaMaskF.glsl | 29 +++ .../class2/lighting/lightWaterAlphaMaskF.glsl | 27 +++ .../lightWaterAlphaMaskNonIndexedF.glsl | 31 ++++ .../shaders/class3/deferred/softenLightF.glsl | 125 +++++-------- indra/newview/lldrawpoolalpha.cpp | 73 +++++--- indra/newview/lldrawpoolavatar.cpp | 27 ++- indra/newview/lldrawpoolsimple.cpp | 29 ++- indra/newview/lldrawpooltree.cpp | 30 +-- indra/newview/lldrawpoolwlsky.cpp | 5 +- indra/newview/llglsandbox.cpp | 2 +- indra/newview/llselectmgr.cpp | 2 - indra/newview/llviewershadermgr.cpp | 173 +++++++++++++++++- indra/newview/llviewershadermgr.h | 16 +- indra/newview/llvoavatar.cpp | 14 +- indra/newview/pipeline.cpp | 31 ++-- 34 files changed, 892 insertions(+), 194 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/impostorF.glsl create mode 100644 indra/newview/app_settings/shaders/class1/objects/impostorV.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl create mode 100644 indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 6e54a685f..f9564b983 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -53,6 +53,7 @@ #include "llstacktrace.h" #include "llglheaders.h" +#include "llglslshader.h" #ifdef _DEBUG //#define GL_STATE_VERIFY @@ -1642,6 +1643,16 @@ void LLGLState::checkClientArrays(const std::string& msg, U32 data_mask) LLGLState::LLGLState(LLGLenum state, S32 enabled) : mState(state), mWasEnabled(FALSE), mIsEnabled(FALSE) { + if (LLGLSLShader::sNoFixedFunction) + { //always disable state that's deprecated post GL 3.0 + switch (state) + { + case GL_ALPHA_TEST: + enabled = 0; + break; + } + } + stop_glerror(); if (state) { diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 33d3fe27e..225ba3913 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -55,6 +55,7 @@ using std::make_pair; using std::string; GLhandleARB LLGLSLShader::sCurBoundShader = 0; +LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL; bool LLGLSLShader::sNoFixedFunction = false; //UI shader -- declared here so llui_libtest will link properly @@ -72,7 +73,7 @@ LLShaderFeatures::LLShaderFeatures() : calculatesLighting(false), isShiny(false), isFullbright(false), hasWaterFog(false), hasTransport(false), hasSkinning(false), hasAtmospherics(false), isSpecular(false), hasGamma(false), hasLighting(false), calculatesAtmospherics(false) -, mIndexedTextureChannels(0), disableTextureIndex(false) +, mIndexedTextureChannels(0), disableTextureIndex(false), hasAlphaMask(false) #if MESH_ENABLED , hasObjectSkinning(false) #endif //MESH_ENABLED @@ -409,6 +410,7 @@ void LLGLSLShader::bind() { glUseProgramObjectARB(mProgramObject); sCurBoundShader = mProgramObject; + sCurBoundShaderPtr = this; if (mUniformsDirty) { LLShaderMgr::instance()->updateShaderUniforms(this); @@ -433,6 +435,7 @@ void LLGLSLShader::unbind() } glUseProgramObjectARB(0); sCurBoundShader = 0; + sCurBoundShaderPtr = NULL; stop_glerror(); } } @@ -441,6 +444,7 @@ void LLGLSLShader::bindNoShader(void) { glUseProgramObjectARB(0); sCurBoundShader = 0; + sCurBoundShaderPtr = NULL; } S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode) @@ -986,6 +990,12 @@ void LLGLSLShader::uniformMatrix4fv(const string& uniform, U32 count, GLboolean } } + +void LLGLSLShader::setAlphaRange(F32 minimum, F32 maximum) +{ + uniform1f("minimum_alpha", minimum); + uniform1f("maximum_alpha", maximum); +} void LLGLSLShader::vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index fa60191b3..f05176fd5 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -55,6 +55,7 @@ public: bool hasGamma; S32 mIndexedTextureChannels; bool disableTextureIndex; + bool hasAlphaMask; // char numLights; @@ -75,6 +76,7 @@ public: LLGLSLShader(S32 shader_class); static GLhandleARB sCurBoundShader; + static LLGLSLShader* sCurBoundShaderPtr; static bool sNoFixedFunction; void unload(); @@ -113,6 +115,8 @@ public: void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v); void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v); + void setAlphaRange(F32 minimum, F32 maximum); + void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void vertexAttrib4fv(U32 index, GLfloat* v); diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 2cf0c781c..5cd77af36 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1092,6 +1092,10 @@ void LLRender::setSceneBlendType(eBlendType type) void LLRender::setAlphaRejectSettings(eCompareFunc func, F32 value) { flush(); + if (LLGLSLShader::sNoFixedFunction) + { //glAlphaFunc is deprecated in OpenGL 3.3 + return; + } if (mCurrAlphaFunc != func || mCurrAlphaFuncVal != value) @@ -1107,6 +1111,30 @@ void LLRender::setAlphaRejectSettings(eCompareFunc func, F32 value) glAlphaFunc(sGLCompareFunc[func], value); } } + + if (gDebugGL) + { //make sure cached state is correct + GLint cur_func = 0; + glGetIntegerv(GL_ALPHA_TEST_FUNC, &cur_func); + + if (func == CF_DEFAULT) + { + func = CF_GREATER; + } + + if (cur_func != sGLCompareFunc[func]) + { + llerrs << "Alpha test function corrupted!" << llendl; + } + + F32 ref = 0.f; + glGetFloatv(GL_ALPHA_TEST_REF, &ref); + + if (ref != value) + { + llerrs << "Alpha test value corrupted!" << llendl; + } + } } void LLRender::blendFunc(eBlendFactor sfactor, eBlendFactor dfactor) diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 7e94e3ab7..dc81d8e85 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -219,16 +219,36 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { if (features->disableTextureIndex) { - if (!shader->attachObject("lighting/lightWaterNonIndexedF.glsl")) + if (features->hasAlphaMask) { - return FALSE; + if (!shader->attachObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightWaterNonIndexedF.glsl")) + { + return FALSE; + } } } else { - if (!shader->attachObject("lighting/lightWaterF.glsl")) + if (features->hasAlphaMask) { - return FALSE; + if (!shader->attachObject("lighting/lightWaterAlphaMaskF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightWaterF.glsl")) + { + return FALSE; + } } shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } @@ -238,16 +258,36 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { if (features->disableTextureIndex) { - if (!shader->attachObject("lighting/lightNonIndexedF.glsl")) + if (features->hasAlphaMask) { - return FALSE; + if (!shader->attachObject("lighting/lightAlphaMaskNonIndexedF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightNonIndexedF.glsl")) + { + return FALSE; + } } } else { - if (!shader->attachObject("lighting/lightF.glsl")) + if (features->hasAlphaMask) { - return FALSE; + if (!shader->attachObject("lighting/lightAlphaMaskF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightF.glsl")) + { + return FALSE; + } } shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } @@ -280,14 +320,28 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { if (features->disableTextureIndex) { - if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedF.glsl")) + if (features->hasAlphaMask) + { + if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedF.glsl")) { return FALSE; } } else { - if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl")) + if (features->hasAlphaMask) + { + if (!shader->attachObject("lighting/lightFullbrightWaterAlphaMaskF.glsl")) + { + return FALSE; + } + } + else if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl")) { return FALSE; } @@ -318,16 +372,37 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) { if (features->disableTextureIndex) { - if (!shader->attachObject("lighting/lightFullbrightNonIndexedF.glsl")) + + if (features->hasAlphaMask) { - return FALSE; + if (!shader->attachObject("lighting/lightFullbrightNonIndexedAlphaMaskF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightFullbrightNonIndexedF.glsl")) + { + return FALSE; + } } } else { - if (!shader->attachObject("lighting/lightFullbrightF.glsl")) + if (features->hasAlphaMask) { - return FALSE; + if (!shader->attachObject("lighting/lightFullbrightAlphaMaskF.glsl")) + { + return FALSE; + } + } + else + { + if (!shader->attachObject("lighting/lightFullbrightF.glsl")) + { + return FALSE; + } } shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl new file mode 100644 index 000000000..338d0ebb2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -0,0 +1,30 @@ +/** + * @file diffuseF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +varying vec3 vary_normal; + +void main() +{ + vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + + if (col.a < minimum_alpha || col.a > maximum_alpha) + { + discard; + } + + gl_FragData[0] = vec4(col.rgb, 0.0); + gl_FragData[1] = vec4(0,0,0,0); // spec + vec3 nvn = normalize(vary_normal); + gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl new file mode 100644 index 000000000..0671cb94b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -0,0 +1,26 @@ +/** + * @file diffuseAlphaMaskIndexedF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +varying vec3 vary_normal; + +uniform float minimum_alpha; +uniform float maximum_alpha; + +void main() +{ + vec4 col = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + + if (col.a < minimum_alpha || col.a > maximum_alpha) + { + discard; + } + + gl_FragData[0] = vec4(col.rgb, 0.0); + gl_FragData[1] = vec4(0,0,0,0); + vec3 nvn = normalize(vary_normal); + gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 83f3778d2..d60333893 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -5,7 +5,8 @@ * $License$ */ - +uniform float minimum_alpha; +uniform float maximum_alpha; uniform sampler2D diffuseMap; uniform sampler2D normalMap; @@ -14,6 +15,10 @@ uniform sampler2D specularMap; void main() { vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); + if (col.a < minimum_alpha || col.a > maximum_alpha) + { + discard; + } gl_FragData[0] = vec4(col.rgb, col.a * 0.005); gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy); gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl new file mode 100644 index 000000000..e24d0b666 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -0,0 +1,27 @@ +/** + * @file shadowAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +varying vec4 post_pos; + +void main() +{ + float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a; + + if (alpha < minimum_alpha || alpha > maximum_alpha) + { + discard; + } + + gl_FragColor = vec4(1,1,1,1); + + gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl new file mode 100644 index 000000000..58e9bcec5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -0,0 +1,23 @@ +/** + * @file shadowAlphaMaskV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +varying vec4 post_pos; + +void main() +{ + //transform vertex + vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex; + + post_pos = pos; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); + + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index d152b30ab..9d1122080 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -7,13 +7,11 @@ -uniform sampler2D diffuseMap; - varying vec4 post_pos; void main() { - gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a); + gl_FragColor = vec4(1,1,1,1); gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index f9a23a5af..a5d4f91c1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -17,7 +17,4 @@ void main() post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); - - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - gl_FrontColor = gl_Color; } diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl new file mode 100644 index 000000000..13597ee43 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -0,0 +1,26 @@ +/** + * @file impostorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform float minimum_alpha; +uniform float maximum_alpha; + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +uniform sampler2D diffuseMap; + +void main() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + gl_FragColor = color; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl new file mode 100644 index 000000000..724b86a1b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl @@ -0,0 +1,16 @@ +/** + * @file impostorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +void main() +{ + //transform vertex + gl_Position = ftransform(); + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl new file mode 100644 index 000000000..1211ad7a8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl @@ -0,0 +1,30 @@ +/** + * @file lightAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +uniform float minimum_alpha; +uniform float maximum_alpha; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +void default_lighting() +{ + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl new file mode 100644 index 000000000..1a7d67b94 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl @@ -0,0 +1,33 @@ +/** + * @file lightAlphaMaskNonIndexedF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +uniform float minimum_alpha; +uniform float maximum_alpha; + + +uniform sampler2D diffuseMap; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +void default_lighting() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl new file mode 100644 index 000000000..73e885a7e --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl @@ -0,0 +1,29 @@ +/** + * @file lightFullbrightAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform float minimum_alpha; +uniform float maximum_alpha; + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +void fullbright_lighting() +{ + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = fullbrightAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl new file mode 100644 index 000000000..55dfe9b16 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl @@ -0,0 +1,31 @@ +/** + * @file lightFullbrightNonIndexedAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform float minimum_alpha; +uniform float maximum_alpha; + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +uniform sampler2D diffuseMap; + +void fullbright_lighting() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = fullbrightAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl new file mode 100644 index 000000000..e4cea077f --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -0,0 +1,29 @@ +/** + * @file lightFullbrightWaterAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform float minimum_alpha; +uniform float maximum_alpha; + +vec4 diffuseLookup(vec2 texcoord); + +vec3 fullbrightAtmosTransport(vec3 light); +vec4 applyWaterFog(vec4 color); + +void fullbright_lighting_water() +{ + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = fullbrightAtmosTransport(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl new file mode 100644 index 000000000..e8533f94a --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -0,0 +1,29 @@ +/** + * @file lightFullbrightWaterNonIndexedAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +vec3 fullbrightAtmosTransport(vec3 light); +vec4 applyWaterFog(vec4 color); + +void fullbright_lighting_water() +{ + vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = fullbrightAtmosTransport(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl new file mode 100644 index 000000000..7b3c20f09 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl @@ -0,0 +1,27 @@ +/** + * @file lightWaterAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform float minimum_alpha; +uniform float maximum_alpha; + +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void default_lighting_water() +{ + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = atmosLighting(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl new file mode 100644 index 000000000..907140eff --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -0,0 +1,31 @@ +/** + * @file lightWaterAlphaMaskNonIndexedF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void default_lighting_water() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + + if (color.a < minimum_alpha || color.a > maximum_alpha) + { + discard; + } + + color.rgb = atmosLighting(color.rgb); + + color = applyWaterFog(color); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 189a4de69..69e79bd94 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -266,91 +266,50 @@ void main() float da = max(dot(norm.xyz, vary_light.xyz), 0.0); vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - da = texture2D(lightFunc, vec2(da, 0.0)).a; - - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; - - calcAtmospherics(pos.xyz, ambocc); - - vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); - - col *= diffuse.rgb; - - if (spec.a > 0.0) // specular reflection + vec3 col; + float bloom = 0.0; + + if (diffuse.a < 0.9) { - // the old infinite-sky shiny reflection - // - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnormpersp, vary_light.xyz); - vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a; - - /* - // screen-space cheap fakey reflection map - // - vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); - depth -= 0.5; // unbias depth - // first figure out where we'll make our 2D guess from - vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; - // Offset the guess source a little according to a trivial - // checkerboard dither function and spec.a. - // This is meant to be similar to sampling a blurred version - // of the diffuse map. LOD would be better in that regard. - // The goal of the blur is to soften reflections in surfaces - // with low shinyness, and also to disguise our lameness. - float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); - - ref2d += vec2(checkoffset, checkoffset); - ref2d += tc.xy; // use as offset from destination - // Get attributes from the 2D guess point. - // We average two samples of diffuse (not of anything else) per - // pixel to try to reduce aliasing some more. - vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + - texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); - float refdepth = texture2DRect(depthMap, ref2d).a; - vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - float refshad = texture2DRect(lightMap, ref2d).r; - vec3 refn = texture2DRect(normalMap, ref2d).rgb; - refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm - refn = normalize(refn); - // figure out how appropriate our guess actually was - float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); - // darken reflections from points which face away from the reflected ray - our guess was a back-face - //refapprop *= step(dot(refnorm, refn), 0.0); - refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant - // get appropriate light strength for guess-point. - // reflect light direction to increase the illusion that - // these are reflections. - vec3 reflight = reflect(lightnorm.xyz, norm.xyz); - float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); - // apply sun color to guess-point, dampen according to inappropriateness of guess - float refmod = min(refapprop, reflit); - vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; - vec3 ssshiny = (refprod * spec.a); - ssshiny *= 0.3; // dampen it even more - */ - vec3 ssshiny = vec3(0,0,0); - - // add the two types of shiny together - col += (ssshiny + dumbshiny) * spec.rgb; - } + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - col = atmosLighting(col); - col = scaleSoftClip(col); + da = texture2D(lightFunc, vec2(da, 0.0)).a; + + vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + float scol = max(scol_ambocc.r, diffuse.a); + float ambocc = scol_ambocc.g; + + calcAtmospherics(pos.xyz, ambocc); + + col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); + + col *= diffuse.rgb; + + if (spec.a > 0.0) // specular reflection + { + // the old infinite-sky shiny reflection + // + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // add the two types of shiny together + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib); + col += spec_contrib; + } + + col = atmosLighting(col); + col = scaleSoftClip(col); + + col = mix(col, diffuse.rgb, diffuse.a); + } + else + { + col = diffuse.rgb; + } gl_FragColor.rgb = col; - - //gl_FragColor.rgb = gi_col.rgb; - gl_FragColor.a = 0.0; - - //gl_FragColor.rg = scol_ambocc.rg; - //gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb; - //gl_FragColor.rgb = norm.rgb*0.5+0.5; - //gl_FragColor.rgb = vec3(ambocc); - //gl_FragColor.rgb = vec3(scol); + gl_FragColor.a = bloom; } diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index f301a7f51..664db16b7 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -95,16 +95,13 @@ void LLDrawPoolAlpha::endDeferredPass(S32 pass) void LLDrawPoolAlpha::renderDeferred(S32 pass) { - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f); - { - LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS); - gDeferredTreeProgram.bind(); - LLGLEnable test(GL_ALPHA_TEST); - //render alpha masked objects - LLRenderPass::renderTexture(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask()); - gDeferredTreeProgram.unbind(); - } - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS); + gDeferredDiffuseAlphaMaskProgram.bind(); + gDeferredDiffuseAlphaMaskProgram.setAlphaRange(0.33f, 1.f); + + //render alpha masked objects + LLRenderPass::pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + gDeferredDiffuseAlphaMaskProgram.unbind(); } @@ -131,7 +128,7 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) if (pass == 0) { simple_shader = &gDeferredAlphaProgram; - fullbright_shader = &gObjectFullbrightProgram; + fullbright_shader = &gObjectFullbrightAlphaMaskProgram; //prime simple shader (loads shadow relevant uniforms) gPipeline.bindDeferredShader(*simple_shader); @@ -145,8 +142,10 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) gPipeline.mDeferredDepth.bindTarget(); simple_shader = NULL; fullbright_shader = NULL; - gObjectFullbrightProgram.bind(); + gObjectFullbrightAlphaMaskProgram.bind(); + gObjectFullbrightAlphaMaskProgram.setAlphaRange(0.33f, 1.f); } + deferred_render = TRUE; if (mVertexShaderLevel > 0) { @@ -163,8 +162,9 @@ void LLDrawPoolAlpha::endPostDeferredPass(S32 pass) { gPipeline.mDeferredDepth.flush(); gPipeline.mScreen.bindTarget(); - gObjectFullbrightProgram.unbind(); + gObjectFullbrightAlphaMaskProgram.unbind(); } + deferred_render = FALSE; endRenderPass(pass); } @@ -180,13 +180,13 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass) if (LLPipeline::sUnderWaterRender) { - simple_shader = &gObjectSimpleWaterProgram; - fullbright_shader = &gObjectFullbrightWaterProgram; + simple_shader = &gObjectSimpleWaterAlphaMaskProgram; + fullbright_shader = &gObjectFullbrightWaterAlphaMaskProgram; } else { - simple_shader = &gObjectSimpleProgram; - fullbright_shader = &gObjectFullbrightProgram; + simple_shader = &gObjectSimpleAlphaMaskProgram; + fullbright_shader = &gObjectFullbrightAlphaMaskProgram; } if (mVertexShaderLevel > 0) @@ -223,7 +223,7 @@ void LLDrawPoolAlpha::render(S32 pass) { gGL.setColorMask(true, true); } - if (LLPipeline::sFastAlpha && !deferred_render) + if (LLPipeline::sFastAlpha) { mColorSFactor = LLRender::BF_ONE; // } mColorDFactor = LLRender::BF_ZERO; // } these are like disabling blend on the color channels, but we're still blending on the alpha channel so that we can suppress glow @@ -231,29 +231,32 @@ void LLDrawPoolAlpha::render(S32 pass) mAlphaDFactor = LLRender::BF_ZERO; // block (zero-out) glow where the alpha test succeeds gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.33f); if (mVertexShaderLevel > 0) { - if (!LLPipeline::sRenderDeferred) + if (!LLPipeline::sRenderDeferred || !deferred_render) { simple_shader->bind(); + simple_shader->setAlphaRange(0.33f, 1.f); + 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); } pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); //LLGLSLShader::bindNoShader(); } else { + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.33f); //OK gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask()); gPipeline.enableLightsDynamic(); pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask()); + gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK } - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy || @@ -261,7 +264,6 @@ void LLDrawPoolAlpha::render(S32 pass) if (deferred_render && pass == 1) { - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.33f); gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA); } else @@ -272,13 +274,33 @@ void LLDrawPoolAlpha::render(S32 pass) mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // } gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); - if (LLPipeline::sImpostorRender) + if (mVertexShaderLevel > 0) { - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); + if (LLPipeline::sImpostorRender) + { + fullbright_shader->bind(); + fullbright_shader->setAlphaRange(0.5f, 1.f); + simple_shader->bind(); + simple_shader->setAlphaRange(0.5f, 1.f); + } + else + { + fullbright_shader->bind(); + fullbright_shader->setAlphaRange(0.f, 1.f); + simple_shader->bind(); + simple_shader->setAlphaRange(0.f, 1.f); + } } else { - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + if (LLPipeline::sImpostorRender) + { + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); //OK + } + else + { + gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK + } } } @@ -295,7 +317,6 @@ void LLDrawPoolAlpha::render(S32 pass) if (deferred_render && pass == 1) { - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); gGL.setSceneBlendType(LLRender::BT_ALPHA); } diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 35ec1074e..8693ed11b 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -397,7 +397,7 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass) { gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX]; } - gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f); + //gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f); glColor4f(1,1,1,1); @@ -637,12 +637,22 @@ void LLDrawPoolAvatar::beginImpostor() LLVOAvatar::sNumVisibleAvatars = 0; } + if (LLGLSLShader::sNoFixedFunction) + { + gImpostorProgram.bind(); + gImpostorProgram.setAlphaRange(0.01f, 1.f); + } + gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); sDiffuseChannel = 0; } void LLDrawPoolAvatar::endImpostor() { + if (LLGLSLShader::sNoFixedFunction) + { + gImpostorProgram.unbind(); + } gPipeline.enableLightsDynamic(); } @@ -652,16 +662,17 @@ void LLDrawPoolAvatar::beginRigid() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectSimpleNonIndexedWaterProgram; + sVertexProgram = &gObjectAlphaMaskNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectSimpleNonIndexedProgram; + sVertexProgram = &gObjectAlphaMaskNonIndexedProgram; } if (sVertexProgram != NULL) { //eyeballs render with the specular shader sVertexProgram->bind(); + sVertexProgram->setAlphaRange(0.2f, 1.f); } } else @@ -694,6 +705,7 @@ void LLDrawPoolAvatar::beginDeferredImpostor() sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->bind(); + sVertexProgram->setAlphaRange(0.01f, 1.f); } void LLDrawPoolAvatar::endDeferredImpostor() @@ -739,11 +751,11 @@ void LLDrawPoolAvatar::beginSkinned() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectSimpleNonIndexedWaterProgram; + sVertexProgram = &gObjectAlphaMaskNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectSimpleNonIndexedProgram; + sVertexProgram = &gObjectAlphaMaskNonIndexedProgram; } } @@ -775,6 +787,11 @@ void LLDrawPoolAvatar::beginSkinned() sVertexProgram->bind(); } } + + if (LLGLSLShader::sNoFixedFunction) + { + sVertexProgram->setAlphaRange(0.2f, 1.f); + } } void LLDrawPoolAvatar::endSkinned() diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index 52d214d67..594f1fdd6 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -183,7 +183,6 @@ void LLDrawPoolSimple::endRenderPass(S32 pass) void LLDrawPoolSimple::render(S32 pass) { LLGLDisable blend(GL_BLEND); - LLGLDisable alpha_test(GL_ALPHA_TEST); { //render simple LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); @@ -203,6 +202,7 @@ void LLDrawPoolSimple::render(S32 pass) } else { + LLGLDisable alpha_test(GL_ALPHA_TEST); renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); } @@ -257,19 +257,21 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass) if (LLPipeline::sUnderWaterRender) { - simple_shader = &gObjectSimpleNonIndexedWaterProgram; + simple_shader = &gObjectAlphaMaskNonIndexedWaterProgram; } else { - simple_shader = &gObjectSimpleNonIndexedProgram; + simple_shader = &gObjectAlphaMaskNonIndexedProgram; } if (mVertexShaderLevel > 0) { simple_shader->bind(); + simple_shader->setAlphaRange(0.5f, 1.f); } else { + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); // don't use shaders! if (gGLManager.mHasShaderObjects) { @@ -287,22 +289,23 @@ void LLDrawPoolGrass::endRenderPass(S32 pass) { simple_shader->unbind(); } + else + { + gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + } } void LLDrawPoolGrass::render(S32 pass) { LLGLDisable blend(GL_BLEND); - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); - + { LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS); LLGLEnable test(GL_ALPHA_TEST); gGL.setSceneBlendType(LLRender::BT_ALPHA); //render grass LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask()); - } - - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + } } void LLDrawPoolGrass::beginDeferredPass(S32 pass) @@ -317,17 +320,13 @@ void LLDrawPoolGrass::endDeferredPass(S32 pass) void LLDrawPoolGrass::renderDeferred(S32 pass) { - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f); - { - LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS); - gDeferredTreeProgram.bind(); - LLGLEnable test(GL_ALPHA_TEST); + //LLFastTimer t(FTM_RENDER_GRASS_DEFERRED); + gDeferredNonIndexedDiffuseAlphaMaskProgram.bind(); + gDeferredNonIndexedDiffuseAlphaMaskProgram.setAlphaRange(0.5f, 1.f); //render grass LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask()); } - - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index 97cb84520..1aa5a5b01 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -68,24 +68,25 @@ void LLDrawPoolTree::prerender() void LLDrawPoolTree::beginRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_TREES); - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); - + if (LLPipeline::sUnderWaterRender) { - shader = &gObjectSimpleNonIndexedWaterProgram; + shader = &gObjectAlphaMaskNonIndexedWaterProgram; } else { - shader = &gObjectSimpleNonIndexedProgram; + shader = &gObjectAlphaMaskNonIndexedProgram; } if (gPipeline.canUseVertexShaders()) { shader->bind(); + shader->setAlphaRange(0.5f, 1.f); } else { gPipeline.enableLightsDynamic(); + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); } } @@ -98,7 +99,7 @@ void LLDrawPoolTree::render(S32 pass) return; } - LLGLEnable test(GL_ALPHA_TEST); + LLGLState test(GL_ALPHA_TEST, LLGLSLShader::sNoFixedFunction ? 0 : 1); LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f); static const LLCachedControl render_animate_trees("RenderAnimateTrees",false); @@ -128,12 +129,16 @@ void LLDrawPoolTree::render(S32 pass) void LLDrawPoolTree::endRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_TREES); - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); - + if (gPipeline.canUseWindLightShadersOnObjects()) { shader->unbind(); } + + if (mVertexShaderLevel <= 0) + { + gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + } } //============================================ @@ -142,10 +147,10 @@ void LLDrawPoolTree::endRenderPass(S32 pass) void LLDrawPoolTree::beginDeferredPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_TREES); - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f); - - shader = &gDeferredTreeProgram; + + shader = &gDeferredNonIndexedDiffuseAlphaMaskProgram; shader->bind(); + shader->setAlphaRange(0.5f, 1.f); } void LLDrawPoolTree::renderDeferred(S32 pass) @@ -156,7 +161,6 @@ void LLDrawPoolTree::renderDeferred(S32 pass) void LLDrawPoolTree::endDeferredPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_TREES); - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); shader->unbind(); } @@ -171,8 +175,8 @@ void LLDrawPoolTree::beginShadowPass(S32 pass) static const LLCachedControl render_deferred_offset("RenderDeferredTreeShadowOffset",1.f); static const LLCachedControl render_deferred_bias("RenderDeferredTreeShadowBias",1.f); glPolygonOffset(render_deferred_offset,render_deferred_bias); - - gDeferredShadowProgram.bind(); + gDeferredShadowAlphaMaskProgram.bind(); + gDeferredShadowAlphaMaskProgram.setAlphaRange(0.5f, 1.f); } void LLDrawPoolTree::renderShadow(S32 pass) diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 42851f785..f837de9df 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -40,6 +40,8 @@ #include "llviewercamera.h" #include "llimage.h" #include "llwlparammanager.h" +#include "llviewershadermgr.h" +#include "llglslshader.h" #include "llsky.h" #include "llvowlsky.h" #include "llviewerregion.h" @@ -245,8 +247,7 @@ void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const { LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ALPHA); - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); - + gGL.getTexUnit(0)->bind(sCloudNoiseTexture); cloud_shader->bind(); diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp index 7d69ba3da..cd8e58b21 100644 --- a/indra/newview/llglsandbox.cpp +++ b/indra/newview/llglsandbox.cpp @@ -776,7 +776,7 @@ void LLViewerParcelMgr::renderCollisionSegments(U8* segments, BOOL use_pass, LLV F32 pos_y = pos.mV[VY]; LLGLSUIDefault gls_ui; - LLGLDepthTest gls_depth(GL_TRUE); + LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); LLGLDisable cull(GL_CULL_FACE); if (mCollisionBanned == BA_BANNED) diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp index 6246c7ebe..ca7aad82b 100644 --- a/indra/newview/llselectmgr.cpp +++ b/indra/newview/llselectmgr.cpp @@ -5155,7 +5155,6 @@ void LLSelectMgr::renderSilhouettes(BOOL for_hud) gGL.getTexUnit(0)->bind(mSilhouetteImagep); LLGLSPipelineSelection gls_select; - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f); LLGLEnable blend(GL_BLEND); LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); @@ -5271,7 +5270,6 @@ void LLSelectMgr::renderSilhouettes(BOOL for_hud) } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } void LLSelectMgr::generateSilhouette(LLSelectNode* nodep, const LLVector3& view_point) diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 663e63bce..82669c8e1 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -83,9 +83,13 @@ LLGLSLShader gSolidColorProgram(LLViewerShaderMgr::SHADER_INTERFACE); //object shaders LLGLSLShader gObjectSimpleProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectSimpleWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectSimpleAlphaMaskProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectSimpleWaterAlphaMaskProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectFullbrightProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectFullbrightWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectFullbrightAlphaMaskProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectFullbrightShinyProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectFullbrightShinyWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectShinyProgram(LLViewerShaderMgr::SHADER_OBJECT); @@ -94,6 +98,8 @@ LLGLSLShader gObjectBumpProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectSimpleNonIndexedProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectSimpleNonIndexedWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectAlphaMaskNonIndexedProgram(LLViewerShaderMgr::SHADER_OBJECT); +LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectFullbrightNonIndexedProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectFullbrightNonIndexedWaterProgram(LLViewerShaderMgr::SHADER_OBJECT); LLGLSLShader gObjectFullbrightShinyNonIndexedProgram(LLViewerShaderMgr::SHADER_OBJECT); @@ -130,7 +136,8 @@ LLGLSLShader gAvatarProgram(LLViewerShaderMgr::SHADER_AVATAR); LLGLSLShader gAvatarWaterProgram(LLViewerShaderMgr::SHADER_AVATAR); LLGLSLShader gAvatarEyeballProgram(LLViewerShaderMgr::SHADER_AVATAR); LLGLSLShader gAvatarPickProgram(LLViewerShaderMgr::SHADER_AVATAR); //Not in mShaderList - +LLGLSLShader gImpostorProgram(LLViewerShaderMgr::SHADER_OBJECT); + // Effects Shaders LLGLSLShader gGlowProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList LLGLSLShader gGlowExtractProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList @@ -143,7 +150,9 @@ LLGLSLShader gDeferredImpostorProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredEdgeProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredWaterProgram(LLViewerShaderMgr::SHADER_DEFERRED); //calculatesAtmospherics LLGLSLShader gDeferredDiffuseProgram(LLViewerShaderMgr::SHADER_DEFERRED);//Not in mShaderList +LLGLSLShader gDeferredDiffuseAlphaMaskProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredNonIndexedDiffuseProgram(LLViewerShaderMgr::SHADER_DEFERRED); +LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram(LLViewerShaderMgr::SHADER_DEFERRED); #if MESH_ENABLED LLGLSLShader gDeferredSkinnedDiffuseProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredSkinnedBumpProgram(LLViewerShaderMgr::SHADER_DEFERRED); @@ -162,6 +171,7 @@ LLGLSLShader gDeferredSunProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredBlurLightProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredSoftenProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredShadowProgram(LLViewerShaderMgr::SHADER_DEFERRED); //Not in mShaderList +LLGLSLShader gDeferredShadowAlphaMaskProgram(LLViewerShaderMgr::SHADER_DEFERRED); LLGLSLShader gDeferredAvatarShadowProgram(LLViewerShaderMgr::SHADER_DEFERRED);//Not in mShaderList #if MESH_ENABLED LLGLSLShader gDeferredAttachmentShadowProgram(LLViewerShaderMgr::SHADER_DEFERRED); @@ -656,19 +666,27 @@ BOOL LLViewerShaderMgr::loadBasicShaders() index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mVertexShaderLevel[SHADER_WATER] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); - index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); - index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); - index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); @@ -924,6 +942,27 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredDiffuseProgram.createShader(NULL, NULL); } + if (success) + { + gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader"; + gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear(); + gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; + gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader"; + gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear(); + gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL); + } + if (success) { gDeferredNonIndexedDiffuseProgram.mName = "Non Indexed Deferred Diffuse Shader"; @@ -1168,6 +1207,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredShadowProgram.createShader(NULL, NULL); } + if (success) + { + gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader"; + gDeferredShadowAlphaMaskProgram.mShaderFiles.clear(); + gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredShadowAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL); + } + if (success) { gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader"; @@ -1386,6 +1435,41 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectSimpleNonIndexedWaterProgram.createShader(NULL, NULL); } + if (success) + { + gObjectAlphaMaskNonIndexedProgram.mName = "Non indexed alpha mask Shader"; + gObjectAlphaMaskNonIndexedProgram.mFeatures.calculatesLighting = true; + gObjectAlphaMaskNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectAlphaMaskNonIndexedProgram.mFeatures.hasGamma = true; + gObjectAlphaMaskNonIndexedProgram.mFeatures.hasAtmospherics = true; + gObjectAlphaMaskNonIndexedProgram.mFeatures.hasLighting = true; + gObjectAlphaMaskNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectAlphaMaskNonIndexedProgram.mFeatures.hasAlphaMask = true; + gObjectAlphaMaskNonIndexedProgram.mShaderFiles.clear(); + gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectAlphaMaskNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectAlphaMaskNonIndexedProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectAlphaMaskNonIndexedWaterProgram.mName = "Non indexed alpha mask Water Shader"; + gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.calculatesLighting = true; + gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasAtmospherics = true; + gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasLighting = true; + gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasAlphaMask = true; + gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectAlphaMaskNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectAlphaMaskNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectAlphaMaskNonIndexedWaterProgram.createShader(NULL, NULL); + } + if (success) { gObjectFullbrightNonIndexedProgram.mName = "Non Indexed Fullbright Shader"; @@ -1484,6 +1568,17 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, &mShinyUniforms); } + if (success) + { + gImpostorProgram.mName = "Impostor Shader"; + gImpostorProgram.mFeatures.disableTextureIndex = true; + gImpostorProgram.mShaderFiles.clear(); + gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorV.glsl", GL_VERTEX_SHADER_ARB)); + gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorF.glsl", GL_FRAGMENT_SHADER_ARB)); + gImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gImpostorProgram.createShader(NULL, NULL); + } + if (success) { gObjectSimpleProgram.mName = "Simple Shader"; @@ -1499,6 +1594,23 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectSimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectSimpleProgram.createShader(NULL, NULL); } + + if (success) + { + gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader"; + gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true; + gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true; + gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true; + gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true; + gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectSimpleAlphaMaskProgram.mShaderFiles.clear(); + gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL); + } if (success) { @@ -1533,6 +1645,24 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectSimpleWaterProgram.createShader(NULL, NULL); } + if (success) + { + gObjectSimpleWaterAlphaMaskProgram.mName = "Simple Water Alpha Mask Shader"; + gObjectSimpleWaterAlphaMaskProgram.mFeatures.calculatesLighting = true; + gObjectSimpleWaterAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleWaterAlphaMaskProgram.mFeatures.hasWaterFog = true; + gObjectSimpleWaterAlphaMaskProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleWaterAlphaMaskProgram.mFeatures.hasLighting = true; + gObjectSimpleWaterAlphaMaskProgram.mFeatures.hasAlphaMask = true; + gObjectSimpleWaterAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.clear(); + gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleWaterAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectSimpleWaterAlphaMaskProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectSimpleWaterAlphaMaskProgram.createShader(NULL, NULL); + } + if (success) { gObjectFullbrightProgram.mName = "Fullbright Shader"; @@ -1564,6 +1694,39 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectFullbrightWaterProgram.createShader(NULL, NULL); } + if (success) + { + gObjectFullbrightAlphaMaskProgram.mName = "Fullbright Alpha Mask Shader"; + gObjectFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; + gObjectFullbrightAlphaMaskProgram.mFeatures.hasTransport = true; + gObjectFullbrightAlphaMaskProgram.mFeatures.isFullbright = true; + gObjectFullbrightAlphaMaskProgram.mFeatures.hasAlphaMask = true; + gObjectFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectFullbrightAlphaMaskProgram.mShaderFiles.clear(); + gObjectFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectFullbrightAlphaMaskProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectFullbrightWaterAlphaMaskProgram.mName = "Fullbright Water Shader"; + gObjectFullbrightWaterAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightWaterAlphaMaskProgram.mFeatures.isFullbright = true; + gObjectFullbrightWaterAlphaMaskProgram.mFeatures.hasWaterFog = true; + gObjectFullbrightWaterAlphaMaskProgram.mFeatures.hasTransport = true; + gObjectFullbrightWaterAlphaMaskProgram.mFeatures.hasAlphaMask = true; + gObjectFullbrightWaterAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; + gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.clear(); + gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightWaterAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectFullbrightWaterAlphaMaskProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectFullbrightWaterAlphaMaskProgram.createShader(NULL, NULL); + } + if (success) { gObjectShinyProgram.mName = "Shiny Shader"; @@ -1823,6 +1986,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() gAvatarWaterProgram.mFeatures.hasWaterFog = true; gAvatarWaterProgram.mFeatures.hasAtmospherics = true; gAvatarWaterProgram.mFeatures.hasLighting = true; + gAvatarWaterProgram.mFeatures.hasAlphaMask = true; gAvatarWaterProgram.mFeatures.disableTextureIndex = true; gAvatarWaterProgram.mShaderFiles.clear(); gAvatarWaterProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1861,6 +2025,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() gAvatarEyeballProgram.mFeatures.hasGamma = true; gAvatarEyeballProgram.mFeatures.hasAtmospherics = true; gAvatarEyeballProgram.mFeatures.hasLighting = true; + gAvatarEyeballProgram.mFeatures.hasAlphaMask = true; gAvatarEyeballProgram.mFeatures.disableTextureIndex = true; gAvatarEyeballProgram.mShaderFiles.clear(); gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER_ARB)); diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 9a9c9919a..9bdde5b2c 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -287,9 +287,9 @@ private: std::vector mAvatarUniforms; // the list of shaders we need to propagate parameters to. - // Currently this is replaced with a global list of all shaders - // which isn't quite as efficient. However, if other changes prove - // stable then I will mimic mShaderList on a per-ParamManager basis. + // This is no longer needed, as param managers iterate down the global list + // after shaders have been loaded and automagically add relevant shaders to + // their own local lists. //std::vector mShaderList; }; //LLViewerShaderMgr @@ -315,11 +315,17 @@ extern LLGLSLShader gTwoTextureAddProgram; //object shaders extern LLGLSLShader gObjectSimpleProgram; +extern LLGLSLShader gObjectSimpleAlphaMaskProgram; extern LLGLSLShader gObjectSimpleWaterProgram; +extern LLGLSLShader gObjectSimpleWaterAlphaMaskProgram; extern LLGLSLShader gObjectSimpleNonIndexedProgram; extern LLGLSLShader gObjectSimpleNonIndexedWaterProgram; +extern LLGLSLShader gObjectAlphaMaskNonIndexedProgram; +extern LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram; extern LLGLSLShader gObjectFullbrightProgram; extern LLGLSLShader gObjectFullbrightWaterProgram; +extern LLGLSLShader gObjectFullbrightAlphaMaskProgram; +extern LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram; extern LLGLSLShader gObjectFullbrightNonIndexedProgram; extern LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; extern LLGLSLShader gObjectBumpProgram; @@ -365,6 +371,7 @@ extern LLGLSLShader gAvatarProgram; extern LLGLSLShader gAvatarWaterProgram; extern LLGLSLShader gAvatarEyeballProgram; extern LLGLSLShader gAvatarPickProgram; +extern LLGLSLShader gImpostorProgram; // WindLight shader handles extern LLGLSLShader gWLSkyProgram; @@ -380,6 +387,8 @@ extern LLGLSLShader gDeferredImpostorProgram; extern LLGLSLShader gDeferredEdgeProgram; extern LLGLSLShader gDeferredWaterProgram; extern LLGLSLShader gDeferredDiffuseProgram; +extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram; +extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram; extern LLGLSLShader gDeferredNonIndexedDiffuseProgram; extern LLGLSLShader gDeferredSkinnedDiffuseProgram; #if MESH_ENABLED @@ -400,6 +409,7 @@ extern LLGLSLShader gDeferredBlurLightProgram; extern LLGLSLShader gDeferredAvatarProgram; extern LLGLSLShader gDeferredSoftenProgram; extern LLGLSLShader gDeferredShadowProgram; +extern LLGLSLShader gDeferredShadowAlphaMaskProgram; extern LLGLSLShader gDeferredPostGIProgram; extern LLGLSLShader gDeferredPostProgram; extern LLGLSLShader gDeferredPostNoDoFProgram; diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index a0449f3b9..aa135138c 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -5274,7 +5274,7 @@ U32 LLVOAvatar::renderSkinned(EAvatarRenderPass pass) const bool should_alpha_mask = shouldAlphaMask(); LLGLState test(GL_ALPHA_TEST, should_alpha_mask); - if (should_alpha_mask) + if (should_alpha_mask && !LLGLSLShader::sNoFixedFunction) { gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); } @@ -5303,7 +5303,10 @@ U32 LLVOAvatar::renderSkinned(EAvatarRenderPass pass) } } - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + if (should_alpha_mask && !LLGLSLShader::sNoFixedFunction) + { + gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + } if (!LLDrawPoolAvatar::sSkipTransparent || LLPipeline::sImpostorRender) { @@ -5386,7 +5389,7 @@ U32 LLVOAvatar::renderRigid() const bool should_alpha_mask = shouldAlphaMask(); LLGLState test(GL_ALPHA_TEST, should_alpha_mask); - if (should_alpha_mask) + if (should_alpha_mask && !LLGLSLShader::sNoFixedFunction) { gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); } @@ -5397,7 +5400,10 @@ U32 LLVOAvatar::renderRigid() num_indices += mMeshLOD[MESH_ID_EYEBALL_RIGHT]->render(mAdjustedPixelArea, TRUE, mIsDummy); } - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + if (should_alpha_mask && !LLGLSLShader::sNoFixedFunction) + { + gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); + } return num_indices; } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index b4d060b1b..b30e89b38 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3293,13 +3293,15 @@ void render_hud_elements() glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); gGL.color4f(1,1,1,1); + + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.bind(); + } + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { - if (LLGLSLShader::sNoFixedFunction) - { - gUIProgram.bind(); - } - static const LLCachedControl fsaa_samples("RenderFSAASamples",0); LLGLEnable multisample(fsaa_samples > 0 ? GL_MULTISAMPLE_ARB : 0); gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d() @@ -3314,10 +3316,6 @@ void render_hud_elements() // Render name tags. LLHUDObject::renderAll(); - if (LLGLSLShader::sNoFixedFunction) - { - gUIProgram.unbind(); - } } else if (gForceRenderLandFence) { @@ -3328,6 +3326,10 @@ void render_hud_elements() { LLHUDText::renderAllHUD(); } + if (LLGLSLShader::sNoFixedFunction) + { + gUIProgram.unbind(); + } gGL.flush(); } @@ -3528,6 +3530,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) occlude = FALSE; gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); + LLGLSLShader::bindNoShader(); doOcclusion(camera); } @@ -3593,6 +3596,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) occlude = FALSE; gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); + LLGLSLShader::bindNoShader(); doOcclusion(camera); } } @@ -3804,6 +3808,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera) occlude = FALSE; gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); + LLGLSLShader::bindNoShader(); doOcclusion(camera); gGL.setColorMask(true, false); } @@ -6016,7 +6021,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b gGlowExtractProgram.uniform1f("warmthAmount", warmthAmount); LLGLEnable blend_on(GL_BLEND); LLGLEnable test(GL_ALPHA_TEST); - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); mScreen.bindTexture(0, 0); @@ -8091,7 +8095,6 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gOcclusionProgram.bind(); } LLFastTimer ftm(LLFastTimer::FTM_SHADOW_SIMPLE); - LLGLDisable test(GL_ALPHA_TEST); gGL.getTexUnit(0)->disable(); for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i) { @@ -8117,12 +8120,11 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera { LLFastTimer ftm(LLFastTimer::FTM_SHADOW_ALPHA); - LLGLEnable test(GL_ALPHA_TEST); - gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.6f); + gDeferredShadowAlphaMaskProgram.bind(); + gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f); 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); - gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } //glCullFace(GL_BACK); @@ -8531,6 +8533,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLPipeline::RENDER_TYPE_WATER, LLPipeline::RENDER_TYPE_VOIDWATER, LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW, + LLPipeline::RENDER_TYPE_PASS_GRASS, LLPipeline::RENDER_TYPE_PASS_SIMPLE, LLPipeline::RENDER_TYPE_PASS_BUMP, LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, From 3213170d32f5fa66f6f7cfcba94b4320044a9f4f Mon Sep 17 00:00:00 2001 From: Shyotl Date: Fri, 12 Aug 2011 19:20:22 -0500 Subject: [PATCH 11/59] featuretable fudgery --- indra/newview/featuretable.txt | 109 ++++++++++++++------- indra/newview/featuretable_linux.txt | 110 +++++++++++++++------ indra/newview/featuretable_mac.txt | 127 +++++++++++++++---------- indra/newview/featuretable_solaris.txt | 9 ++ 4 files changed, 239 insertions(+), 116 deletions(-) diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt index e3a8ca0de..9b91d32f8 100644 --- a/indra/newview/featuretable.txt +++ b/indra/newview/featuretable.txt @@ -1,4 +1,4 @@ -version 20 +version 32 // NOTE: This is mostly identical to featuretable_mac.txt with a few differences // Should be combined into one table @@ -23,9 +23,11 @@ version 20 // NOTE: All settings are set to the MIN of applied values, including 'all'! // list all -RenderAnisotropic 1 0 +RenderAnisotropic 1 1 RenderAvatarCloth 1 1 RenderAvatarLODFactor 1 1.0 +RenderAvatarPhysicsLODFactor 1 1.0 +RenderAvatarMaxVisible 1 12 RenderAvatarVP 1 1 RenderCubeMap 1 1 RenderFarClip 1 256 @@ -34,12 +36,13 @@ RenderFogRatio 1 4.0 RenderGamma 1 0 RenderGlowResolutionPow 1 9 RenderGround 1 1 -RenderLocalLights 1 1 RenderMaxPartCount 1 8192 RenderObjectBump 1 1 +RenderLocalLights 1 1 RenderReflectionDetail 1 4 RenderTerrainDetail 1 1 RenderTerrainLODFactor 1 2.0 +RenderTransparentWater 1 1 RenderTreeLODFactor 1 1.0 RenderUseImpostors 1 1 RenderVBOEnable 1 1 @@ -51,14 +54,16 @@ WindLightUseAtmosShaders 1 1 WLSkyDetail 1 128 Disregard128DefaultDrawDistance 1 1 Disregard96DefaultDrawDistance 1 1 -RenderShaderLightingMaxLevel 1 3 RenderTextureMemoryMultiple 1 1.0 -RenderUseFBO 1 1 -RenderFastAlpha 1 1 +RenderShaderLightingMaxLevel 1 3 RenderDeferred 1 1 -RenderDeferredGI 1 1 +RenderDeferredSSAO 1 1 RenderShadowDetail 1 2 -RenderAvatarPhysicsLODFactor 1 1.0 +WatchdogDisabled 1 1 +ShyotlRenderUseStreamVBO 1 1 +RenderDeferredGI 1 0 +RenderFastAlpha 1 1 +RenderUseFBO 1 1 // // Low Graphics Settings @@ -66,29 +71,32 @@ RenderAvatarPhysicsLODFactor 1 1.0 list Low RenderAnisotropic 1 0 RenderAvatarCloth 1 0 -RenderAvatarLODFactor 1 0.25 +RenderAvatarLODFactor 1 0 +RenderAvatarPhysicsLODFactor 1 0 +RenderAvatarMaxVisible 1 3 RenderAvatarVP 1 0 RenderFarClip 1 64 -RenderFlexTimeFactor 1 0.1 +RenderFlexTimeFactor 1 0 RenderGlowResolutionPow 1 8 -RenderLocalLights 1 0 RenderMaxPartCount 1 1024 RenderObjectBump 1 0 +RenderLocalLights 1 0 RenderReflectionDetail 1 0 RenderTerrainDetail 1 0 RenderTerrainLODFactor 1 1 +RenderTransparentWater 1 0 RenderTreeLODFactor 1 0.25 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 0.5 VertexShaderEnable 1 0 WindLightUseAtmosShaders 1 0 WLSkyDetail 1 48 -RenderUseFBO 0 0 -RenderFastAlpha 1 1 -RenderDeferred 0 0 +RenderDeferred 1 0 +RenderDeferredSSAO 1 0 +RenderShadowDetail 1 0 RenderDeferredGI 0 0 -RenderShadowDetail 0 0 -RenderAvatarPhysicsLODFactor 1 0.0 +RenderFastAlpha 1 1 +RenderUseFBO 1 0 // // Mid Graphics Settings @@ -97,28 +105,30 @@ list Mid RenderAnisotropic 1 0 RenderAvatarCloth 1 0 RenderAvatarLODFactor 1 0.5 +RenderAvatarPhysicsLODFactor 1 0.5 RenderAvatarVP 1 1 RenderFarClip 1 96 -RenderFlexTimeFactor 1 0.5 +RenderFlexTimeFactor 1 1.0 RenderGlowResolutionPow 1 8 -RenderLocalLights 1 1 RenderMaxPartCount 1 2048 RenderObjectBump 1 1 +RenderLocalLights 1 1 RenderReflectionDetail 1 0 RenderTerrainDetail 1 1 RenderTerrainLODFactor 1 1.0 +RenderTransparentWater 1 1 RenderTreeLODFactor 1 0.5 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 1.125 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 0 WLSkyDetail 1 48 -RenderUseFBO 1 0 -RenderFastAlpha 1 0 RenderDeferred 1 0 -RenderDeferredGI 1 0 +RenderDeferredSSAO 1 0 RenderShadowDetail 1 0 -RenderAvatarPhysicsLODFactor 1 0.5 +RenderDeferredGI 1 0 +RenderFastAlpha 1 0 +RenderUseFBO 1 0 // @@ -128,29 +138,30 @@ list High RenderAnisotropic 1 1 RenderAvatarCloth 1 0 RenderAvatarLODFactor 1 1.0 +RenderAvatarPhysicsLODFactor 1 .75 RenderAvatarVP 1 1 RenderFarClip 1 128 RenderFlexTimeFactor 1 1.0 RenderGlowResolutionPow 1 9 -RenderLocalLights 1 1 RenderMaxPartCount 1 4096 RenderObjectBump 1 1 +RenderLocalLights 1 1 RenderReflectionDetail 1 2 RenderTerrainDetail 1 1 RenderTerrainLODFactor 1 2.0 +RenderTransparentWater 1 1 RenderTreeLODFactor 1 0.5 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 1.125 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 48 -RenderUseFBO 1 0 -RenderFastAlpha 1 0 RenderDeferred 1 0 -RenderDeferredGI 1 0 +RenderDeferredSSAO 1 0 RenderShadowDetail 1 0 -RenderAvatarPhysicsLODFactor 1 0.75 - +RenderDeferredGI 1 0 +RenderFastAlpha 1 0 +RenderUseFBO 1 0 // // Ultra graphics (REALLY PURTY!) @@ -163,24 +174,25 @@ RenderAvatarVP 1 1 RenderFarClip 1 256 RenderFlexTimeFactor 1 1.0 RenderGlowResolutionPow 1 9 -RenderLocalLights 1 1 RenderMaxPartCount 1 8192 RenderObjectBump 1 1 +RenderLocalLights 1 1 RenderReflectionDetail 1 4 RenderTerrainDetail 1 1 RenderTerrainLODFactor 1 2.0 +RenderTransparentWater 1 1 RenderTreeLODFactor 1 1.0 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 2.0 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 128 -RenderUseFBO 1 1 -RenderFastAlpha 1 0 RenderDeferred 1 1 -RenderDeferredGI 1 0 +RenderDeferredSSAO 1 0 RenderShadowDetail 1 0 -RenderAvatarPhysicsLODFactor 1 1.0 +RenderDeferredGI 1 0 +RenderFastAlpha 1 0 +RenderUseFBO 1 1 // // Class Unknown Hardware (unknown) @@ -222,6 +234,8 @@ RenderReflectionDetail 0 0 VertexShaderEnable 0 0 WindLightUseAtmosShaders 0 0 RenderDeferred 0 0 +RenderDeferredSSAO 0 0 +RenderShadowDetail 0 0 // // No Vertex Shaders available @@ -233,6 +247,8 @@ RenderReflectionDetail 0 0 VertexShaderEnable 0 0 WindLightUseAtmosShaders 0 0 RenderDeferred 0 0 +RenderDeferredSSAO 0 0 +RenderShadowDetail 0 0 // "Default" setups for safe, low, medium, high // @@ -240,16 +256,18 @@ list safe RenderAnisotropic 1 0 RenderAvatarCloth 0 0 RenderAvatarVP 0 0 -RenderLocalLights 1 0 RenderObjectBump 0 0 +RenderLocalLights 1 0 RenderMaxPartCount 1 1024 RenderTerrainDetail 1 0 RenderUseImpostors 0 0 RenderVBOEnable 1 0 RenderReflectionDetail 0 0 WindLightUseAtmosShaders 0 0 -RenderUseFBO 1 0 -RenderDeferred 1 0 +RenderUseFBO 0 0 +RenderDeferred 0 0 +RenderDeferredSSAO 0 0 +RenderShadowDetail 0 0 // // CPU based feature masks @@ -271,10 +289,12 @@ RenderObjectBump 0 0 list OpenGLPre15 RenderVBOEnable 1 0 +list OpenGLPre30 +RenderDeferred 0 0 list Intel RenderAnisotropic 1 0 +RenderVBOEnable 1 0 RenderLocalLights 1 0 -RenderUseImpostors 0 0 RenderDeferred 1 0 list GeForce2 @@ -291,30 +311,37 @@ UseOcclusion 0 0 list Intel_830M RenderTerrainDetail 1 0 RenderVBOEnable 1 0 +RenderUseImpostors 0 0 list Intel_845G RenderTerrainDetail 1 0 RenderVBOEnable 1 0 +RenderUseImpostors 0 0 list Intel_855GM RenderTerrainDetail 1 0 RenderVBOEnable 1 0 +RenderUseImpostors 0 0 list Intel_865G RenderTerrainDetail 1 0 RenderVBOEnable 1 0 +RenderUseImpostors 0 0 list Intel_900 RenderTerrainDetail 1 0 RenderVBOEnable 1 0 +RenderUseImpostors 0 0 list Intel_915GM RenderTerrainDetail 1 0 RenderVBOEnable 1 0 +RenderUseImpostors 0 0 list Intel_915G RenderTerrainDetail 1 0 RenderVBOEnable 1 0 +RenderUseImpostors 0 0 list Intel_945GM RenderTerrainDetail 1 0 @@ -449,6 +476,14 @@ list ATIOldDriver RenderAvatarVP 0 0 RenderAvatarCloth 0 0 +// ATI cards generally perform better when not using VBOs for streaming data + +list ATI +ShyotlRenderUseStreamVBO 1 0 + +// Disable vertex buffer objects by default for ATI cards with little video memory +list ATIVramLT256 +RenderVBOEnable 1 0 /// Tweaked NVIDIA diff --git a/indra/newview/featuretable_linux.txt b/indra/newview/featuretable_linux.txt index e64bfa3e3..97dda7be6 100644 --- a/indra/newview/featuretable_linux.txt +++ b/indra/newview/featuretable_linux.txt @@ -1,4 +1,4 @@ -version 20 +version 27 // NOTE: This is mostly identical to featuretable_mac.txt with a few differences // Should be combined into one table @@ -26,6 +26,8 @@ list all RenderAnisotropic 1 0 RenderAvatarCloth 1 1 RenderAvatarLODFactor 1 1.0 +RenderAvatarPhysicsLODFactor 1 1.0 +RenderAvatarMaxVisible 1 12 RenderAvatarVP 1 1 RenderCubeMap 1 1 RenderFarClip 1 256 @@ -40,6 +42,7 @@ RenderObjectBump 1 1 RenderReflectionDetail 1 4 RenderTerrainDetail 1 1 RenderTerrainLODFactor 1 2.0 +RenderTransparentWater 1 1 RenderTreeLODFactor 1 1.0 RenderUseImpostors 1 1 RenderVBOEnable 1 1 @@ -51,14 +54,14 @@ WindLightUseAtmosShaders 1 1 WLSkyDetail 1 128 Disregard128DefaultDrawDistance 1 1 Disregard96DefaultDrawDistance 1 1 -RenderShaderLightingMaxLevel 1 3 RenderTextureMemoryMultiple 1 1.0 -RenderUseFBO 1 1 -RenderFastAlpha 1 1 +RenderShaderLightingMaxLevel 1 3 RenderDeferred 1 1 -RenderDeferredGI 1 1 +RenderDeferredSSAO 1 1 RenderShadowDetail 1 2 -RenderAvatarPhysicsLODFactor 1 1.0 +RenderDeferredGI 1 0 +RenderFastAlpha 1 1 +RenderUseFBO 1 1 // // Low Graphics Settings @@ -66,10 +69,12 @@ RenderAvatarPhysicsLODFactor 1 1.0 list Low RenderAnisotropic 1 0 RenderAvatarCloth 1 0 -RenderAvatarLODFactor 1 0.25 +RenderAvatarLODFactor 1 0 +RenderAvatarPhysicsLODFactor 1 0 +RenderAvatarMaxVisible 1 3 RenderAvatarVP 1 0 RenderFarClip 1 64 -RenderFlexTimeFactor 1 0.1 +RenderFlexTimeFactor 1 0 RenderGlowResolutionPow 1 8 RenderLocalLights 1 0 RenderMaxPartCount 1 1024 @@ -77,18 +82,19 @@ RenderObjectBump 1 0 RenderReflectionDetail 1 0 RenderTerrainDetail 1 0 RenderTerrainLODFactor 1 1 +RenderTransparentWater 1 0 RenderTreeLODFactor 1 0.25 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 0.5 VertexShaderEnable 1 0 WindLightUseAtmosShaders 1 0 WLSkyDetail 1 48 -RenderUseFBO 0 0 +RenderDeferred 1 0 +RenderDeferredSSAO 1 0 +RenderShadowDetail 1 0 +RenderDeferredGI 1 0 RenderFastAlpha 1 1 -RenderDeferred 0 0 -RenderDeferredGI 0 0 -RenderShadowDetail 0 0 -RenderAvatarPhysicsLODFactor 1 0.0 +RenderUseFBO 1 0 // // Mid Graphics Settings @@ -97,9 +103,10 @@ list Mid RenderAnisotropic 1 0 RenderAvatarCloth 1 0 RenderAvatarLODFactor 1 0.5 +RenderAvatarPhysicsLODFactor 1 0.5 RenderAvatarVP 1 1 RenderFarClip 1 96 -RenderFlexTimeFactor 1 0.5 +RenderFlexTimeFactor 1 1.0 RenderGlowResolutionPow 1 8 RenderLocalLights 1 1 RenderMaxPartCount 1 2048 @@ -107,19 +114,19 @@ RenderObjectBump 1 1 RenderReflectionDetail 1 0 RenderTerrainDetail 1 1 RenderTerrainLODFactor 1 1.0 +RenderTransparentWater 1 1 RenderTreeLODFactor 1 0.5 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 1.125 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 0 WLSkyDetail 1 48 -RenderUseFBO 1 0 -RenderFastAlpha 1 0 RenderDeferred 1 0 -RenderDeferredGI 1 0 +RenderDeferredSSAO 1 0 RenderShadowDetail 1 0 -RenderAvatarPhysicsLODFactor 1 0.5 - +RenderDeferredGI 1 0 +RenderFastAlpha 1 0 +RenderUseFBO 1 0 // // High Graphics Settings (purty) @@ -128,6 +135,7 @@ list High RenderAnisotropic 1 1 RenderAvatarCloth 1 0 RenderAvatarLODFactor 1 1.0 +RenderAvatarPhysicsLODFactor 1 0.75 RenderAvatarVP 1 1 RenderFarClip 1 128 RenderFlexTimeFactor 1 1.0 @@ -138,18 +146,19 @@ RenderObjectBump 1 1 RenderReflectionDetail 1 2 RenderTerrainDetail 1 1 RenderTerrainLODFactor 1 2.0 +RenderTransparentWater 1 1 RenderTreeLODFactor 1 0.5 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 1.125 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 48 -RenderUseFBO 1 0 -RenderFastAlpha 1 0 RenderDeferred 1 0 -RenderDeferredGI 1 0 +RenderDeferredSSAO 1 0 RenderShadowDetail 1 0 -RenderAvatarPhysicsLODFactor 1 0.75 +RenderDeferredGI 1 0 +RenderFastAlpha 1 0 +RenderUseFBO 1 0 // @@ -159,6 +168,7 @@ list Ultra RenderAnisotropic 1 1 RenderAvatarCloth 1 1 RenderAvatarLODFactor 1 1.0 +RenderAvatarPhysicsLODFactor 1 1.0 RenderAvatarVP 1 1 RenderFarClip 1 256 RenderFlexTimeFactor 1 1.0 @@ -169,18 +179,20 @@ RenderObjectBump 1 1 RenderReflectionDetail 1 4 RenderTerrainDetail 1 1 RenderTerrainLODFactor 1 2.0 +RenderTransparentWater 1 1 RenderTreeLODFactor 1 1.0 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 2.0 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 128 -RenderUseFBO 1 1 -RenderFastAlpha 1 0 RenderDeferred 1 1 -RenderDeferredGI 1 0 +RenderDeferredSSAO 1 0 RenderShadowDetail 1 0 -RenderAvatarPhysicsLODFactor 1 1.0 +RenderDeferredGI 1 0 +RenderFastAlpha 1 0 +RenderUseFBO 1 1 + // @@ -223,6 +235,8 @@ RenderReflectionDetail 0 0 VertexShaderEnable 0 0 WindLightUseAtmosShaders 0 0 RenderDeferred 0 0 +RenderDeferredSSAO 0 0 +RenderShadowDetail 0 0 // // No Vertex Shaders available @@ -234,6 +248,8 @@ RenderReflectionDetail 0 0 VertexShaderEnable 0 0 WindLightUseAtmosShaders 0 0 RenderDeferred 0 0 +RenderDeferredSSAO 0 0 +RenderShadowDetail 0 0 // "Default" setups for safe, low, medium, high // @@ -249,9 +265,13 @@ RenderUseImpostors 0 0 RenderVBOEnable 1 0 RenderReflectionDetail 0 0 WindLightUseAtmosShaders 0 0 -RenderUseFBO 1 0 -RenderDeferred 1 0 - +RenderDeferred 0 0 +RenderDeferredSSAO 0 0 +RenderShadowDetail 0 0 +RenderShadowDetail 0 0 +RenderDeferredGI 0 0 +RenderFastAlpha 0 0 +RenderUseFBO 0 0 // // CPU based feature masks @@ -494,17 +514,47 @@ list NVIDIA_GeForce_Go_6 RenderVBOEnable 1 0 Disregard128DefaultDrawDistance 1 0 +list NVIDIA_GeForce_7000 +RenderShaderLightingMaxLevel 1 2 +list NVIDIA_GeForce_7100 +RenderShaderLightingMaxLevel 1 2 list NVIDIA_GeForce_7200 Disregard128DefaultDrawDistance 1 0 +RenderShaderLightingMaxLevel 1 2 list NVIDIA_GeForce_7300 Disregard128DefaultDrawDistance 1 0 +RenderShaderLightingMaxLevel 1 2 list NVIDIA_GeForce_7400 Disregard128DefaultDrawDistance 1 0 +RenderShaderLightingMaxLevel 1 2 +list NVIDIA_GeForce_7500 +RenderShaderLightingMaxLevel 1 2 +list NVIDIA_GeForce_7600 +RenderShaderLightingMaxLevel 1 2 +list NVIDIA_GeForce_7700 +RenderShaderLightingMaxLevel 1 2 +list NVIDIA_GeForce_7800 +RenderShaderLightingMaxLevel 1 2 +list NVIDIA_GeForce_7900 +RenderShaderLightingMaxLevel 1 2 list NVIDIA_GeForce_Go_7200 Disregard128DefaultDrawDistance 1 0 +RenderShaderLightingMaxLevel 1 2 list NVIDIA_GeForce_Go_7300 Disregard128DefaultDrawDistance 1 0 +RenderShaderLightingMaxLevel 1 2 +list NVIDIA_GeForce_Go_7300_LE +RenderShaderLightingMaxLevel 1 2 list NVIDIA_GeForce_Go_7400 Disregard128DefaultDrawDistance 1 0 +RenderShaderLightingMaxLevel 1 2 +list NVIDIA_GeForce_Go_7600 +RenderShaderLightingMaxLevel 1 2 +list NVIDIA_GeForce_Go_7700 +RenderShaderLightingMaxLevel 1 2 +list NVIDIA_GeForce_Go_7800 +RenderShaderLightingMaxLevel 1 2 +list NVIDIA_GeForce_Go_7900 +RenderShaderLightingMaxLevel 1 2 diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index 16156fe42..61afc26ab 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -1,4 +1,4 @@ -version 20 +version 30 // NOTE: This is mostly identical to featuretable_mac.txt with a few differences // Should be combined into one table @@ -25,8 +25,10 @@ version 20 list all RenderAnisotropic 1 0 RenderAvatarCloth 1 1 -RenderAvatarLODFactor 1 1.0 -RenderAvatarVP 1 1 +RenderAvatarLODFactor 1 1.0 +RenderAvatarPhysicsLODFactor 1 1.0 +RenderAvatarMaxVisible 1 12 +RenderAvatarVP 1 1 RenderCubeMap 1 1 RenderFarClip 1 256 RenderFlexTimeFactor 1 1.0 @@ -39,10 +41,11 @@ RenderMaxPartCount 1 8192 RenderObjectBump 1 1 RenderReflectionDetail 1 4 RenderTerrainDetail 1 1 -RenderTerrainLODFactor 1 2.0 +RenderTerrainLODFactor 1 2.0 +RenderTransparentWater 1 1 RenderTreeLODFactor 1 1.0 RenderUseImpostors 1 1 -RenderVBOEnable 1 1 +RenderVBOEnable 1 0 RenderVolumeLODFactor 1 2.0 UseStartScreen 1 1 UseOcclusion 1 1 @@ -51,14 +54,19 @@ WindLightUseAtmosShaders 1 1 WLSkyDetail 1 128 Disregard128DefaultDrawDistance 1 1 Disregard96DefaultDrawDistance 1 1 +RenderTextureMemoryMultiple 1 0.5 RenderShaderLightingMaxLevel 1 3 -RenderTextureMemoryMultiple 1 1.0 -RenderUseFBO 1 1 -RenderFastAlpha 1 1 + + RenderDeferred 1 1 -RenderDeferredGI 1 1 + RenderShadowDetail 1 2 -RenderAvatarPhysicsLODFactor 1 1.0 +WatchdogDisabled 1 1 +ShyotlRenderUseStreamVBO 1 0 +RenderDeferredGI 1 1 +RenderFastAlpha 1 1 +RenderUseFBO 1 1 + // // Low Graphics Settings @@ -66,10 +74,12 @@ RenderAvatarPhysicsLODFactor 1 1.0 list Low RenderAnisotropic 1 0 RenderAvatarCloth 1 0 -RenderAvatarLODFactor 1 0.25 +RenderAvatarLODFactor 1 0 +RenderAvatarPhysicsLODFactor 1 0 +RenderAvatarMaxVisible 1 3 RenderAvatarVP 1 0 RenderFarClip 1 64 -RenderFlexTimeFactor 1 0.1 +RenderFlexTimeFactor 1 0 RenderGlowResolutionPow 1 8 RenderLocalLights 1 0 RenderMaxPartCount 1 1024 @@ -77,18 +87,19 @@ RenderObjectBump 1 0 RenderReflectionDetail 1 0 RenderTerrainDetail 1 0 RenderTerrainLODFactor 1 1 +RenderTransparentWater 1 0 RenderTreeLODFactor 1 0.25 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 0.5 VertexShaderEnable 1 0 WindLightUseAtmosShaders 1 0 WLSkyDetail 1 48 -RenderUseFBO 0 0 +RenderDeferred 1 0 +RenderDeferredSSAO 1 0 +RenderShadowDetail 1 0 +RenderDeferredGI 1 0 +RenderUseFBO 1 0 RenderFastAlpha 1 1 -RenderDeferred 0 0 -RenderDeferredGI 0 0 -RenderShadowDetail 0 0 -RenderAvatarPhysicsLODFactor 1 0.0 // // Mid Graphics Settings @@ -97,6 +108,7 @@ list Mid RenderAnisotropic 1 0 RenderAvatarCloth 1 0 RenderAvatarLODFactor 1 0.5 +RenderAvatarPhysicsLODFactor 1 0.5 RenderAvatarVP 1 1 RenderFarClip 1 96 RenderFlexTimeFactor 1 0.5 @@ -107,18 +119,19 @@ RenderObjectBump 1 1 RenderReflectionDetail 1 0 RenderTerrainDetail 1 1 RenderTerrainLODFactor 1 1.0 +RenderTransparentWater 1 1 RenderTreeLODFactor 1 0.5 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 1.125 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 0 WLSkyDetail 1 48 -RenderUseFBO 1 0 -RenderFastAlpha 1 0 RenderDeferred 1 0 -RenderDeferredGI 1 0 +RenderDeferredSSAO 1 0 RenderShadowDetail 1 0 -RenderAvatarPhysicsLODFactor 1 0.5 +RenderDeferredGI 1 0 +RenderFastAlpha 1 0 +RenderUseFBO 1 0 // @@ -128,6 +141,7 @@ list High RenderAnisotropic 1 1 RenderAvatarCloth 1 0 RenderAvatarLODFactor 1 1.0 +RenderAvatarPhysicsLODFactor 1 0.75 RenderAvatarVP 1 1 RenderFarClip 1 128 RenderFlexTimeFactor 1 1.0 @@ -138,18 +152,19 @@ RenderObjectBump 1 1 RenderReflectionDetail 1 2 RenderTerrainDetail 1 1 RenderTerrainLODFactor 1 2.0 +RenderTransparentWater 1 1 RenderTreeLODFactor 1 0.5 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 1.125 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 48 -RenderUseFBO 1 0 -RenderFastAlpha 1 0 RenderDeferred 1 0 -RenderDeferredGI 1 0 +RenderDeferredSSAO 1 0 RenderShadowDetail 1 0 -RenderAvatarPhysicsLODFactor 1 0.75 +RenderDeferredGI 1 0 +RenderFastAlpha 1 0 +RenderUseFBO 1 0 // @@ -159,6 +174,7 @@ list Ultra RenderAnisotropic 1 1 RenderAvatarCloth 1 1 RenderAvatarLODFactor 1 1.0 +RenderAvatarPhysicsLODFactor 1 1.0 RenderAvatarVP 1 1 RenderFarClip 1 256 RenderFlexTimeFactor 1 1.0 @@ -169,18 +185,19 @@ RenderObjectBump 1 1 RenderReflectionDetail 1 4 RenderTerrainDetail 1 1 RenderTerrainLODFactor 1 2.0 +RenderTransparentWater 1 1 RenderTreeLODFactor 1 1.0 RenderUseImpostors 1 1 RenderVolumeLODFactor 1 2.0 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 128 -RenderUseFBO 1 1 -RenderFastAlpha 1 0 RenderDeferred 1 1 -RenderDeferredGI 1 0 +RenderDeferredSSAO 1 0 RenderShadowDetail 1 0 -RenderAvatarPhysicsLODFactor 1 1.0 +RenderDeferredGI 1 0 +RenderFastAlpha 1 0 +RenderUseFBO 1 1 // // Class Unknown Hardware (unknown) @@ -222,6 +239,8 @@ RenderReflectionDetail 0 0 VertexShaderEnable 0 0 WindLightUseAtmosShaders 0 0 RenderDeferred 0 0 +RenderDeferredSSAO 0 0 +RenderShadowDetail 0 0 // // No Vertex Shaders available @@ -233,7 +252,10 @@ RenderReflectionDetail 0 0 VertexShaderEnable 0 0 WindLightUseAtmosShaders 0 0 RenderDeferred 0 0 +RenderDeferredSSAO 0 0 +RenderShadowDetail 0 0 +// // "Default" setups for safe, low, medium, high // list safe @@ -248,8 +270,10 @@ RenderUseImpostors 0 0 RenderVBOEnable 1 0 RenderReflectionDetail 0 0 WindLightUseAtmosShaders 0 0 -RenderUseFBO 1 0 -RenderDeferred 1 0 +RenderDeferred 0 0 +RenderDeferredSSAO 0 0 +RenderShadowDetail 0 0 +RenderUseFBO 0 0 // // CPU based feature masks @@ -271,10 +295,15 @@ RenderObjectBump 0 0 list OpenGLPre15 RenderVBOEnable 1 0 +list TexUnit8orLess +RenderDeferredSSAO 0 0 + +list ATI +RenderDeferredSSAO 1 0 + list Intel RenderAnisotropic 1 0 RenderLocalLights 1 0 -RenderDeferred 1 0 list GeForce2 RenderAnisotropic 1 0 @@ -407,23 +436,23 @@ Disregard128DefaultDrawDistance 1 0 // invisible avatars on HD 2600... so I masked // out other possible bad ones till it's fixed -list ATI_Radeon_HD_2300 -RenderAvatarVP 0 0 -RenderAvatarCloth 0 0 -Disregard128DefaultDrawDistance 1 0 -list ATI_Radeon_HD_2400 -RenderAvatarVP 0 0 -RenderAvatarCloth 0 0 -Disregard128DefaultDrawDistance 1 0 -list ATI_Radeon_HD_2600 -RenderAvatarVP 0 0 -RenderAvatarCloth 0 0 -list ATI_Radeon_HD_2900 -RenderAvatarVP 0 0 -RenderAvatarCloth 0 0 -list ATI_Radeon_HD_3800 -RenderAvatarVP 0 0 -RenderAvatarCloth 0 0 +//list ATI_Radeon_HD_2300 +//RenderAvatarVP 0 0 +//RenderAvatarCloth 0 0 +//Disregard128DefaultDrawDistance 1 0 +//list ATI_Radeon_HD_2400 +//RenderAvatarVP 0 0 +//RenderAvatarCloth 0 0 +//Disregard128DefaultDrawDistance 1 0 +//list ATI_Radeon_HD_2600 +//RenderAvatarVP 0 0 +//RenderAvatarCloth 0 0 +//list ATI_Radeon_HD_2900 +//RenderAvatarVP 0 0 +//RenderAvatarCloth 0 0 +//list ATI_Radeon_HD_3800 +//RenderAvatarVP 0 0 +//RenderAvatarCloth 0 0 /// Tweaked NVIDIA diff --git a/indra/newview/featuretable_solaris.txt b/indra/newview/featuretable_solaris.txt index f24cbde5e..7df75687f 100644 --- a/indra/newview/featuretable_solaris.txt +++ b/indra/newview/featuretable_solaris.txt @@ -37,6 +37,9 @@ VertexShaderEnable 1 1 RenderTextureMemoryMultiple 1 1.0 UseOcclusion 1 1 RenderCubeMap 1 1 +WatchdogDisabled 1 1 +RenderUseFBO 1 1 + // // Class 0 Hardware (Unknown or just old) @@ -50,6 +53,7 @@ RenderAvatarMode 1 0 RenderLighting 1 0 RenderObjectBump 1 0 RenderRippleWater 1 0 +RenderUseFBO 1 0 // // Class 1 Hardware @@ -63,6 +67,7 @@ RenderAvatarMode 1 0 RenderLighting 1 0 RenderObjectBump 1 0 RenderRippleWater 1 0 +RenderUseFBO 1 0 // // Class 2 Hardware (make it purty) @@ -74,6 +79,7 @@ RenderAvatarMode 1 1 RenderLighting 1 1 RenderObjectBump 1 1 RenderRippleWater 1 1 +RenderUseFBO 1 1 // // Class 3 Hardware (make it purty) @@ -85,6 +91,7 @@ RenderAvatarMode 1 1 RenderLighting 1 1 RenderObjectBump 1 1 RenderRippleWater 1 1 +RenderUseFBO 1 1 // // No Pixel Shaders available @@ -112,11 +119,13 @@ RenderParticleCount 1 1024 RenderTerrainDetail 1 0 RenderCubeMap 0 0 UseOcclusion 0 0 +RenderUseFBO 1 0 list low RenderVBO 1 0 RenderAniso 1 0 +RenderAvatarMaxVisible 1 3 RenderLighting 1 0 list medium From 88df625096449921d7c7909bbf41331beed01049 Mon Sep 17 00:00:00 2001 From: Shyotl Date: Sat, 13 Aug 2011 03:30:51 -0500 Subject: [PATCH 12/59] Occluding voidwater again, as not doing such drastically lowers peak framerates. (100+ to ~50 on my hardware) --- indra/newview/llvowater.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/indra/newview/llvowater.cpp b/indra/newview/llvowater.cpp index aa998fc75..7eae4f2f8 100644 --- a/indra/newview/llvowater.cpp +++ b/indra/newview/llvowater.cpp @@ -288,7 +288,7 @@ U32 LLVOWater::getPartitionType() const { if (mIsEdgePatch) { - return LLViewerRegion::PARTITION_VOIDWATER; + //return LLViewerRegion::PARTITION_VOIDWATER; } return LLViewerRegion::PARTITION_WATER; @@ -309,7 +309,7 @@ LLWaterPartition::LLWaterPartition() LLVoidWaterPartition::LLVoidWaterPartition() { - mOcclusionEnabled = FALSE; + //mOcclusionEnabled = FALSE; mDrawableType = LLPipeline::RENDER_TYPE_VOIDWATER; mPartitionType = LLViewerRegion::PARTITION_VOIDWATER; } From 1c38d016d563f8ac3a484e5bc7ac5982349ebc2e Mon Sep 17 00:00:00 2001 From: Shyotl Date: Sun, 14 Aug 2011 02:33:57 -0500 Subject: [PATCH 13/59] Removed old RLV code. Plugged holes with RLVa. --- indra/newview/llfloateravatarlist.cpp | 40 ++++++------------ indra/newview/llfloaterteleporthistory.cpp | 12 +++--- indra/newview/llinventorybridge.cpp | 11 ++--- indra/newview/llnetmap.cpp | 41 +++++++----------- indra/newview/llstartup.cpp | 3 -- indra/newview/lltoolbar.cpp | 5 --- indra/newview/llviewermenu.cpp | 8 ---- indra/newview/llviewermessage.cpp | 48 ++++++++++------------ 8 files changed, 60 insertions(+), 108 deletions(-) diff --git a/indra/newview/llfloateravatarlist.cpp b/indra/newview/llfloateravatarlist.cpp index a568b88e9..c3bfe87c7 100644 --- a/indra/newview/llfloateravatarlist.cpp +++ b/indra/newview/llfloateravatarlist.cpp @@ -59,6 +59,10 @@ #include "llviewermenu.h" // +// [RLVa:KB] +#include "rlvhandler.h" +// [/RLVa:KB] + /** * @brief How long to keep people who are gone in the list and in memory. */ @@ -237,18 +241,14 @@ void LLFloaterAvatarList::createInstance(bool visible) //static void LLFloaterAvatarList::toggle(void*) { -#ifdef LL_RRINTERFACE_H //MK - if (gRRenabled && gAgent.mRRInterface.mContainsShownames) - { - if (sInstance && sInstance->getVisible()) - { - sInstance->close(false); - } - } -#endif //mk if (sInstance) { - if (sInstance->getVisible()) + if (sInstance->getVisible() +// [RLVa:KB] + || gRlvHandler.hasBehaviour(RLV_BHVR_SHOWNAMES) +// [/RLVa:KB] + ) + { sInstance->close(false); } @@ -266,12 +266,10 @@ void LLFloaterAvatarList::toggle(void*) //static void LLFloaterAvatarList::showInstance() { -#ifdef LL_RRINTERFACE_H //MK - if (gRRenabled && gAgent.mRRInterface.mContainsShownames) - { +// [RLVa:KB] + if(gRlvHandler.hasBehaviour(RLV_BHVR_SHOWNAMES)) return; - } -#endif //mk +// [/RLVa:KB] if (sInstance) { if (!sInstance->getVisible()) @@ -457,12 +455,6 @@ void LLFloaterAvatarList::updateAvatarList() continue; } } -#ifdef LL_RRINTERFACE_H //MK - if (gRRenabled && gAgent.mRRInterface.mContainsShownames) - { - name = gAgent.mRRInterface.getDummyName(name); - } -#endif //mk if (avid.isNull()) { @@ -501,12 +493,6 @@ void LLFloaterAvatarList::updateAvatarList() //name = gCacheName->getDefaultName(); continue; //prevent (Loading...) } -#ifdef LL_RRINTERFACE_H //MK - if (gRRenabled && gAgent.mRRInterface.mContainsShownames) - { - name = gAgent.mRRInterface.getDummyName(name); - } -#endif //mk if (mAvatars.count(avid) > 0) { diff --git a/indra/newview/llfloaterteleporthistory.cpp b/indra/newview/llfloaterteleporthistory.cpp index 9547bf0b6..2998f74e2 100644 --- a/indra/newview/llfloaterteleporthistory.cpp +++ b/indra/newview/llfloaterteleporthistory.cpp @@ -52,6 +52,9 @@ #include "llviewerwindow.h" #include "llweb.h" #include "llsdserialize.h" +// [RLVa:KB] +#include "rlvhandler.h" +// [/RLVa:KB] LLFloaterTeleportHistory::LLFloaterTeleportHistory(const LLSD& seed) : LLFloater(std::string("teleporthistory")), @@ -103,12 +106,11 @@ BOOL LLFloaterTeleportHistory::postBuild() void LLFloaterTeleportHistory::addPendingEntry(std::string regionName, S16 x, S16 y, S16 z) { -#ifdef LL_RRINTERFACE_H //MK - if (gRRenabled && gAgent.mRRInterface.mContainsShowloc) - { +// [RLVa:KB] + if(gRlvHandler.hasBehaviour(RLV_BHVR_SHOWLOC)) return; - } -#endif //mk +// [/RLVa:KB] + // Set pending entry timestamp U32 utc_time; diff --git a/indra/newview/llinventorybridge.cpp b/indra/newview/llinventorybridge.cpp index 8ae7f8523..a7788044d 100644 --- a/indra/newview/llinventorybridge.cpp +++ b/indra/newview/llinventorybridge.cpp @@ -4119,13 +4119,10 @@ void LLObjectBridge::openItem() } if (avatar->isWearingAttachment(mUUID)) { -#ifdef LL_RRINTERFACE_H //MK - if (gRRenabled && !gAgent.mRRInterface.canDetach(avatar->getWornAttachment(mUUID))) - { - return; - } -#endif //mk - performAction(NULL, NULL, "detach"); +// [RLVa:KB] + if ( !(rlv_handler_t::isEnabled()) || (gRlvAttachmentLocks.canDetach(getItem()))) + performAction(NULL, NULL, "detach"); +// [/RLVa:KB] } else { diff --git a/indra/newview/llnetmap.cpp b/indra/newview/llnetmap.cpp index 614d6d39c..02964a038 100644 --- a/indra/newview/llnetmap.cpp +++ b/indra/newview/llnetmap.cpp @@ -638,33 +638,22 @@ BOOL LLNetMap::handleToolTip( S32 x, S32 y, std::string& msg, LLRect* sticky_rec } else { -#ifdef LL_RRINTERFACE_H //MK - if (gRRenabled && gAgent.mRRInterface.mContainsShownames) + if (LLAvatarNameCache::useDisplayNames()) { - fullname = gAgent.mRRInterface.getDummyName(fullname); - } - else - { -#endif //mk - if (LLAvatarNameCache::useDisplayNames()) - { - LLAvatarName avatar_name; - if (LLAvatarNameCache::get(mClosestAgentToCursor, &avatar_name)) - { - static const LLCachedControl phoenix_name_system("PhoenixNameSystem", 0); - if (phoenix_name_system == 2 || (phoenix_name_system == 1 && avatar_name.mIsDisplayNameDefault)) - { - fullname = avatar_name.mDisplayName; - } - else - { - fullname = avatar_name.getCompleteName(true); - } - } - } -#ifdef LL_RRINTERFACE_H //MK - } -#endif //mk + LLAvatarName avatar_name; + if (LLAvatarNameCache::get(mClosestAgentToCursor, &avatar_name)) + { + static const LLCachedControl phoenix_name_system("PhoenixNameSystem", 0); + if (phoenix_name_system == 2 || (phoenix_name_system == 1 && avatar_name.mIsDisplayNameDefault)) + { + fullname = avatar_name.mDisplayName; + } + else + { + fullname = avatar_name.getCompleteName(true); + } + } + } msg.append(fullname); } // [/Ansariel: Display name support] diff --git a/indra/newview/llstartup.cpp b/indra/newview/llstartup.cpp index b854358c9..acfd99089 100644 --- a/indra/newview/llstartup.cpp +++ b/indra/newview/llstartup.cpp @@ -2646,9 +2646,6 @@ bool idle_startup() gForegroundTime.reset(); if (gSavedSettings.getBOOL("FetchInventoryOnLogin") -#ifdef LL_RRINTERFACE_H //MK - || gRRenabled -#endif //mk ) { // Fetch inventory in the background diff --git a/indra/newview/lltoolbar.cpp b/indra/newview/lltoolbar.cpp index 8b1325ea2..d3a8ea928 100644 --- a/indra/newview/lltoolbar.cpp +++ b/indra/newview/lltoolbar.cpp @@ -477,11 +477,6 @@ void LLToolBar::onClickAppearance(void*) void LLToolBar::onClickRadarList(void*) { LLFloaterAvatarList::toggle(0); - bool vis = false; - if(LLFloaterAvatarList::getInstance()) - { - vis = (bool)LLFloaterAvatarList::getInstance()->getVisible(); - } } diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp index dc5587615..002955008 100644 --- a/indra/newview/llviewermenu.cpp +++ b/indra/newview/llviewermenu.cpp @@ -2773,9 +2773,6 @@ bool handle_go_to() std::string val; LLVector3d pos = LLToolPie::getInstance()->getPick().mPosGlobal; if (gSavedSettings.getBOOL("DoubleClickTeleport") -#ifdef LL_RRINTERFACE_H //MK - && !(gRRenabled && gAgent.mRRInterface.contains ("tploc")) -#endif //mk ) { LLVector3d hips_offset(0.0f, 0.0f, 1.2f); @@ -5637,11 +5634,6 @@ class LLViewToggleRadar: public view_listener_t bool handleEvent(LLPointer event, const LLSD& userdata) { LLFloaterAvatarList::toggle(0); - bool vis = false; - if(LLFloaterAvatarList::getInstance()) - { - vis = (bool)LLFloaterAvatarList::getInstance()->getVisible(); - } return true; } }; diff --git a/indra/newview/llviewermessage.cpp b/indra/newview/llviewermessage.cpp index d7a7566bd..8442d924c 100644 --- a/indra/newview/llviewermessage.cpp +++ b/indra/newview/llviewermessage.cpp @@ -3113,18 +3113,20 @@ void process_chat_from_simulator(LLMessageSystem *msg, void **user_data) U32 links_for_chatting_objects = gSavedSettings.getU32("LinksForChattingObjects"); if (links_for_chatting_objects != 0 && chatter && chat.mSourceType == CHAT_SOURCE_OBJECT && -#ifdef LL_RRINTERFACE_H //MK - (!gRRenabled || !gAgent.mRRInterface.mContainsShownames) && -#endif //mk - (!is_owned_by_me || links_for_chatting_objects == 2)) + (!is_owned_by_me || links_for_chatting_objects == 2) +// [RLVa:KB] + && !gRlvHandler.hasBehaviour(RLV_BHVR_SHOWNAMES) +// [/RLVa:KB] + ) { LLSD query_string; query_string["name"] = from_name; query_string["owner"] = owner_id; -#ifdef LL_RRINTERFACE_H //MK - if (!gRRenabled || !gAgent.mRRInterface.mContainsShowloc) + +// [RLVa:KB] + if( !gRlvHandler.hasBehaviour(RLV_BHVR_SHOWLOC) ) +// [/RLVa:KB] { -#endif //mk // Compute the object SLURL. LLVector3 pos = chatter->getPositionRegion(); S32 x = llround((F32)fmod((F64)pos.mV[VX], (F64)REGION_WIDTH_METERS)); @@ -3133,9 +3135,8 @@ void process_chat_from_simulator(LLMessageSystem *msg, void **user_data) std::ostringstream location; location << chatter->getRegion()->getName() << "/" << x << "/" << y << "/" << z; query_string["slurl"] = location.str(); -#ifdef LL_RRINTERFACE_H //MK } -#endif //mk + std::ostringstream link; link << "secondlife:///app/objectim/" << from_id << LLURI::mapToQueryString(query_string); chat.mURL = link.str(); @@ -3199,30 +3200,23 @@ void process_chat_from_simulator(LLMessageSystem *msg, void **user_data) // [Ansariel/Henri: Display name support] if (chatter && chatter->isAvatar()) { -#ifdef LL_RRINTERFACE_H //MK - if (!gRRenabled || !gAgent.mRRInterface.mContainsShownames) + if (LLAvatarNameCache::useDisplayNames()) { -#endif //mk - if (LLAvatarNameCache::useDisplayNames()) + LLAvatarName avatar_name; + if (LLAvatarNameCache::get(from_id, &avatar_name)) { - LLAvatarName avatar_name; - if (LLAvatarNameCache::get(from_id, &avatar_name)) + static const LLCachedControl phoenix_name_system("PhoenixNameSystem", 0); + if (phoenix_name_system == 2 || (phoenix_name_system == 1 && avatar_name.mIsDisplayNameDefault)) { - static const LLCachedControl phoenix_name_system("PhoenixNameSystem", 0); - if (phoenix_name_system == 2 || (phoenix_name_system == 1 && avatar_name.mIsDisplayNameDefault)) - { - from_name = avatar_name.mDisplayName; - } - else - { - from_name = avatar_name.getCompleteName(); - } + from_name = avatar_name.mDisplayName; + } + else + { + from_name = avatar_name.getCompleteName(); } - chat.mFromName = from_name; } -#ifdef LL_RRINTERFACE_H //MK + chat.mFromName = from_name; } -#endif //mk } // [/Ansariel/Henri: Display name support] From 978424ced05b442f3fe53ad0c620f77cc3942ba8 Mon Sep 17 00:00:00 2001 From: Shyotl Date: Sun, 14 Aug 2011 03:56:54 -0500 Subject: [PATCH 14/59] Cleanup. Also made it so LLModel::setVolumeFaceData hopefully wont explode if it's ever utilized by future code. --- indra/llprimitive/llmodel.cpp | 15 ++++++++++++--- indra/newview/llface.cpp | 8 ++++---- 2 files changed, 16 insertions(+), 7 deletions(-) diff --git a/indra/llprimitive/llmodel.cpp b/indra/llprimitive/llmodel.cpp index 1574c2422..ef126c770 100644 --- a/indra/llprimitive/llmodel.cpp +++ b/indra/llprimitive/llmodel.cpp @@ -1019,10 +1019,16 @@ void LLModel::setVolumeFaceData( face.resizeVertices(num_verts); face.resizeIndices(num_indices); - LLVector4a::memcpyNonAliased16((F32*) face.mPositions, (F32*) pos.get(), num_verts*4*sizeof(F32)); + if(pos.getSkip() == sizeof(LLVector4a)) + LLVector4a::memcpyNonAliased16((F32*) face.mPositions, (F32*) pos.get(), num_verts*4*sizeof(F32)); + else + for(U32 i=0;imV[3] = index; + //Still using getF32ptr() because if the array is strided then theres no guarantee vertices will aligned, which LLVector4a requires + vertices[i].set(position.getF32ptr()); //This assignment and the one below are oddly sensitive. Suspect something's off around here. + vertices[i].mV[3] = index; } for (S32 i = num_vertices; i < mGeomCount; i++) { - *(LLVector4*)&vertices[i]=*(LLVector4*)&(vertices[num_vertices-1]); + memcpy(vertices[i].mV,vertices[num_vertices-1].mV,sizeof(LLVector4)); } //mVertexBuffer->setBuffer(0); From 7f0662a1ac64c9bc1766a469bf2bf4a5896e01bf Mon Sep 17 00:00:00 2001 From: Shyotl Date: Sun, 14 Aug 2011 23:50:50 -0500 Subject: [PATCH 15/59] Forgot to add a 'take off' button to the physics wearable edit panel, so I'm adding it now. --- indra/newview/skins/default/xui/en-us/floater_customize.xml | 2 ++ 1 file changed, 2 insertions(+) diff --git a/indra/newview/skins/default/xui/en-us/floater_customize.xml b/indra/newview/skins/default/xui/en-us/floater_customize.xml index 261ab3189..ac3c36b95 100644 --- a/indra/newview/skins/default/xui/en-us/floater_customize.xml +++ b/indra/newview/skins/default/xui/en-us/floater_customize.xml @@ -1326,6 +1326,8 @@ scratch and wear it.