diff options
author | Cosmic Linden <cosmic@lindenlab.com> | 2023-09-15 14:27:15 -0700 |
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committer | Cosmic Linden <cosmic@lindenlab.com> | 2024-01-31 14:31:06 -0800 |
commit | 00c65b62707f5c30cf2d48c0bd0c975c3bceb513 (patch) | |
tree | e3c87f44a91b0278362553e1b28a3c494751dff1 /indra/newview/app_settings/shaders/class1/interface | |
parent | c8547ad8a588fca0a22b2194ad1b18b66153f32d (diff) |
secondlife/viewer-issues#43: Fix debug normals not rendering for terrain
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/interface')
3 files changed, 183 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl new file mode 100644 index 0000000000..388042e7e0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl @@ -0,0 +1,33 @@ +/** + * @file normaldebugF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +in vec4 vertex_color; + +void main() +{ + frag_color = max(vertex_color, vec4(0)); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl new file mode 100644 index 0000000000..ea04ce1cae --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl @@ -0,0 +1,76 @@ +/** + * @file normaldebugG.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +// *NOTE: Geometry shaders have a reputation for being slow. Consider using +// compute shaders instead, which have a reputation for being fast. This +// geometry shader in particular seems to run fine on my machine, but I won't +// vouch for this in performance-critical areas. +// -Cosmic,2023-09-28 + +out vec4 vertex_color; + +in vec4 normal_g[]; +#if HAS_ATTRIBUTE_TANGENT == 1 +in vec4 tangent_g[]; +#endif + +layout(TRIANGLES) in; +#if HAS_ATTRIBUTE_TANGENT == 1 +layout(LINE_STRIP, max_vertices = 12) out; +#else +layout(LINE_STRIP, max_vertices = 6) out; +#endif + +void triangle_normal_debug(int i) +{ + // Normal + vec4 normal_color = vec4(1.0, 1.0, 0.0, 1.0); + gl_Position = gl_in[i].gl_Position; + vertex_color = normal_color; + EmitVertex(); + gl_Position = normal_g[i]; + vertex_color = normal_color; + EmitVertex(); + EndPrimitive(); + +#if HAS_ATTRIBUTE_TANGENT == 1 + // Tangent + vec4 tangent_color = vec4(0.0, 1.0, 1.0, 1.0); + gl_Position = gl_in[i].gl_Position; + vertex_color = tangent_color; + EmitVertex(); + gl_Position = tangent_g[i]; + vertex_color = tangent_color; + EmitVertex(); + EndPrimitive(); +#endif +} + +void main() +{ + triangle_normal_debug(0); + triangle_normal_debug(1); + triangle_normal_debug(2); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl new file mode 100644 index 0000000000..d1596b9d2a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl @@ -0,0 +1,74 @@ +/** + * @file normaldebugV.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +in vec3 position; +in vec3 normal; +out vec4 normal_g; +#if HAS_ATTRIBUTE_TANGENT == 1 +in vec4 tangent; +out vec4 tangent_g; +#endif + +uniform float debug_normal_draw_length; + +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +#else +uniform mat3 normal_matrix; +#endif +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; + +// *NOTE: Should use the modelview_projection_matrix here in the non-skinned +// case for efficiency, but opting for the simplier implementation for now as +// this is debug code. Also, the skinned version hasn't beeen tested yet. +// world_pos = mat * vec4(position.xyz, 1.0) +vec4 get_screen_normal(vec3 position, vec4 world_pos, vec3 normal, mat4 mat) +{ + vec4 world_norm = mat * vec4((position + normal), 1.0); + world_norm.xyz -= world_pos.xyz; + world_norm.xyz = debug_normal_draw_length * normalize(world_norm.xyz); + world_norm.xyz += world_pos.xyz; + return projection_matrix * world_norm; +} + +void main() +{ +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; +#else +#define mat modelview_matrix +#endif + + vec4 world_pos = mat * vec4(position.xyz,1.0); + + gl_Position = projection_matrix * world_pos; + normal_g = get_screen_normal(position.xyz, world_pos, normal.xyz, mat); +#if HAS_ATTRIBUTE_TANGENT == 1 + tangent_g = get_screen_normal(position.xyz, world_pos, tangent.xyz, mat); +#endif +} + |