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authorOz Linden <oz@lindenlab.com>2012-03-09 12:56:04 -0500
committerOz Linden <oz@lindenlab.com>2012-03-09 12:56:04 -0500
commit11c6654479a299549dc0035faa894678a60e157e (patch)
tree267ebd388c62f41b4b19e9eb3e777ba60e368dba /indra/newview
parenta7aa89e2cb98c28be7b20bcae6dc1cb47f4d56c1 (diff)
parentc6acd4723526ed82e79dccef18aaf4821e53dfeb (diff)
merge changes for vmrg-227
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl31
-rw-r--r--indra/newview/featuretable.txt1
-rw-r--r--indra/newview/featuretable_linux.txt1
-rw-r--r--indra/newview/featuretable_mac.txt1
-rw-r--r--indra/newview/featuretable_xp.txt1
-rw-r--r--indra/newview/llfloatereditsky.cpp37
-rwxr-xr-xindra/newview/llfloatermodelpreview.cpp12
-rwxr-xr-xindra/newview/llmeshrepository.cpp16
-rw-r--r--indra/newview/llviewerdisplay.cpp3
-rw-r--r--indra/newview/llviewerjointmesh.cpp1
-rw-r--r--indra/newview/llviewershadermgr.cpp31
-rwxr-xr-x[-rw-r--r--]indra/newview/llviewerwindow.cpp0
-rw-r--r--indra/newview/llvosky.cpp22
-rw-r--r--indra/newview/llvosky.h2
-rw-r--r--indra/newview/llvovolume.cpp15
-rw-r--r--indra/newview/llwaterparammanager.cpp2
-rw-r--r--indra/newview/llwlparammanager.cpp5
-rw-r--r--indra/newview/llwlparammanager.h9
-rw-r--r--indra/newview/llwlparamset.cpp94
-rw-r--r--indra/newview/llwlparamset.h2
-rw-r--r--indra/newview/pipeline.cpp36
-rw-r--r--indra/newview/pipeline.h3
-rw-r--r--indra/newview/skins/default/textures/checker.pngbin0 -> 130 bytes
-rw-r--r--indra/newview/skins/default/textures/textures.xml2
36 files changed, 303 insertions, 248 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index 40b0cf47ac..eada38eaaa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -55,6 +55,12 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+float calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = max(dot(n,l),0.0);
+ return a;
+}
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 8c96d55342..5c36118a50 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -64,6 +64,12 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+float calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = max(dot(n,l),0.0);
+ return a;
+}
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index c0edddc40a..d6149fcc32 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -59,6 +59,12 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+float calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = max(dot(n,l),0.0);
+ return a;
+}
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 64e094e3c5..17f425475c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -50,18 +50,18 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
+uniform float haze_horizon;
+uniform float haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 max_y;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float max_y;
uniform vec4 glow;
uniform vec4 cloud_color;
-uniform vec4 cloud_scale;
+uniform float cloud_scale;
void main()
{
@@ -77,7 +77,7 @@ void main()
// Set altitude
if (P.y > 0.)
{
- P *= (max_y.x / P.y);
+ P *= (max_y / P.y);
}
else
{
@@ -99,12 +99,12 @@ void main()
// 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);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = blue_density + haze_density.x;
+ temp1 = blue_density + haze_density;
blue_weight = blue_density / temp1;
- haze_weight = haze_density.x / temp1;
+ haze_weight = haze_density / temp1;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
@@ -112,7 +112,7 @@ void main()
sunlight *= exp( - light_atten * temp2.y);
// Distance
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -136,14 +136,14 @@ void main()
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow.x);
+ sunlight *= (1. - cloud_shadow);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// CLOUDS
@@ -164,13 +164,13 @@ void main()
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);
+ vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= cloud_scale.x;
+ vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 721de18e0b..cb7603f4fd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -44,19 +44,17 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
+uniform float haze_horizon;
+uniform float haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 max_y;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float max_y;
uniform vec4 glow;
uniform vec4 cloud_color;
-uniform vec4 cloud_scale;
-
void main()
{
@@ -71,7 +69,7 @@ void main()
// Set altitude
if (P.y > 0.)
{
- P *= (max_y.x / P.y);
+ P *= (max_y / P.y);
}
else
{
@@ -93,12 +91,12 @@ void main()
// 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);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = blue_density + haze_density.x;
+ temp1 = blue_density + haze_density;
blue_weight = blue_density / temp1;
- haze_weight = haze_density.x / temp1;
+ haze_weight = haze_density / temp1;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
@@ -106,7 +104,7 @@ void main()
sunlight *= exp( - light_atten * temp2.y);
// Distance
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -131,20 +129,20 @@ void main()
// Haze color above cloud
vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient)
- + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient)
);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow.x);
+ sunlight *= (1. - cloud_shadow);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Final atmosphere additive
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 51110ae4df..0c53a4ffa5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -51,12 +51,12 @@ 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 distance_multiplier;
-uniform vec4 max_y;
+uniform float haze_horizon;
+uniform float haze_density;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
uniform vec4 glow;
uniform float scene_light_strength;
uniform mat3 env_mat;
@@ -159,13 +159,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//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 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong
- temp1 = blue_density + vec4(haze_density.r);
+ temp1 = blue_density + vec4(haze_density);
blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
+ haze_weight = vec4(haze_density) / temp1;
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
temp2.y = max(0.0, tmpLightnorm.y);
@@ -173,12 +173,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
sunlight *= exp( - light_atten * temp2.y);
// main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier);
//final atmosphere attenuation factor
setAtmosAttenuation(temp1.rgb);
@@ -199,7 +199,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
temp2.x += .25;
//increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
/* decrease value and saturation (that in HSV, not HSL) for occluded areas
* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
@@ -213,8 +213,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//haze color
setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index 83815b1786..9629cfe824 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -61,6 +61,12 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+float calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = max(dot(n,l),0.0);
+ return a;
+}
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 1660f9687e..1586aab0f2 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -63,6 +63,12 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+float calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = max(dot(n,l),0.0);
+ return a;
+}
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 84c27edb26..44aaa98b97 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -60,6 +60,12 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+float calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = max(dot(n,l),0.0);
+ return a;
+}
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 97f3063a9e..27ea77b5a2 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -51,12 +51,12 @@ 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 distance_multiplier;
-uniform vec4 max_y;
+uniform float haze_horizon;
+uniform float haze_density;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
uniform vec4 glow;
uniform float scene_light_strength;
uniform mat3 env_mat;
@@ -161,13 +161,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//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 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong
- temp1 = blue_density + vec4(haze_density.r);
+ temp1 = blue_density + vec4(haze_density);
blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
+ haze_weight = vec4(haze_density) / temp1;
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
temp2.y = max(0.0, tmpLightnorm.y);
@@ -175,12 +175,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
sunlight *= exp( - light_atten * temp2.y);
// main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier);
//final atmosphere attenuation factor
setAtmosAttenuation(temp1.rgb);
@@ -201,7 +201,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
temp2.x += .25;
//increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
/* decrease value and saturation (that in HSV, not HSL) for occluded areas
* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
@@ -215,8 +215,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//haze color
setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index 6a83be1426..da3d922017 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -47,12 +47,12 @@ 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 distance_multiplier;
-uniform vec4 max_y;
+uniform float haze_horizon;
+uniform float haze_density;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
uniform vec4 glow;
void calcAtmospherics(vec3 inPositionEye) {
@@ -61,8 +61,8 @@ void calcAtmospherics(vec3 inPositionEye) {
setPositionEye(P);
//(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
+ if (P.y > max_y) P *= (max_y / P.y);
+ if (P.y < -max_y) P *= (-max_y / P.y);
vec3 tmpLightnorm = lightnorm.xyz;
@@ -78,13 +78,13 @@ void calcAtmospherics(vec3 inPositionEye) {
//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 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong
- temp1 = blue_density + vec4(haze_density.r);
+ temp1 = blue_density + vec4(haze_density);
blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
+ haze_weight = vec4(haze_density) / temp1;
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
temp2.y = max(0.0, tmpLightnorm.y);
@@ -92,12 +92,12 @@ void calcAtmospherics(vec3 inPositionEye) {
sunlight *= exp( - light_atten * temp2.y);
// main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier);
//final atmosphere attenuation factor
setAtmosAttenuation(temp1.rgb);
@@ -122,12 +122,12 @@ void calcAtmospherics(vec3 inPositionEye) {
//increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
//haze color
setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index c5bb52169c..c1dd45cd67 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -49,18 +49,18 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
+uniform float haze_horizon;
+uniform float haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 max_y;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float max_y;
uniform vec4 glow;
uniform vec4 cloud_color;
-uniform vec4 cloud_scale;
+uniform float cloud_scale;
void main()
{
@@ -76,7 +76,7 @@ void main()
// Set altitude
if (P.y > 0.)
{
- P *= (max_y.x / P.y);
+ P *= (max_y / P.y);
}
else
{
@@ -98,12 +98,12 @@ void main()
// 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);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = blue_density + haze_density.x;
+ temp1 = blue_density + haze_density;
blue_weight = blue_density / temp1;
- haze_weight = haze_density.x / temp1;
+ haze_weight = haze_density / temp1;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
@@ -111,7 +111,7 @@ void main()
sunlight *= exp( - light_atten * temp2.y);
// Distance
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -135,14 +135,14 @@ void main()
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow.x);
+ sunlight *= (1. - cloud_shadow);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// CLOUDS
@@ -163,13 +163,13 @@ void main()
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);
+ vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= cloud_scale.x;
+ vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 46773cf89f..3788ddaf2d 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -42,19 +42,17 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
+uniform float haze_horizon;
+uniform float haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 max_y;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float max_y;
uniform vec4 glow;
uniform vec4 cloud_color;
-uniform vec4 cloud_scale;
-
void main()
{
@@ -68,7 +66,7 @@ void main()
// Set altitude
if (P.y > 0.)
{
- P *= (max_y.x / P.y);
+ P *= (max_y / P.y);
}
else
{
@@ -87,15 +85,14 @@ void main()
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);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = blue_density + haze_density.x;
+ temp1 = blue_density + haze_density;
blue_weight = blue_density / temp1;
- haze_weight = haze_density.x / temp1;
+ haze_weight = haze_density / temp1;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
@@ -103,7 +100,7 @@ void main()
sunlight *= exp( - light_atten * temp2.y);
// Distance
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -128,20 +125,20 @@ void main()
// Haze color above cloud
vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient)
- + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient)
);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow.x);
+ sunlight *= (1. - cloud_shadow);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Final atmosphere additive
diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt
index 0f33d40ac3..76bb2b0976 100644
--- a/indra/newview/featuretable.txt
+++ b/indra/newview/featuretable.txt
@@ -42,7 +42,6 @@ RenderGamma 1 0
RenderGlowResolutionPow 1 9
RenderGround 1 1
RenderMaxPartCount 1 8192
-RenderNightBrightness 1 1.0
RenderObjectBump 1 1
RenderLocalLights 1 1
RenderReflectionDetail 1 4
diff --git a/indra/newview/featuretable_linux.txt b/indra/newview/featuretable_linux.txt
index 8142311a55..5e217e000a 100644
--- a/indra/newview/featuretable_linux.txt
+++ b/indra/newview/featuretable_linux.txt
@@ -43,7 +43,6 @@ RenderGlowResolutionPow 1 9
RenderGround 1 1
RenderLocalLights 1 1
RenderMaxPartCount 1 8192
-RenderNightBrightness 1 1.0
RenderObjectBump 1 1
RenderReflectionDetail 1 4
RenderTerrainDetail 1 1
diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt
index 942c043081..915a012a39 100644
--- a/indra/newview/featuretable_mac.txt
+++ b/indra/newview/featuretable_mac.txt
@@ -43,7 +43,6 @@ RenderGlowResolutionPow 1 9
RenderGround 1 1
RenderLocalLights 1 1
RenderMaxPartCount 1 8192
-RenderNightBrightness 1 1.0
RenderObjectBump 1 1
RenderReflectionDetail 1 4
RenderTerrainDetail 1 1
diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt
index 278d601860..ae2cf910f2 100644
--- a/indra/newview/featuretable_xp.txt
+++ b/indra/newview/featuretable_xp.txt
@@ -43,7 +43,6 @@ RenderGlowResolutionPow 1 9
RenderGround 1 1
RenderLocalLights 1 1
RenderMaxPartCount 1 8192
-RenderNightBrightness 1 1.0
RenderObjectBump 1 1
RenderReflectionDetail 1 4
RenderTerrainDetail 1 1
diff --git a/indra/newview/llfloatereditsky.cpp b/indra/newview/llfloatereditsky.cpp
index abee7b5dc9..352361ce9e 100644
--- a/indra/newview/llfloatereditsky.cpp
+++ b/indra/newview/llfloatereditsky.cpp
@@ -151,8 +151,8 @@ void LLFloaterEditSky::initCallbacks(void)
getChild<LLUICtrl>("WLBlueHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlMoved, this, _1, &param_mgr.mBlueHorizon));
// haze density, horizon, mult, and altitude
- getChild<LLUICtrl>("WLHazeDensity")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlRMoved, this, _1, &param_mgr.mHazeDensity));
- getChild<LLUICtrl>("WLHazeHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlRMoved, this, _1, &param_mgr.mHazeHorizon));
+ getChild<LLUICtrl>("WLHazeDensity")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, &param_mgr.mHazeDensity));
+ getChild<LLUICtrl>("WLHazeHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, &param_mgr.mHazeHorizon));
getChild<LLUICtrl>("WLDensityMult")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, &param_mgr.mDensityMult));
getChild<LLUICtrl>("WLMaxAltitude")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, &param_mgr.mMaxAlt));
@@ -220,15 +220,14 @@ void LLFloaterEditSky::syncControls()
setColorSwatch("WLBlueHorizon", param_mgr->mBlueHorizon, WL_BLUE_HORIZON_DENSITY_SCALE);
// haze density, horizon, mult, and altitude
- param_mgr->mHazeDensity = cur_params.getVector(param_mgr->mHazeDensity.mName, err);
- childSetValue("WLHazeDensity", param_mgr->mHazeDensity.r);
- param_mgr->mHazeHorizon = cur_params.getVector(param_mgr->mHazeHorizon.mName, err);
- childSetValue("WLHazeHorizon", param_mgr->mHazeHorizon.r);
- param_mgr->mDensityMult = cur_params.getVector(param_mgr->mDensityMult.mName, err);
- childSetValue("WLDensityMult", param_mgr->mDensityMult.x *
- param_mgr->mDensityMult.mult);
- param_mgr->mMaxAlt = cur_params.getVector(param_mgr->mMaxAlt.mName, err);
- childSetValue("WLMaxAltitude", param_mgr->mMaxAlt.x);
+ param_mgr->mHazeDensity = cur_params.getFloat(param_mgr->mHazeDensity.mName, err);
+ childSetValue("WLHazeDensity", (F32) param_mgr->mHazeDensity);
+ param_mgr->mHazeHorizon = cur_params.getFloat(param_mgr->mHazeHorizon.mName, err);
+ childSetValue("WLHazeHorizon", (F32) param_mgr->mHazeHorizon);
+ param_mgr->mDensityMult = cur_params.getFloat(param_mgr->mDensityMult.mName, err);
+ childSetValue("WLDensityMult", ((F32) param_mgr->mDensityMult) * param_mgr->mDensityMult.mult);
+ param_mgr->mMaxAlt = cur_params.getFloat(param_mgr->mMaxAlt.mName, err);
+ childSetValue("WLMaxAltitude", (F32) param_mgr->mMaxAlt);
// blue density
param_mgr->mBlueDensity = cur_params.getVector(param_mgr->mBlueDensity.mName, err);
@@ -273,10 +272,10 @@ void LLFloaterEditSky::syncControls()
childSetValue("WLCloudDetailDensity", param_mgr->mCloudDetail.b);
// Cloud extras
- param_mgr->mCloudCoverage = cur_params.getVector(param_mgr->mCloudCoverage.mName, err);
- param_mgr->mCloudScale = cur_params.getVector(param_mgr->mCloudScale.mName, err);
- childSetValue("WLCloudCoverage", param_mgr->mCloudCoverage.x);
- childSetValue("WLCloudScale", param_mgr->mCloudScale.x);
+ param_mgr->mCloudCoverage = cur_params.getFloat(param_mgr->mCloudCoverage.mName, err);
+ param_mgr->mCloudScale = cur_params.getFloat(param_mgr->mCloudScale.mName, err);
+ childSetValue("WLCloudCoverage", (F32) param_mgr->mCloudCoverage);
+ childSetValue("WLCloudScale", (F32) param_mgr->mCloudScale);
// cloud scrolling
bool lockX = !param_mgr->mCurParams.getEnableCloudScrollX();
@@ -306,13 +305,13 @@ void LLFloaterEditSky::syncControls()
childSetValue("WLCloudScrollX", param_mgr->mCurParams.getCloudScrollX() - 10.0f);
childSetValue("WLCloudScrollY", param_mgr->mCurParams.getCloudScrollY() - 10.0f);
- param_mgr->mDistanceMult = cur_params.getVector(param_mgr->mDistanceMult.mName, err);
- childSetValue("WLDistanceMult", param_mgr->mDistanceMult.x);
+ param_mgr->mDistanceMult = cur_params.getFloat(param_mgr->mDistanceMult.mName, err);
+ childSetValue("WLDistanceMult", (F32) param_mgr->mDistanceMult);
// Tweak extras
- param_mgr->mWLGamma = cur_params.getVector(param_mgr->mWLGamma.mName, err);
- childSetValue("WLGamma", param_mgr->mWLGamma.x);
+ param_mgr->mWLGamma = cur_params.getFloat(param_mgr->mWLGamma.mName, err);
+ childSetValue("WLGamma", (F32) param_mgr->mWLGamma);
childSetValue("WLStarAlpha", param_mgr->mCurParams.getStarBrightness());
}
diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp
index 9122e5a8f5..7448f2bb2a 100755
--- a/indra/newview/llfloatermodelpreview.cpp
+++ b/indra/newview/llfloatermodelpreview.cpp
@@ -4525,7 +4525,17 @@ void LLModelPreview::updateStatusMessages()
}
}
- if (mFMP->childGetValue("physics_lod_combo").asString() == "From file")
+
+ LLCtrlSelectionInterface* iface = fmp->childGetSelectionInterface("physics_lod_combo");
+ S32 which_mode = 0;
+ S32 file_mode = 1;
+ if (iface)
+ {
+ which_mode = iface->getFirstSelectedIndex();
+ file_mode = iface->getItemCount() - 1;
+ }
+
+ if (which_mode == file_mode)
{
mFMP->childEnable("physics_file");
mFMP->childEnable("physics_browse");
diff --git a/indra/newview/llmeshrepository.cpp b/indra/newview/llmeshrepository.cpp
index b02bf79a28..bd20210190 100755
--- a/indra/newview/llmeshrepository.cpp
+++ b/indra/newview/llmeshrepository.cpp
@@ -728,7 +728,7 @@ bool LLMeshRepoThread::fetchMeshSkinInfo(const LLUUID& mesh_id)
if (!http_url.empty())
{
ret = mCurlRequest->getByteRange(http_url, headers, offset, size,
- new LLMeshSkinInfoResponder(mesh_id, offset, size));
+ new LLMeshSkinInfoResponder(mesh_id, offset, size));
if(ret)
{
LLMeshRepository::sHTTPRequestCount++;
@@ -805,7 +805,7 @@ bool LLMeshRepoThread::fetchMeshDecomposition(const LLUUID& mesh_id)
if (!http_url.empty())
{
ret = mCurlRequest->getByteRange(http_url, headers, offset, size,
- new LLMeshDecompositionResponder(mesh_id, offset, size));
+ new LLMeshDecompositionResponder(mesh_id, offset, size));
if(ret)
{
LLMeshRepository::sHTTPRequestCount++;
@@ -881,7 +881,7 @@ bool LLMeshRepoThread::fetchMeshPhysicsShape(const LLUUID& mesh_id)
if (!http_url.empty())
{
ret = mCurlRequest->getByteRange(http_url, headers, offset, size,
- new LLMeshPhysicsShapeResponder(mesh_id, offset, size));
+ new LLMeshPhysicsShapeResponder(mesh_id, offset, size));
if(ret)
{
@@ -1093,17 +1093,19 @@ bool LLMeshRepoThread::headerReceived(const LLVolumeParams& mesh_params, U8* dat
bool LLMeshRepoThread::lodReceived(const LLVolumeParams& mesh_params, S32 lod, U8* data, S32 data_size)
{
- LLVolume* volume = new LLVolume(mesh_params, LLVolumeLODGroup::getVolumeScaleFromDetail(lod));
+ LLPointer<LLVolume> volume = new LLVolume(mesh_params, LLVolumeLODGroup::getVolumeScaleFromDetail(lod));
std::string mesh_string((char*) data, data_size);
std::istringstream stream(mesh_string);
if (volume->unpackVolumeFaces(stream, data_size))
{
- LoadedMesh mesh(volume, mesh_params, lod);
if (volume->getNumFaces() > 0)
{
- LLMutexLock lock(mMutex);
- mLoadedQ.push(mesh);
+ LoadedMesh mesh(volume, mesh_params, lod);
+ {
+ LLMutexLock lock(mMutex);
+ mLoadedQ.push(mesh);
+ }
return true;
}
}
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index cb40af7061..0adb187dd2 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -260,6 +260,9 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
gPipeline.disableLights();
+ //reset vertex buffers if needed
+ gPipeline.doResetVertexBuffers();
+
stop_glerror();
// Don't draw if the window is hidden or minimized.
diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp
index 76f4e18c27..e052e37393 100644
--- a/indra/newview/llviewerjointmesh.cpp
+++ b/indra/newview/llviewerjointmesh.cpp
@@ -63,7 +63,6 @@ extern PFNGLWEIGHTFVARBPROC glWeightfvARB;
extern PFNGLVERTEXBLENDARBPROC glVertexBlendARB;
#endif
-static LLPointer<LLVertexBuffer> sRenderBuffer = NULL;
static const U32 sRenderMask = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_NORMAL |
LLVertexBuffer::MAP_TEXCOORD0;
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 5de363e03c..6db2138688 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -730,7 +730,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
vector< pair<string, S32> > shaders;
shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
@@ -1102,19 +1102,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredSkinnedAlphaProgram.mName = "Deferred Skinned Alpha Shader";
+ gDeferredSkinnedAlphaProgram.mFeatures.atmosphericHelpers = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true;
- gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true;
- gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = false;
+ gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = false;
gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = 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/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
+
+ // Hack to include uniforms for lighting without linking in lighting file
+ gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true;
}
if (success)
@@ -1231,11 +1237,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredAlphaProgram.mName = "Deferred Alpha Shader";
- gDeferredAlphaProgram.mFeatures.calculatesLighting = true;
+ gDeferredAlphaProgram.mFeatures.atmosphericHelpers = true;
+ gDeferredAlphaProgram.mFeatures.calculatesLighting = false;
gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAlphaProgram.mFeatures.hasGamma = true;
gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;
- gDeferredAlphaProgram.mFeatures.hasLighting = true;
+ gDeferredAlphaProgram.mFeatures.hasLighting = false;
gDeferredAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
@@ -1251,7 +1258,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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));
gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+
success = gDeferredAlphaProgram.createShader(NULL, NULL);
+
+ // Hack
+ gDeferredAlphaProgram.mFeatures.calculatesLighting = true;
+ gDeferredAlphaProgram.mFeatures.hasLighting = true;
}
if (success)
@@ -1394,19 +1406,24 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredAvatarAlphaProgram.mName = "Avatar Alpha Shader";
+ gDeferredAvatarAlphaProgram.mFeatures.atmosphericHelpers = true;
gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true;
- gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true;
+ gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false;
gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true;
gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
- gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;
+ gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false;
gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = 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/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+
success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);
+
+ gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true;
+ gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;
}
if (success)
diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp
index e0653fec30..e0653fec30 100644..100755
--- a/indra/newview/llviewerwindow.cpp
+++ b/indra/newview/llviewerwindow.cpp
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index e9db37821b..312034022e 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -342,7 +342,7 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
blue_density = LLColor3();
blue_horizon = LLColor3();
haze_density = 0.f;
- haze_horizon = LLColor3();
+ haze_horizon = 1.f;
density_multiplier = 0.f;
max_y = 0.f;
glow = LLColor3();
@@ -651,17 +651,17 @@ void LLVOSky::initAtmospherics(void)
sunlight_color = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("sunlight_color", error));
ambient = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("ambient", error));
//lightnorm = LLWLParamManager::getInstance()->mCurParams.getVector("lightnorm", error);
- gamma = LLWLParamManager::getInstance()->mCurParams.getVector("gamma", error)[0];
+ gamma = LLWLParamManager::getInstance()->mCurParams.getFloat("gamma", error);
blue_density = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("blue_density", error));
blue_horizon = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("blue_horizon", error));
- haze_density = LLWLParamManager::getInstance()->mCurParams.getVector("haze_density", error)[0];
- haze_horizon = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("haze_horizon", error));
- density_multiplier = LLWLParamManager::getInstance()->mCurParams.getVector("density_multiplier", error)[0];
- max_y = LLWLParamManager::getInstance()->mCurParams.getVector("max_y", error)[0];
+ haze_density = LLWLParamManager::getInstance()->mCurParams.getFloat("haze_density", error);
+ haze_horizon = LLWLParamManager::getInstance()->mCurParams.getFloat("haze_horizon", error);
+ density_multiplier = LLWLParamManager::getInstance()->mCurParams.getFloat("density_multiplier", error);
+ max_y = LLWLParamManager::getInstance()->mCurParams.getFloat("max_y", error);
glow = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("glow", error));
- cloud_shadow = LLWLParamManager::getInstance()->mCurParams.getVector("cloud_shadow", error)[0];
+ cloud_shadow = LLWLParamManager::getInstance()->mCurParams.getFloat("cloud_shadow", error);
cloud_color = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_color", error));
- cloud_scale = LLWLParamManager::getInstance()->mCurParams.getVector("cloud_scale", error)[0];
+ cloud_scale = LLWLParamManager::getInstance()->mCurParams.getFloat("cloud_scale", error);
cloud_pos_density1 = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_pos_density1", error));
cloud_pos_density2 = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_pos_density2", error));
@@ -825,7 +825,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
// Haze color above cloud
vary_HazeColor = (blue_horizon * blue_weight * (sunlight + ambient)
- + componentMult(haze_horizon.mV[0] * haze_weight, sunlight * temp2.mV[0] + ambient)
+ + componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + ambient)
);
// Increase ambient when there are more clouds
@@ -836,7 +836,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
// Haze color below cloud
LLColor3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + componentMult(haze_horizon.mV[0] * haze_weight, sunlight * temp2.mV[0] + tmpAmbient)
+ + componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + tmpAmbient)
);
// Final atmosphere additive
@@ -1002,7 +1002,7 @@ void LLVOSky::calcAtmospherics(void)
//haze color
vary_HazeColor =
(blue_horizon * blue_weight * (sunlight*(1.f - cloud_shadow) + tmpAmbient)
- + componentMult(haze_horizon.mV[0] * haze_weight, sunlight*(1.f - cloud_shadow) * temp2.mV[0] + tmpAmbient)
+ + componentMult(haze_horizon * haze_weight, sunlight*(1.f - cloud_shadow) * temp2.mV[0] + tmpAmbient)
);
//brightness of surface both sunlight and ambient
diff --git a/indra/newview/llvosky.h b/indra/newview/llvosky.h
index d3a42583ea..6e6898d80a 100644
--- a/indra/newview/llvosky.h
+++ b/indra/newview/llvosky.h
@@ -410,7 +410,7 @@ public:
LLColor3 blue_density;
LLColor3 blue_horizon;
F32 haze_density;
- LLColor3 haze_horizon;
+ F32 haze_horizon;
F32 density_multiplier;
F32 max_y;
LLColor3 glow;
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index 03d4c51aff..438d578ac5 100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -4939,6 +4939,11 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
fullbright = TRUE;
}
+ if (hud_group)
+ { //all hud attachments are fullbright
+ fullbright = TRUE;
+ }
+
const LLTextureEntry* te = facep->getTextureEntry();
tex = facep->getTexture();
@@ -4968,7 +4973,6 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
}
}
else if (gPipeline.canUseVertexShaders()
- && group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD
&& LLPipeline::sRenderBump
&& te->getShiny())
{ //shiny
@@ -5033,9 +5037,12 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
}
}
- //not sure why this is here -- shiny HUD attachments maybe? -- davep 5/11/2010
- if (!is_alpha && te->getShiny() && LLPipeline::sRenderBump)
- {
+
+ if (!gPipeline.canUseVertexShaders() &&
+ !is_alpha &&
+ te->getShiny() &&
+ LLPipeline::sRenderBump)
+ { //shiny as an extra pass when shaders are disabled
registerFace(group, facep, LLRenderPass::PASS_SHINY);
}
}
diff --git a/indra/newview/llwaterparammanager.cpp b/indra/newview/llwaterparammanager.cpp
index 20b34637b8..e386112334 100644
--- a/indra/newview/llwaterparammanager.cpp
+++ b/indra/newview/llwaterparammanager.cpp
@@ -194,7 +194,7 @@ void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader)
shader->uniform4fv("waterPlane", 1, mWaterPlane.mV);
shader->uniform1f("waterFogDensity", getFogDensity());
shader->uniform1f("waterFogKS", mWaterFogKS);
- shader->uniform4f("distance_multiplier", 0, 0, 0, 0);
+ shader->uniform1f("distance_multiplier", 0);
}
}
diff --git a/indra/newview/llwlparammanager.cpp b/indra/newview/llwlparammanager.cpp
index 55608a059f..49d9d44d74 100644
--- a/indra/newview/llwlparammanager.cpp
+++ b/indra/newview/llwlparammanager.cpp
@@ -64,7 +64,6 @@
LLWLParamManager::LLWLParamManager() :
//set the defaults for the controls
- // index is from sWLUniforms in pipeline.cpp line 979
/// Sun Delta Terrain tweak variables.
mSunDeltaYaw(180.0f),
@@ -72,10 +71,10 @@ LLWLParamManager::LLWLParamManager() :
mWLGamma(1.0f, "gamma"),
mBlueHorizon(0.25f, 0.25f, 1.0f, 1.0f, "blue_horizon", "WLBlueHorizon"),
- mHazeDensity(1.0f, 1.0f, 1.0f, 0.5f, "haze_density"),
+ mHazeDensity(1.0f, "haze_density"),
mBlueDensity(0.25f, 0.25f, 0.25f, 1.0f, "blue_density", "WLBlueDensity"),
mDensityMult(1.0f, "density_multiplier", 1000),
- mHazeHorizon(1.0f, 1.0f, 1.0f, 0.5f, "haze_horizon"),
+ mHazeHorizon(1.0f, "haze_horizon"),
mMaxAlt(4000.0f, "max_y"),
// Lighting
diff --git a/indra/newview/llwlparammanager.h b/indra/newview/llwlparammanager.h
index bc984b9126..72422500fc 100644
--- a/indra/newview/llwlparammanager.h
+++ b/indra/newview/llwlparammanager.h
@@ -102,9 +102,8 @@ struct WLFloatControl {
{
}
- inline WLFloatControl & operator = (LLVector4 const & val) {
- x = val.mV[0];
-
+ inline WLFloatControl & operator = (F32 val) {
+ x = val;
return *this;
}
@@ -340,10 +339,10 @@ public:
/// Atmospherics
WLColorControl mBlueHorizon;
- WLColorControl mHazeDensity;
+ WLFloatControl mHazeDensity;
WLColorControl mBlueDensity;
WLFloatControl mDensityMult;
- WLColorControl mHazeHorizon;
+ WLFloatControl mHazeHorizon;
WLFloatControl mMaxAlt;
/// Lighting
diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp
index 5bb7025031..b04d30db55 100644
--- a/indra/newview/llwlparamset.cpp
+++ b/indra/newview/llwlparamset.cpp
@@ -41,33 +41,7 @@
LLWLParamSet::LLWLParamSet(void) :
mName("Unnamed Preset"),
mCloudScrollXOffset(0.f), mCloudScrollYOffset(0.f)
-{
-/* REMOVE or init the LLSD
- const std::map<std::string, LLVector4>::value_type hardcodedPreset[] = {
- std::make_pair("lightnorm", LLVector4(0.f, 0.707f, -0.707f, 0.f)),
- std::make_pair("sunlight_color", LLVector4(0.6f, 0.6f, 2.83f, 2.27f)),
- std::make_pair("ambient", LLVector4(0.27f, 0.33f, 0.44f, 1.19f)),
- std::make_pair("blue_horizon", LLVector4(0.3f, 0.4f, 0.9f, 1.f)),
- std::make_pair("blue_density", LLVector4(0.3f, 0.4f, 0.8f, 1.f)),
- std::make_pair("haze_horizon", LLVector4(0.6f, 0.6f, 0.6f, 1.f)),
- std::make_pair("haze_density", LLVector4(0.3f, 0.3f, 0.3f, 1.f)),
- std::make_pair("cloud_shadow", LLVector4(0.f, 0.f, 0.f, 0.f)),
- std::make_pair("density_multiplier", LLVector4(0.001f, 0.001f, 0.001f, 0.001f)),
- std::make_pair("distance_multiplier", LLVector4(1.f, 1.f, 1.f, 1.f)),
- std::make_pair("max_y", LLVector4(600.f, 600.f, 600.f, 0.f)),
- std::make_pair("glow", LLVector4(15.f, 0.001f, -0.03125f, 0.f)),
- std::make_pair("cloud_color", LLVector4(0.0f, 0.0f, 0.0f, 0.0f)),
- std::make_pair("cloud_pos_density1", LLVector4(0.f, 0.f, 0.f, 1.f)),
- std::make_pair("cloud_pos_density2", LLVector4(0.f, 0.f, 0.f, 1.f)),
- std::make_pair("cloud_scale", LLVector4(0.42f, 0.f, 0.f, 1.f)),
- std::make_pair("gamma", LLVector4(2.0f, 2.0f, 2.0f, 0.0f)),
- };
- std::map<std::string, LLVector4>::value_type const * endHardcodedPreset =
- hardcodedPreset + LL_ARRAY_SIZE(hardcodedPreset);
-
- mParamValues.insert(hardcodedPreset, endHardcodedPreset);
-*/
-}
+{}
static LLFastTimer::DeclareTimer FTM_WL_PARAM_UPDATE("WL Param Update");
@@ -79,55 +53,78 @@ void LLWLParamSet::update(LLGLSLShader * shader) const
i != mParamValues.endMap();
++i)
{
-
-
const std::string& param = i->first;
- if( param == "star_brightness" || param == "preset_num" || param == "sun_angle" ||
+ if (param == "star_brightness" || param == "preset_num" || param == "sun_angle" ||
param == "east_angle" || param == "enable_cloud_scroll" ||
param == "cloud_scroll_rate" || param == "lightnorm" )
{
continue;
}
- if(param == "cloud_pos_density1")
+ if (param == "cloud_pos_density1")
{
LLVector4 val;
val.mV[0] = F32(i->second[0].asReal()) + mCloudScrollXOffset;
val.mV[1] = F32(i->second[1].asReal()) + mCloudScrollYOffset;
val.mV[2] = (F32) i->second[2].asReal();
val.mV[3] = (F32) i->second[3].asReal();
+
stop_glerror();
shader->uniform4fv(param, 1, val.mV);
stop_glerror();
- }
+ }
+ else if (param == "cloud_scale" || param == "cloud_shadow" ||
+ param == "density_multiplier" || param == "distance_multiplier" ||
+ param == "haze_density" || param == "haze_horizon" ||
+ param == "max_y" )
+ {
+ F32 val = (F32) i->second[0].asReal();
+
+ stop_glerror();
+ shader->uniform1f(param, val);
+ stop_glerror();
+ }
else // param is the uniform name
{
- LLVector4 val;
-
// handle all the different cases
- if(i->second.isArray() && i->second.size() == 4)
+ if (i->second.isArray() && i->second.size() == 4)
{
+ LLVector4 val;
+
val.mV[0] = (F32) i->second[0].asReal();
val.mV[1] = (F32) i->second[1].asReal();
val.mV[2] = (F32) i->second[2].asReal();
val.mV[3] = (F32) i->second[3].asReal();
+
+ stop_glerror();
+ shader->uniform4fv(param, 1, val.mV);
+ stop_glerror();
}
- else if(i->second.isReal())
+ else if (i->second.isReal())
{
- val.mV[0] = (F32) i->second.asReal();
+ F32 val = (F32) i->second.asReal();
+
+ stop_glerror();
+ shader->uniform1f(param, val);
+ stop_glerror();
}
- else if(i->second.isInteger())
+ else if (i->second.isInteger())
{
- val.mV[0] = (F32) i->second.asReal();
+ S32 val = (S32) i->second.asInteger();
+
+ stop_glerror();
+ shader->uniform1i(param, val);
+ stop_glerror();
}
- else if(i->second.isBoolean())
+ else if (i->second.isBoolean())
{
- val.mV[0] = i->second.asBoolean();
+ S32 val = (i->second.asBoolean() ? 1 : 0);
+
+ stop_glerror();
+ shader->uniform1i(param, val);
+ stop_glerror();
}
- stop_glerror();
- shader->uniform4fv(param, 1, val.mV);
- stop_glerror();
}
}
}
@@ -148,7 +145,8 @@ void LLWLParamSet::set(const std::string& paramName, float x)
}
}
-void LLWLParamSet::set(const std::string& paramName, float x, float y) {
+void LLWLParamSet::set(const std::string& paramName, float x, float y)
+{
mParamValues[paramName][0] = x;
mParamValues[paramName][1] = y;
}
@@ -194,7 +192,6 @@ void LLWLParamSet::set(const std::string& paramName, const LLColor4 & val)
LLVector4 LLWLParamSet::getVector(const std::string& paramName, bool& error)
{
-
// test to see if right type
LLSD cur_val = mParamValues.get(paramName);
if (!cur_val.isArray())
@@ -215,7 +212,6 @@ LLVector4 LLWLParamSet::getVector(const std::string& paramName, bool& error)
F32 LLWLParamSet::getFloat(const std::string& paramName, bool& error)
{
-
// test to see if right type
LLSD cur_val = mParamValues.get(paramName);
if (cur_val.isArray() && cur_val.size() != 0)
@@ -234,8 +230,6 @@ F32 LLWLParamSet::getFloat(const std::string& paramName, bool& error)
return 0;
}
-
-
void LLWLParamSet::setSunAngle(float val)
{
// keep range 0 - 2pi
@@ -263,7 +257,6 @@ void LLWLParamSet::setEastAngle(float val)
mParamValues["east_angle"] = val;
}
-
void LLWLParamSet::mix(LLWLParamSet& src, LLWLParamSet& dest, F32 weight)
{
// set up the iterators
@@ -282,7 +275,6 @@ void LLWLParamSet::mix(LLWLParamSet& src, LLWLParamSet& dest, F32 weight)
// Iterate through values
for(LLSD::map_iterator iter = mParamValues.beginMap(); iter != mParamValues.endMap(); ++iter)
{
-
// If param exists in both src and dest, set the holder variables, otherwise skip
if(src.mParamValues.has(iter->first) && dest.mParamValues.has(iter->first))
{
diff --git a/indra/newview/llwlparamset.h b/indra/newview/llwlparamset.h
index 3c44ed3bb8..b087119dd5 100644
--- a/indra/newview/llwlparamset.h
+++ b/indra/newview/llwlparamset.h
@@ -110,7 +110,7 @@ public:
/// \param error A flag to set if it's not the proper return type
LLVector4 getVector(const std::string& paramName, bool& error);
- /// Get an integer parameter
+ /// Get a float parameter
/// \param paramName The name of the parameter to set.
/// \param error A flag to set if it's not the proper return type
F32 getFloat(const std::string& paramName, bool& error);
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index c523a78b22..a64655960f 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -203,10 +203,6 @@ extern S32 gBoxFrame;
extern BOOL gDisplaySwapBuffers;
extern BOOL gDebugGL;
-// hack counter for rendering a fixed number of frames after toggling
-// fullscreen to work around DEV-5361
-static S32 sDelayedVBOEnable = 0;
-
BOOL gAvatarBacklight = FALSE;
BOOL gDebugPipeline = FALSE;
@@ -411,6 +407,7 @@ LLPipeline::LLPipeline() :
mOldRenderDebugMask(0),
mGroupQ1Locked(false),
mGroupQ2Locked(false),
+ mResetVertexBuffers(false),
mLastRebuildPool(NULL),
mAlphaPool(NULL),
mSkyPool(NULL),
@@ -692,8 +689,6 @@ void LLPipeline::destroyGL()
if (LLVertexBuffer::sEnableVBOs)
{
- // render 30 frames after switching to work around DEV-5361
- sDelayedVBOEnable = 30;
LLVertexBuffer::sEnableVBOs = FALSE;
}
}
@@ -2523,15 +2518,6 @@ void LLPipeline::updateGeom(F32 max_dtime)
assertInitialized();
- if (sDelayedVBOEnable > 0)
- {
- if (--sDelayedVBOEnable <= 0)
- {
- resetVertexBuffers();
- LLVertexBuffer::sEnableVBOs = TRUE;
- }
- }
-
// notify various object types to reset internal cost metrics, etc.
// for now, only LLVOVolume does this to throttle LOD changes
LLVOVolume::preUpdateGeom();
@@ -6185,7 +6171,7 @@ LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj)
void LLPipeline::resetVertexBuffers(LLDrawable* drawable)
{
- if (!drawable || drawable->isDead())
+ if (!drawable)
{
return;
}
@@ -6198,7 +6184,19 @@ void LLPipeline::resetVertexBuffers(LLDrawable* drawable)
}
void LLPipeline::resetVertexBuffers()
-{
+{
+ mResetVertexBuffers = true;
+}
+
+void LLPipeline::doResetVertexBuffers()
+{
+ if (!mResetVertexBuffers)
+ {
+ return;
+ }
+
+ mResetVertexBuffers = false;
+
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
@@ -6224,11 +6222,9 @@ void LLPipeline::resetVertexBuffers()
if (LLVertexBuffer::sGLCount > 0)
{
- llwarns << "VBO wipe failed." << llendl;
+ llwarns << "VBO wipe failed -- " << LLVertexBuffer::sGLCount << " buffers remaining." << llendl;
}
- llassert(LLVertexBuffer::sGLCount == 0);
-
LLVertexBuffer::unbind();
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 9c78048c46..3c4e389ce0 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -111,6 +111,7 @@ public:
void destroyGL();
void restoreGL();
void resetVertexBuffers();
+ void doResetVertexBuffers();
void resizeScreenTexture();
void releaseGLBuffers();
void releaseScreenBuffers();
@@ -653,6 +654,8 @@ protected:
bool mGroupQ2Locked;
bool mGroupQ1Locked;
+ bool mResetVertexBuffers; //if true, clear vertex buffers on next update
+
LLViewerObject::vobj_list_t mCreateQ;
LLDrawable::drawable_set_t mRetexturedList;
diff --git a/indra/newview/skins/default/textures/checker.png b/indra/newview/skins/default/textures/checker.png
new file mode 100644
index 0000000000..1ab87e3f02
--- /dev/null
+++ b/indra/newview/skins/default/textures/checker.png
Binary files differ
diff --git a/indra/newview/skins/default/textures/textures.xml b/indra/newview/skins/default/textures/textures.xml
index e4a8622a4b..eabcc68916 100644
--- a/indra/newview/skins/default/textures/textures.xml
+++ b/indra/newview/skins/default/textures/textures.xml
@@ -122,6 +122,8 @@ with the same filename but different name
<texture name="Checkbox_Press" file_name="widgets/Checkbox_Press.png" preload="true" />
<texture name="Check_Mark" file_name="icons/check_mark.png" preload="true" />
+ <texture name="Checker" file_name="checker.png" preload="false" />
+
<texture name="Command_AboutLand_Icon" file_name="toolbar_icons/land.png" preload="true" />
<texture name="Command_Appearance_Icon" file_name="toolbar_icons/appearance.png" preload="true" />
<texture name="Command_Avatar_Icon" file_name="toolbar_icons/avatars.png" preload="true" />