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authorDave Parks <davep@lindenlab.com>2013-03-04 18:06:29 -0600
committerDave Parks <davep@lindenlab.com>2013-03-04 18:06:29 -0600
commit586025bde53ffcd160a9d169cca328ed5078f5f4 (patch)
tree1f59d27d08567fd5f3fe02ce42fe6bae37bd3b2c /indra/newview
parent3ee3c3ced32bd1e67a6bea51341734c8764df018 (diff)
parent609ed855e1160505238378a1be49e2b92e8496f5 (diff)
Automated merge with https://bitbucket.org/lindenlab/viewer-cat
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giF.glsl190
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl2
-rw-r--r--indra/newview/llappviewer.cpp2
-rw-r--r--indra/newview/lldrawable.cpp2
-rw-r--r--indra/newview/lldrawpool.cpp1
-rw-r--r--indra/newview/lldrawpoolavatar.cpp5
-rw-r--r--indra/newview/lldrawpoolterrain.cpp11
-rw-r--r--indra/newview/lldrawpoolwater.cpp1455
-rwxr-xr-xindra/newview/llface.cpp99
-rw-r--r--indra/newview/llfasttimerview.cpp2
-rw-r--r--indra/newview/llviewerdisplay.cpp4
-rw-r--r--indra/newview/llviewershadermgr.cpp104
-rw-r--r--indra/newview/llviewershadermgr.h69
-rw-r--r--indra/newview/llvovolume.cpp2
-rw-r--r--indra/newview/llwaterparammanager.cpp20
-rw-r--r--indra/newview/llwlparammanager.cpp7
-rw-r--r--indra/newview/pipeline.cpp10
19 files changed, 844 insertions, 1149 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
deleted file mode 100644
index da1b234240..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
+++ /dev/null
@@ -1,190 +0,0 @@
-/**
- * @file giF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, 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
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2D noiseMap;
-
-uniform sampler2D diffuseGIMap;
-uniform sampler2D normalGIMap;
-uniform sampler2D depthGIMap;
-
-uniform sampler2D lightFunc;
-
-// Inputs
-VARYING vec2 vary_fragcoord;
-
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space
-uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space
-uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix
-uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space
-uniform float gi_radius;
-uniform float gi_intensity;
-uniform int gi_samples;
-uniform vec2 gi_kern[25];
-uniform vec2 gi_scale;
-uniform vec3 gi_quad;
-uniform vec3 gi_spec;
-uniform float gi_direction_weight;
-uniform float gi_light_offset;
-
-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;
-}
-
-vec4 getGIPosition(vec2 gi_tc)
-{
- float depth = texture2D(depthGIMap, gi_tc).a;
- vec2 sc = gi_tc*2.0;
- sc -= vec2(1.0, 1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = gi_inv_proj*ndc;
- pos.xyz /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec3 giAmbient(vec3 pos, vec3 norm)
-{
- vec4 gi_c = gi_mat_proj * vec4(pos, 1.0);
- gi_c.xyz /= gi_c.w;
-
- vec4 gi_pos = gi_mat*vec4(pos,1.0);
- vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz;
- gi_norm = normalize(gi_norm);
-
- vec2 tcx = gi_norm.xy;
- vec2 tcy = gi_norm.yx;
-
- vec4 eye_pos = gi_mat*vec4(0,0,0,1.0);
-
- vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz/eye_pos.w);
-
- //vec3 eye_dir = vec3(0,0,-1);
- //eye_dir = (gi_norm_mat*vec4(eye_dir, 1.0)).xyz;
- //eye_dir = normalize(eye_dir);
-
- //float round_x = gi_scale.x;
- //float round_y = gi_scale.y;
-
- vec3 debug = texture2D(normalGIMap, gi_c.xy).rgb*0.5+0.5;
- debug.xz = vec2(0.0,0.0);
- //debug = fract(debug);
-
- float round_x = 1.0/64.0;
- float round_y = 1.0/64.0;
-
- //gi_c.x = floor(gi_c.x/round_x+0.5)*round_x;
- //gi_c.y = floor(gi_c.y/round_y+0.5)*round_y;
-
- float fda = 0.0;
- vec3 fdiff = vec3(0,0,0);
-
- vec3 rcol = vec3(0,0,0);
-
- float fsa = 0.0;
-
- for (int i = -1; i < 2; i+=2 )
- {
- for (int j = -1; j < 2; j+=2)
- {
- vec2 tc = vec2(i, j)*0.75;
- vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0+tc*0.5).xyz;
- //tc += gi_norm.xy*nz.z;
- tc += nz.xy*2.0;
- tc /= gi_samples;
- tc += gi_c.xy;
-
- vec3 lnorm = -normalize(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0);
- vec3 lpos = getGIPosition(tc.xy).xyz;
-
- vec3 at = lpos-gi_pos.xyz;
- float dist = dot(at,at);
- float da = clamp(1.0/(gi_spec.x*dist), 0.0, 1.0);
-
- if (da > 0.0)
- {
- //add angular attenuation
- vec3 ldir = at;
- float ang_atten = clamp(dot(ldir, gi_norm), 0.0, 1.0);
-
- float ld = -dot(ldir, lnorm);
-
- if (ang_atten > 0.0 && ld < 0.0)
- {
- vec3 diff = texture2D(diffuseGIMap, tc.xy).xyz;
- da = da*ang_atten;
- fda += da;
- fdiff += diff*da;
- }
- }
- }
- }
-
- fdiff /= max(gi_spec.y*fda, gi_quad.z);
- fdiff = clamp(fdiff, vec3(0), vec3(1));
-
- vec3 ret = fda*fdiff;
- //ret = ret*ret*gi_quad.x+ret*gi_quad.y+gi_quad.z;
-
- //fda *= nz.z;
-
- //rcol.rgb *= gi_intensity;
- //return rcol.rgb+vary_AmblitColor.rgb*0.25;
- //return vec4(debug, 0.0);
- //return vec4(fda*fdiff, 0.0);
- return clamp(ret,vec3(0.0), vec3(1.0));
- //return debug.xyz;
-}
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- frag_color.xyz = giAmbient(pos, norm);
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 3427d6db57..1149aec30b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -53,13 +53,11 @@ uniform vec3 specular;
uniform float lightExp;
uniform float refScale;
uniform float kd;
-uniform vec2 screenRes;
uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
-uniform vec2 screen_res;
-uniform mat4 norm_mat; //region space to screen space
+uniform mat3 normal_matrix;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
@@ -157,7 +155,7 @@ void main()
//wavef.z *= 0.1f;
//wavef = normalize(wavef);
- vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz;
+ vec3 screenspacewavef = normal_matrix*wavef;
frag_data[0] = vec4(color.rgb, 0.5); // diffuse
frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 0d8dab0a41..485e48537c 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -43,13 +43,11 @@ uniform vec2 fbScale;
uniform float refScale;
uniform float znear;
uniform float zfar;
-uniform float kd;
uniform vec4 waterPlane;
uniform vec3 eyeVec;
uniform vec4 waterFogColor;
uniform float waterFogDensity;
uniform float waterFogKS;
-uniform vec2 screenRes;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 79bffab745..1fd7bdaa5c 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -42,8 +42,6 @@ uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform float refScale;
-uniform float kd;
-uniform vec2 screenRes;
uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp
index 7331b93810..9bbaede68d 100644
--- a/indra/newview/llappviewer.cpp
+++ b/indra/newview/llappviewer.cpp
@@ -537,7 +537,7 @@ static void settings_to_globals()
LLSurface::setTextureSize(gSavedSettings.getU32("RegionTextureSize"));
LLRender::sGLCoreProfile = gSavedSettings.getBOOL("RenderGLCoreProfile");
-
+ LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLImageGL::sGlobalUseAnisotropic = gSavedSettings.getBOOL("RenderAnisotropic");
LLImageGL::sCompressTextures = gSavedSettings.getBOOL("RenderCompressTextures");
LLVOVolume::sLODFactor = gSavedSettings.getF32("RenderVolumeLODFactor");
diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp
index 119b8d24d0..d29181a3ce 100644
--- a/indra/newview/lldrawable.cpp
+++ b/indra/newview/lldrawable.cpp
@@ -254,7 +254,7 @@ S32 LLDrawable::findReferences(LLDrawable *drawablep)
return count;
}
-static LLFastTimer::DeclareTimer FTM_ALLOCATE_FACE("Allocate Face", true);
+static LLFastTimer::DeclareTimer FTM_ALLOCATE_FACE("Allocate Face");
LLFace* LLDrawable::addFace(LLFacePool *poolp, LLViewerTexture *texturep)
{
diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp
index 94dd927d26..d8f293cc62 100644
--- a/indra/newview/lldrawpool.cpp
+++ b/indra/newview/lldrawpool.cpp
@@ -472,6 +472,7 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL ba
{
params.mGroup->rebuildMesh();
}
+
params.mVertexBuffer->setBuffer(mask);
params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 3cf96a9054..d5afa25c9c 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -1505,8 +1505,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
stop_glerror();
- static LLStaticHashedString sMatPalette("matrixPalette");
- LLDrawPoolAvatar::sVertexProgram->uniformMatrix4fv(sMatPalette,
+ LLDrawPoolAvatar::sVertexProgram->uniformMatrix4fv(LLViewerShaderMgr::AVATAR_MATRIX,
skin->mJointNames.size(),
FALSE,
(GLfloat*) mat[0].mMatrix);
@@ -1548,6 +1547,8 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
buff->setBuffer(data_mask);
buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
}
+
+ gPipeline.addTrianglesDrawn(count, LLRender::TRIANGLES);
}
}
}
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index 3805348b6b..cac862a107 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -49,9 +49,6 @@
#include "llviewershadermgr.h"
#include "llrender.h"
-static LLStaticHashedString sObjectPlaneS("object_plane_s");
-static LLStaticHashedString sObjectPlaneT("object_plane_t");
-
const F32 DETAIL_SCALE = 1.f/16.f;
int DebugDetailMap = 0;
@@ -355,8 +352,8 @@ void LLDrawPoolTerrain::renderFullShader()
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(shader);
- shader->uniform4fv(sObjectPlaneS, 1, tp0.mV);
- shader->uniform4fv(sObjectPlaneT, 1, tp1.mV);
+ shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV);
+ shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV);
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
@@ -865,8 +862,8 @@ void LLDrawPoolTerrain::renderSimple()
if (LLGLSLShader::sNoFixedFunction)
{
- sShader->uniform4fv(sObjectPlaneS, 1, tp0.mV);
- sShader->uniform4fv(sObjectPlaneT, 1, tp1.mV);
+ sShader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV);
+ sShader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV);
}
else
{
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index ffe438eb27..b6a4b0194c 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -1,736 +1,719 @@
-/**
- * @file lldrawpoolwater.cpp
- * @brief LLDrawPoolWater class implementation
- *
- * $LicenseInfo:firstyear=2002&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, 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
- * $/LicenseInfo$
- */
-
-#include "llviewerprecompiledheaders.h"
-#include "llfeaturemanager.h"
-#include "lldrawpoolwater.h"
-
-#include "llviewercontrol.h"
-#include "lldir.h"
-#include "llerror.h"
-#include "m3math.h"
-#include "llrender.h"
-
-#include "llagent.h" // for gAgent for getRegion for getWaterHeight
-#include "llcubemap.h"
-#include "lldrawable.h"
-#include "llface.h"
-#include "llsky.h"
-#include "llviewertexturelist.h"
-#include "llviewerregion.h"
-#include "llvosky.h"
-#include "llvowater.h"
-#include "llworld.h"
-#include "pipeline.h"
-#include "llviewershadermgr.h"
-#include "llwaterparammanager.h"
-
-const LLUUID TRANSPARENT_WATER_TEXTURE("2bfd3884-7e27-69b9-ba3a-3e673f680004");
-const LLUUID OPAQUE_WATER_TEXTURE("43c32285-d658-1793-c123-bf86315de055");
-
-static LLStaticHashedString sObjectPlaneS("object_plane_s");
-static LLStaticHashedString sObjectPlaneT("object_plane_t");
-static LLStaticHashedString sScreenRes("screenRes");
-static LLStaticHashedString sNormScale("normScale");
-static LLStaticHashedString sFresnelScale("fresnelScale");
-static LLStaticHashedString sFresnelOffset("fresnelOffset");
-static LLStaticHashedString sBlurMultiplier("blurMultiplier");
-static LLStaticHashedString sSunAngle("sunAngle");
-static LLStaticHashedString sScaledAngle("scaledAngle");
-static LLStaticHashedString sSunAngle2("sunAngle2");
-
-static float sTime;
-
-BOOL deferred_render = FALSE;
-
-BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE;
-BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE;
-BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE;
-LLColor4 LLDrawPoolWater::sWaterFogColor = LLColor4(0.2f, 0.5f, 0.5f, 0.f);
-F32 LLDrawPoolWater::sWaterFogEnd = 0.f;
-
-LLVector3 LLDrawPoolWater::sLightDir;
-
-LLDrawPoolWater::LLDrawPoolWater() :
- LLFacePool(POOL_WATER)
-{
- mHBTex[0] = LLViewerTextureManager::getFetchedTexture(gSunTextureID, TRUE, LLViewerTexture::BOOST_UI);
- gGL.getTexUnit(0)->bind(mHBTex[0]) ;
- mHBTex[0]->setAddressMode(LLTexUnit::TAM_CLAMP);
-
- mHBTex[1] = LLViewerTextureManager::getFetchedTexture(gMoonTextureID, TRUE, LLViewerTexture::BOOST_UI);
- gGL.getTexUnit(0)->bind(mHBTex[1]);
- mHBTex[1]->setAddressMode(LLTexUnit::TAM_CLAMP);
-
-
- mWaterImagep = LLViewerTextureManager::getFetchedTexture(TRANSPARENT_WATER_TEXTURE);
- llassert(mWaterImagep);
- mWaterImagep->setNoDelete();
- mOpaqueWaterImagep = LLViewerTextureManager::getFetchedTexture(OPAQUE_WATER_TEXTURE);
- llassert(mOpaqueWaterImagep);
- mWaterNormp = LLViewerTextureManager::getFetchedTexture(DEFAULT_WATER_NORMAL);
- mWaterNormp->setNoDelete();
-
- restoreGL();
-}
-
-LLDrawPoolWater::~LLDrawPoolWater()
-{
-}
-
-//static
-void LLDrawPoolWater::restoreGL()
-{
-
-}
-
-LLDrawPool *LLDrawPoolWater::instancePool()
-{
- llerrs << "Should never be calling instancePool on a water pool!" << llendl;
- return NULL;
-}
-
-
-void LLDrawPoolWater::prerender()
-{
- mVertexShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ?
- LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0;
-
- // got rid of modulation by light color since it got a little too
- // green at sunset and sl-57047 (underwater turns black at 8:00)
- sWaterFogColor = LLWaterParamManager::instance().getFogColor();
- sWaterFogColor.mV[3] = 0;
-
-}
-
-S32 LLDrawPoolWater::getNumPasses()
-{
- if (LLViewerCamera::getInstance()->getOrigin().mV[2] < 1024.f)
- {
- return 1;
- }
-
- return 0;
-}
-
-void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
-{
- beginRenderPass(pass);
- deferred_render = TRUE;
-}
-
-void LLDrawPoolWater::endPostDeferredPass(S32 pass)
-{
- endRenderPass(pass);
- deferred_render = FALSE;
-}
-
-//===============================
-//DEFERRED IMPLEMENTATION
-//===============================
-void LLDrawPoolWater::renderDeferred(S32 pass)
-{
- LLFastTimer t(FTM_RENDER_WATER);
- deferred_render = TRUE;
- shade();
- deferred_render = FALSE;
-}
-
-//=========================================
-
-void LLDrawPoolWater::render(S32 pass)
-{
- LLFastTimer ftm(FTM_RENDER_WATER);
- if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1)
- {
- return;
- }
-
- //do a quick 'n dirty depth sort
- for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
- iter != mDrawFace.end(); iter++)
- {
- LLFace* facep = *iter;
- facep->mDistance = -facep->mCenterLocal.mV[2];
- }
-
- std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater());
-
- // See if we are rendering water as opaque or not
- if (!gSavedSettings.getBOOL("RenderTransparentWater"))
- {
- // render water for low end hardware
- renderOpaqueLegacyWater();
- return;
- }
-
- LLGLEnable blend(GL_BLEND);
-
- if ((mVertexShaderLevel > 0) && !sSkipScreenCopy)
- {
- shade();
- return;
- }
-
- LLVOSky *voskyp = gSky.mVOSkyp;
-
- stop_glerror();
-
- if (!gGLManager.mHasMultitexture)
- {
- // Ack! No multitexture! Bail!
- return;
- }
-
- LLFace* refl_face = voskyp->getReflFace();
-
- gPipeline.disableLights();
-
- LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
-
- LLGLDisable cullFace(GL_CULL_FACE);
-
- // Set up second pass first
- mWaterImagep->addTextureStats(1024.f*1024.f);
- gGL.getTexUnit(1)->activate();
- gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(1)->bind(mWaterImagep) ;
-
- LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis();
- F32 up_dot = camera_up * LLVector3::z_axis;
-
- LLColor4 water_color;
- if (LLViewerCamera::getInstance()->cameraUnderWater())
- {
- water_color.setVec(1.f, 1.f, 1.f, 0.4f);
- }
- else
- {
- water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
- }
-
- gGL.diffuseColor4fv(water_color.mV);
-
- // Automatically generate texture coords for detail map
- glEnable(GL_TEXTURE_GEN_S); //texture unit 1
- glEnable(GL_TEXTURE_GEN_T); //texture unit 1
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-
- // Slowly move over time.
- F32 offset = fmod(gFrameTimeSeconds*2.f, 100.f);
- F32 tp0[4] = {16.f/256.f, 0.0f, 0.0f, offset*0.01f};
- F32 tp1[4] = {0.0f, 16.f/256.f, 0.0f, offset*0.01f};
- glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
- glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
-
- gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
- gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
-
- gGL.getTexUnit(0)->activate();
-
- glClearStencil(1);
- glClear(GL_STENCIL_BUFFER_BIT);
- LLGLEnable gls_stencil(GL_STENCIL_TEST);
- glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
- glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
-
- for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
- iter != mDrawFace.end(); iter++)
- {
- LLFace *face = *iter;
- if (voskyp->isReflFace(face))
- {
- continue;
- }
- gGL.getTexUnit(0)->bind(face->getTexture());
- face->renderIndexed();
- }
-
- // Now, disable texture coord generation on texture state 1
- gGL.getTexUnit(1)->activate();
- gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(1)->disable();
- glDisable(GL_TEXTURE_GEN_S); //texture unit 1
- glDisable(GL_TEXTURE_GEN_T); //texture unit 1
-
- // Disable texture coordinate and color arrays
- gGL.getTexUnit(0)->activate();
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- stop_glerror();
-
- if (gSky.mVOSkyp->getCubeMap())
- {
- gSky.mVOSkyp->getCubeMap()->enable(0);
- gSky.mVOSkyp->getCubeMap()->bind();
-
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadIdentity();
- LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
- LLMatrix4 camera_rot(camera_mat.getMat3());
- camera_rot.invert();
-
- gGL.loadMatrix((F32 *)camera_rot.mMatrix);
-
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot);
-
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
-
- for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
- iter != mDrawFace.end(); iter++)
- {
- LLFace *face = *iter;
- if (voskyp->isReflFace(face))
- {
- //refl_face = face;
- continue;
- }
-
- if (face->getGeomCount() > 0)
- {
- face->renderIndexed();
- }
- }
-
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
-
- gSky.mVOSkyp->getCubeMap()->disable();
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
-
- }
-
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-
- if (refl_face)
- {
- glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
- renderReflection(refl_face);
- }
-
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
-}
-
-// for low end hardware
-void LLDrawPoolWater::renderOpaqueLegacyWater()
-{
- LLVOSky *voskyp = gSky.mVOSkyp;
-
- LLGLSLShader* shader = NULL;
- if (LLGLSLShader::sNoFixedFunction)
- {
- if (LLPipeline::sUnderWaterRender)
- {
- shader = &gObjectSimpleNonIndexedTexGenWaterProgram;
- }
- else
- {
- shader = &gObjectSimpleNonIndexedTexGenProgram;
- }
-
- shader->bind();
- }
-
- stop_glerror();
-
- // Depth sorting and write to depth buffer
- // since this is opaque, we should see nothing
- // behind the water. No blending because
- // of no transparency. And no face culling so
- // that the underside of the water is also opaque.
- LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
- LLGLDisable no_cull(GL_CULL_FACE);
- LLGLDisable no_blend(GL_BLEND);
-
- gPipeline.disableLights();
-
- mOpaqueWaterImagep->addTextureStats(1024.f*1024.f);
-
- // Activate the texture binding and bind one
- // texture since all images will have the same texture
- gGL.getTexUnit(0)->activate();
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(0)->bind(mOpaqueWaterImagep);
-
- // Automatically generate texture coords for water texture
- if (!shader)
- {
- glEnable(GL_TEXTURE_GEN_S); //texture unit 0
- glEnable(GL_TEXTURE_GEN_T); //texture unit 0
- glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- }
-
- // Use the fact that we know all water faces are the same size
- // to save some computation
-
- // Slowly move texture coordinates over time so the watter appears
- // to be moving.
- F32 movement_period_secs = 50.f;
-
- F32 offset = fmod(gFrameTimeSeconds, movement_period_secs);
-
- if (movement_period_secs != 0)
- {
- offset /= movement_period_secs;
- }
- else
- {
- offset = 0;
- }
-
- F32 tp0[4] = { 16.f / 256.f, 0.0f, 0.0f, offset };
- F32 tp1[4] = { 0.0f, 16.f / 256.f, 0.0f, offset };
-
- if (!shader)
- {
- glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
- glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
- }
- else
- {
- shader->uniform4fv(sObjectPlaneS, 1, tp0);
- shader->uniform4fv(sObjectPlaneT, 1, tp1);
- }
-
- gGL.diffuseColor3f(1.f, 1.f, 1.f);
-
- for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
- iter != mDrawFace.end(); iter++)
- {
- LLFace *face = *iter;
- if (voskyp->isReflFace(face))
- {
- continue;
- }
-
- face->renderIndexed();
- }
-
- stop_glerror();
-
- if (!shader)
- {
- // Reset the settings back to expected values
- glDisable(GL_TEXTURE_GEN_S); //texture unit 0
- glDisable(GL_TEXTURE_GEN_T); //texture unit 0
- }
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
-}
-
-
-void LLDrawPoolWater::renderReflection(LLFace* face)
-{
- LLVOSky *voskyp = gSky.mVOSkyp;
-
- if (!voskyp)
- {
- return;
- }
-
- if (!face->getGeomCount())
- {
- return;
- }
-
- S8 dr = voskyp->getDrawRefl();
- if (dr < 0)
- {
- return;
- }
-
- LLGLSNoFog noFog;
-
- gGL.getTexUnit(0)->bind(mHBTex[dr]);
-
- LLOverrideFaceColor override(this, face->getFaceColor().mV);
- face->renderIndexed();
-}
-
-void LLDrawPoolWater::shade()
-{
- if (!deferred_render)
- {
- gGL.setColorMask(true, true);
- }
-
- LLVOSky *voskyp = gSky.mVOSkyp;
-
- if(voskyp == NULL)
- {
- return;
- }
-
- LLGLDisable blend(GL_BLEND);
-
- LLColor3 light_diffuse(0,0,0);
- F32 light_exp = 0.0f;
- LLVector3 light_dir;
- LLColor3 light_color;
-
- if (gSky.getSunDirection().mV[2] > LLSky::NIGHTTIME_ELEVATION_COS)
- {
- light_dir = gSky.getSunDirection();
- light_dir.normVec();
- light_color = gSky.getSunDiffuseColor();
- if(gSky.mVOSkyp) {
- light_diffuse = gSky.mVOSkyp->getSun().getColorCached();
- light_diffuse.normVec();
- }
- light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0);
- light_diffuse *= light_exp + 0.25f;
- }
- else
- {
- light_dir = gSky.getMoonDirection();
- light_dir.normVec();
- light_color = gSky.getMoonDiffuseColor();
- light_diffuse = gSky.mVOSkyp->getMoon().getColorCached();
- light_diffuse.normVec();
- light_diffuse *= 0.5f;
- light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0);
- }
-
- light_exp *= light_exp;
- light_exp *= light_exp;
- light_exp *= light_exp;
- light_exp *= light_exp;
- light_exp *= 256.f;
- light_exp = light_exp > 32.f ? light_exp : 32.f;
-
- LLGLSLShader* shader;
-
- F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - gAgent.getRegion()->getWaterHeight();
-
- if (deferred_render)
- {
- shader = &gDeferredWaterProgram;
- }
- else if (eyedepth < 0.f && LLPipeline::sWaterReflections)
- {
- shader = &gUnderWaterProgram;
- }
- else
- {
- shader = &gWaterProgram;
- }
-
- if (deferred_render)
- {
- gPipeline.bindDeferredShader(*shader);
- }
- else
- {
- shader->bind();
- }
-
- sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f;
-
- S32 reftex = shader->enableTexture(LLViewerShaderMgr::WATER_REFTEX);
-
- if (reftex > -1)
- {
- gGL.getTexUnit(reftex)->activate();
- gGL.getTexUnit(reftex)->bind(&gPipeline.mWaterRef);
- gGL.getTexUnit(0)->activate();
- }
-
- //bind normal map
- S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP);
-
- LLWaterParamManager * param_mgr = &LLWaterParamManager::instance();
-
- // change mWaterNormp if needed
- if (mWaterNormp->getID() != param_mgr->getNormalMapID())
- {
- mWaterNormp = LLViewerTextureManager::getFetchedTexture(param_mgr->getNormalMapID());
- }
-
- mWaterNormp->addTextureStats(1024.f*1024.f);
- gGL.getTexUnit(bumpTex)->bind(mWaterNormp) ;
- if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
- {
- mWaterNormp->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
- }
- else
- {
- mWaterNormp->setFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- S32 screentex = shader->enableTexture(LLViewerShaderMgr::WATER_SCREENTEX);
-
- if (screentex > -1)
- {
- shader->uniform4fv(LLViewerShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV);
- shader->uniform1f(LLViewerShaderMgr::WATER_FOGDENSITY,
- param_mgr->getFogDensity());
- gPipeline.mWaterDis.bindTexture(0, screentex);
- }
-
- stop_glerror();
-
- gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis);
-
- if (mVertexShaderLevel == 1)
- {
- sWaterFogColor.mV[3] = param_mgr->mDensitySliderValue;
- shader->uniform4fv(LLViewerShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV);
- }
-
- F32 screenRes[] =
- {
- 1.f/gGLViewport[2],
- 1.f/gGLViewport[3]
- };
- shader->uniform2fv(sScreenRes, 1, screenRes);
- stop_glerror();
-
- S32 diffTex = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- stop_glerror();
-
- light_dir.normVec();
- sLightDir = light_dir;
-
- light_diffuse *= 6.f;
-
- //shader->uniformMatrix4fv("inverse_ref", 1, GL_FALSE, (GLfloat*) gGLObliqueProjectionInverse.mMatrix);
- shader->uniform1f(LLViewerShaderMgr::WATER_WATERHEIGHT, eyedepth);
- shader->uniform1f(LLViewerShaderMgr::WATER_TIME, sTime);
- shader->uniform3fv(LLViewerShaderMgr::WATER_EYEVEC, 1, LLViewerCamera::getInstance()->getOrigin().mV);
- shader->uniform3fv(LLViewerShaderMgr::WATER_SPECULAR, 1, light_diffuse.mV);
- shader->uniform1f(LLViewerShaderMgr::WATER_SPECULAR_EXP, light_exp);
- shader->uniform2fv(LLViewerShaderMgr::WATER_WAVE_DIR1, 1, param_mgr->getWave1Dir().mV);
- shader->uniform2fv(LLViewerShaderMgr::WATER_WAVE_DIR2, 1, param_mgr->getWave2Dir().mV);
- shader->uniform3fv(LLViewerShaderMgr::WATER_LIGHT_DIR, 1, light_dir.mV);
-
- shader->uniform3fv(sNormScale, 1, param_mgr->getNormalScale().mV);
- shader->uniform1f(sFresnelScale, param_mgr->getFresnelScale());
- shader->uniform1f(sFresnelOffset, param_mgr->getFresnelOffset());
- shader->uniform1f(sBlurMultiplier, param_mgr->getBlurMultiplier());
-
- F32 sunAngle = llmax(0.f, light_dir.mV[2]);
- F32 scaledAngle = 1.f - sunAngle;
-
- shader->uniform1f(sSunAngle, sunAngle);
- shader->uniform1f(sScaledAngle, scaledAngle);
- shader->uniform1f(sSunAngle2, 0.1f + 0.2f*sunAngle);
-
- LLColor4 water_color;
- LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis();
- F32 up_dot = camera_up * LLVector3::z_axis;
- if (LLViewerCamera::getInstance()->cameraUnderWater())
- {
- water_color.setVec(1.f, 1.f, 1.f, 0.4f);
- shader->uniform1f(LLViewerShaderMgr::WATER_REFSCALE, param_mgr->getScaleBelow());
- }
- else
- {
- water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
- shader->uniform1f(LLViewerShaderMgr::WATER_REFSCALE, param_mgr->getScaleAbove());
- }
-
- if (water_color.mV[3] > 0.9f)
- {
- water_color.mV[3] = 0.9f;
- }
-
- {
- LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
- LLGLDisable cullface(GL_CULL_FACE);
- for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
- iter != mDrawFace.end(); iter++)
- {
- LLFace *face = *iter;
-
- if (voskyp->isReflFace(face))
- {
- continue;
- }
-
- LLVOWater* water = (LLVOWater*) face->getViewerObject();
- gGL.getTexUnit(diffTex)->bind(face->getTexture());
-
- sNeedsReflectionUpdate = TRUE;
-
- if (water->getUseTexture() || !water->getIsEdgePatch())
- {
- sNeedsDistortionUpdate = TRUE;
- face->renderIndexed();
- }
- else if (gGLManager.mHasDepthClamp || deferred_render)
- {
- face->renderIndexed();
- }
- else
- {
- LLGLSquashToFarClip far_clip(glh_get_current_projection());
- face->renderIndexed();
- }
- }
- }
-
- shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
- shader->disableTexture(LLViewerShaderMgr::WATER_SCREENTEX);
- shader->disableTexture(LLViewerShaderMgr::BUMP_MAP);
- shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- shader->disableTexture(LLViewerShaderMgr::WATER_REFTEX);
- shader->disableTexture(LLViewerShaderMgr::WATER_SCREENDEPTH);
-
- if (deferred_render)
- {
- gPipeline.unbindDeferredShader(*shader);
- }
- else
- {
- shader->unbind();
- }
-
- gGL.getTexUnit(0)->activate();
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- if (!deferred_render)
- {
- gGL.setColorMask(true, false);
- }
-
-}
-
-LLViewerTexture *LLDrawPoolWater::getDebugTexture()
-{
- return LLViewerFetchedTexture::sSmokeImagep;
-}
-
-LLColor3 LLDrawPoolWater::getDebugColor() const
-{
- return LLColor3(0.f, 1.f, 1.f);
-}
+/**
+ * @file lldrawpoolwater.cpp
+ * @brief LLDrawPoolWater class implementation
+ *
+ * $LicenseInfo:firstyear=2002&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, 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
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+#include "llfeaturemanager.h"
+#include "lldrawpoolwater.h"
+
+#include "llviewercontrol.h"
+#include "lldir.h"
+#include "llerror.h"
+#include "m3math.h"
+#include "llrender.h"
+
+#include "llagent.h" // for gAgent for getRegion for getWaterHeight
+#include "llcubemap.h"
+#include "lldrawable.h"
+#include "llface.h"
+#include "llsky.h"
+#include "llviewertexturelist.h"
+#include "llviewerregion.h"
+#include "llvosky.h"
+#include "llvowater.h"
+#include "llworld.h"
+#include "pipeline.h"
+#include "llviewershadermgr.h"
+#include "llwaterparammanager.h"
+
+const LLUUID TRANSPARENT_WATER_TEXTURE("2bfd3884-7e27-69b9-ba3a-3e673f680004");
+const LLUUID OPAQUE_WATER_TEXTURE("43c32285-d658-1793-c123-bf86315de055");
+
+static float sTime;
+
+BOOL deferred_render = FALSE;
+
+BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE;
+BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE;
+BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE;
+LLColor4 LLDrawPoolWater::sWaterFogColor = LLColor4(0.2f, 0.5f, 0.5f, 0.f);
+F32 LLDrawPoolWater::sWaterFogEnd = 0.f;
+
+LLVector3 LLDrawPoolWater::sLightDir;
+
+LLDrawPoolWater::LLDrawPoolWater() :
+ LLFacePool(POOL_WATER)
+{
+ mHBTex[0] = LLViewerTextureManager::getFetchedTexture(gSunTextureID, TRUE, LLViewerTexture::BOOST_UI);
+ gGL.getTexUnit(0)->bind(mHBTex[0]) ;
+ mHBTex[0]->setAddressMode(LLTexUnit::TAM_CLAMP);
+
+ mHBTex[1] = LLViewerTextureManager::getFetchedTexture(gMoonTextureID, TRUE, LLViewerTexture::BOOST_UI);
+ gGL.getTexUnit(0)->bind(mHBTex[1]);
+ mHBTex[1]->setAddressMode(LLTexUnit::TAM_CLAMP);
+
+
+ mWaterImagep = LLViewerTextureManager::getFetchedTexture(TRANSPARENT_WATER_TEXTURE);
+ llassert(mWaterImagep);
+ mWaterImagep->setNoDelete();
+ mOpaqueWaterImagep = LLViewerTextureManager::getFetchedTexture(OPAQUE_WATER_TEXTURE);
+ llassert(mOpaqueWaterImagep);
+ mWaterNormp = LLViewerTextureManager::getFetchedTexture(DEFAULT_WATER_NORMAL);
+ mWaterNormp->setNoDelete();
+
+ restoreGL();
+}
+
+LLDrawPoolWater::~LLDrawPoolWater()
+{
+}
+
+//static
+void LLDrawPoolWater::restoreGL()
+{
+
+}
+
+LLDrawPool *LLDrawPoolWater::instancePool()
+{
+ llerrs << "Should never be calling instancePool on a water pool!" << llendl;
+ return NULL;
+}
+
+
+void LLDrawPoolWater::prerender()
+{
+ mVertexShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ?
+ LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0;
+
+ // got rid of modulation by light color since it got a little too
+ // green at sunset and sl-57047 (underwater turns black at 8:00)
+ sWaterFogColor = LLWaterParamManager::instance().getFogColor();
+ sWaterFogColor.mV[3] = 0;
+
+}
+
+S32 LLDrawPoolWater::getNumPasses()
+{
+ if (LLViewerCamera::getInstance()->getOrigin().mV[2] < 1024.f)
+ {
+ return 1;
+ }
+
+ return 0;
+}
+
+void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
+{
+ beginRenderPass(pass);
+ deferred_render = TRUE;
+}
+
+void LLDrawPoolWater::endPostDeferredPass(S32 pass)
+{
+ endRenderPass(pass);
+ deferred_render = FALSE;
+}
+
+//===============================
+//DEFERRED IMPLEMENTATION
+//===============================
+void LLDrawPoolWater::renderDeferred(S32 pass)
+{
+ LLFastTimer t(FTM_RENDER_WATER);
+ deferred_render = TRUE;
+ shade();
+ deferred_render = FALSE;
+}
+
+//=========================================
+
+void LLDrawPoolWater::render(S32 pass)
+{
+ LLFastTimer ftm(FTM_RENDER_WATER);
+ if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1)
+ {
+ return;
+ }
+
+ //do a quick 'n dirty depth sort
+ for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
+ iter != mDrawFace.end(); iter++)
+ {
+ LLFace* facep = *iter;
+ facep->mDistance = -facep->mCenterLocal.mV[2];
+ }
+
+ std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater());
+
+ // See if we are rendering water as opaque or not
+ if (!gSavedSettings.getBOOL("RenderTransparentWater"))
+ {
+ // render water for low end hardware
+ renderOpaqueLegacyWater();
+ return;
+ }
+
+ LLGLEnable blend(GL_BLEND);
+
+ if ((mVertexShaderLevel > 0) && !sSkipScreenCopy)
+ {
+ shade();
+ return;
+ }
+
+ LLVOSky *voskyp = gSky.mVOSkyp;
+
+ stop_glerror();
+
+ if (!gGLManager.mHasMultitexture)
+ {
+ // Ack! No multitexture! Bail!
+ return;
+ }
+
+ LLFace* refl_face = voskyp->getReflFace();
+
+ gPipeline.disableLights();
+
+ LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
+
+ LLGLDisable cullFace(GL_CULL_FACE);
+
+ // Set up second pass first
+ mWaterImagep->addTextureStats(1024.f*1024.f);
+ gGL.getTexUnit(1)->activate();
+ gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->bind(mWaterImagep) ;
+
+ LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis();
+ F32 up_dot = camera_up * LLVector3::z_axis;
+
+ LLColor4 water_color;
+ if (LLViewerCamera::getInstance()->cameraUnderWater())
+ {
+ water_color.setVec(1.f, 1.f, 1.f, 0.4f);
+ }
+ else
+ {
+ water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
+ }
+
+ gGL.diffuseColor4fv(water_color.mV);
+
+ // Automatically generate texture coords for detail map
+ glEnable(GL_TEXTURE_GEN_S); //texture unit 1
+ glEnable(GL_TEXTURE_GEN_T); //texture unit 1
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+
+ // Slowly move over time.
+ F32 offset = fmod(gFrameTimeSeconds*2.f, 100.f);
+ F32 tp0[4] = {16.f/256.f, 0.0f, 0.0f, offset*0.01f};
+ F32 tp1[4] = {0.0f, 16.f/256.f, 0.0f, offset*0.01f};
+ glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
+ glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
+
+ gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
+ gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
+
+ gGL.getTexUnit(0)->activate();
+
+ glClearStencil(1);
+ glClear(GL_STENCIL_BUFFER_BIT);
+ LLGLEnable gls_stencil(GL_STENCIL_TEST);
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
+ glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
+
+ for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
+ iter != mDrawFace.end(); iter++)
+ {
+ LLFace *face = *iter;
+ if (voskyp->isReflFace(face))
+ {
+ continue;
+ }
+ gGL.getTexUnit(0)->bind(face->getTexture());
+ face->renderIndexed();
+ }
+
+ // Now, disable texture coord generation on texture state 1
+ gGL.getTexUnit(1)->activate();
+ gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->disable();
+ glDisable(GL_TEXTURE_GEN_S); //texture unit 1
+ glDisable(GL_TEXTURE_GEN_T); //texture unit 1
+
+ // Disable texture coordinate and color arrays
+ gGL.getTexUnit(0)->activate();
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ stop_glerror();
+
+ if (gSky.mVOSkyp->getCubeMap())
+ {
+ gSky.mVOSkyp->getCubeMap()->enable(0);
+ gSky.mVOSkyp->getCubeMap()->bind();
+
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
+ LLMatrix4 camera_rot(camera_mat.getMat3());
+ camera_rot.invert();
+
+ gGL.loadMatrix((F32 *)camera_rot.mMatrix);
+
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot);
+
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+
+ for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
+ iter != mDrawFace.end(); iter++)
+ {
+ LLFace *face = *iter;
+ if (voskyp->isReflFace(face))
+ {
+ //refl_face = face;
+ continue;
+ }
+
+ if (face->getGeomCount() > 0)
+ {
+ face->renderIndexed();
+ }
+ }
+
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+
+ gSky.mVOSkyp->getCubeMap()->disable();
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+
+ }
+
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+
+ if (refl_face)
+ {
+ glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
+ renderReflection(refl_face);
+ }
+
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+}
+
+// for low end hardware
+void LLDrawPoolWater::renderOpaqueLegacyWater()
+{
+ LLVOSky *voskyp = gSky.mVOSkyp;
+
+ LLGLSLShader* shader = NULL;
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ if (LLPipeline::sUnderWaterRender)
+ {
+ shader = &gObjectSimpleNonIndexedTexGenWaterProgram;
+ }
+ else
+ {
+ shader = &gObjectSimpleNonIndexedTexGenProgram;
+ }
+
+ shader->bind();
+ }
+
+ stop_glerror();
+
+ // Depth sorting and write to depth buffer
+ // since this is opaque, we should see nothing
+ // behind the water. No blending because
+ // of no transparency. And no face culling so
+ // that the underside of the water is also opaque.
+ LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
+ LLGLDisable no_cull(GL_CULL_FACE);
+ LLGLDisable no_blend(GL_BLEND);
+
+ gPipeline.disableLights();
+
+ mOpaqueWaterImagep->addTextureStats(1024.f*1024.f);
+
+ // Activate the texture binding and bind one
+ // texture since all images will have the same texture
+ gGL.getTexUnit(0)->activate();
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->bind(mOpaqueWaterImagep);
+
+ // Automatically generate texture coords for water texture
+ if (!shader)
+ {
+ glEnable(GL_TEXTURE_GEN_S); //texture unit 0
+ glEnable(GL_TEXTURE_GEN_T); //texture unit 0
+ glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ }
+
+ // Use the fact that we know all water faces are the same size
+ // to save some computation
+
+ // Slowly move texture coordinates over time so the watter appears
+ // to be moving.
+ F32 movement_period_secs = 50.f;
+
+ F32 offset = fmod(gFrameTimeSeconds, movement_period_secs);
+
+ if (movement_period_secs != 0)
+ {
+ offset /= movement_period_secs;
+ }
+ else
+ {
+ offset = 0;
+ }
+
+ F32 tp0[4] = { 16.f / 256.f, 0.0f, 0.0f, offset };
+ F32 tp1[4] = { 0.0f, 16.f / 256.f, 0.0f, offset };
+
+ if (!shader)
+ {
+ glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
+ glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
+ }
+ else
+ {
+ shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0);
+ shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1);
+ }
+
+ gGL.diffuseColor3f(1.f, 1.f, 1.f);
+
+ for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
+ iter != mDrawFace.end(); iter++)
+ {
+ LLFace *face = *iter;
+ if (voskyp->isReflFace(face))
+ {
+ continue;
+ }
+
+ face->renderIndexed();
+ }
+
+ stop_glerror();
+
+ if (!shader)
+ {
+ // Reset the settings back to expected values
+ glDisable(GL_TEXTURE_GEN_S); //texture unit 0
+ glDisable(GL_TEXTURE_GEN_T); //texture unit 0
+ }
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+}
+
+
+void LLDrawPoolWater::renderReflection(LLFace* face)
+{
+ LLVOSky *voskyp = gSky.mVOSkyp;
+
+ if (!voskyp)
+ {
+ return;
+ }
+
+ if (!face->getGeomCount())
+ {
+ return;
+ }
+
+ S8 dr = voskyp->getDrawRefl();
+ if (dr < 0)
+ {
+ return;
+ }
+
+ LLGLSNoFog noFog;
+
+ gGL.getTexUnit(0)->bind(mHBTex[dr]);
+
+ LLOverrideFaceColor override(this, face->getFaceColor().mV);
+ face->renderIndexed();
+}
+
+void LLDrawPoolWater::shade()
+{
+ if (!deferred_render)
+ {
+ gGL.setColorMask(true, true);
+ }
+
+ LLVOSky *voskyp = gSky.mVOSkyp;
+
+ if(voskyp == NULL)
+ {
+ return;
+ }
+
+ LLGLDisable blend(GL_BLEND);
+
+ LLColor3 light_diffuse(0,0,0);
+ F32 light_exp = 0.0f;
+ LLVector3 light_dir;
+ LLColor3 light_color;
+
+ if (gSky.getSunDirection().mV[2] > LLSky::NIGHTTIME_ELEVATION_COS)
+ {
+ light_dir = gSky.getSunDirection();
+ light_dir.normVec();
+ light_color = gSky.getSunDiffuseColor();
+ if(gSky.mVOSkyp) {
+ light_diffuse = gSky.mVOSkyp->getSun().getColorCached();
+ light_diffuse.normVec();
+ }
+ light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0);
+ light_diffuse *= light_exp + 0.25f;
+ }
+ else
+ {
+ light_dir = gSky.getMoonDirection();
+ light_dir.normVec();
+ light_color = gSky.getMoonDiffuseColor();
+ light_diffuse = gSky.mVOSkyp->getMoon().getColorCached();
+ light_diffuse.normVec();
+ light_diffuse *= 0.5f;
+ light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0);
+ }
+
+ light_exp *= light_exp;
+ light_exp *= light_exp;
+ light_exp *= light_exp;
+ light_exp *= light_exp;
+ light_exp *= 256.f;
+ light_exp = light_exp > 32.f ? light_exp : 32.f;
+
+ LLGLSLShader* shader;
+
+ F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - gAgent.getRegion()->getWaterHeight();
+
+ if (deferred_render)
+ {
+ shader = &gDeferredWaterProgram;
+ }
+ else if (eyedepth < 0.f && LLPipeline::sWaterReflections)
+ {
+ shader = &gUnderWaterProgram;
+ }
+ else
+ {
+ shader = &gWaterProgram;
+ }
+
+ if (deferred_render)
+ {
+ gPipeline.bindDeferredShader(*shader);
+ }
+ else
+ {
+ shader->bind();
+ }
+
+ sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f;
+
+ S32 reftex = shader->enableTexture(LLShaderMgr::WATER_REFTEX);
+
+ if (reftex > -1)
+ {
+ gGL.getTexUnit(reftex)->activate();
+ gGL.getTexUnit(reftex)->bind(&gPipeline.mWaterRef);
+ gGL.getTexUnit(0)->activate();
+ }
+
+ //bind normal map
+ S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP);
+
+ LLWaterParamManager * param_mgr = &LLWaterParamManager::instance();
+
+ // change mWaterNormp if needed
+ if (mWaterNormp->getID() != param_mgr->getNormalMapID())
+ {
+ mWaterNormp = LLViewerTextureManager::getFetchedTexture(param_mgr->getNormalMapID());
+ }
+
+ mWaterNormp->addTextureStats(1024.f*1024.f);
+ gGL.getTexUnit(bumpTex)->bind(mWaterNormp) ;
+ if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
+ {
+ mWaterNormp->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
+ }
+ else
+ {
+ mWaterNormp->setFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX);
+
+ if (screentex > -1)
+ {
+ shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV);
+ shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY,
+ param_mgr->getFogDensity());
+ gPipeline.mWaterDis.bindTexture(0, screentex);
+ }
+
+ stop_glerror();
+
+ gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis);
+
+ if (mVertexShaderLevel == 1)
+ {
+ sWaterFogColor.mV[3] = param_mgr->mDensitySliderValue;
+ shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV);
+ }
+
+ stop_glerror();
+
+ S32 diffTex = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ stop_glerror();
+
+ light_dir.normVec();
+ sLightDir = light_dir;
+
+ light_diffuse *= 6.f;
+
+ //shader->uniformMatrix4fv("inverse_ref", 1, GL_FALSE, (GLfloat*) gGLObliqueProjectionInverse.mMatrix);
+ shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, eyedepth);
+ shader->uniform1f(LLShaderMgr::WATER_TIME, sTime);
+ shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, LLViewerCamera::getInstance()->getOrigin().mV);
+ shader->uniform3fv(LLShaderMgr::WATER_SPECULAR, 1, light_diffuse.mV);
+ shader->uniform1f(LLShaderMgr::WATER_SPECULAR_EXP, light_exp);
+ shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR1, 1, param_mgr->getWave1Dir().mV);
+ shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR2, 1, param_mgr->getWave2Dir().mV);
+ shader->uniform3fv(LLShaderMgr::WATER_LIGHT_DIR, 1, light_dir.mV);
+
+ shader->uniform3fv(LLShaderMgr::WATER_NORM_SCALE, 1, param_mgr->getNormalScale().mV);
+ shader->uniform1f(LLShaderMgr::WATER_FRESNEL_SCALE, param_mgr->getFresnelScale());
+ shader->uniform1f(LLShaderMgr::WATER_FRESNEL_OFFSET, param_mgr->getFresnelOffset());
+ shader->uniform1f(LLShaderMgr::WATER_BLUR_MULTIPLIER, param_mgr->getBlurMultiplier());
+
+ F32 sunAngle = llmax(0.f, light_dir.mV[2]);
+ F32 scaledAngle = 1.f - sunAngle;
+
+ shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE, sunAngle);
+ shader->uniform1f(LLShaderMgr::WATER_SCALED_ANGLE, scaledAngle);
+ shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE2, 0.1f + 0.2f*sunAngle);
+
+ LLColor4 water_color;
+ LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis();
+ F32 up_dot = camera_up * LLVector3::z_axis;
+ if (LLViewerCamera::getInstance()->cameraUnderWater())
+ {
+ water_color.setVec(1.f, 1.f, 1.f, 0.4f);
+ shader->uniform1f(LLShaderMgr::WATER_REFSCALE, param_mgr->getScaleBelow());
+ }
+ else
+ {
+ water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
+ shader->uniform1f(LLShaderMgr::WATER_REFSCALE, param_mgr->getScaleAbove());
+ }
+
+ if (water_color.mV[3] > 0.9f)
+ {
+ water_color.mV[3] = 0.9f;
+ }
+
+ {
+ LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
+ LLGLDisable cullface(GL_CULL_FACE);
+ for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
+ iter != mDrawFace.end(); iter++)
+ {
+ LLFace *face = *iter;
+
+ if (voskyp->isReflFace(face))
+ {
+ continue;
+ }
+
+ LLVOWater* water = (LLVOWater*) face->getViewerObject();
+ gGL.getTexUnit(diffTex)->bind(face->getTexture());
+
+ sNeedsReflectionUpdate = TRUE;
+
+ if (water->getUseTexture() || !water->getIsEdgePatch())
+ {
+ sNeedsDistortionUpdate = TRUE;
+ face->renderIndexed();
+ }
+ else if (gGLManager.mHasDepthClamp || deferred_render)
+ {
+ face->renderIndexed();
+ }
+ else
+ {
+ LLGLSquashToFarClip far_clip(glh_get_current_projection());
+ face->renderIndexed();
+ }
+ }
+ }
+
+ shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
+ shader->disableTexture(LLShaderMgr::WATER_SCREENTEX);
+ shader->disableTexture(LLViewerShaderMgr::BUMP_MAP);
+ shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ shader->disableTexture(LLShaderMgr::WATER_REFTEX);
+ shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH);
+
+ if (deferred_render)
+ {
+ gPipeline.unbindDeferredShader(*shader);
+ }
+ else
+ {
+ shader->unbind();
+ }
+
+ gGL.getTexUnit(0)->activate();
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ if (!deferred_render)
+ {
+ gGL.setColorMask(true, false);
+ }
+
+}
+
+LLViewerTexture *LLDrawPoolWater::getDebugTexture()
+{
+ return LLViewerFetchedTexture::sSmokeImagep;
+}
+
+LLColor3 LLDrawPoolWater::getDebugColor() const
+{
+ return LLColor3(0.f, 1.f, 1.f);
+}
diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp
index 43d21137b5..86e5f20812 100755
--- a/indra/newview/llface.cpp
+++ b/indra/newview/llface.cpp
@@ -1410,6 +1410,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
{ //use transform feedback to pack vertex buffer
//gGLDebugLoggingEnabled = TRUE;
LLFastTimer t(FTM_FACE_GEOM_FEEDBACK);
+ LLGLEnable discard(GL_RASTERIZER_DISCARD);
LLVertexBuffer* buff = (LLVertexBuffer*) vf.mVertexBuffer.get();
if (vf.mVertexBuffer.isNull() || buff->getNumVerts() != vf.mNumVertices)
@@ -1958,21 +1959,31 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (rebuild_pos)
{
- LLFastTimer t(FTM_FACE_GEOM_POSITION);
+ LLVector4a* src = vf.mPositions;
+
+ //_mm_prefetch((char*)src, _MM_HINT_T0);
+
+ LLVector4a* end = src+num_vertices;
+ //LLVector4a* end_64 = end-4;
+
+ //LLFastTimer t(FTM_FACE_GEOM_POSITION);
llassert(num_vertices > 0);
mVertexBuffer->getVertexStrider(vert, mGeomIndex, mGeomCount, map_range);
-
LLMatrix4a mat_vert;
mat_vert.loadu(mat_vert_in);
+
+ F32* dst = (F32*) vert.get();
+ F32* end_f32 = dst+mGeomCount*4;
- LLVector4a* src = vf.mPositions;
- volatile F32* dst = (volatile F32*) vert.get();
-
- volatile F32* end = dst+num_vertices*4;
- LLVector4a res;
+ //_mm_prefetch((char*)dst, _MM_HINT_NTA);
+ //_mm_prefetch((char*)src, _MM_HINT_NTA);
+
+ //_mm_prefetch((char*)dst, _MM_HINT_NTA);
+ LLVector4a res0; //,res1,res2,res3;
+
LLVector4a texIdx;
S32 index = mTextureIndex < 255 ? mTextureIndex : 0;
@@ -1989,29 +2000,53 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
texIdx.set(0,0,0,val);
+ LLVector4a tmp;
+
{
- LLFastTimer t(FTM_FACE_POSITION_STORE);
- LLVector4a tmp;
+ //LLFastTimer t2(FTM_FACE_POSITION_STORE);
- do
- {
- mat_vert.affineTransform(*src++, res);
- tmp.setSelectWithMask(mask, texIdx, res);
+ /*if (num_vertices > 4)
+ { //more than 64 bytes
+ while (src < end_64)
+ {
+ _mm_prefetch((char*)src + 64, _MM_HINT_T0);
+ _mm_prefetch((char*)dst + 64, _MM_HINT_T0);
+
+ mat_vert.affineTransform(*src, res0);
+ tmp.setSelectWithMask(mask, texIdx, res0);
+ tmp.store4a((F32*) dst);
+
+ mat_vert.affineTransform(*(src+1), res1);
+ tmp.setSelectWithMask(mask, texIdx, res1);
+ tmp.store4a((F32*) dst+4);
+
+ mat_vert.affineTransform(*(src+2), res2);
+ tmp.setSelectWithMask(mask, texIdx, res2);
+ tmp.store4a((F32*) dst+8);
+
+ mat_vert.affineTransform(*(src+3), res3);
+ tmp.setSelectWithMask(mask, texIdx, res3);
+ tmp.store4a((F32*) dst+12);
+
+ dst += 16;
+ src += 4;
+ }
+ }*/
+
+ while (src < end)
+ {
+ mat_vert.affineTransform(*src++, res0);
+ tmp.setSelectWithMask(mask, texIdx, res0);
tmp.store4a((F32*) dst);
dst += 4;
}
- while(dst < end);
}
-
+
{
- LLFastTimer t(FTM_FACE_POSITION_PAD);
- S32 aligned_pad_vertices = mGeomCount - num_vertices;
- res.set(res[0], res[1], res[2], 0.f);
-
- while (aligned_pad_vertices > 0)
+ //LLFastTimer t(FTM_FACE_POSITION_PAD);
+ while (dst < end_f32)
{
- --aligned_pad_vertices;
- res.store4a((F32*) dst);
+ res0.store4a((F32*) dst);
dst += 4;
}
}
@@ -2025,15 +2060,17 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (rebuild_normal)
{
- LLFastTimer t(FTM_FACE_GEOM_NORMAL);
+ //LLFastTimer t(FTM_FACE_GEOM_NORMAL);
mVertexBuffer->getNormalStrider(norm, mGeomIndex, mGeomCount, map_range);
F32* normals = (F32*) norm.get();
- for (S32 i = 0; i < num_vertices; i++)
- {
+ LLVector4a* src = vf.mNormals;
+ LLVector4a* end = src+num_vertices;
+
+ while (src < end)
+ {
LLVector4a normal;
- mat_normal.rotate(vf.mNormals[i], normal);
- normal.normalize3fast();
+ mat_normal.rotate(*src++, normal);
normal.store4a(normals);
normals += 4;
}
@@ -2050,11 +2087,13 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
mVertexBuffer->getBinormalStrider(binorm, mGeomIndex, mGeomCount, map_range);
F32* binormals = (F32*) binorm.get();
- for (S32 i = 0; i < num_vertices; i++)
+ LLVector4a* src = vf.mBinormals;
+ LLVector4a* end = vf.mBinormals+num_vertices;
+
+ while (src < end)
{
LLVector4a binormal;
- mat_normal.rotate(vf.mBinormals[i], binormal);
- binormal.normalize3fast();
+ mat_normal.rotate(*src++, binormal);
binormal.store4a(binormals);
binormals += 4;
}
diff --git a/indra/newview/llfasttimerview.cpp b/indra/newview/llfasttimerview.cpp
index 4dfb93f1bc..e7a3f9b390 100644
--- a/indra/newview/llfasttimerview.cpp
+++ b/indra/newview/llfasttimerview.cpp
@@ -345,7 +345,7 @@ BOOL LLFastTimerView::handleScrollWheel(S32 x, S32 y, S32 clicks)
return TRUE;
}
-static LLFastTimer::DeclareTimer FTM_RENDER_TIMER("Timers", true);
+static LLFastTimer::DeclareTimer FTM_RENDER_TIMER("Timers");
static std::map<LLFastTimer::NamedTimer*, LLColor4> sTimerColors;
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index ffeea2f4df..9ffc64312d 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -212,13 +212,13 @@ void display_stats()
}
static LLFastTimer::DeclareTimer FTM_PICK("Picking");
-static LLFastTimer::DeclareTimer FTM_RENDER("Render", true);
+static LLFastTimer::DeclareTimer FTM_RENDER("Render");
static LLFastTimer::DeclareTimer FTM_UPDATE_SKY("Update Sky");
static LLFastTimer::DeclareTimer FTM_UPDATE_TEXTURES("Update Textures");
static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE("Update Images");
static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_CLASS("Class");
static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_BUMP("Image Update Bump");
-static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_LIST("List");
+static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_LIST("List", true);
static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_DELETE("Delete");
static LLFastTimer::DeclareTimer FTM_RESIZE_WINDOW("Resize Window");
static LLFastTimer::DeclareTimer FTM_HUD_UPDATE("HUD Update");
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index fc7e51d06c..7d7889845d 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -311,47 +311,6 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
if (mReservedAttribs.empty())
{
LLShaderMgr::initAttribsAndUniforms();
-
- mAvatarUniforms.push_back(LLStaticHashedString("matrixPalette"));
- mAvatarUniforms.push_back(LLStaticHashedString("gWindDir"));
- mAvatarUniforms.push_back(LLStaticHashedString("gSinWaveParams"));
- mAvatarUniforms.push_back(LLStaticHashedString("gGravity"));
-
- mWLUniforms.push_back(LLStaticHashedString("camPosLocal"));
-
- mTerrainUniforms.reserve(5);
- mTerrainUniforms.push_back(LLStaticHashedString("detail_0"));
- mTerrainUniforms.push_back(LLStaticHashedString("detail_1"));
- mTerrainUniforms.push_back(LLStaticHashedString("detail_2"));
- mTerrainUniforms.push_back(LLStaticHashedString("detail_3"));
- mTerrainUniforms.push_back(LLStaticHashedString("alpha_ramp"));
-
- mGlowUniforms.push_back(LLStaticHashedString("glowDelta"));
- mGlowUniforms.push_back(LLStaticHashedString("glowStrength"));
-
- mGlowExtractUniforms.push_back(LLStaticHashedString("minLuminance"));
- mGlowExtractUniforms.push_back(LLStaticHashedString("maxExtractAlpha"));
- mGlowExtractUniforms.push_back(LLStaticHashedString("lumWeights"));
- mGlowExtractUniforms.push_back(LLStaticHashedString("warmthWeights"));
- mGlowExtractUniforms.push_back(LLStaticHashedString("warmthAmount"));
-
- mShinyUniforms.push_back(LLStaticHashedString("origin"));
-
- mWaterUniforms.reserve(12);
- mWaterUniforms.push_back(LLStaticHashedString("screenTex"));
- mWaterUniforms.push_back(LLStaticHashedString("screenDepth"));
- mWaterUniforms.push_back(LLStaticHashedString("refTex"));
- mWaterUniforms.push_back(LLStaticHashedString("eyeVec"));
- mWaterUniforms.push_back(LLStaticHashedString("time"));
- mWaterUniforms.push_back(LLStaticHashedString("d1"));
- mWaterUniforms.push_back(LLStaticHashedString("d2"));
- mWaterUniforms.push_back(LLStaticHashedString("lightDir"));
- mWaterUniforms.push_back(LLStaticHashedString("specular"));
- mWaterUniforms.push_back(LLStaticHashedString("lightExp"));
- mWaterUniforms.push_back(LLStaticHashedString("fogCol"));
- mWaterUniforms.push_back(LLStaticHashedString("kd"));
- mWaterUniforms.push_back(LLStaticHashedString("refScale"));
- mWaterUniforms.push_back(LLStaticHashedString("waterHeight"));
}
}
@@ -922,7 +881,7 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment()
gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
gTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT];
- success = gTerrainProgram.createShader(NULL, &mTerrainUniforms);
+ success = gTerrainProgram.createShader(NULL, NULL);
}
if (!success)
@@ -960,7 +919,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB));
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
gWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
- success = gWaterProgram.createShader(NULL, &mWaterUniforms);
+ success = gWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -974,7 +933,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gUnderWaterProgram.createShader(NULL, &mWaterUniforms);
+ success = gUnderWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -992,7 +951,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gTerrainWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT];
gTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, &mTerrainUniforms);
+ terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, NULL);
}
/// Keep track of water shader levels
@@ -1041,7 +1000,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowV.glsl", GL_VERTEX_SHADER_ARB));
gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowF.glsl", GL_FRAGMENT_SHADER_ARB));
gGlowProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
- success = gGlowProgram.createShader(NULL, &mGlowUniforms);
+ success = gGlowProgram.createShader(NULL, NULL);
if (!success)
{
LLPipeline::sRenderGlow = FALSE;
@@ -1055,7 +1014,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB));
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB));
gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
- success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms);
+ success = gGlowExtractProgram.createShader(NULL, NULL);
if (!success)
{
LLPipeline::sRenderGlow = FALSE;
@@ -1415,7 +1374,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredWaterProgram.createShader(NULL, &mWaterUniforms);
+ success = gDeferredWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -1474,7 +1433,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarShadowProgram.createShader(NULL, &mAvatarUniforms);
+ success = gDeferredAvatarShadowProgram.createShader(NULL, NULL);
}
if (success)
@@ -1495,7 +1454,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredTerrainProgram.createShader(NULL, &mTerrainUniforms);
+ success = gDeferredTerrainProgram.createShader(NULL, NULL);
}
if (success)
@@ -1506,7 +1465,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarProgram.createShader(NULL, &mAvatarUniforms);
+ success = gDeferredAvatarProgram.createShader(NULL, NULL);
}
if (success)
@@ -1526,7 +1485,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);
+ success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL);
gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true;
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;
@@ -1591,7 +1550,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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);
+ success = gDeferredWLSkyProgram.createShader(NULL, NULL);
}
if (success)
@@ -1602,7 +1561,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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);
+ success = gDeferredWLCloudProgram.createShader(NULL, NULL);
}
if (success)
@@ -1613,7 +1572,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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);
+ success = gDeferredStarProgram.createShader(NULL, NULL);
}
if (success)
@@ -1964,7 +1923,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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);
+ success = gObjectShinyNonIndexedProgram.createShader(NULL, NULL);
}
if (success)
@@ -1981,7 +1940,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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);
+ success = gObjectShinyNonIndexedWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -1997,7 +1956,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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);
+ success = gObjectFullbrightShinyNonIndexedProgram.createShader(NULL, NULL);
}
if (success)
@@ -2015,7 +1974,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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);
+ success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -2094,7 +2053,6 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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)
{ //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1
gObjectBumpProgram.bind();
@@ -2248,7 +2206,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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));
gObjectShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gObjectShinyProgram.createShader(NULL, &mShinyUniforms);
+ success = gObjectShinyProgram.createShader(NULL, NULL);
}
if (success)
@@ -2265,7 +2223,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
gObjectShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectShinyWaterProgram.createShader(NULL, &mShinyUniforms);
+ success = gObjectShinyWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -2281,7 +2239,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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));
gObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms);
+ success = gObjectFullbrightShinyProgram.createShader(NULL, NULL);
}
if (success)
@@ -2299,7 +2257,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
gObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectFullbrightShinyWaterProgram.createShader(NULL, &mShinyUniforms);
+ success = gObjectFullbrightShinyWaterProgram.createShader(NULL, NULL);
}
if (mVertexShaderLevel[SHADER_AVATAR] > 0)
@@ -2384,7 +2342,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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));
gSkinnedObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms);
+ success = gSkinnedObjectFullbrightShinyProgram.createShader(NULL, NULL);
}
if (success)
@@ -2401,7 +2359,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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));
gSkinnedObjectShinySimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectShinySimpleProgram.createShader(NULL, &mShinyUniforms);
+ success = gSkinnedObjectShinySimpleProgram.createShader(NULL, NULL);
}
if (success)
@@ -2458,7 +2416,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gSkinnedObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectFullbrightShinyWaterProgram.createShader(NULL, &mShinyUniforms);
+ success = gSkinnedObjectFullbrightShinyWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -2477,7 +2435,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gSkinnedObjectShinySimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectShinySimpleWaterProgram.createShader(NULL, &mShinyUniforms);
+ success = gSkinnedObjectShinySimpleWaterProgram.createShader(NULL, NULL);
}
}
@@ -2518,7 +2476,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
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));
gAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
- success = gAvatarProgram.createShader(NULL, &mAvatarUniforms);
+ success = gAvatarProgram.createShader(NULL, NULL);
if (success)
{
@@ -2537,7 +2495,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
// Note: no cloth under water:
gAvatarWaterProgram.mShaderLevel = llmin(mVertexShaderLevel[SHADER_AVATAR], 1);
gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gAvatarWaterProgram.createShader(NULL, &mAvatarUniforms);
+ success = gAvatarWaterProgram.createShader(NULL, NULL);
}
/// Keep track of avatar levels
@@ -2556,7 +2514,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
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));
gAvatarPickProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
- success = gAvatarPickProgram.createShader(NULL, &mAvatarUniforms);
+ success = gAvatarPickProgram.createShader(NULL, NULL);
}
if (success)
@@ -2824,7 +2782,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
gWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- success = gWLSkyProgram.createShader(NULL, &mWLUniforms);
+ success = gWLSkyProgram.createShader(NULL, NULL);
}
if (success)
@@ -2836,7 +2794,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
gWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- success = gWLCloudProgram.createShader(NULL, &mWLUniforms);
+ success = gWLCloudProgram.createShader(NULL, NULL);
}
return success;
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index 999baa0ad0..dd1325277c 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -74,56 +74,7 @@ public:
SHADER_COUNT
};
- typedef enum
- {
- SHINY_ORIGIN = END_RESERVED_UNIFORMS
- } eShinyUniforms;
-
- typedef enum
- {
- WATER_SCREENTEX = END_RESERVED_UNIFORMS,
- WATER_SCREENDEPTH,
- WATER_REFTEX,
- WATER_EYEVEC,
- WATER_TIME,
- WATER_WAVE_DIR1,
- WATER_WAVE_DIR2,
- WATER_LIGHT_DIR,
- WATER_SPECULAR,
- WATER_SPECULAR_EXP,
- WATER_FOGCOLOR,
- WATER_FOGDENSITY,
- WATER_REFSCALE,
- WATER_WATERHEIGHT,
- } eWaterUniforms;
-
- typedef enum
- {
- WL_CAMPOSLOCAL = END_RESERVED_UNIFORMS,
- WL_WATERHEIGHT
- } eWLUniforms;
-
- typedef enum
- {
- TERRAIN_DETAIL0 = END_RESERVED_UNIFORMS,
- TERRAIN_DETAIL1,
- TERRAIN_DETAIL2,
- TERRAIN_DETAIL3,
- TERRAIN_ALPHARAMP
- } eTerrainUniforms;
-
- typedef enum
- {
- GLOW_DELTA = END_RESERVED_UNIFORMS
- } eGlowUniforms;
-
- typedef enum
- {
- AVATAR_MATRIX = END_RESERVED_UNIFORMS,
- AVATAR_WIND,
- AVATAR_SINWAVE,
- AVATAR_GRAVITY,
- } eAvatarUniforms;
+
// simple model of forward iterator
// http://www.sgi.com/tech/stl/ForwardIterator.html
@@ -176,26 +127,8 @@ public:
/* virtual */ void updateShaderUniforms(LLGLSLShader * shader);
private:
-
- typedef std::vector< LLStaticHashedString > UniformVec;
UniformVec mShinyUniforms;
-
- //water parameters
- UniformVec mWaterUniforms;
-
- UniformVec mWLUniforms;
-
- //terrain parameters
- UniformVec mTerrainUniforms;
-
- //glow parameters
- UniformVec mGlowUniforms;
-
- UniformVec mGlowExtractUniforms;
-
- UniformVec mAvatarUniforms;
-
// the list of shaders we need to propagate parameters to.
std::vector<LLGLSLShader *> mShaderList;
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index 246c84e3cb..7adf18b6d0 100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -4659,7 +4659,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
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, bump_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, bump_faces, FALSE, FALSE);
genDrawInfo(group, alpha_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, alpha_faces, TRUE, TRUE);
}
else
diff --git a/indra/newview/llwaterparammanager.cpp b/indra/newview/llwaterparammanager.cpp
index 376715a2d6..548890b5b5 100644
--- a/indra/newview/llwaterparammanager.cpp
+++ b/indra/newview/llwaterparammanager.cpp
@@ -57,14 +57,6 @@
#include "curl/curl.h"
-static LLStaticHashedString sCamPosLocal("camPosLocal");
-static LLStaticHashedString sWaterFogColor("waterFogColor");
-static LLStaticHashedString sWaterFogEnd("waterFogEnd");
-static LLStaticHashedString sWaterPlane("waterPlane");
-static LLStaticHashedString sWaterFogDensity("waterFogDensity");
-static LLStaticHashedString sWaterFogKS("waterFogKS");
-static LLStaticHashedString sDistanceMultiplier("distance_multiplier");
-
LLWaterParamManager::LLWaterParamManager() :
mFogColor(22.f/255.f, 43.f/255.f, 54.f/255.f, 0.0f, 0.0f, "waterFogColor", "WaterFogColor"),
mFogDensity(4, "waterFogDensity", 2),
@@ -196,13 +188,11 @@ void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader)
if (shader->mShaderGroup == LLGLSLShader::SG_WATER)
{
shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, LLWLParamManager::getInstance()->getRotatedLightDir().mV);
- shader->uniform3fv(sCamPosLocal, 1, LLViewerCamera::getInstance()->getOrigin().mV);
- shader->uniform4fv(sWaterFogColor, 1, LLDrawPoolWater::sWaterFogColor.mV);
- shader->uniform1f(sWaterFogEnd, LLDrawPoolWater::sWaterFogEnd);
- shader->uniform4fv(sWaterPlane, 1, mWaterPlane.mV);
- shader->uniform1f(sWaterFogDensity, getFogDensity());
- shader->uniform1f(sWaterFogKS, mWaterFogKS);
- shader->uniform1f(sDistanceMultiplier, 0);
+ shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, LLDrawPoolWater::sWaterFogColor.mV);
+ shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, mWaterPlane.mV);
+ shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, getFogDensity());
+ shader->uniform1f(LLShaderMgr::WATER_FOGKS, mWaterFogKS);
+ shader->uniform1f(LLViewerShaderMgr::DISTANCE_MULTIPLIER, 0);
}
}
diff --git a/indra/newview/llwlparammanager.cpp b/indra/newview/llwlparammanager.cpp
index 65cb80c3e7..04d41a2512 100644
--- a/indra/newview/llwlparammanager.cpp
+++ b/indra/newview/llwlparammanager.cpp
@@ -61,9 +61,6 @@
#include "curl/curl.h"
#include "llstreamtools.h"
-static LLStaticHashedString sCamPosLocal("camPosLocal");
-static LLStaticHashedString sSceneLightStrength("scene_light_strength");
-
LLWLParamManager::LLWLParamManager() :
//set the defaults for the controls
@@ -355,7 +352,7 @@ void LLWLParamManager::updateShaderUniforms(LLGLSLShader * shader)
if (shader->mShaderGroup == LLGLSLShader::SG_DEFAULT)
{
shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mRotatedLightDir.mV);
- shader->uniform3fv(sCamPosLocal, 1, LLViewerCamera::getInstance()->getOrigin().mV);
+ shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV);
}
else if (shader->mShaderGroup == LLGLSLShader::SG_SKY)
@@ -363,7 +360,7 @@ void LLWLParamManager::updateShaderUniforms(LLGLSLShader * shader)
shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mClampedLightDir.mV);
}
- shader->uniform1f(sSceneLightStrength, mSceneLightStrength);
+ shader->uniform1f(LLShaderMgr::SCENE_LIGHT_STRENGTH, mSceneLightStrength);
}
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 690bf64798..54a62a858a 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -7868,13 +7868,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight());
shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
-
- static LLStaticHashedString sNormMat("norm_mat");
- if (shader.getUniformLocation(sNormMat) >= 0)
- {
- glh::matrix4f norm_mat = glh_get_current_modelview().inverse().transpose();
- shader.uniformMatrix4fv(sNormMat, 1, FALSE, norm_mat.m);
- }
}
static LLFastTimer::DeclareTimer FTM_GI_TRACE("Trace");
@@ -7984,8 +7977,7 @@ void LLPipeline::renderDeferredLighting()
}
gDeferredSunProgram.uniform3fv(sOffset, slice, offset);
- gDeferredSunProgram.uniform2f(sScreenRes, mDeferredLight.getWidth(), mDeferredLight.getHeight());
-
+
{
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);