diff options
author | Dave Parks <davep@lindenlab.com> | 2011-05-30 01:25:55 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2011-05-30 01:25:55 -0500 |
commit | eca17c8993aecfd8d69c1b1765f8ac841ad29119 (patch) | |
tree | f876d76ad19db1fa18c56f7c61efd4b10648c747 /indra/newview | |
parent | 57725bd6a14f471cae1a0f4ac7485ab9ccd8bfc6 (diff) |
SH-1682 Full integration if indexed texture rendering to improve batch size.
Diffstat (limited to 'indra/newview')
38 files changed, 1135 insertions, 178 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 22d8ce49c1..2c6d75e3c9 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7489,7 +7489,7 @@ <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>1</integer> + <integer>0</integer> </map> <key>RenderDebugNormalScale</key> <map> diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 3b12a07a27..f6b7f42c22 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -9,9 +9,10 @@ #extension GL_ARB_texture_rectangle : enable -uniform sampler2D diffuseMap; uniform sampler2DRect depthMap; +vec4 diffuseLookup(vec2 texcoord); + uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; @@ -47,7 +48,7 @@ void main() vec4 pos = vec4(vary_position, 1.0); - vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 diff= diffuseLookup(gl_TexCoord[0].xy); vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 2691fc8ded..5890c30d8f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -23,6 +23,7 @@ varying vec3 vary_fragcoord; varying vec3 vary_position; varying vec3 vary_light; varying vec3 vary_pointlight_col; +varying float vary_texture_index; uniform float near_clip; uniform float shadow_offset; @@ -61,11 +62,13 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { //transform vertex - gl_Position = ftransform(); + vec4 vert = vec4(gl_Vertex.xyz, 1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix * vert; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); + vec4 pos = (gl_ModelViewMatrix * vert); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); @@ -102,7 +105,7 @@ void main() gl_FogFragCoord = pos.z; - pos = gl_ModelViewProjectionMatrix * gl_Vertex; + pos = gl_ModelViewProjectionMatrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl new file mode 100644 index 0000000000..536bacd23c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -0,0 +1,21 @@ +/** + * @file avatarEyesV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +varying vec3 vary_normal; + +void main() +{ + //transform vertex + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + vary_normal = normalize(gl_NormalMatrix * gl_Normal); + + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 6dfc1b952c..bd4875f3ff 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -9,13 +9,14 @@ #extension GL_ARB_texture_rectangle : enable -uniform sampler2D diffuseMap; uniform sampler2DRectShadow shadowMap0; uniform sampler2DRectShadow shadowMap1; uniform sampler2DRectShadow shadowMap2; uniform sampler2DRectShadow shadowMap3; uniform sampler2DRect depthMap; +vec4 diffuseLookup(vec2 texcoord); + uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; @@ -105,7 +106,7 @@ void main() } } - vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 diff = diffuseLookup(gl_TexCoord[0].xy); vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index f6160815eb..c6c0b0f32a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -22,6 +22,7 @@ varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; varying vec3 vary_pointlight_col; +varying float vary_texture_index; uniform float near_clip; uniform float shadow_offset; @@ -60,11 +61,13 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { //transform vertex - gl_Position = ftransform(); + vec4 vert = vec4(gl_Vertex.xyz, 1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix * vert; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); + vec4 pos = (gl_ModelViewMatrix * vert); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); @@ -99,7 +102,7 @@ void main() gl_FogFragCoord = pos.z; - pos = gl_ModelViewProjectionMatrix * gl_Vertex; + pos = gl_ModelViewProjectionMatrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl index 342bc2ab66..d5775f4506 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl @@ -7,14 +7,40 @@ #version 120 -uniform sampler2D diffuseMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; +uniform sampler2D tex7; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + case 7: return texture2D(tex7, texcoord); + } + + return vec4(0,0,0,0); +} vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); void default_lighting() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl index dad18b5883..e64b089dca 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl @@ -7,14 +7,40 @@ #version 120 -uniform sampler2D diffuseMap; - vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; +uniform sampler2D tex7; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + case 7: return texture2D(tex7, texcoord); + } + + return vec4(0,0,0,0); +} + void fullbright_lighting() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl new file mode 100644 index 0000000000..811a919d52 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl @@ -0,0 +1,25 @@ +/** + * @file lightFullbrightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +uniform sampler2D diffuseMap; + +void fullbright_lighting() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl index 73ff81e03a..f4ac789a74 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl @@ -7,15 +7,41 @@ #version 120 -uniform sampler2D diffuseMap; uniform samplerCube environmentMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + } + + return vec4(0,0,0,0); +} + + vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); void fullbright_shiny_lighting() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = diffuseLookup(gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl new file mode 100644 index 0000000000..51a7ddb89a --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl @@ -0,0 +1,32 @@ +/** + * @file lightFullbrightShinyF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +uniform samplerCube environmentMap; +uniform sampler2D diffuseMap; + +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +void fullbright_shiny_lighting() +{ + vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + color.rgb *= gl_Color.rgb; + + vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + + color.rgb = fullbrightScaleSoftClip(color.rgb); + + color.a = max(color.a, gl_Color.a); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl index 9b4b584369..277170e8af 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl @@ -7,8 +7,33 @@ #version 120 -uniform sampler2D diffuseMap; + uniform samplerCube environmentMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + } + + return vec4(0,0,0,0); +} vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -16,7 +41,7 @@ vec4 applyWaterFog(vec4 color); void fullbright_shiny_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = diffuseLookup(gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl new file mode 100644 index 0000000000..a9a95940e6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl @@ -0,0 +1,32 @@ +/** + * @file lightFullbrightShinyWaterF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + + +uniform samplerCube environmentMap; +uniform sampler2D diffuseMap; + +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); +vec4 applyWaterFog(vec4 color); + +void fullbright_shiny_lighting_water() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); + color.rgb *= gl_Color.rgb; + + vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + color.a = max(color.a, gl_Color.a); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl index 3d46c8d874..37e33059a6 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl @@ -7,14 +7,40 @@ #version 120 -uniform sampler2D diffuseMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; +uniform sampler2D tex7; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + case 7: return texture2D(tex7, texcoord); + } + + return vec4(0,0,0,0); +} vec3 fullbrightAtmosTransport(vec3 light); vec4 applyWaterFog(vec4 color); void fullbright_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl new file mode 100644 index 0000000000..3d46c8d874 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl @@ -0,0 +1,23 @@ +/** + * @file lightFullbrightWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +uniform sampler2D diffuseMap; + +vec3 fullbrightAtmosTransport(vec3 light); +vec4 applyWaterFog(vec4 color); + +void fullbright_lighting_water() +{ + vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + + color.rgb = fullbrightAtmosTransport(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl new file mode 100644 index 0000000000..787eeb7af6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl @@ -0,0 +1,25 @@ +/** + * @file lightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +uniform sampler2D diffuseMap; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +void default_lighting() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl index ebe21320b4..9f438f513f 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl @@ -7,8 +7,33 @@ #version 120 -uniform sampler2D diffuseMap; + uniform samplerCube environmentMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + } + + return vec4(0,0,0,0); +} vec3 scaleSoftClip(vec3 light); vec3 atmosLighting(vec3 light); @@ -16,7 +41,7 @@ vec4 applyWaterFog(vec4 color); void shiny_lighting() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = diffuseLookup(gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl new file mode 100644 index 0000000000..212eacd6ea --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl @@ -0,0 +1,32 @@ +/** + * @file lightShinyF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + + +uniform samplerCube environmentMap; +uniform sampler2D diffuseMap; + +vec3 scaleSoftClip(vec3 light); +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void shiny_lighting() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); + color.rgb *= gl_Color.rgb; + + vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + + color.rgb = atmosLighting(color.rgb); + + color.rgb = scaleSoftClip(color.rgb); + color.a = max(color.a, gl_Color.a); + gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl index 7f48e2cf1d..5e11f6585c 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl @@ -8,15 +8,39 @@ #version 120 -uniform sampler2D diffuseMap; uniform samplerCube environmentMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + } + + return vec4(0,0,0,0); +} vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); void shiny_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = diffuseLookup(gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl new file mode 100644 index 0000000000..cb8a24da60 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl @@ -0,0 +1,29 @@ +/** + * @file lightShinyWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + + +uniform sampler2D diffuseMap; +uniform samplerCube environmentMap; + +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void shiny_lighting_water() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); + color.rgb *= gl_Color.rgb; + + vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + + color.rgb = atmosLighting(color.rgb); + color.a = max(color.a, gl_Color.a); + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl index 97eba92d7b..022544a917 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl @@ -7,14 +7,40 @@ #version 120 -uniform sampler2D diffuseMap; +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; +uniform sampler2D tex7; + +varying float vary_texture_index; + +vec4 diffuseLookup(vec2 texcoord) +{ + switch (int(vary_texture_index+0.25)) + { + case 0: return texture2D(tex0, texcoord); + case 1: return texture2D(tex1, texcoord); + case 2: return texture2D(tex2, texcoord); + case 3: return texture2D(tex3, texcoord); + case 4: return texture2D(tex4, texcoord); + case 5: return texture2D(tex5, texcoord); + case 6: return texture2D(tex6, texcoord); + case 7: return texture2D(tex7, texcoord); + } + + return vec4(0,0,0,0); +} vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); void default_lighting_water() { - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl new file mode 100644 index 0000000000..dc16f2d5cd --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl @@ -0,0 +1,23 @@ +/** + * @file lightWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +uniform sampler2D diffuseMap; + +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); + +void default_lighting_water() +{ + vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; + + color.rgb = atmosLighting(color.rgb); + + gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl new file mode 100644 index 0000000000..e2145e1956 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -0,0 +1,35 @@ +/** + * @file fullbrightShinyV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +void calcAtmospherics(vec3 inPositionEye); + +uniform vec4 origin; + +varying float vary_texture_index; + +void main() +{ + //transform vertex + vec4 vert = vec4(gl_Vertex.xyz,1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix*vert; + + vec4 pos = (gl_ModelViewMatrix * vert); + vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + vec3 ref = reflect(pos.xyz, -norm); + + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + + calcAtmospherics(pos.xyz); + + gl_FrontColor = gl_Color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl new file mode 100644 index 0000000000..c4a3611a29 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -0,0 +1,29 @@ +/** + * @file fullbrightV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +void calcAtmospherics(vec3 inPositionEye); + +varying float vary_texture_index; + +void main() +{ + //transform vertex + vec4 vert = vec4(gl_Vertex.xyz,1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix*vert; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + vec4 pos = (gl_ModelViewMatrix * vert); + + calcAtmospherics(pos.xyz); + + gl_FrontColor = gl_Color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index 4cebb06df0..436c193c5d 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -11,14 +11,18 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); +varying float vary_texture_index; + uniform vec4 origin; void main() { //transform vertex - gl_Position = ftransform(); + vec4 vert = vec4(gl_Vertex.xyz,1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix*vert; - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); + vec4 pos = (gl_ModelViewMatrix * vert); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); vec3 ref = reflect(pos.xyz, -norm); diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl new file mode 100644 index 0000000000..50d2beee57 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -0,0 +1,33 @@ +/** + * @file simpleV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +varying float vary_texture_index; + +void main() +{ + //transform vertex + vec4 vert = vec4(gl_Vertex.xyz,1.0); + vary_texture_index = gl_Vertex.w; + gl_Position = gl_ModelViewProjectionMatrix*vert; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + vec4 pos = (gl_ModelViewMatrix * vert); + + vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); + gl_FrontColor = color; + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 9645693493..b8b12018d2 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -191,6 +191,14 @@ void LLDrawPool::renderPostDeferred(S32 pass) //virtual void LLDrawPool::endRenderPass( S32 pass ) { + for (U32 i = 1; i < 8; i++) + { //dummy cleanup of any currently bound textures + if (gGL.getTexUnit(i)->getCurrType() != LLTexUnit::TT_NONE) + { + gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType()); + gGL.getTexUnit(i)->disable(); + } + } } //virtual diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 3b3d48ab36..71eee0188c 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -228,13 +228,13 @@ void LLDrawPoolAlpha::render(S32 pass) if (!LLPipeline::sRenderDeferred) { simple_shader->bind(); - pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask()); + pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } if (fullbright_shader) { fullbright_shader->bind(); } - pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask()); + pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); LLGLSLShader::bindNoShader(); } else @@ -273,7 +273,14 @@ void LLDrawPoolAlpha::render(S32 pass) } } - renderAlpha(getVertexDataMask()); + if (mVertexShaderLevel > 0) + { + renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX); + } + else + { + renderAlpha(getVertexDataMask()); + } gGL.setColorMask(true, false); @@ -341,10 +348,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) BOOL light_enabled = TRUE; S32 diffuse_channel = 0; - BOOL use_shaders = (LLPipeline::sUnderWaterRender && gPipeline.canUseVertexShaders()) - || gPipeline.canUseWindLightShadersOnObjects(); - - + BOOL use_shaders = gPipeline.canUseVertexShaders(); + for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i) { LLSpatialGroup* group = *i; @@ -368,92 +373,107 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) LLRenderPass::applyModelMatrix(params); + + if (params.mFullbright) { - if (params.mFullbright) - { - // Turn off lighting if it hasn't already been so. - if (light_enabled || !initialized_lighting) - { - initialized_lighting = TRUE; - if (use_shaders) - { - target_shader = fullbright_shader; - } - else - { - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); - } - light_enabled = FALSE; - } - } - // Turn on lighting if it isn't already. - else if (!light_enabled || !initialized_lighting) + // Turn off lighting if it hasn't already been so. + if (light_enabled || !initialized_lighting) { initialized_lighting = TRUE; if (use_shaders) { - target_shader = simple_shader; + target_shader = fullbright_shader; } else { - gPipeline.enableLightsDynamic(); + gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); } - light_enabled = TRUE; + light_enabled = FALSE; } - - // If we need shaders, and we're not ALREADY using the proper shader, then bind it - // (this way we won't rebind shaders unnecessarily). - if(use_shaders && (current_shader != target_shader)) + } + // Turn on lighting if it isn't already. + else if (!light_enabled || !initialized_lighting) + { + initialized_lighting = TRUE; + if (use_shaders) { - llassert(target_shader != NULL); - if (deferred_render && current_shader != NULL) - { - gPipeline.unbindDeferredShader(*current_shader); - diffuse_channel = 0; - } - current_shader = target_shader; - if (deferred_render) - { - gPipeline.bindDeferredShader(*current_shader); - diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - } - else - { - current_shader->bind(); - } + target_shader = simple_shader; } - else if (!use_shaders && current_shader != NULL) + else { - if (deferred_render) - { - gPipeline.unbindDeferredShader(*current_shader); - diffuse_channel = 0; - } - LLGLSLShader::bindNoShader(); - current_shader = NULL; + gPipeline.enableLightsDynamic(); } + light_enabled = TRUE; + } - if (params.mGroup) + // If we need shaders, and we're not ALREADY using the proper shader, then bind it + // (this way we won't rebind shaders unnecessarily). + if(use_shaders && (current_shader != target_shader)) + { + llassert(target_shader != NULL); + if (deferred_render && current_shader != NULL) + { + gPipeline.unbindDeferredShader(*current_shader); + diffuse_channel = 0; + } + current_shader = target_shader; + if (deferred_render) { - params.mGroup->rebuildMesh(); + gPipeline.bindDeferredShader(*current_shader); + diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); } + else + { + current_shader->bind(); + } + } + else if (!use_shaders && current_shader != NULL) + { + if (deferred_render) + { + gPipeline.unbindDeferredShader(*current_shader); + diffuse_channel = 0; + } + LLGLSLShader::bindNoShader(); + current_shader = NULL; + } - - if (params.mTexture.notNull()) + if (params.mGroup) + { + params.mGroup->rebuildMesh(); + } + + bool tex_setup = false; + + if (use_shaders && params.mTextureList.size() > 1) + { + for (U32 i = 0; i < params.mTextureList.size(); ++i) { - gGL.getTexUnit(diffuse_channel)->bind(params.mTexture.get()); - if(params.mTexture.notNull()) + if (params.mTextureList[i].notNull()) { - params.mTexture->addTextureStats(params.mVSize); + gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE); } + } + } + else + { //not batching textures or batch has only 1 texture -- might need a texture matrix + if (params.mTexture.notNull()) + { + params.mTexture->addTextureStats(params.mVSize); + gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ; if (params.mTextureMatrix) { + tex_setup = true; gGL.getTexUnit(0)->activate(); glMatrixMode(GL_TEXTURE); glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; } } + else + { + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + } } params.mVertexBuffer->setBuffer(mask); @@ -480,7 +500,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); } - if (params.mTextureMatrix && params.mTexture.notNull()) + if (tex_setup) { gGL.getTexUnit(0)->activate(); glLoadIdentity(); @@ -494,9 +514,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) { gPipeline.unbindDeferredShader(*current_shader); LLVertexBuffer::unbind(); - LLGLState::checkStates(); - LLGLState::checkTextureChannels(); - LLGLState::checkClientArrays(); } if (!light_enabled) diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 645c7ebcae..7c017f5694 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -613,11 +613,11 @@ void LLDrawPoolAvatar::beginRigid() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectSimpleWaterProgram; + sVertexProgram = &gObjectSimpleNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectSimpleProgram; + sVertexProgram = &gObjectSimpleNonIndexedProgram; } if (sVertexProgram != NULL) @@ -669,7 +669,7 @@ void LLDrawPoolAvatar::endDeferredImpostor() void LLDrawPoolAvatar::beginDeferredRigid() { - sVertexProgram = &gDeferredDiffuseProgram; + sVertexProgram = &gDeferredNonIndexedDiffuseProgram; sVertexProgram->bind(); } @@ -700,11 +700,11 @@ void LLDrawPoolAvatar::beginSkinned() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectSimpleWaterProgram; + sVertexProgram = &gObjectSimpleNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectSimpleProgram; + sVertexProgram = &gObjectSimpleNonIndexedProgram; } } @@ -789,11 +789,11 @@ void LLDrawPoolAvatar::beginRiggedSimple() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectSimpleWaterProgram; + sVertexProgram = &gObjectSimpleNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectSimpleProgram; + sVertexProgram = &gObjectSimpleNonIndexedProgram; } } @@ -864,11 +864,11 @@ void LLDrawPoolAvatar::beginRiggedFullbright() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectFullbrightWaterProgram; + sVertexProgram = &gObjectFullbrightNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectFullbrightProgram; + sVertexProgram = &gObjectFullbrightNonIndexedProgram; } } @@ -908,11 +908,11 @@ void LLDrawPoolAvatar::beginRiggedShinySimple() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectShinyWaterProgram; + sVertexProgram = &gObjectShinyNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectShinyProgram; + sVertexProgram = &gObjectShinyNonIndexedProgram; } } @@ -953,11 +953,11 @@ void LLDrawPoolAvatar::beginRiggedFullbrightShiny() { if (LLPipeline::sUnderWaterRender) { - sVertexProgram = &gObjectFullbrightShinyWaterProgram; + sVertexProgram = &gObjectFullbrightShinyNonIndexedWaterProgram; } else { - sVertexProgram = &gObjectFullbrightShinyProgram; + sVertexProgram = &gObjectFullbrightShinyNonIndexedProgram; } } diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp index 3531073896..4ac4b89ab4 100644 --- a/indra/newview/lldrawpoolbump.cpp +++ b/indra/newview/lldrawpoolbump.cpp @@ -309,6 +309,9 @@ void LLDrawPoolBump::endRenderPass(S32 pass) llassert(0); break; } + + //to cleanup texture channels + LLRenderPass::endRenderPass(pass); } //static @@ -347,6 +350,11 @@ void LLDrawPoolBump::beginShiny(bool invisible) } bindCubeMap(shader, mVertexShaderLevel, diffuse_channel, cube_channel, invisible); + + if (mVertexShaderLevel > 1) + { //indexed texture rendering, channel 0 is always diffuse + diffuse_channel = 0; + } } //static @@ -414,16 +422,16 @@ void LLDrawPoolBump::renderShiny(bool invisible) LLGLEnable blend_enable(GL_BLEND); if (!invisible && mVertexShaderLevel > 1) { - LLRenderPass::renderTexture(LLRenderPass::PASS_SHINY, sVertexMask); + LLRenderPass::pushBatches(LLRenderPass::PASS_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } else if (!invisible) { renderGroups(LLRenderPass::PASS_SHINY, sVertexMask); } - else // invisible - { - renderGroups(LLRenderPass::PASS_INVISI_SHINY, sVertexMask); - } + //else // invisible (deprecated) + //{ + //renderGroups(LLRenderPass::PASS_INVISI_SHINY, sVertexMask); + //} } } @@ -536,7 +544,15 @@ void LLDrawPoolBump::renderFullbrightShiny() if( gSky.mVOSkyp->getCubeMap() ) { LLGLEnable blend_enable(GL_BLEND); - LLRenderPass::renderTexture(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask); + + if (mVertexShaderLevel > 1) + { + LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + } + else + { + LLRenderPass::renderTexture(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask); + } } } @@ -836,6 +852,9 @@ void LLDrawPoolBump::endPostDeferredPass(S32 pass) endBump(LLRenderPass::PASS_POST_BUMP); break; } + + //to disable texture channels + LLRenderPass::endRenderPass(pass); } void LLDrawPoolBump::renderPostDeferred(S32 pass) @@ -1296,39 +1315,56 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL { applyModelMatrix(params); - if (params.mTextureMatrix) + bool tex_setup = false; + + if (batch_textures && params.mTextureList.size() > 1) { - if (mShiny) + for (U32 i = 0; i < params.mTextureList.size(); ++i) { - gGL.getTexUnit(0)->activate(); - glMatrixMode(GL_TEXTURE); + if (params.mTextureList[i].notNull()) + { + gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE); + } } - else + } + else + { //not batching textures or batch has only 1 texture -- might need a texture matrix + if (params.mTextureMatrix) { - gGL.getTexUnit(1)->activate(); - glMatrixMode(GL_TEXTURE); + if (mShiny) + { + gGL.getTexUnit(0)->activate(); + glMatrixMode(GL_TEXTURE); + } + else + { + gGL.getTexUnit(1)->activate(); + glMatrixMode(GL_TEXTURE); + glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); + gPipeline.mTextureMatrixOps++; + gGL.getTexUnit(0)->activate(); + } + glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; - gGL.getTexUnit(0)->activate(); - } - glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); - gPipeline.mTextureMatrixOps++; - } - - if (mShiny && mVertexShaderLevel > 1 && texture) - { - if (params.mTexture.notNull()) - { - gGL.getTexUnit(diffuse_channel)->bind(params.mTexture) ; - params.mTexture->addTextureStats(params.mVSize); + tex_setup = true; } - else + + if (mShiny && mVertexShaderLevel > 1 && texture) { - gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE); + if (params.mTexture.notNull()) + { + gGL.getTexUnit(diffuse_channel)->bind(params.mTexture) ; + params.mTexture->addTextureStats(params.mVSize); + } + else + { + gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE); + } } } - + if (params.mGroup) { params.mGroup->rebuildMesh(); @@ -1336,7 +1372,7 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL params.mVertexBuffer->setBuffer(mask); params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); - if (params.mTextureMatrix) + if (tex_setup) { if (mShiny) { diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index 8ff60f73cc..9b73b2f9b6 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -105,7 +105,15 @@ void LLDrawPoolGlow::render(S32 pass) LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.setColorMask(false, true); - renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask()); + + if (shader_level > 1) + { + pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + } + else + { + renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask()); + } gGL.setColorMask(true, false); gGL.setSceneBlendType(LLRender::BT_ALPHA); @@ -179,13 +187,24 @@ void LLDrawPoolSimple::render(S32 pass) { //render simple LLFastTimer t(FTM_RENDER_SIMPLE); gPipeline.enableLightsDynamic(); - renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); - if (LLPipeline::sRenderDeferred) - { //if deferred rendering is enabled, bump faces aren't registered as simple - //render bump faces here as simple so bump faces will appear under water - renderTexture(LLRenderPass::PASS_BUMP, getVertexDataMask()); + if (mVertexShaderLevel > 0) + { + U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX; + + pushBatches(LLRenderPass::PASS_SIMPLE, mask, TRUE, TRUE); + + if (LLPipeline::sRenderDeferred) + { //if deferred rendering is enabled, bump faces aren't registered as simple + //render bump faces here as simple so bump faces will appear under water + pushBatches(LLRenderPass::PASS_BUMP, mask, TRUE, TRUE); + } } + else + { + renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); + } + } } @@ -246,11 +265,11 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass) if (LLPipeline::sUnderWaterRender) { - simple_shader = &gObjectSimpleWaterProgram; + simple_shader = &gObjectSimpleNonIndexedWaterProgram; } else { - simple_shader = &gObjectSimpleProgram; + simple_shader = &gObjectSimpleNonIndexedProgram; } if (mVertexShaderLevel > 0) @@ -386,25 +405,21 @@ void LLDrawPoolFullbright::endRenderPass(S32 pass) void LLDrawPoolFullbright::render(S32 pass) { //render fullbright LLFastTimer t(FTM_RENDER_FULLBRIGHT); + gGL.setSceneBlendType(LLRender::BT_ALPHA); + if (mVertexShaderLevel > 0) { fullbright_shader->bind(); fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f); + U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX; + pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE); } else { gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR; + renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask); } - - //gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.25f); - - //LLGLEnable test(GL_ALPHA_TEST); - //LLGLEnable blend(GL_BLEND); - gGL.setSceneBlendType(LLRender::BT_ALPHA); - U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR; - renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask); - - //gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } S32 LLDrawPoolFullbright::getNumPasses() diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index 195ee60a2e..81c796b146 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -66,11 +66,11 @@ void LLDrawPoolTree::beginRenderPass(S32 pass) if (LLPipeline::sUnderWaterRender) { - shader = &gObjectSimpleWaterProgram; + shader = &gObjectSimpleNonIndexedWaterProgram; } else { - shader = &gObjectSimpleProgram; + shader = &gObjectSimpleNonIndexedProgram; } if (gPipeline.canUseWindLightShadersOnObjects()) diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 29f3acdf91..e60b3f4543 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -66,12 +66,20 @@ LLGLSLShader gObjectSimpleProgram; LLGLSLShader gObjectSimpleWaterProgram; LLGLSLShader gObjectFullbrightProgram; LLGLSLShader gObjectFullbrightWaterProgram; - LLGLSLShader gObjectFullbrightShinyProgram; LLGLSLShader gObjectFullbrightShinyWaterProgram; LLGLSLShader gObjectShinyProgram; LLGLSLShader gObjectShinyWaterProgram; +LLGLSLShader gObjectSimpleNonIndexedProgram; +LLGLSLShader gObjectSimpleNonIndexedWaterProgram; +LLGLSLShader gObjectFullbrightNonIndexedProgram; +LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; +LLGLSLShader gObjectFullbrightShinyNonIndexedProgram; +LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram; +LLGLSLShader gObjectShinyNonIndexedProgram; +LLGLSLShader gObjectShinyNonIndexedWaterProgram; + //object hardware skinning shaders LLGLSLShader gSkinnedObjectSimpleProgram; LLGLSLShader gSkinnedObjectFullbrightProgram; @@ -113,6 +121,7 @@ LLGLSLShader gDeferredImpostorProgram; LLGLSLShader gDeferredEdgeProgram; LLGLSLShader gDeferredWaterProgram; LLGLSLShader gDeferredDiffuseProgram; +LLGLSLShader gDeferredNonIndexedDiffuseProgram; LLGLSLShader gDeferredSkinnedDiffuseProgram; LLGLSLShader gDeferredSkinnedBumpProgram; LLGLSLShader gDeferredSkinnedAlphaProgram; @@ -132,6 +141,7 @@ LLGLSLShader gDeferredShadowProgram; LLGLSLShader gDeferredAvatarShadowProgram; LLGLSLShader gDeferredAttachmentShadowProgram; LLGLSLShader gDeferredAlphaProgram; +LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gDeferredGIProgram; LLGLSLShader gDeferredGIFinalProgram; @@ -162,6 +172,10 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gObjectFullbrightProgram); mShaderList.push_back(&gObjectFullbrightShinyProgram); mShaderList.push_back(&gObjectFullbrightShinyWaterProgram); + mShaderList.push_back(&gObjectSimpleNonIndexedProgram); + mShaderList.push_back(&gObjectFullbrightNonIndexedProgram); + mShaderList.push_back(&gObjectFullbrightShinyNonIndexedProgram); + mShaderList.push_back(&gObjectFullbrightShinyNonIndexedWaterProgram); mShaderList.push_back(&gSkinnedObjectSimpleProgram); mShaderList.push_back(&gSkinnedObjectFullbrightProgram); mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram); @@ -185,6 +199,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredAlphaProgram); mShaderList.push_back(&gDeferredSkinnedAlphaProgram); mShaderList.push_back(&gDeferredFullbrightProgram); + mShaderList.push_back(&gDeferredAvatarEyesProgram); mShaderList.push_back(&gDeferredPostGIProgram); mShaderList.push_back(&gDeferredEdgeProgram); mShaderList.push_back(&gDeferredPostProgram); @@ -586,6 +601,16 @@ void LLViewerShaderMgr::unloadShaders() gObjectFullbrightShinyWaterProgram.unload(); gObjectShinyWaterProgram.unload(); + gObjectSimpleNonIndexedProgram.unload(); + gObjectSimpleNonIndexedWaterProgram.unload(); + gObjectFullbrightNonIndexedProgram.unload(); + gObjectFullbrightNonIndexedWaterProgram.unload(); + + gObjectShinyNonIndexedProgram.unload(); + gObjectFullbrightShinyNonIndexedProgram.unload(); + gObjectFullbrightShinyNonIndexedWaterProgram.unload(); + gObjectShinyNonIndexedWaterProgram.unload(); + gSkinnedObjectSimpleProgram.unload(); gSkinnedObjectFullbrightProgram.unload(); gSkinnedObjectFullbrightShinyProgram.unload(); @@ -616,6 +641,7 @@ void LLViewerShaderMgr::unloadShaders() gPostNightVisionProgram.unload(); gDeferredDiffuseProgram.unload(); + gDeferredNonIndexedDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); gDeferredSkinnedBumpProgram.unload(); gDeferredSkinnedAlphaProgram.unload(); @@ -707,6 +733,14 @@ BOOL LLViewerShaderMgr::loadBasicShaders() shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFullbrightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); for (U32 i = 0; i < shaders.size(); i++) { @@ -953,6 +987,32 @@ void setup_indexed_texture(LLGLSLShader& shader) shader.uniform1i("tex5", 5); shader.uniform1i("tex6", 6); shader.uniform1i("tex7", 7); + + S32 cur_tex = 8; //adjust any texture channels that might have been overwritten + for (U32 i = 0; i < shader.mTexture.size(); i++) + { + if (shader.mTexture[i] > -1 && shader.mTexture[i] < 7) + { + shader.uniform1i(i, cur_tex); + shader.mTexture[i] = cur_tex++; + } + } + shader.unbind(); +} + +void setup_indexed_texture_with_cubemap(LLGLSLShader& shader) +{ + shader.bind(); + shader.uniform1i("tex0", 0); + shader.uniform1i("tex1", 1); + shader.uniform1i("tex2", 2); + shader.uniform1i("tex3", 3); + shader.uniform1i("tex4", 4); + shader.uniform1i("tex5", 5); + shader.uniform1i("tex6", 6); + shader.uniform1i("environmentMap", 7); + shader.mTexture[LLViewerShaderMgr::ENVIRONMENT_MAP] = 7; + shader.mTexture[LLViewerShaderMgr::DIFFUSE_MAP] = 0; shader.unbind(); } @@ -962,6 +1022,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredTreeProgram.unload(); gDeferredDiffuseProgram.unload(); + gDeferredNonIndexedDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); gDeferredSkinnedBumpProgram.unload(); gDeferredSkinnedAlphaProgram.unload(); @@ -982,6 +1043,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.unload(); gDeferredAlphaProgram.unload(); gDeferredFullbrightProgram.unload(); + gDeferredAvatarEyesProgram.unload(); gDeferredPostGIProgram.unload(); gDeferredEdgeProgram.unload(); gDeferredPostProgram.unload(); @@ -1019,6 +1081,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + gDeferredNonIndexedDiffuseProgram.mName = "Non Indexed Deferred Diffuse Shader"; + gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear(); + gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredNonIndexedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredNonIndexedDiffuseProgram.createShader(NULL, NULL); + } + + + if (success) + { gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader"; gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedDiffuseProgram.mShaderFiles.clear(); @@ -1237,6 +1310,24 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAlphaProgram.createShader(NULL, NULL); + if (success) + { + setup_indexed_texture(gDeferredAlphaProgram); + } + } + + if (success) + { + gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader"; + gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true; + gDeferredAvatarEyesProgram.mFeatures.hasGamma = true; + gDeferredAvatarEyesProgram.mFeatures.hasTransport = true; + gDeferredAvatarEyesProgram.mFeatures.isFullbright = true; + gDeferredAvatarEyesProgram.mShaderFiles.clear(); + gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAvatarEyesProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarEyesProgram.createShader(NULL, NULL); } if (success) @@ -1515,6 +1606,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() BOOL LLViewerShaderMgr::loadShadersObject() { BOOL success = TRUE; + bool batch_textures = mVertexShaderLevel[SHADER_OBJECT] > 1; if (mVertexShaderLevel[SHADER_OBJECT] == 0) { @@ -1526,6 +1618,14 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectSimpleWaterProgram.unload(); gObjectFullbrightProgram.unload(); gObjectFullbrightWaterProgram.unload(); + gObjectShinyNonIndexedProgram.unload(); + gObjectFullbrightShinyNonIndexedProgram.unload(); + gObjectFullbrightShinyNonIndexedWaterProgram.unload(); + gObjectShinyNonIndexedWaterProgram.unload(); + gObjectSimpleNonIndexedProgram.unload(); + gObjectSimpleNonIndexedWaterProgram.unload(); + gObjectFullbrightNonIndexedProgram.unload(); + gObjectFullbrightNonIndexedWaterProgram.unload(); gSkinnedObjectSimpleProgram.unload(); gSkinnedObjectFullbrightProgram.unload(); gSkinnedObjectFullbrightShinyProgram.unload(); @@ -1540,6 +1640,137 @@ BOOL LLViewerShaderMgr::loadShadersObject() if (success) { + gObjectSimpleNonIndexedProgram.mName = "Non indexed Shader"; + gObjectSimpleNonIndexedProgram.mFeatures.calculatesLighting = true; + gObjectSimpleNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleNonIndexedProgram.mFeatures.hasGamma = true; + gObjectSimpleNonIndexedProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleNonIndexedProgram.mFeatures.hasLighting = true; + gObjectSimpleNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectSimpleNonIndexedProgram.mShaderFiles.clear(); + gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectSimpleNonIndexedProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectSimpleNonIndexedWaterProgram.mName = "Non indexed Water Shader"; + gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesLighting = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.hasLighting = true; + gObjectSimpleNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectSimpleNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectSimpleNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectSimpleNonIndexedWaterProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectFullbrightNonIndexedProgram.mName = "Non Indexed Fullbright Shader"; + gObjectFullbrightNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightNonIndexedProgram.mFeatures.hasGamma = true; + gObjectFullbrightNonIndexedProgram.mFeatures.hasTransport = true; + gObjectFullbrightNonIndexedProgram.mFeatures.isFullbright = true; + gObjectFullbrightNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightNonIndexedProgram.mShaderFiles.clear(); + gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectFullbrightNonIndexedProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectFullbrightNonIndexedWaterProgram.mName = "Non Indexed Fullbright Water Shader"; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.isFullbright = true; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasTransport = true; + gObjectFullbrightNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectFullbrightNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectShinyNonIndexedProgram.mName = "Non Indexed Shiny Shader"; + gObjectShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectShinyNonIndexedProgram.mFeatures.calculatesLighting = true; + gObjectShinyNonIndexedProgram.mFeatures.hasGamma = true; + gObjectShinyNonIndexedProgram.mFeatures.hasAtmospherics = true; + gObjectShinyNonIndexedProgram.mFeatures.isShiny = true; + gObjectShinyNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectShinyNonIndexedProgram.mShaderFiles.clear(); + gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectShinyNonIndexedProgram.createShader(NULL, &mShinyUniforms); + } + + if (success) + { + gObjectShinyNonIndexedWaterProgram.mName = "Non Indexed Shiny Water Shader"; + gObjectShinyNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.calculatesLighting = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.isShiny = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.hasAtmospherics = true; + gObjectShinyNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectShinyNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectShinyNonIndexedWaterProgram.createShader(NULL, &mShinyUniforms); + } + + if (success) + { + gObjectFullbrightShinyNonIndexedProgram.mName = "Non Indexed Fullbright Shiny Shader"; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.isFullbright = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.isShiny = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.hasGamma = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.hasTransport = true; + gObjectFullbrightShinyNonIndexedProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.clear(); + gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectFullbrightShinyNonIndexedProgram.createShader(NULL, &mShinyUniforms); + } + + if (success) + { + gObjectFullbrightShinyNonIndexedWaterProgram.mName = "Non Indexed Fullbright Shiny Water Shader"; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.isFullbright = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.isShiny = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasGamma = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasTransport = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasWaterFog = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.clear(); + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectFullbrightShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, &mShinyUniforms); + } + + if (success) + { gObjectSimpleProgram.mName = "Simple Shader"; gObjectSimpleProgram.mFeatures.calculatesLighting = true; gObjectSimpleProgram.mFeatures.calculatesAtmospherics = true; @@ -1551,6 +1782,11 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectSimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectSimpleProgram.createShader(NULL, NULL); + + if (success && batch_textures) + { + setup_indexed_texture(gObjectSimpleProgram); + } } if (success) @@ -1567,6 +1803,11 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectSimpleWaterProgram.createShader(NULL, NULL); + + if (success && batch_textures) + { + setup_indexed_texture(gObjectSimpleWaterProgram); + } } if (success) @@ -1581,6 +1822,10 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectFullbrightProgram.createShader(NULL, NULL); + if (success && batch_textures) + { + setup_indexed_texture(gObjectFullbrightProgram); + } } if (success) @@ -1596,6 +1841,10 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectFullbrightWaterProgram.createShader(NULL, NULL); + if (success && batch_textures) + { + setup_indexed_texture(gObjectFullbrightWaterProgram); + } } if (success) @@ -1611,6 +1860,10 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectShinyProgram.createShader(NULL, &mShinyUniforms); + if (success && batch_textures) + { + setup_indexed_texture_with_cubemap(gObjectShinyProgram); + } } if (success) @@ -1627,6 +1880,10 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectShinyWaterProgram.createShader(NULL, &mShinyUniforms); + if (success && batch_textures) + { + setup_indexed_texture_with_cubemap(gObjectShinyWaterProgram); + } } if (success) @@ -1642,6 +1899,10 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms); + if (success && batch_textures) + { + setup_indexed_texture_with_cubemap(gObjectFullbrightShinyProgram); + } } if (success) @@ -1659,6 +1920,10 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectFullbrightShinyWaterProgram.createShader(NULL, &mShinyUniforms); + if (success && batch_textures) + { + setup_indexed_texture_with_cubemap(gObjectFullbrightShinyWaterProgram); + } } if (mVertexShaderLevel[SHADER_AVATAR] > 0) @@ -1672,6 +1937,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectSimpleProgram.mFeatures.hasAtmospherics = true; gSkinnedObjectSimpleProgram.mFeatures.hasLighting = true; gSkinnedObjectSimpleProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectSimpleProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectSimpleProgram.mShaderFiles.clear(); gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1687,6 +1953,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightProgram.mFeatures.hasTransport = true; gSkinnedObjectFullbrightProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectFullbrightProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1703,6 +1970,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightShinyProgram.mFeatures.isShiny = true; gSkinnedObjectFullbrightShinyProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightShinyProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectFullbrightShinyProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightShinyProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1719,6 +1987,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectShinySimpleProgram.mFeatures.hasAtmospherics = true; gSkinnedObjectShinySimpleProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectShinySimpleProgram.mFeatures.isShiny = true; + gSkinnedObjectShinySimpleProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectShinySimpleProgram.mShaderFiles.clear(); gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1734,9 +2003,11 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectSimpleWaterProgram.mFeatures.hasGamma = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasLighting = true; + gSkinnedObjectSimpleWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasWaterFog = true; gSkinnedObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectSimpleWaterProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectSimpleWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectSimpleWaterProgram.mShaderFiles.clear(); gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1753,6 +2024,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightWaterProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true; + gSkinnedObjectFullbrightWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectFullbrightWaterProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1771,6 +2043,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasWaterFog = true; + gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1789,6 +2062,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.isShiny = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasWaterFog = true; + gSkinnedObjectShinySimpleWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectShinySimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.clear(); gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index f5371f0619..6ecba65470 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -298,16 +298,25 @@ extern LLVector4 gShinyOrigin; //object shaders extern LLGLSLShader gObjectSimpleProgram; extern LLGLSLShader gObjectSimpleWaterProgram; +extern LLGLSLShader gObjectSimpleNonIndexedProgram; +extern LLGLSLShader gObjectSimpleNonIndexedWaterProgram; extern LLGLSLShader gObjectFullbrightProgram; extern LLGLSLShader gObjectFullbrightWaterProgram; +extern LLGLSLShader gObjectFullbrightNonIndexedProgram; +extern LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; extern LLGLSLShader gObjectSimpleLODProgram; extern LLGLSLShader gObjectFullbrightLODProgram; extern LLGLSLShader gObjectFullbrightShinyProgram; extern LLGLSLShader gObjectFullbrightShinyWaterProgram; +extern LLGLSLShader gObjectFullbrightShinyNonIndexedProgram; +extern LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram; + extern LLGLSLShader gObjectShinyProgram; extern LLGLSLShader gObjectShinyWaterProgram; +extern LLGLSLShader gObjectShinyNonIndexedProgram; +extern LLGLSLShader gObjectShinyNonIndexedWaterProgram; extern LLGLSLShader gSkinnedObjectSimpleProgram; extern LLGLSLShader gSkinnedObjectFullbrightProgram; @@ -349,6 +358,7 @@ extern LLGLSLShader gDeferredImpostorProgram; extern LLGLSLShader gDeferredEdgeProgram; extern LLGLSLShader gDeferredWaterProgram; extern LLGLSLShader gDeferredDiffuseProgram; +extern LLGLSLShader gDeferredNonIndexedDiffuseProgram; extern LLGLSLShader gDeferredSkinnedDiffuseProgram; extern LLGLSLShader gDeferredSkinnedBumpProgram; extern LLGLSLShader gDeferredSkinnedAlphaProgram; @@ -373,6 +383,7 @@ extern LLGLSLShader gDeferredAvatarShadowProgram; extern LLGLSLShader gDeferredAttachmentShadowProgram; extern LLGLSLShader gDeferredAlphaProgram; extern LLGLSLShader gDeferredFullbrightProgram; +extern LLGLSLShader gDeferredAvatarEyesProgram; extern LLGLSLShader gDeferredAvatarAlphaProgram; extern LLGLSLShader gDeferredWLSkyProgram; extern LLGLSLShader gDeferredWLCloudProgram; diff --git a/indra/newview/llvopartgroup.cpp b/indra/newview/llvopartgroup.cpp index 85b740d819..a4b0910c92 100644 --- a/indra/newview/llvopartgroup.cpp +++ b/indra/newview/llvopartgroup.cpp @@ -324,10 +324,18 @@ void LLVOPartGroup::getGeometry(S32 idx, LLVector3 normal = -LLViewerCamera::getInstance()->getXAxis(); - + + //HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should) + // this works because there is actually a 4th float stored after the vertex position which is used as a texture index + // also, somebody please VECTORIZE THIS + + verticesp->mV[3] = 0.f; *verticesp++ = part_pos_agent + up - right; + verticesp->mV[3] = 0.f; *verticesp++ = part_pos_agent - up - right; + verticesp->mV[3] = 0.f; *verticesp++ = part_pos_agent + up + right; + verticesp->mV[3] = 0.f; *verticesp++ = part_pos_agent - up + right; *colorsp++ = part.mColor; @@ -360,7 +368,7 @@ U32 LLVOPartGroup::getPartitionType() const } LLParticlePartition::LLParticlePartition() -: LLSpatialPartition(LLDrawPoolAlpha::VERTEX_DATA_MASK, TRUE, GL_STREAM_DRAW_ARB) +: LLSpatialPartition(LLDrawPoolAlpha::VERTEX_DATA_MASK | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, GL_STREAM_DRAW_ARB) { mRenderPass = LLRenderPass::PASS_ALPHA; mDrawableType = LLPipeline::RENDER_TYPE_PARTICLES; diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index 6396bc042d..800af26b69 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -1483,6 +1483,8 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons facep->setVertexBuffer(buff); } + llassert(facep->getVertexBuffer()->getNumIndices() == 6); + index_offset = facep->getGeometry(verticesp,normalsp,texCoordsp, indicesp); if (-1 == index_offset) diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 87de064ad1..713724cf46 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -73,6 +73,7 @@ #include "llagent.h" #include "llviewermediafocus.h" #include "lldatapacker.h" +#include "llviewershadermgr.h" #include "llvoavatar.h" #include "llvocache.h" @@ -4295,20 +4296,24 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) U32 bump_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR; U32 fullbright_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR; - if (LLPipeline::sRenderDeferred) + bool batch_textures = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 1; + + if (batch_textures) { bump_mask |= LLVertexBuffer::MAP_BINORMAL; genDrawInfo(group, simple_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, simple_faces, FALSE, TRUE); genDrawInfo(group, fullbright_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, fullbright_faces, FALSE, TRUE); genDrawInfo(group, bump_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, bump_faces, FALSE, TRUE); + genDrawInfo(group, alpha_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, alpha_faces, TRUE, TRUE); } else { genDrawInfo(group, simple_mask, simple_faces); genDrawInfo(group, fullbright_mask, fullbright_faces); genDrawInfo(group, bump_mask, bump_faces, FALSE, TRUE); + genDrawInfo(group, alpha_mask, alpha_faces, TRUE); } - genDrawInfo(group, alpha_mask, alpha_faces, TRUE); + if (!LLPipeline::sDelayVBUpdate) { @@ -4482,25 +4487,60 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: std::vector<LLViewerTexture*> texture_list; - if (!distance_sort && batch_textures) + if (batch_textures) { U8 cur_tex = 0; facep->setTextureIndex(cur_tex); texture_list.push_back(tex); - if (can_batch_texture(facep)) + //if (can_batch_texture(facep)) { while (i != faces.end()) { facep = *i; if (facep->getTexture() != tex) { - cur_tex++; + if (distance_sort) + { //textures might be out of order, see if texture exists in current batch + bool found = false; + for (U32 tex_idx = 0; tex_idx < texture_list.size(); ++tex_idx) + { + if (facep->getTexture() == texture_list[tex_idx]) + { + cur_tex = tex_idx; + found = true; + break; + } + } + + if (!found) + { + cur_tex = texture_list.size(); + } + } + else + { + cur_tex++; + + if (cur_tex >= 7 && facep->getTextureEntry()->getShiny()) + { //entry 7 is reserved for the environment map for shiny faces + break; + } + } + + if (!can_batch_texture(facep)) + { //face is bump mapped or has an animated texture matrix -- can't + //batch more than 1 texture at a time + break; + } + if (cur_tex >= 8) { //cut batches on every 8 textures break; } + tex = facep->getTexture(); + texture_list.push_back(tex); } @@ -4509,11 +4549,6 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: break; } - if (!can_batch_texture(facep)) - { //cut batches on things that require single texture rendering (animated texture, bump maps) - break; - } - ++i; index_count += facep->getIndicesCount(); geom_count += facep->getGeomCount(); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index fadae7c71e..1489c033e2 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3606,7 +3606,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) if (gDebugGL) { check_stack_depth(stack_depth); - std::string msg = llformat("%s pass %d", gPoolNames[cur_type].c_str(), i); + std::string msg = llformat("pass %d", i); LLGLState::checkStates(msg); LLGLState::checkTextureChannels(msg); LLGLState::checkClientArrays(msg); @@ -6568,8 +6568,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen noise_map = mNoiseMap; } - LLGLState::checkTextureChannels(); - shader.bind(); S32 channel = 0; channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); @@ -7852,8 +7850,6 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->activate(); shader.unbind(); - - LLGLState::checkTextureChannels(); } inline float sgn(float a) |