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authorDave Parks <davep@lindenlab.com>2011-05-30 01:25:55 -0500
committerDave Parks <davep@lindenlab.com>2011-05-30 01:25:55 -0500
commiteca17c8993aecfd8d69c1b1765f8ac841ad29119 (patch)
treef876d76ad19db1fa18c56f7c61efd4b10648c747 /indra/newview
parent57725bd6a14f471cae1a0f4ac7485ab9ccd8bfc6 (diff)
SH-1682 Full integration if indexed texture rendering to improve batch size.
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/shinyV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/simpleV.glsl33
-rw-r--r--indra/newview/lldrawpool.cpp8
-rw-r--r--indra/newview/lldrawpoolalpha.cpp153
-rw-r--r--indra/newview/lldrawpoolavatar.cpp26
-rw-r--r--indra/newview/lldrawpoolbump.cpp94
-rw-r--r--indra/newview/lldrawpoolsimple.cpp51
-rw-r--r--indra/newview/lldrawpooltree.cpp4
-rw-r--r--indra/newview/llviewershadermgr.cpp276
-rw-r--r--indra/newview/llviewershadermgr.h11
-rw-r--r--indra/newview/llvopartgroup.cpp12
-rw-r--r--indra/newview/llvosky.cpp2
-rw-r--r--indra/newview/llvovolume.cpp55
-rw-r--r--indra/newview/pipeline.cpp6
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)